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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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129 lines
3.5 KiB
C++
129 lines
3.5 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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//
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#include "mesh_array.h"
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//
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#include "../global.h"
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#include "../misc.h"
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using namespace NLMISC;
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using namespace NL3D;
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namespace R2
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{
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//*********************************************************************************************************
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CMeshArray::CMeshArray()
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{
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_Active = true;
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}
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//*********************************************************************************************************
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CMeshArray::~CMeshArray()
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{
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clear();
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}
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//*********************************************************************************************************
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void CMeshArray::setShapeName(const std::string &shapeName)
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{
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//H_AUTO(R2_CMeshArray_setShapeName)
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resize(0);
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_ShapeName = shapeName;
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}
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//*********************************************************************************************************
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void CMeshArray::resize(uint newSize)
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{
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//H_AUTO(R2_CMeshArray_resize)
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if (newSize < _MeshInstances.size())
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{
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for(uint k = newSize; k < _MeshInstances.size(); ++k)
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{
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Scene->deleteInstance(_MeshInstances[k]);
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}
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_MeshInstances.resize(newSize);
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}
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else
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{
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uint oldSize = (uint)_MeshInstances.size();
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_MeshInstances.resize(newSize);
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for(uint k = oldSize; k < newSize; ++k)
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{
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_MeshInstances[k] = Scene->createInstance(_ShapeName);
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if (_Active)
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{
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_MeshInstances[k].show();
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}
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else
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{
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_MeshInstances[k].hide();
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}
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}
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}
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}
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//*********************************************************************************************************
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UInstance &CMeshArray::getInstance(uint index)
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{
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//H_AUTO(R2_CMeshArray_getInstance)
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nlassert(index < _MeshInstances.size());
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return _MeshInstances[index];
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}
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//*********************************************************************************************************
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const UInstance &CMeshArray::getInstance(uint index) const
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{
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//H_AUTO(R2_CMeshArray_getInstance)
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nlassert(index < _MeshInstances.size());
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return _MeshInstances[index];
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}
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//*********************************************************************************************************
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void CMeshArray::setEmissive(NLMISC::CRGBA color)
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{
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//H_AUTO(R2_CMeshArray_setEmissive)
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for(uint k = 0; k < _MeshInstances.size(); ++k)
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{
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::setEmissive(_MeshInstances[k], color);
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}
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}
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//*********************************************************************************************************
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void CMeshArray::setActive(bool active)
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{
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//H_AUTO(R2_CMeshArray_setActive)
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if (active == _Active) return;
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for(uint k = 0; k < _MeshInstances.size(); ++k)
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{
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if (active)
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{
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_MeshInstances[k].show();
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}
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else
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{
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_MeshInstances[k].hide();
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}
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}
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_Active = active;
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}
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} // R2
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