khanat-code-old/code/nel/src/3d/u_transform.cpp

410 lines
11 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/u_transform.h"
#include "nel/3d/transform.h"
#include "nel/3d/instance_group_user.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/3d/scene_group.h"
#include "nel/3d/scene.h"
H_AUTO_DECL( NL3D_Transform_Set_Cluster_System )
#define NL3D_HAUTO_SET_CLUSTER_SYSTEM H_AUTO_USE( NL3D_Transform_Set_Cluster_System )
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
void UTransform::setClusterSystem (UInstanceGroup *pIG)
{
NL3D_HAUTO_SET_CLUSTER_SYSTEM
CTransform *object = getObjectPtr();
if (object->getForceClipRoot())
{
nlwarning("Transform has been flagged to be glued to the root, and thus can't be clusterized. See UTransform::setForceClipRoot(bool).");
return;
}
if ((pIG == NULL) || (pIG == (UInstanceGroup*)-1))
{
if (pIG == NULL)
object->setClusterSystem (NULL);
else
object->setClusterSystem ((CInstanceGroup*)-1);
}
else
object->setClusterSystem (&((CInstanceGroupUser*)pIG)->getInternalIG());
}
// ***************************************************************************
UInstanceGroup *UTransform::getClusterSystem () const
{
CTransform *object = getObjectPtr();
CInstanceGroup *ig= object->getClusterSystem();
if(ig==((CInstanceGroup*)-1))
return ((UInstanceGroup*)-1);
else if(ig==NULL)
return NULL;
else
return ig->getUserInterface();
}
// ***************************************************************************
void UTransform::getLastParentClusters(std::vector<CCluster*> &clusters) const
{
CTransform *object = getObjectPtr();
CScene *scene = object->getOwnerScene();
// look in the list of parent of the transform object and extract the CCluster parents
if (scene == NULL)
return;
CClipTrav &clipTrav= scene->getClipTrav();
uint num= object->clipGetNumParents();
for(uint i=0;i<num;i++)
{
CCluster *pcluster = dynamic_cast<CCluster*>(object->clipGetParent(i));
if (pcluster != NULL)
clusters.push_back(pcluster);
}
// If the object is link to a QuadCluster, add the RootCluster to the list
CTransformShape *trShp= dynamic_cast<CTransformShape*>( object );
if( trShp && trShp->isLinkToQuadCluster() )
clusters.push_back(clipTrav.RootCluster);
}
// ***************************************************************************
void UTransform::freezeHRC()
{
CTransform *object = getObjectPtr();
object->freezeHRC();
}
// ***************************************************************************
void UTransform::unfreezeHRC()
{
CTransform *object = getObjectPtr();
while (object)
{
object->unfreezeHRC();
object = object->hrcGetParent();
}
}
// ***************************************************************************
void UTransform::setLoadBalancingGroup(const std::string &group)
{
CTransform *object = getObjectPtr();
object->setLoadBalancingGroup(group);
}
// ***************************************************************************
const std::string &UTransform::getLoadBalancingGroup() const
{
CTransform *object = getObjectPtr();
return object->getLoadBalancingGroup();
}
// ***************************************************************************
void UTransform::setMeanColor(NLMISC::CRGBA color)
{
CTransform *object = getObjectPtr();
object->setMeanColor(color);
}
// ***************************************************************************
NLMISC::CRGBA UTransform::getMeanColor() const
{
CTransform *object = getObjectPtr();
return object->getMeanColor();
}
// ***************************************************************************
const CMatrix &UTransform::getLastWorldMatrixComputed() const
{
CTransform *object = getObjectPtr();
return object->getWorldMatrix();
}
// ***************************************************************************
void UTransform::enableCastShadowMap(bool state)
{
CTransform *object = getObjectPtr();
object->enableCastShadowMap(state);
}
// ***************************************************************************
bool UTransform::canCastShadowMap() const
{
CTransform *object = getObjectPtr();
return object->canCastShadowMap();
}
// ***************************************************************************
void UTransform::enableReceiveShadowMap(bool state)
{
CTransform *object = getObjectPtr();
object->enableReceiveShadowMap(state);
}
// ***************************************************************************
bool UTransform::canReceiveShadowMap() const
{
CTransform *object = getObjectPtr();
return object->canReceiveShadowMap();
}
// ***************************************************************************
void UTransform::parent(UTransform newFather)
{
CTransform *object = getObjectPtr();
if (object->getForceClipRoot())
{
nlwarning("Transform has been flagged to be glued to the root, can't change parent. See UTransform::setForceClipRoot(bool).");
return;
}
if(!newFather.empty())
{
// link me to other.
CTransform *other= newFather.getObjectPtr();
if(other->getOwnerScene()!=object->getOwnerScene())
nlerror("Try to parent 2 object from 2 differnet scenes!!");
other->hrcLinkSon( object );
}
else
{
// link me to Root.
object->getOwnerScene()->getRoot()->hrcLinkSon( object );
}
}
// ***************************************************************************
void UTransform::hide()
{
CTransform *object = getObjectPtr();
object->hide();
}
// ***************************************************************************
void UTransform::show()
{
CTransform *object = getObjectPtr();
object->show();
}
// ***************************************************************************
void UTransform::setUserClipping(bool enable)
{
CTransform *object = getObjectPtr();
object->setUserClipping(enable);
}
// ***************************************************************************
bool UTransform::getUserClipping() const
{
CTransform *object = getObjectPtr();
return object->getUserClipping();
}
// ***************************************************************************
void UTransform::heritVisibility()
{
CTransform *object = getObjectPtr();
object->heritVisibility();
}
// ***************************************************************************
UTransform::TVisibility UTransform::getVisibility()
{
CTransform *object = getObjectPtr();
return (UTransform::TVisibility)(uint32)object->getVisibility();
}
// ***************************************************************************
void UTransform::setOrderingLayer(uint layer)
{
CTransform *object = getObjectPtr();
object->setOrderingLayer(layer);
}
// ***************************************************************************
uint UTransform::getOrderingLayer() const
{
CTransform *object = getObjectPtr();
return object->getOrderingLayer();
}
// ***************************************************************************
void UTransform::setUserLightable(bool enable)
{
CTransform *object = getObjectPtr();
object->setUserLightable(enable);
}
// ***************************************************************************
bool UTransform::getUserLightable() const
{
CTransform *object = getObjectPtr();
return object->getUserLightable();
}
// ***************************************************************************
void UTransform::setLogicInfo(ILogicInfo *logicInfo)
{
CTransform *object = getObjectPtr();
object->setLogicInfo(logicInfo);
}
// ***************************************************************************
bool UTransform::getLastWorldVisState() const
{
CTransform *object = getObjectPtr();
return object->isHrcVisible();
}
// ***************************************************************************
bool UTransform::getLastClippedState() const
{
CTransform *object = getObjectPtr();
return object->isClipVisible();
}
// ***************************************************************************
void UTransform::setTransparency(bool v)
{
CTransform *object = getObjectPtr();
object->setTransparency(v);
}
// ***************************************************************************
void UTransform::setOpacity(bool v)
{
CTransform *object = getObjectPtr();
object->setOpacity(v);
}
// ***************************************************************************
void UTransform::setBypassLODOpacityFlag(bool bypass)
{
CTransform *object = getObjectPtr();
object->setBypassLODOpacityFlag(bypass);
}
// ***************************************************************************
uint32 UTransform::isOpaque()
{
CTransform *object = getObjectPtr();
return object->isOpaque();
}
// ***************************************************************************
uint32 UTransform::isTransparent()
{
CTransform *object = getObjectPtr();
return object->isTransparent();
}
// ***************************************************************************
void UTransform::setForceClipRoot(bool forceClipRoot)
{
CTransform *object = getObjectPtr();
object->setForceClipRoot(forceClipRoot);
}
// ***************************************************************************
bool UTransform::getForceClipRoot() const
{
CTransform *object = getObjectPtr();
return object->getForceClipRoot();
}
// ***************************************************************************
void UTransform::setTransparencyPriority(uint8 priority)
{
CTransform *object = getObjectPtr();
object->setTransparencyPriority(priority);
}
// ***************************************************************************
void UTransform::setShadowMapDirectionZThreshold(float zthre)
{
CTransform *object = getObjectPtr();
object->setShadowMapDirectionZThreshold(zthre);
}
// ***************************************************************************
float UTransform::getShadowMapDirectionZThreshold() const
{
CTransform *object = getObjectPtr();
return object->getShadowMapDirectionZThreshold();
}
// ***************************************************************************
void UTransform::setShadowMapMaxDepth(float depth)
{
CTransform *object = getObjectPtr();
object->setShadowMapMaxDepth(depth);
}
// ***************************************************************************
float UTransform::getShadowMapMaxDepth() const
{
CTransform *object = getObjectPtr();
return object->getShadowMapMaxDepth();
}
// ***************************************************************************
bool UTransform::supportFastIntersect() const
{
CTransform *object = getObjectPtr();
return object->supportFastIntersect();
}
// ***************************************************************************
bool UTransform::fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D)
{
CTransform *object = getObjectPtr();
return object->fastIntersect(p0, dir, dist2D, distZ, computeDist2D);
}
} // NL3D