khanat-code-old/code/ryzom/client/src/r2/mesh_array.cpp

129 lines
3.5 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 "stdpch.h"
//
#include "mesh_array.h"
//
#include "../global.h"
#include "../misc.h"
using namespace NLMISC;
using namespace NL3D;
namespace R2
{
//*********************************************************************************************************
CMeshArray::CMeshArray()
{
_Active = true;
}
//*********************************************************************************************************
CMeshArray::~CMeshArray()
{
clear();
}
//*********************************************************************************************************
void CMeshArray::setShapeName(const std::string &shapeName)
{
//H_AUTO(R2_CMeshArray_setShapeName)
resize(0);
_ShapeName = shapeName;
}
//*********************************************************************************************************
void CMeshArray::resize(uint newSize)
{
//H_AUTO(R2_CMeshArray_resize)
if (newSize < _MeshInstances.size())
{
for(uint k = newSize; k < _MeshInstances.size(); ++k)
{
Scene->deleteInstance(_MeshInstances[k]);
}
_MeshInstances.resize(newSize);
}
else
{
uint oldSize = (uint)_MeshInstances.size();
_MeshInstances.resize(newSize);
for(uint k = oldSize; k < newSize; ++k)
{
_MeshInstances[k] = Scene->createInstance(_ShapeName);
if (_Active)
{
_MeshInstances[k].show();
}
else
{
_MeshInstances[k].hide();
}
}
}
}
//*********************************************************************************************************
UInstance &CMeshArray::getInstance(uint index)
{
//H_AUTO(R2_CMeshArray_getInstance)
nlassert(index < _MeshInstances.size());
return _MeshInstances[index];
}
//*********************************************************************************************************
const UInstance &CMeshArray::getInstance(uint index) const
{
//H_AUTO(R2_CMeshArray_getInstance)
nlassert(index < _MeshInstances.size());
return _MeshInstances[index];
}
//*********************************************************************************************************
void CMeshArray::setEmissive(NLMISC::CRGBA color)
{
//H_AUTO(R2_CMeshArray_setEmissive)
for(uint k = 0; k < _MeshInstances.size(); ++k)
{
::setEmissive(_MeshInstances[k], color);
}
}
//*********************************************************************************************************
void CMeshArray::setActive(bool active)
{
//H_AUTO(R2_CMeshArray_setActive)
if (active == _Active) return;
for(uint k = 0; k < _MeshInstances.size(); ++k)
{
if (active)
{
_MeshInstances[k].show();
}
else
{
_MeshInstances[k].hide();
}
}
_Active = active;
}
} // R2