2012-05-29 13:31:11 +00:00
|
|
|
// 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/visual_collision_manager_user.h"
|
|
|
|
#include "nel/3d/u_visual_collision_mesh.h"
|
|
|
|
|
|
|
|
|
|
|
|
namespace NL3D {
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
uint CVisualCollisionManagerUser::addMeshInstanceCollision(const UVisualCollisionMesh &mesh, const NLMISC::CMatrix &instanceMatrix, bool avoidCollisionWhenInside, bool avoidCollisionWhenOutside)
|
|
|
|
{
|
|
|
|
// if empty proxy abort
|
|
|
|
if(mesh.empty())
|
|
|
|
return 0;
|
|
|
|
return _Manager.addMeshInstanceCollision(mesh.getMeshPtr(), instanceMatrix, avoidCollisionWhenInside, avoidCollisionWhenOutside);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CVisualCollisionManagerUser::getMeshs(const NLMISC::CAABBox &aabbox, std::vector<CMeshInstanceColInfo> &dest)
|
|
|
|
{
|
|
|
|
static std::vector<CVisualCollisionManager::CMeshInstanceColInfo> colInfos;
|
|
|
|
_Manager.getMeshs(aabbox, colInfos);
|
|
|
|
dest.resize(colInfos.size());
|
|
|
|
for(uint k = 0; k < colInfos.size(); ++k)
|
|
|
|
{
|
|
|
|
dest[k].Mesh.attach(colInfos[k].Mesh);
|
|
|
|
dest[k].WorldMatrix = colInfos[k].WorldMatrix;
|
|
|
|
dest[k].ID = colInfos[k].ID;
|
|
|
|
dest[k].WorldBBox = colInfos[k].WorldBBox;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|