khanat-code-old/code/nel/src/3d/seg_remanence_shape.cpp

293 lines
7.8 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/3d/seg_remanence_shape.h"
#include "nel/3d/seg_remanence.h"
#include "nel/3d/driver.h"
#include "nel/3d/scene.h"
//
#include "nel/misc/bsphere.h"
namespace NL3D
{
//===========================================================
CSegRemanenceShape::CSegRemanenceShape() : _GeomTouched(true),
_MatTouched(true),
_TextureShifting(true),
_NumSlices(8),
_SliceTime(0.05f),
_RollUpRatio(1.f),
_AnimatedMat(NULL)
{
_BBox.setCenter(NLMISC::CVector::Null);
_BBox.setHalfSize(NLMISC::CVector(3, 3, 3));
setNumCorners(2);
}
//===========================================================
void CSegRemanenceShape::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
// version 2 : added default tracks
// version 1 : rollup ratio
// version 0 : base version
sint ver = f.serialVersion(2);
f.serial(_NumSlices);
f.serial(_SliceTime);
f.serialCont(_Corners);
f.serial(_Mat);
f.serial(_BBox);
f.serial(_TextureShifting);
f.serialPtr(_AnimatedMat);
if (f.isReading())
{
_GeomTouched = true;
_MatTouched = true;
}
if (ver >= 1)
{
f.serial(_RollUpRatio);
}
if (ver >= 2)
{
f.serial(_DefaultPos);
f.serial(_DefaultRotQuat);
f.serial(_DefaultScale);
}
}
//===========================================================
void CSegRemanenceShape::setSliceTime(float sliceTime)
{
nlassert(sliceTime > 0);
_SliceTime = sliceTime;
}
//===========================================================
void CSegRemanenceShape::setCorner(uint corner, const NLMISC::CVector &value)
{
nlassert(corner < _Corners.size());
_Corners[corner] = value;
}
//===========================================================
void CSegRemanenceShape::setNumSlices(uint32 numSlices)
{
nlassert(numSlices >= 2);
_NumSlices = numSlices;
_GeomTouched = true;
}
//===========================================================
NLMISC::CVector CSegRemanenceShape::getCorner(uint corner) const
{
nlassert(corner < _Corners.size());
return _Corners[corner];
}
//===========================================================
void CSegRemanenceShape::setNumCorners(uint numCorners)
{
nlassert(numCorners >= 2);
_Corners.resize(numCorners);
std::fill(_Corners.begin(), _Corners.end(), NLMISC::CVector::Null);
_GeomTouched = true;
}
//===========================================================
void CSegRemanenceShape::render(IDriver *drv, CTransformShape *trans, bool opaquePass)
{
if ((!opaquePass && _Mat.getBlend())
|| (opaquePass && !_Mat.getBlend())
)
{
CSegRemanence *sr = NLMISC::safe_cast<CSegRemanence *>(trans);
#ifndef DEBUG_SEG_REMANENCE_DISPLAY
if (!sr->isStarted()) return;
#endif
setupMaterial();
//
sr->render(drv, _Mat);
}
}
//===========================================================
void CSegRemanenceShape::flushTextures(IDriver &driver, uint selectedTexture)
{
_Mat.flushTextures(driver, selectedTexture);
}
//===========================================================
CTransformShape *CSegRemanenceShape::createInstance(CScene &scene)
{
CSegRemanence *sr = NLMISC::safe_cast<CSegRemanence *>(scene.createModel(NL3D::SegRemanenceShapeId) );
sr->Shape = this;
CAnimatedMaterial *aniMat = NULL;
if (_AnimatedMat)
{
aniMat = new CAnimatedMaterial(_AnimatedMat);
aniMat->setMaterial(&_Mat);
}
sr->setAnimatedMaterial(aniMat);
sr->setupFromShape();
// SegRemanence are added to the "Fx" Load Balancing Group.
sr->setLoadBalancingGroup("Fx");
sr->ITransformable::setPos( _DefaultPos.getDefaultValue() );
sr->ITransformable::setRotQuat( _DefaultRotQuat.getDefaultValue() );
sr->ITransformable::setScale( _DefaultScale.getDefaultValue() );
sr->setSliceTime(_SliceTime);
return sr;
}
//===========================================================
float CSegRemanenceShape::getNumTriangles(float distance)
{
return (float) (_NumSlices * 2);
}
//===========================================================
void CSegRemanenceShape::setBBox(const NLMISC::CAABBox &bbox)
{
_BBox = bbox;
}
//===========================================================
void CSegRemanenceShape::setMaterial(const CMaterial &mat)
{
_Mat = mat;
_MatTouched = true;
}
//===========================================================
void CSegRemanenceShape::setTextureShifting(bool on /*=true*/)
{
_TextureShifting = on;
_MatTouched = true;
}
//===========================================================
void CSegRemanenceShape::setRollupRatio(float ratio)
{
nlassert(ratio > 0);
_RollUpRatio = ratio;
}
//===========================================================
void CSegRemanenceShape::setupMaterial()
{
if (!_MatTouched) return;
_Mat.enableUserTexMat(0);
if (_Mat.getTexture(0))
{
_Mat.getTexture(0)->setWrapS(ITexture::Clamp);
_Mat.getTexture(0)->setWrapT(ITexture::Clamp);
}
_Mat.setDoubleSided(true);
_Mat.setLighting(false); // lighting not supported (the vb has no normals anyway..)
_MatTouched = false;
}
//===========================================================
void CSegRemanenceShape::setAnimatedMaterial(const std::string &name)
{
nlassert(!name.empty());
nlassert(_AnimatedMat == NULL);
_AnimatedMat = new CMaterialBase;
_AnimatedMat->Name = name;
}
//===========================================================
CSegRemanenceShape::CSegRemanenceShape(const CSegRemanenceShape &other) : IShape(other), _AnimatedMat(NULL)
{
copyFromOther(other);
}
//===========================================================
CSegRemanenceShape &CSegRemanenceShape::operator = (const CSegRemanenceShape &other)
{
if (&other != this)
{
copyFromOther(other);
(IShape &) *this = (IShape &) other; // copy base part
}
return *this;
}
//===========================================================
CSegRemanenceShape::~CSegRemanenceShape()
{
delete _AnimatedMat;
}
//===========================================================
void CSegRemanenceShape::copyFromOther(const CSegRemanenceShape &other)
{
if (&other == this) return;
CMaterialBase *otherAnimatedMat = other._AnimatedMat != NULL ? new CMaterialBase(*other._AnimatedMat)
: NULL;
delete _AnimatedMat;
_AnimatedMat = otherAnimatedMat;
_GeomTouched = other._GeomTouched;
_MatTouched = other._MatTouched;
_TextureShifting = other._TextureShifting;
_NumSlices = other._NumSlices;
_SliceTime = other._SliceTime;
_Corners = other._Corners;
_Mat = other._Mat;
_BBox = other._BBox;
_RollUpRatio = other._RollUpRatio;
}
//===========================================================
bool CSegRemanenceShape::clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix)
{
// Speed Clip: clip just the sphere.
NLMISC::CBSphere localSphere(_BBox.getCenter(), _BBox.getRadius());
NLMISC::CBSphere worldSphere;
// transform the sphere in WorldMatrix (with nearly good scale info).
localSphere.applyTransform(worldMatrix, worldSphere);
// if out of only plane, entirely out.
for(sint i=0;i<(sint)pyramid.size();i++)
{
// We are sure that pyramid has normalized plane normals.
// if SpherMax OUT return false.
float d= pyramid[i]*worldSphere.Center;
if(d>worldSphere.Radius)
return false;
}
return true;
}
}