khanat-opennel-code/code/nel/src/3d/mesh_base.cpp

507 lines
14 KiB
C++

// 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/mesh_base.h"
#include "nel/3d/mesh_base_instance.h"
#include "nel/3d/lod_character_texture.h"
#include "nel/3d/visual_collision_mesh.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
CMeshBase::CMeshBase()
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
_UseLightingLocalAttenuation= false;
// To have same functionnality than previous version, init to identity.
_DefaultPos.setDefaultValue(CVector(0,0,0));
_DefaultPivot.setDefaultValue(CVector(0,0,0));
_DefaultRotEuler.setDefaultValue(CVector(0,0,0));
_DefaultRotQuat.setDefaultValue(CQuat::Identity);
_DefaultScale.setDefaultValue(CVector(1,1,1));
_DefaultLMFactor.setDefaultValue(CRGBA(255,255,255,255));
_AutoAnim = false;
_LodCharacterTexture= NULL;
_CollisionMeshGeneration= AutoCameraCol;
_VisualCollisionMesh= NULL;
_DefaultOpacity= false;
_DefaultTransparency= false;
}
// ***************************************************************************
CMeshBase::~CMeshBase()
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
// free if exist
resetLodCharacterTexture();
// delete the Col mesh if created
if(_VisualCollisionMesh)
{
delete _VisualCollisionMesh;
_VisualCollisionMesh= NULL;
}
}
// ***************************************************************************
// ***************************************************************************
// Animated material.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CMeshBase::setAnimatedMaterial(uint id, const std::string &matName)
{
nlassert(!matName.empty());
if(id<_Materials.size())
{
// add / replace animated material.
_AnimatedMaterials[id].Name= matName;
// copy Material default.
_AnimatedMaterials[id].copyFromMaterial(&_Materials[id]);
}
}
// ***************************************************************************
CMaterialBase *CMeshBase::getAnimatedMaterial(uint id)
{
TAnimatedMaterialMap::iterator it;
it= _AnimatedMaterials.find(id);
if(it!=_AnimatedMaterials.end())
return &it->second;
else
return NULL;
}
// ***************************************************************************
// ***************************************************************************
// Serial - buildBase.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
CMeshBase::CMeshBaseBuild::CMeshBaseBuild()
{
DefaultPos.set(0,0,0);
DefaultPivot.set(0,0,0);
DefaultRotEuler.set(0,0,0);
DefaultScale.set(1,1,1);
bCastShadows= false;
bRcvShadows= false;
UseLightingLocalAttenuation= false;
CollisionMeshGeneration= CMeshBase::AutoCameraCol;
}
// ***************************************************************************
#if 0
void CMeshBase::CMeshBaseBuild::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
/*
Version 1:
- Cut in version because of badly coded ITexture* serialisation. throw an exception if
find a version < 1.
Version 0:
- 1st version.
*/
sint ver= f.serialVersion(1);
if(ver<1)
throw NLMISC::EStream(f, "MeshBuild in Stream is too old (MeshBaseBuild version < 1)");
f.serial( DefaultPos );
f.serial( DefaultPivot );
f.serial( DefaultRotEuler );
f.serial( DefaultRotQuat );
f.serial( DefaultScale );
f.serialCont( Materials );
}
#endif
// ***************************************************************************
void CMeshBase::serialMeshBase(NLMISC::IStream &f) throw(NLMISC::EStream)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
/*
Version 9:
- _CollisionMeshGeneration
Version 8:
- new format for CLightMapInfoList
Version 7:
- _LodCharacterTexture
Version 6:
- _DistMax
Version 5:
- _AutoAnim
Version 4:
- _UseLightingLocalAttenuation
Version 3:
- _IsLightable
Version 2:
- Added Blend Shapes factors
Version 1:
- Cut in version because of badly coded ITexture* serialisation. throw an exception if
find a version < 1.
Version 0:
- 1st version.
*/
sint ver = f.serialVersion(9);
if (ver >= 2)
{
f.serialCont (_AnimatedMorph);
}
if(ver<1)
throw NLMISC::EStream(f, "Mesh in Stream is too old (MeshBase version < 1)");
f.serial (_DefaultPos);
f.serial (_DefaultPivot);
f.serial (_DefaultRotEuler);
f.serial (_DefaultRotQuat);
f.serial (_DefaultScale);
f.serialCont(_Materials);
f.serialCont(_AnimatedMaterials);
if(ver >= 8)
f.serialCont(_LightInfos);
else
{
TLightInfoMapV7 temp;
f.serialCont(temp);
}
if(ver>=3)
// read/write _IsLightable flag.
f.serial(_IsLightable);
else if( f.isReading() )
// update _IsLightable flag.
computeIsLightable();
if(ver>=4)
f.serial(_UseLightingLocalAttenuation);
else if( f.isReading() )
_UseLightingLocalAttenuation= false;
if (ver >= 5)
{
f.serial(_AutoAnim);
}
if(ver >= 6)
f.serial(_DistMax);
if(ver >= 7)
f.serialPtr(_LodCharacterTexture);
if(ver >= 9)
f.serialEnum(_CollisionMeshGeneration);
else
_CollisionMeshGeneration= AutoCameraCol;
// Some runtime not serialized compilation
if(f.isReading())
compileRunTime();
}
// ***************************************************************************
void CMeshBase::buildMeshBase(CMeshBaseBuild &m)
{
// Copy light information
_LightInfos = m.LightInfoMap;
// copy the materials.
_Materials= m.Materials;
// clear the animated materials.
_AnimatedMaterials.clear();
/// Copy default position values
_DefaultPos.setDefaultValue (m.DefaultPos);
_DefaultPivot.setDefaultValue (m.DefaultPivot);
_DefaultRotEuler.setDefaultValue (m.DefaultRotEuler);
_DefaultRotQuat.setDefaultValue (m.DefaultRotQuat);
_DefaultScale.setDefaultValue (m.DefaultScale);
_AnimatedMorph .resize(m.DefaultBSFactors.size());
for (uint32 i = 0; i < m.DefaultBSFactors.size(); ++i)
{
_AnimatedMorph[i].DefaultFactor.setDefaultValue (m.DefaultBSFactors[i]);
_AnimatedMorph[i].Name = m.BSNames[i];
}
// update _IsLightable flag.
computeIsLightable();
// copy _UseLightingLocalAttenuation
_UseLightingLocalAttenuation= m.UseLightingLocalAttenuation;
// copy CollisionMeshGeneration
_CollisionMeshGeneration= m.CollisionMeshGeneration;
// Some runtime not serialized compilation
compileRunTime();
}
// ***************************************************************************
void CMeshBase::instanciateMeshBase(CMeshBaseInstance *mi, CScene *ownerScene)
{
uint32 i;
// setup animated blendShapes
//===========================
mi->_AnimatedMorphFactor.reserve(_AnimatedMorph.size());
for(i = 0; i < _AnimatedMorph.size(); ++i)
{
CAnimatedMorph am(&_AnimatedMorph[i]);
mi->_AnimatedMorphFactor.push_back (am);
}
// setup materials.
//=================
// Copy material. Textures are referenced only
mi->Materials= _Materials;
// Instanciate selectable textures (use default set)
mi->selectTextureSet(0);
// prepare possible AsyncTextures
mi->AsyncTextures.resize(_Materials.size());
// setup animated materials.
//==========================
TAnimatedMaterialMap::iterator it;
mi->_AnimatedMaterials.reserve(_AnimatedMaterials.size());
for(it= _AnimatedMaterials.begin(); it!= _AnimatedMaterials.end(); it++)
{
CAnimatedMaterial aniMat(&it->second);
// set the target instance material.
nlassert(it->first < mi->Materials.size());
aniMat.setMaterial(&mi->Materials[it->first]);
// Must set the Animatable father of the animated material (the mesh_base_instance!).
aniMat.setFather(mi, CMeshBaseInstance::OwnerBit);
// Append this animated material.
mi->_AnimatedMaterials.push_back(aniMat);
}
// Misc
//==========================
// Setup position with the default value
mi->ITransformable::setPos( _DefaultPos.getDefaultValue() );
mi->ITransformable::setRotQuat( _DefaultRotQuat.getDefaultValue() );
mi->ITransformable::setScale( _DefaultScale.getDefaultValue() );
mi->ITransformable::setPivot( _DefaultPivot.getDefaultValue() );
// Setup default opcaity / transparency state
mi->setOpacity( this->getDefaultOpacity() );
mi->setTransparency( this->getDefaultTransparency() );
// if the mesh is lightable, then the instance is
mi->setIsLightable(this->isLightable());
// a mesh is considered big for lightable if it uses localAttenuation
mi->setIsBigLightable(this->useLightingLocalAttenuation());
// The mesh support fast intersect, if the system geometry has been built
mi->enableFastIntersectSupport(!_SystemGeometry.empty());
}
// ***************************************************************************
void CMeshBase::applyMaterialUsageOptim(const std::vector<bool> &materialUsed, std::vector<sint> &remap)
{
nlassert(_Materials.size()==materialUsed.size());
// security reset
resetLodCharacterTexture();
_AnimatedMaterials.clear();
// init all ids to "Not Used"
remap.clear();
remap.resize(_Materials.size(), -1);
// remove unused materials and build remap
vector<CMaterial>::iterator itMat= _Materials.begin();
uint dstIdx= 0;
uint i;
for(i=0;i<materialUsed.size();i++)
{
// if used, still use it, and remap.
if(materialUsed[i])
{
remap[i]= dstIdx;
itMat++;
dstIdx++;
}
// remove from the array
else
{
itMat= _Materials.erase(itMat);
}
}
// apply the remap to LightMaps infos
const uint count = (uint)_LightInfos.size ();
for (i=0; i<count; i++)
{
CLightMapInfoList &mapInfoList = _LightInfos[i];
std::list<CMeshBase::CLightMapInfoList::CMatStage>::iterator ite = mapInfoList.StageList.begin ();
while (ite != mapInfoList.StageList.end ())
{
sint newId= remap[ite->MatId];
// If material used
if(newId>=0)
{
// apply remap on the material id
ite->MatId= newId;
ite++;
}
else
{
// remove it from list of light infos
ite= mapInfoList.StageList.erase(ite);
}
}
}
}
// ***************************************************************************
void CMeshBase::flushTextures(IDriver &driver, uint selectedTexture)
{
// Mat count
uint matCount=(uint)_Materials.size();
// Flush each material textures
for (uint mat=0; mat<matCount; mat++)
{
/// Flush material textures
_Materials[mat].flushTextures (driver, selectedTexture);
}
}
// ***************************************************************************
void CMeshBase::computeIsLightable()
{
// by default the mesh is not lightable
_IsLightable= false;
// Mat count
uint matCount=(uint)_Materials.size();
// for each material
for (uint mat=0; mat<matCount; mat++)
{
// if this one is not a lightmap, then OK, the mesh is lightable
if( _Materials[mat].getShader()!=CMaterial::LightMap )
{
_IsLightable= true;
break;
}
}
}
// ***************************************************************************
bool CMeshBase::useLightingLocalAttenuation () const
{
return _UseLightingLocalAttenuation;
}
// ***************************************************************************
void CMeshBase::resetLodCharacterTexture()
{
if(_LodCharacterTexture)
{
delete _LodCharacterTexture;
_LodCharacterTexture= NULL;
}
}
// ***************************************************************************
void CMeshBase::setupLodCharacterTexture(CLodCharacterTexture &lodText)
{
// delete old
resetLodCharacterTexture();
// seutp new
_LodCharacterTexture= new CLodCharacterTexture;
*_LodCharacterTexture= lodText;
}
// ***************************************************************************
CVisualCollisionMesh *CMeshBase::getVisualCollisionMesh() const
{
return _VisualCollisionMesh;
}
// ***************************************************************************
void CMeshBase::compileRunTime()
{
_DefaultTransparency= false;
_DefaultOpacity= false;
for( uint i = 0; i < _Materials.size(); ++i )
if( _Materials[i].getBlend() )
_DefaultTransparency= true;
else
_DefaultOpacity= true;
}
} // NL3D