410 lines
12 KiB
C++
410 lines
12 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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#include "std3d.h"
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#include "nel/3d/u_transform.h"
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#include "nel/3d/transform.h"
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#include "nel/3d/instance_group_user.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/scene_group.h"
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#include "nel/3d/scene.h"
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H_AUTO_DECL( NL3D_Transform_Set_Cluster_System )
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#define NL3D_HAUTO_SET_CLUSTER_SYSTEM H_AUTO_USE( NL3D_Transform_Set_Cluster_System )
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void UTransform::setClusterSystem (UInstanceGroup *pIG)
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{
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NL3D_HAUTO_SET_CLUSTER_SYSTEM
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CTransform *object = getObjectPtr();
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if (object->getForceClipRoot())
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{
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nlwarning("Transform has been flagged to be glued to the root, and thus can't be clusterized. See UTransform::setForceClipRoot(bool).");
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return;
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}
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if ((pIG == NULL) || (pIG == (UInstanceGroup*)-1))
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{
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if (pIG == NULL)
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object->setClusterSystem (NULL);
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else
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object->setClusterSystem ((CInstanceGroup*)-1);
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}
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else
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object->setClusterSystem (&((CInstanceGroupUser*)pIG)->getInternalIG());
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}
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// ***************************************************************************
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UInstanceGroup *UTransform::getClusterSystem () const
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{
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CTransform *object = getObjectPtr();
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CInstanceGroup *ig= object->getClusterSystem();
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if(ig==((CInstanceGroup*)-1))
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return ((UInstanceGroup*)-1);
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else if(ig==NULL)
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return NULL;
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else
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return ig->getUserInterface();
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}
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// ***************************************************************************
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void UTransform::getLastParentClusters(std::vector<CCluster*> &clusters) const
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{
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CTransform *object = getObjectPtr();
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CScene *scene = object->getOwnerScene();
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// look in the list of parent of the transform object and extract the CCluster parents
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if (scene == NULL)
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return;
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CClipTrav &clipTrav= scene->getClipTrav();
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uint num= object->clipGetNumParents();
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for(uint i=0;i<num;i++)
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{
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CCluster *pcluster = dynamic_cast<CCluster*>(object->clipGetParent(i));
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if (pcluster != NULL)
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clusters.push_back(pcluster);
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}
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// If the object is link to a QuadCluster, add the RootCluster to the list
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CTransformShape *trShp= dynamic_cast<CTransformShape*>( object );
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if( trShp && trShp->isLinkToQuadCluster() )
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clusters.push_back(clipTrav.RootCluster);
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}
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// ***************************************************************************
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void UTransform::freezeHRC()
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{
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CTransform *object = getObjectPtr();
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object->freezeHRC();
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}
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// ***************************************************************************
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void UTransform::unfreezeHRC()
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{
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CTransform *object = getObjectPtr();
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while (object)
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{
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object->unfreezeHRC();
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object = object->hrcGetParent();
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}
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}
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// ***************************************************************************
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void UTransform::setLoadBalancingGroup(const std::string &group)
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{
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CTransform *object = getObjectPtr();
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object->setLoadBalancingGroup(group);
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}
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// ***************************************************************************
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const std::string &UTransform::getLoadBalancingGroup() const
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{
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CTransform *object = getObjectPtr();
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return object->getLoadBalancingGroup();
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}
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// ***************************************************************************
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void UTransform::setMeanColor(NLMISC::CRGBA color)
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{
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CTransform *object = getObjectPtr();
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object->setMeanColor(color);
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}
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// ***************************************************************************
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NLMISC::CRGBA UTransform::getMeanColor() const
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{
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CTransform *object = getObjectPtr();
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return object->getMeanColor();
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}
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// ***************************************************************************
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const CMatrix &UTransform::getLastWorldMatrixComputed() const
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{
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CTransform *object = getObjectPtr();
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return object->getWorldMatrix();
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}
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// ***************************************************************************
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void UTransform::enableCastShadowMap(bool state)
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{
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CTransform *object = getObjectPtr();
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object->enableCastShadowMap(state);
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}
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// ***************************************************************************
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bool UTransform::canCastShadowMap() const
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{
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CTransform *object = getObjectPtr();
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return object->canCastShadowMap();
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}
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// ***************************************************************************
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void UTransform::enableReceiveShadowMap(bool state)
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{
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CTransform *object = getObjectPtr();
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object->enableReceiveShadowMap(state);
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}
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// ***************************************************************************
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bool UTransform::canReceiveShadowMap() const
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{
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CTransform *object = getObjectPtr();
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return object->canReceiveShadowMap();
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}
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// ***************************************************************************
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void UTransform::parent(UTransform newFather)
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{
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CTransform *object = getObjectPtr();
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if (object->getForceClipRoot())
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{
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nlwarning("Transform has been flagged to be glued to the root, can't change parent. See UTransform::setForceClipRoot(bool).");
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return;
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}
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if(!newFather.empty())
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{
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// link me to other.
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CTransform *other= newFather.getObjectPtr();
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if(other->getOwnerScene()!=object->getOwnerScene())
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nlerror("Try to parent 2 object from 2 differnet scenes!!");
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other->hrcLinkSon( object );
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}
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else
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{
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// link me to Root.
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object->getOwnerScene()->getRoot()->hrcLinkSon( object );
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}
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}
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// ***************************************************************************
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void UTransform::hide()
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{
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CTransform *object = getObjectPtr();
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object->hide();
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}
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// ***************************************************************************
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void UTransform::show()
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{
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CTransform *object = getObjectPtr();
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object->show();
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}
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// ***************************************************************************
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void UTransform::setUserClipping(bool enable)
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{
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CTransform *object = getObjectPtr();
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object->setUserClipping(enable);
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}
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// ***************************************************************************
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bool UTransform::getUserClipping() const
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{
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CTransform *object = getObjectPtr();
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return object->getUserClipping();
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}
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// ***************************************************************************
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void UTransform::heritVisibility()
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{
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CTransform *object = getObjectPtr();
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object->heritVisibility();
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}
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// ***************************************************************************
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UTransform::TVisibility UTransform::getVisibility()
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{
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CTransform *object = getObjectPtr();
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return (UTransform::TVisibility)(uint32)object->getVisibility();
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}
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// ***************************************************************************
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void UTransform::setOrderingLayer(uint layer)
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{
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CTransform *object = getObjectPtr();
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object->setOrderingLayer(layer);
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}
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// ***************************************************************************
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uint UTransform::getOrderingLayer() const
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{
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CTransform *object = getObjectPtr();
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return object->getOrderingLayer();
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}
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// ***************************************************************************
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void UTransform::setUserLightable(bool enable)
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{
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CTransform *object = getObjectPtr();
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object->setUserLightable(enable);
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}
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// ***************************************************************************
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bool UTransform::getUserLightable() const
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{
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CTransform *object = getObjectPtr();
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return object->getUserLightable();
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}
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// ***************************************************************************
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void UTransform::setLogicInfo(ILogicInfo *logicInfo)
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{
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CTransform *object = getObjectPtr();
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object->setLogicInfo(logicInfo);
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}
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// ***************************************************************************
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bool UTransform::getLastWorldVisState() const
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{
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CTransform *object = getObjectPtr();
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return object->isHrcVisible();
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}
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// ***************************************************************************
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bool UTransform::getLastClippedState() const
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{
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CTransform *object = getObjectPtr();
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return object->isClipVisible();
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}
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// ***************************************************************************
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void UTransform::setTransparency(bool v)
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{
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CTransform *object = getObjectPtr();
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object->setTransparency(v);
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}
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// ***************************************************************************
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void UTransform::setOpacity(bool v)
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{
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CTransform *object = getObjectPtr();
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object->setOpacity(v);
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}
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// ***************************************************************************
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void UTransform::setBypassLODOpacityFlag(bool bypass)
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{
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CTransform *object = getObjectPtr();
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object->setBypassLODOpacityFlag(bypass);
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}
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// ***************************************************************************
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uint32 UTransform::isOpaque()
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{
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CTransform *object = getObjectPtr();
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return object->isOpaque();
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}
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// ***************************************************************************
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uint32 UTransform::isTransparent()
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{
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CTransform *object = getObjectPtr();
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return object->isTransparent();
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}
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// ***************************************************************************
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void UTransform::setForceClipRoot(bool forceClipRoot)
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{
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CTransform *object = getObjectPtr();
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object->setForceClipRoot(forceClipRoot);
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}
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// ***************************************************************************
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bool UTransform::getForceClipRoot() const
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{
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CTransform *object = getObjectPtr();
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return object->getForceClipRoot();
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}
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// ***************************************************************************
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void UTransform::setTransparencyPriority(uint8 priority)
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{
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CTransform *object = getObjectPtr();
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object->setTransparencyPriority(priority);
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}
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// ***************************************************************************
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void UTransform::setShadowMapDirectionZThreshold(float zthre)
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{
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CTransform *object = getObjectPtr();
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object->setShadowMapDirectionZThreshold(zthre);
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}
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// ***************************************************************************
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float UTransform::getShadowMapDirectionZThreshold() const
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{
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CTransform *object = getObjectPtr();
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return object->getShadowMapDirectionZThreshold();
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}
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// ***************************************************************************
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void UTransform::setShadowMapMaxDepth(float depth)
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{
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CTransform *object = getObjectPtr();
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object->setShadowMapMaxDepth(depth);
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}
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// ***************************************************************************
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float UTransform::getShadowMapMaxDepth() const
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{
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CTransform *object = getObjectPtr();
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return object->getShadowMapMaxDepth();
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}
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// ***************************************************************************
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bool UTransform::supportFastIntersect() const
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{
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CTransform *object = getObjectPtr();
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return object->supportFastIntersect();
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}
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// ***************************************************************************
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bool UTransform::fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D)
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{
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CTransform *object = getObjectPtr();
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return object->fastIntersect(p0, dir, dist2D, distZ, computeDist2D);
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}
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} // NL3D
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