khanat-opennel-code/code/nel/include/nel/3d/lod_character_instance.h

98 lines
2.5 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/>.
#ifndef NL_LOD_CHARACTER_INSTANCE_H
#define NL_LOD_CHARACTER_INSTANCE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/uv.h"
#include "nel/misc/rgba.h"
#include "nel/3d/animation_time.h"
namespace NL3D
{
using NLMISC::CRGBA;
using NLMISC::CUV;
class CLodCharacterManager;
// ***************************************************************************
/**
* An instance of a lodCharacter (stored in CSkeletonModel).
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CLodCharacterInstance
{
public:
/// shapeId is the id of the lod character shape to use. No-Op if not found.
sint ShapeId; // -1 if disabled
/// animId is the anim to use for this shape. No-Op if not found.
uint AnimId;
/// time is the time of animation
TGlobalAnimationTime AnimTime;
/// wrapMode if true, the anim loop, else just clamp
bool WrapMode;
/** The precomputed alpha array
* must be same size of the shape number vertices, else the
* whole mesh is supposed to be opaque. see CLodCharacterShape::startBoneAlpha() for how to build this array
*/
std::vector<uint8> VertexAlphas;
public:
CLodCharacterInstance()
{
ShapeId= -1;
AnimId= 0;
AnimTime= 0;
WrapMode= true;
_TextureId= -1;
_Owner= NULL;
}
~CLodCharacterInstance();
/// get a ptr on the UVs.
const CUV *getUVs() const;
// ***************
private:
friend class CLodCharacterManager;
// The manager which owns us. Filled by CLodCharacterManager.
CLodCharacterManager *_Owner;
// The id of the texture the manager gives to us. Filled by CLodCharacterManager.
sint _TextureId;
/// The precomputed UVs. Filled by CLodCharacterManager.
std::vector<CUV> _UVs;
};
} // NL3D
#endif // NL_LOD_CHARACTER_INSTANCE_H
/* End of lod_character_instance.h */