297 lines
10 KiB
C++
297 lines
10 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/mesh_mrm_skinned_instance.h"
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#include "nel/3d/mesh_mrm_skinned.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/raw_skinned.h"
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#include "nel/3d/shifted_triangle_cache.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/scene.h"
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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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CMeshMRMSkinnedInstance::~CMeshMRMSkinnedInstance()
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{
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// Auto detach me from skeleton. Must do it here, not in ~CTransform().
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if(_FatherSkeletonModel)
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{
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// detach me from the skeleton.
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// hrc and clip hierarchy is modified.
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_FatherSkeletonModel->detachSkeletonSon(this);
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nlassert(_FatherSkeletonModel==NULL);
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// If skinned, setApplySkin(false) should have been called through detachSkeletonSon()
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nlassert(_RawSkinCache== NULL);
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nlassert(_ShiftedTriangleCache== NULL);
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::registerBasic()
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{
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CScene::registerModel(MeshMRMSkinnedInstanceId, MeshBaseInstanceId, CMeshMRMSkinnedInstance::creator);
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::clearRawSkinCache()
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{
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delete _RawSkinCache;
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_RawSkinCache= NULL;
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::clearShiftedTriangleCache()
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{
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delete _ShiftedTriangleCache;
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_ShiftedTriangleCache= NULL;
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::setApplySkin(bool state)
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{
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// Call parents method
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CMeshBaseInstance::setApplySkin (state);
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// Recompute the id
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if (state)
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{
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pMesh->computeBonesId (_FatherSkeletonModel);
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}
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// update the skeleton usage according to the mesh.
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pMesh->updateSkeletonUsage(_FatherSkeletonModel, state);
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// If unbinded, clean all the cache.
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if(state==false)
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{
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clearRawSkinCache();
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clearShiftedTriangleCache();
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}
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)
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{
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if(Shape)
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{
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// Get a pointer on the shape.
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// Affect the mesh directly.
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pMesh->changeMRMDistanceSetup(distanceFinest, distanceMiddle, distanceCoarsest);
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}
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}
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// ***************************************************************************
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const std::vector<sint32> *CMeshMRMSkinnedInstance::getSkinBoneUsage() const
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// Recompute the id, if needed
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pMesh->computeBonesId (_FatherSkeletonModel);
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// get ids.
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return &pMesh->getMeshGeom().getSkinBoneUsage();
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}
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// ***************************************************************************
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const std::vector<NLMISC::CBSphere> *CMeshMRMSkinnedInstance::getSkinBoneSphere() const
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// Recompute the id, and skin spheres, if needed
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pMesh->computeBonesId (_FatherSkeletonModel);
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// get it.
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return &pMesh->getMeshGeom().getSkinBoneSphere();
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}
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// ***************************************************************************
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bool CMeshMRMSkinnedInstance::getSkinBoneBBox(NLMISC::CAABBox &bbox, uint boneId)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// Recompute the id, and skin spheres, if needed
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pMesh->computeBonesId (_FatherSkeletonModel);
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// get it.
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return pMesh->getMeshGeom().getSkinBoneBBox(_FatherSkeletonModel, bbox, boneId);
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}
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// ***************************************************************************
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bool CMeshMRMSkinnedInstance::isSkinnable() const
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{
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// true if the mesh is skinned
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return true;
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::renderSkin(float alphaMRM)
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{
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// Don't setup lighting or matrix in Skin. Done by the skeleton
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if(Shape && getVisibility() != CHrcTrav::Hide)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// render the meshGeom
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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meshGeom.renderSkin( this, alphaMRM );
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}
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}
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// ***************************************************************************
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const CMRMLevelDetail *CMeshMRMSkinnedInstance::getMRMLevelDetail() const
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{
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if(Shape)
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{
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CMeshMRMSkinned *meshMrm= safe_cast<CMeshMRMSkinned*>((IShape*)Shape);
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return &meshMrm->getMeshGeom().getLevelDetail();
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}
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else
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return NULL;
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}
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// ***************************************************************************
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bool CMeshMRMSkinnedInstance::supportSkinGrouping() const
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{
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if(Shape)
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{
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CMeshMRMSkinned *meshMrm= safe_cast<CMeshMRMSkinned*>((IShape*)Shape);
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return meshMrm->getMeshGeom().supportSkinGrouping();
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}
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else
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return false;
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}
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// ***************************************************************************
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sint CMeshMRMSkinnedInstance::renderSkinGroupGeom(float alphaMRM, uint remainingVertices, uint8 *dest)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// render the meshGeom
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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return meshGeom.renderSkinGroupGeom(this, alphaMRM, remainingVertices, dest);
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::renderSkinGroupPrimitives(uint baseVertex, std::vector<CSkinSpecularRdrPass> &specularRdrPasses, uint skinIndex)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// render the meshGeom
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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meshGeom.renderSkinGroupPrimitives(this, baseVertex, specularRdrPasses, skinIndex);
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::renderSkinGroupSpecularRdrPass(uint rdrPassId)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// render the meshGeom
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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meshGeom.renderSkinGroupSpecularRdrPass(this, rdrPassId);
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::initRenderFilterType()
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{
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if(Shape)
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{
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// If the Shape has a VP or not...
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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if( pMesh->getMeshGeom().hasMeshVertexProgram() )
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_RenderFilterType= UScene::FilterMeshMRMVP;
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else
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_RenderFilterType= UScene::FilterMeshMRMNoVP;
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}
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}
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// ***************************************************************************
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bool CMeshMRMSkinnedInstance::supportShadowSkinGrouping() const
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{
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if(Shape)
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{
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CMeshMRMSkinned *meshMrm= safe_cast<CMeshMRMSkinned*>((IShape*)Shape);
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return meshMrm->getMeshGeom().supportShadowSkinGrouping();
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}
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else
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return false;
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}
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// ***************************************************************************
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sint CMeshMRMSkinnedInstance::renderShadowSkinGeom(uint remainingVertices, uint8 *vbDest)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// render the meshGeom
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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return meshGeom.renderShadowSkinGeom(this, remainingVertices, vbDest);
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}
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// ***************************************************************************
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void CMeshMRMSkinnedInstance::renderShadowSkinPrimitives(CMaterial &castMat, IDriver *drv, uint baseVertex)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// render the meshGeom
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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meshGeom.renderShadowSkinPrimitives(this, castMat, drv, baseVertex);
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}
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// ***************************************************************************
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bool CMeshMRMSkinnedInstance::supportIntersectSkin() const
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{
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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return meshGeom.supportIntersectSkin();
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}
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// ***************************************************************************
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bool CMeshMRMSkinnedInstance::intersectSkin(const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D)
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{
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// Get a pointer on the shape
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CMeshMRMSkinned *pMesh = NLMISC::safe_cast<CMeshMRMSkinned *>((IShape*)Shape);
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// render the meshGeom
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CMeshMRMSkinnedGeom &meshGeom= const_cast<CMeshMRMSkinnedGeom&>(pMesh->getMeshGeom ());
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return meshGeom.intersectSkin(this, toRaySpace, dist2D, distZ, computeDist2D);
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}
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} // NL3D
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