mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-14 19:49:51 +00:00
349 lines
9.4 KiB
C++
349 lines
9.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/misc/hierarchical_timer.h"
|
|
#include "nel/misc/debug.h"
|
|
#include "nel/3d/driver.h"
|
|
#include "nel/3d/transform_shape.h"
|
|
#include "nel/3d/skeleton_model.h"
|
|
#include "nel/3d/mesh_base_instance.h"
|
|
#include "nel/3d/clip_trav.h"
|
|
#include "nel/3d/render_trav.h"
|
|
#include "nel/3d/load_balancing_trav.h"
|
|
#include "nel/3d/quad_grid_clip_cluster.h"
|
|
#include "nel/3d/scene.h"
|
|
|
|
|
|
using namespace NLMISC;
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::registerBasic()
|
|
{
|
|
CScene::registerModel(TransformShapeId, TransformId, CTransformShape::creator);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CTransformShape::CTransformShape()
|
|
{
|
|
_NumTrianglesAfterLoadBalancing= 100;
|
|
_CurrentLightContribution= NULL;
|
|
_CurrentUseLocalAttenuation= false;
|
|
_DistMax = -1.f;
|
|
// By default all transformShape are LoadBalancable
|
|
CTransform::setIsLoadbalancable(true);
|
|
|
|
// The model is renderable
|
|
CTransform::setIsRenderable(true);
|
|
|
|
// I am a CTransformShape
|
|
CTransform::setIsTransformShape(true);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
float CTransformShape::getNumTriangles (float distance)
|
|
{
|
|
// Call shape method
|
|
return Shape->getNumTriangles (distance);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::getAABBox(NLMISC::CAABBox &bbox) const
|
|
{
|
|
if(Shape)
|
|
{
|
|
Shape->getAABBox(bbox);
|
|
}
|
|
else
|
|
{
|
|
bbox.setCenter(CVector::Null);
|
|
bbox.setHalfSize(CVector::Null);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::setupCurrentLightContribution(CLightContribution *lightContrib, bool useLocalAtt)
|
|
{
|
|
_CurrentLightContribution= lightContrib;
|
|
_CurrentUseLocalAttenuation= useLocalAtt;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::changeLightSetup(CRenderTrav *rdrTrav)
|
|
{
|
|
// setup the instance lighting.
|
|
rdrTrav->changeLightSetup(_CurrentLightContribution, _CurrentUseLocalAttenuation);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CTransformShape::getNumMaterial () const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
const CMaterial *CTransformShape::getMaterial (uint /* materialId */) const
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CMaterial *CTransformShape::getMaterial (uint /* materialId */)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::unlinkFromQuadCluster()
|
|
{
|
|
// if linked to a quadGridClipCluster, unlink it
|
|
_QuadClusterListNode.unlink();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CTransformShape::clip()
|
|
{
|
|
H_AUTO( NL3D_TrShape_Clip );
|
|
|
|
CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
|
|
|
|
if(Shape)
|
|
{
|
|
// first test DistMax (faster).
|
|
float maxDist = getDistMax();
|
|
// if DistMax test enabled
|
|
if(maxDist!=-1)
|
|
{
|
|
// Calc the distance
|
|
float sqrDist = (clipTrav.CamPos - getWorldMatrix().getPos()).sqrnorm ();
|
|
maxDist*=maxDist;
|
|
|
|
// if dist > maxDist, skip
|
|
if (sqrDist > maxDist)
|
|
{
|
|
// Ok, not shown
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Else finer clip with pyramid, only if needed
|
|
if(clipTrav.ForceNoFrustumClip)
|
|
return true;
|
|
else
|
|
return Shape->clip(clipTrav.WorldPyramid, getWorldMatrix());
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::traverseRender()
|
|
{
|
|
H_AUTO( NL3D_TrShape_Render );
|
|
|
|
|
|
// Compute the current lighting setup for this instance
|
|
//===================
|
|
|
|
|
|
// if the transform is lightable (ie not a fully lightmaped model), setup lighting
|
|
if(isLightable())
|
|
{
|
|
// useLocalAttenuation for this shape ??
|
|
if(Shape)
|
|
_CurrentUseLocalAttenuation= Shape->useLightingLocalAttenuation ();
|
|
else
|
|
_CurrentUseLocalAttenuation= false;
|
|
|
|
// the std case is to take my model lightContribution
|
|
if(_AncestorSkeletonModel==NULL)
|
|
_CurrentLightContribution= &getLightContribution();
|
|
// but if skinned/sticked (directly or not) to a skeleton, take its.
|
|
else
|
|
_CurrentLightContribution= &((CTransformShape*)_AncestorSkeletonModel)->getLightContribution();
|
|
}
|
|
// else must disable the lightSetup
|
|
else
|
|
{
|
|
// setting NULL will disable all lights
|
|
_CurrentLightContribution= NULL;
|
|
_CurrentUseLocalAttenuation= false;
|
|
}
|
|
|
|
|
|
// render the shape.
|
|
//=================
|
|
if(Shape)
|
|
{
|
|
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
|
|
bool currentPassOpaque= rdrTrav.isCurrentPassOpaque();
|
|
|
|
// shape must be rendered in a CMeshBlockManager ??
|
|
float polygonCount = 0.f;
|
|
IMeshGeom *meshGeom= NULL;
|
|
// true only if in pass opaque
|
|
if( currentPassOpaque )
|
|
meshGeom= Shape->supportMeshBlockRendering(this, polygonCount);
|
|
|
|
// if ok, add the meshgeom to the block manager.
|
|
if(meshGeom)
|
|
{
|
|
CMeshBaseInstance *inst= safe_cast<CMeshBaseInstance*>(this);
|
|
rdrTrav.MeshBlockManager.addInstance(meshGeom, inst, polygonCount);
|
|
}
|
|
// else render it.
|
|
else
|
|
{
|
|
// setup the lighting
|
|
changeLightSetup( &rdrTrav );
|
|
|
|
// render the shape.
|
|
IDriver *drv= rdrTrav.getDriver();
|
|
Shape->render( drv, this, currentPassOpaque );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::profileRender()
|
|
{
|
|
// profile the shape.
|
|
if(Shape)
|
|
{
|
|
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
|
|
bool currentPassOpaque= rdrTrav.isCurrentPassOpaque();
|
|
|
|
Shape->profileSceneRender( &rdrTrav, this, currentPassOpaque );
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::traverseLoadBalancing()
|
|
{
|
|
CLoadBalancingTrav &loadTrav= getOwnerScene()->getLoadBalancingTrav();
|
|
if(loadTrav.getLoadPass()==0)
|
|
traverseLoadBalancingPass0();
|
|
else
|
|
traverseLoadBalancingPass1();
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::traverseLoadBalancingPass0()
|
|
{
|
|
CLoadBalancingTrav &loadTrav= getOwnerScene()->getLoadBalancingTrav();
|
|
CSkeletonModel *skeleton= getSkeletonModel();
|
|
|
|
// World Model position
|
|
const CVector *modelPos;
|
|
|
|
// If this isntance is binded or skinned to a skeleton, take the world matrix of this one as
|
|
// center for LoadBalancing Resolution.
|
|
if(skeleton)
|
|
{
|
|
// Take the root bone of the skeleton as reference (bone 0)
|
|
// And so get our position.
|
|
modelPos= &skeleton->Bones[0].getWorldMatrix().getPos();
|
|
}
|
|
else
|
|
{
|
|
// get our position from
|
|
modelPos= &getWorldMatrix().getPos();
|
|
}
|
|
|
|
|
|
// Then compute distance from camera.
|
|
float modelDist= ( loadTrav.CamPos - *modelPos).norm();
|
|
|
|
|
|
// Get the number of triangles this model use now.
|
|
_FaceCount= getNumTriangles(modelDist);
|
|
_LoadBalancingGroup->addNbFacesPass0(_FaceCount);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::traverseLoadBalancingPass1()
|
|
{
|
|
// Set the result into the isntance.
|
|
_NumTrianglesAfterLoadBalancing= _LoadBalancingGroup->computeModelNbFace(_FaceCount);
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CTransformShape::getLightHotSpotInWorld(CVector &modelPos, float &modelRadius) const
|
|
{
|
|
/*
|
|
// get the untransformed bbox from the model.
|
|
CAABBox bbox;
|
|
getAABBox(bbox);
|
|
// get transformed center pos of bbox
|
|
modelPos= getWorldMatrix() * bbox.getCenter();
|
|
// If the model is a big lightable, must take radius from aabbox, else suppose 0 radius.
|
|
if(isBigLightable())
|
|
{
|
|
// get size of the bbox (bounding sphere)
|
|
modelRadius= bbox.getRadius();
|
|
}
|
|
else
|
|
{
|
|
// Assume 0 radius => faster computeLinearAttenuation()
|
|
modelRadius= 0;
|
|
}
|
|
*/
|
|
|
|
// This method works well for Big Trees.
|
|
// TODO: generalize, saving a LightHotSpot per shape.
|
|
|
|
// get pos of object. Ie the hotSpot is the pivot.
|
|
modelPos= getWorldMatrix().getPos();
|
|
// If the model is a big lightable, must take radius from aabbox, else suppose 0 radius.
|
|
if(isBigLightable())
|
|
{
|
|
// get the untransformed bbox from the model.
|
|
CAABBox bbox;
|
|
getAABBox(bbox);
|
|
// get size of the bbox (bounding sphere)
|
|
modelRadius= bbox.getRadius();
|
|
}
|
|
else
|
|
{
|
|
// Assume 0 radius => faster computeLinearAttenuation()
|
|
modelRadius= 0;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
} // NL3D
|