// 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_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 &dest)
{
static std::vector 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