// 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/visual_collision_entity_user.h"
#include "nel/3d/driver_user.h"
#include "nel/misc/hierarchical_timer.h"
namespace NL3D
{
H_AUTO_DECL( NL3D_UI_VisualCollisionEntity )
H_AUTO_DECL( NL3D_Misc_VisualCollisionEntity_Snap )
H_AUTO_DECL( NL3D_Misc_VisualCollisionEntity_GetLight )
#define NL3D_HAUTO_UI_VCE H_AUTO_USE( NL3D_UI_VisualCollisionEntity )
#define NL3D_HAUTO_SNAP_VCE H_AUTO_USE( NL3D_Misc_VisualCollisionEntity_Snap )
#define NL3D_HAUTO_LIGHT_VCE H_AUTO_USE( NL3D_Misc_VisualCollisionEntity_GetLight )
// ****************************************************************************
bool CVisualCollisionEntityUser::snapToGround(CVector &pos)
{
NL3D_HAUTO_SNAP_VCE;
return _Entity->snapToGround(pos);
}
bool CVisualCollisionEntityUser::snapToGround(CVector &pos, CVector &normal)
{
NL3D_HAUTO_SNAP_VCE;
return _Entity->snapToGround(pos, normal);
}
void CVisualCollisionEntityUser::setGroundMode(bool groundMode)
{
NL3D_HAUTO_UI_VCE;
_Entity->setGroundMode(groundMode);
}
void CVisualCollisionEntityUser::setCeilMode(bool ceilMode)
{
NL3D_HAUTO_UI_VCE;
_Entity->setCeilMode(ceilMode);
}
bool CVisualCollisionEntityUser::getGroundMode() const
{
NL3D_HAUTO_UI_VCE;
return _Entity->getGroundMode();
}
bool CVisualCollisionEntityUser::getCeilMode() const
{
NL3D_HAUTO_UI_VCE;
return _Entity->getCeilMode();
}
void CVisualCollisionEntityUser::setSnapToRenderedTesselation(bool snapMode)
{
NL3D_HAUTO_UI_VCE;
_Entity->setSnapToRenderedTesselation(snapMode);
}
bool CVisualCollisionEntityUser::getSnapToRenderedTesselation() const
{
NL3D_HAUTO_UI_VCE;
return _Entity->getSnapToRenderedTesselation();
}
bool CVisualCollisionEntityUser::getStaticLightSetup(NLMISC::CRGBA sunAmbient, const CVector &pos, std::vector &pointLightList,
uint8 &sunContribution, NLMISC::CRGBA &localAmbient)
{
NL3D_HAUTO_LIGHT_VCE;
return _Entity->getStaticLightSetup(sunAmbient, pos, pointLightList, sunContribution, localAmbient);
}
void CVisualCollisionEntityUser::displayDebugGrid(UDriver &drv) const
{
CDriverUser &drvUser= static_cast(drv);
_Entity->displayDebugGrid(*drvUser.getDriver());
}
bool CVisualCollisionEntityUser::getSurfaceInfo(const CVector &pos, CSurfaceInfo &surfaceInfo)
{
return _Entity->getSurfaceInfo (pos, surfaceInfo);
}
} // NL3D