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204 lines
6.2 KiB
C++
204 lines
6.2 KiB
C++
// 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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#ifndef NL_TRANSFORM_SHAPE_H
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#define NL_TRANSFORM_SHAPE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/matrix.h"
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#include "nel/3d/transform.h"
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#include "nel/3d/shape.h"
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#include "nel/3d/load_balancing_trav.h"
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#include <vector>
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#include "nel/3d/fast_ptr_list.h"
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namespace NL3D
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{
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using NLMISC::CSmartPtr;
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using NLMISC::CPlane;
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class CRenderTrav;
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class CMRMLevelDetail;
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class CMaterial;
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class CQuadGridClipCluster;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId TransformShapeId=NLMISC::CClassId(0x1e6115e6, 0x63502517);
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// ***************************************************************************
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/**
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* A transform which "is an instance of"/"point to" a IShape.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CTransformShape : public CTransform
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{
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public:
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/// Call at the begining of the program, to register the model
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static void registerBasic();
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public:
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/// The shape, the object instancied.
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CSmartPtr<IShape> Shape;
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/** Get the untransformed AABBox of the mesh. NULL (gtSize()==0) if no mesh.
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*/
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virtual void getAABBox(NLMISC::CAABBox &bbox) const;
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/** Get the count of material in this transform shape
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*/
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virtual uint getNumMaterial () const;
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/** Get a material of the transform shape
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*/
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virtual const CMaterial *getMaterial (uint materialId) const;
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/** Get a material of the transform shape
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*/
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virtual CMaterial *getMaterial (uint materialId);
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/// \name Load balancing methods
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// @{
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/** get an approximation of the number of triangles this instance want render for a fixed distance.
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*
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* \param distance is the distance of the shape from the eye.
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* \return the approximate number of triangles this instance will render at this distance. This
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* number can be a float. The function MUST be decreasing or constant with the distance but don't
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* have to be continus.
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*/
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virtual float getNumTriangles (float distance);
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/** get an approximation of the number of triangles this instance should render.
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* This method is valid only for IShape classes (in render()), after LoadBalancing traversal is performed.
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* NB: It is not guaranted that this instance will render those number of triangles.
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*/
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float getNumTrianglesAfterLoadBalancing() {return _NumTrianglesAfterLoadBalancing;}
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/// If the model support MRM, return the level detail setup. default is return NULL.
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virtual const CMRMLevelDetail *getMRMLevelDetail() const {return NULL;}
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// @}
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/// \name Mesh Block Render Tools
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// @{
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/// setup lighting for this instance into driver. The traverseRender().
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void changeLightSetup(CRenderTrav *rdrTrav);
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// @}
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/// Test if there is a start/stop caps in the objects (some fxs such as remanence)
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virtual bool canStartStop() { return false; }
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// For instance that have a start/stop caps
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virtual void start() {}
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// For instance that have a start/stop caps
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virtual void stop() {}
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// For instance that have a start/stop caps
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virtual bool isStarted() const { return false; }
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// Get the model distmax. At startup it is setupped with the shape value
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float getDistMax() const { return _DistMax; }
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// Set the model distmax.
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void setDistMax(float distMax) { _DistMax = distMax; }
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/// true if the model is linked to a quadCluster
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bool isLinkToQuadCluster() const {return _QuadClusterListNode.isLinked();}
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/// \name CTransform traverse specialisation
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// @{
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virtual bool clip();
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virtual void traverseLoadBalancing();
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virtual void traverseRender();
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virtual void profileRender();
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// @}
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// Lighting: get the center of the AABBox of the model by default
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virtual void getLightHotSpotInWorld(CVector &modelPos, float &modelRadius) const;
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// return the contribution of lights (for traverseRender()).
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CLightContribution &getLightContribution() { return _LightContribution;}
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protected:
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/// Constructor
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CTransformShape();
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/// Destructor
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virtual ~CTransformShape() {}
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/** For deriver who wants to setup their own current lightContribution setup (as skeleton).
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* Must call changeLightSetup() so change are effectively made in driver
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*/
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void setupCurrentLightContribution(CLightContribution *lightContrib, bool useLocalAtt);
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/// special feature for CQuadGridClipManager. remove from it.
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virtual void unlinkFromQuadCluster();
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private:
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static CTransform *creator() {return new CTransformShape;}
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float _NumTrianglesAfterLoadBalancing;
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private:
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/* The Activated lightContribution, and localAttenuation setup for this instance.
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This may be our lightContribution, or our ancestore skeleton contribution.
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*/
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CLightContribution *_CurrentLightContribution;
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// true If this instance use localAttenuation.
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bool _CurrentUseLocalAttenuation;
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private:
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friend class CQuadGridClipCluster;
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friend class CQuadGridClipClusterListDist;
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// The max dist for this model.
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float _DistMax;
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/// \name Clip Traversal
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// @{
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// Link to QuadGridCluster
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CFastPtrListNode _QuadClusterListNode;
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// @}
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/// \name LoadBalancing Traversal
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// @{
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// The number of face computed in Pass0.
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float _FaceCount;
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void traverseLoadBalancingPass0();
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void traverseLoadBalancingPass1();
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// @}
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};
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} // NL3D
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#endif // NL_TRANSFORM_SHAPE_H
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/* End of transform_shape.h */
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