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