// NeL - MMORPG Framework
// 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 .
#include "std3d.h"
#include "nel/3d/u_shape.h"
#include "nel/3d/mesh.h"
#include "nel/3d/mesh_multi_lod.h"
#include "nel/3d/u_visual_collision_mesh.h"
using namespace std;
using namespace NLMISC;
#ifdef DEBUG_NEW
#define new DEBUG_NEW
#endif
namespace NL3D
{
// ***************************************************************************
bool UShape::getMeshTriangles(std::vector &vertices, std::vector &indices) const
{
if(!_Object)
return false;
// **** try to get a CMeshGeom
CMesh *mesh= dynamic_cast(_Object);
CMeshMultiLod *meshMulti= dynamic_cast(_Object);
const CMeshGeom *meshGeom= NULL;
if(mesh)
{
meshGeom= &mesh->getMeshGeom();
}
else if(meshMulti)
{
// get the first (bigger) meshGeom
if(meshMulti->getNumSlotMesh())
{
meshGeom= dynamic_cast(&meshMulti->getMeshGeom(0));
}
}
if(!meshGeom)
return false;
// **** try to retrieve data
if(! (meshGeom->retrieveVertices(vertices) && meshGeom->retrieveTriangles(indices)) )
{
vertices.clear();
indices.clear();
return false;
}
// ok!
return true;
}
// ***************************************************************************
void UShape::getVisualCollisionMesh(UVisualCollisionMesh &colMesh) const
{
colMesh.attach(NULL);
CMeshBase *mesh= dynamic_cast(_Object);
if(mesh)
{
// attach the possible col mesh
colMesh.attach(mesh->getVisualCollisionMesh());
}
}
// ***************************************************************************
uint UShape::getNumMaterials() const
{
CMeshBase *mesh= dynamic_cast(_Object);
if(mesh)
{
return mesh->getNbMaterial();
}
// fails => return 0
return 0;
}
// ***************************************************************************
UMaterial UShape::getMaterial(uint materialId) const
{
CMeshBase *mesh= dynamic_cast(_Object);
if(mesh)
{
if(materialIdgetNbMaterial())
return UMaterial(&mesh->getMaterial(materialId));
}
// fails => return NULL material
return UMaterial();
}
// ***************************************************************************
bool UShape::getDefaultOpacity() const
{
CMeshBase *mesh= dynamic_cast(_Object);
if(mesh)
{
return mesh->getDefaultOpacity();
}
return false;
}
// ***************************************************************************
bool UShape::getDefaultTransparency() const
{
CMeshBase *mesh= dynamic_cast(_Object);
if(mesh)
{
return mesh->getDefaultTransparency();
}
return false;
}
} // NL3D