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