112 lines
3.1 KiB
C++
112 lines
3.1 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/visual_collision_entity_user.h"
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#include "nel/3d/driver_user.h"
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#include "nel/misc/hierarchical_timer.h"
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namespace NL3D
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{
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H_AUTO_DECL( NL3D_UI_VisualCollisionEntity )
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H_AUTO_DECL( NL3D_Misc_VisualCollisionEntity_Snap )
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H_AUTO_DECL( NL3D_Misc_VisualCollisionEntity_GetLight )
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#define NL3D_HAUTO_UI_VCE H_AUTO_USE( NL3D_UI_VisualCollisionEntity )
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#define NL3D_HAUTO_SNAP_VCE H_AUTO_USE( NL3D_Misc_VisualCollisionEntity_Snap )
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#define NL3D_HAUTO_LIGHT_VCE H_AUTO_USE( NL3D_Misc_VisualCollisionEntity_GetLight )
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// ****************************************************************************
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bool CVisualCollisionEntityUser::snapToGround(CVector &pos)
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{
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NL3D_HAUTO_SNAP_VCE;
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return _Entity->snapToGround(pos);
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}
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bool CVisualCollisionEntityUser::snapToGround(CVector &pos, CVector &normal)
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{
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NL3D_HAUTO_SNAP_VCE;
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return _Entity->snapToGround(pos, normal);
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}
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void CVisualCollisionEntityUser::setGroundMode(bool groundMode)
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{
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NL3D_HAUTO_UI_VCE;
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_Entity->setGroundMode(groundMode);
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}
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void CVisualCollisionEntityUser::setCeilMode(bool ceilMode)
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{
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NL3D_HAUTO_UI_VCE;
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_Entity->setCeilMode(ceilMode);
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}
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bool CVisualCollisionEntityUser::getGroundMode() const
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{
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NL3D_HAUTO_UI_VCE;
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return _Entity->getGroundMode();
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}
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bool CVisualCollisionEntityUser::getCeilMode() const
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{
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NL3D_HAUTO_UI_VCE;
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return _Entity->getCeilMode();
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}
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void CVisualCollisionEntityUser::setSnapToRenderedTesselation(bool snapMode)
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{
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NL3D_HAUTO_UI_VCE;
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_Entity->setSnapToRenderedTesselation(snapMode);
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}
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bool CVisualCollisionEntityUser::getSnapToRenderedTesselation() const
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{
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NL3D_HAUTO_UI_VCE;
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return _Entity->getSnapToRenderedTesselation();
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}
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bool CVisualCollisionEntityUser::getStaticLightSetup(NLMISC::CRGBA sunAmbient, const CVector &pos, std::vector<CPointLightInfluence> &pointLightList,
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uint8 &sunContribution, NLMISC::CRGBA &localAmbient)
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{
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NL3D_HAUTO_LIGHT_VCE;
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return _Entity->getStaticLightSetup(sunAmbient, pos, pointLightList, sunContribution, localAmbient);
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}
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void CVisualCollisionEntityUser::displayDebugGrid(UDriver &drv) const
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{
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CDriverUser &drvUser= static_cast<CDriverUser&>(drv);
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_Entity->displayDebugGrid(*drvUser.getDriver());
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}
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bool CVisualCollisionEntityUser::getSurfaceInfo(const CVector &pos, CSurfaceInfo &surfaceInfo)
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{
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return _Entity->getSurfaceInfo (pos, surfaceInfo);
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}
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} // NL3D
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