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443 lines
14 KiB
C++
443 lines
14 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_SCENE_GROUP_H
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#define NL_SCENE_GROUP_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/quat.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/3d/portal.h"
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#include "nel/3d/cluster.h"
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#include "nel/3d/transform.h"
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#include "nel/3d/point_light_named.h"
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#include "nel/3d/point_light_named_array.h"
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#include "nel/3d/ig_surface_light.h"
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#include "nel/3d/clip_trav.h"
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#include <vector>
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namespace NLMISC
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{
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class CRGBA;
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class IStream;
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struct EStream;
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class CMatrix;
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}
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namespace NL3D {
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class CScene;
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class CTransformShape;
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class IDriver;
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class ITransformName;
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struct IAddRemoveInstance;
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struct IIGAddBegin;
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/**
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* A CInstanceGroup is a group of mesh instance and so composed by
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* - A reference to a mesh (refered by the name)
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* - The transformations to get it to the world
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* - The parent
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*
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* This class can initialize a scene and be serialized.
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*
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* \author Matthieu Besson
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* \author Nevrax France
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* \date 2001
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*/
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class CInstanceGroup : public NLMISC::CRefCount
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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public:
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/// Should Never be changed
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enum {NumStaticLightPerInstance= 2};
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enum TState { StateNotAdded = 0, StateAdding, StateAdded, StateError };
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public:
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/**
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* Instance part
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*/
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/// An element of the group.
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class CInstance
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{
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public:
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/// Name of the Shape Instance
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std::string Name;
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/// The parent instance (-1 if root)
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sint32 nParent;
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/// The clusters the instance belongs to
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std::vector<uint32> Clusters;
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/// Transformations
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NLMISC::CQuat Rot;
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NLMISC::CVector Pos;
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NLMISC::CVector Scale;
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// Name of the instance
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std::string InstanceName;
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/// If true, then the shape is even not loaded/displayed (used for shadow casting?)
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bool DontAddToScene;
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/// If false, the shape is load but hid by default (NB: can be used for camera collision)
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bool Visible;
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/// Precomputed Lighting.
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// If true (false by default), then the instance don't cast shadow (used by ig_lighter).
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bool DontCastShadow;
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// If true (false by default), then the instance's lighting will not be precomputed.
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bool AvoidStaticLightPreCompute;
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// This part is precomputed.
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bool StaticLightEnabled; // If false, then the instance 's lighting is not pre-computed.
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uint8 SunContribution; // Contribution of the Sun.
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// Ids of the lights. FF == disabled. if Lights[i]==FF, then all lights >=i are considered disabled.
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uint8 Light[NumStaticLightPerInstance];
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/** Id of the ambiant Light to take for this instance. Ambient light are stored too in ig->getPointLigths()
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* If 0xFF => take Ambient of the sun.
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*/
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uint8 LocalAmbientId;
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/** if true (false by default), the instance don't cast shadow, but ONLY FOR ig_lighter (ig_lighter_lib)
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* (zone_lighter and zone_ig_lighter ignore it).
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* This is a special trick for the "Matis Serre" where the exterior mesh cast shadow in the interior, but
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* is not visible in the interior in realTime because of cluster clipping.... omg :(
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*/
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bool DontCastShadowForInterior;
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/** This is the opposite of DontCastShadowForInterior. zone_lighter or zone_ig_lighter test it and if true,
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* assume this instance dont cast shadow
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*/
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bool DontCastShadowForExterior;
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/// Constructor
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CInstance ();
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/// Serial the instance
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void serial (NLMISC::IStream& f);
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};
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/// A vector of instance.
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typedef std::vector<CInstance> TInstanceArray;
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/// Remove all of these methods. For the moment DO NOT USE THEM !!!
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/// Get number of instance in this group
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uint getNumInstance () const;
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/// Get the name of the mesh referenced
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const std::string& getShapeName (uint instanceNb) const;
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/// Get the instance name
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const std::string& getInstanceName (uint instanceNb) const;
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/// Get an instance position
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const NLMISC::CVector& getInstancePos (uint instanceNb) const;
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/// Get an instance rotation
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const NLMISC::CQuat& getInstanceRot (uint instanceNb) const;
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// Get an instance scale
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const NLMISC::CVector& getInstanceScale (uint instanceNb) const;
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// Get instance matrix (no pivot added)
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void getInstanceMatrix(uint instanceNb, NLMISC::CMatrix &dest) const;
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// Get the instance father (-1 if this is a root)
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sint32 getInstanceParent (uint instanceNb) const;
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// Get a const ref on the instance
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const CInstance &getInstance(uint instanceNb) const;
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// Get a mutable ref on the instance
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CInstance &getInstance(uint instanceNb);
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// Get the ig global pos
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const NLMISC::CVector &getGlobalPos() const { return _GlobalPos; }
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/** Get the instance added to the scene. NULL if instanceNb too big, if addToScene not called,
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* or if instance is DontAddToScene
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*/
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CTransformShape *getTransformShape(uint instanceNb) const;
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/**
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* Construct, serialize and link to scene
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*/
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CInstanceGroup();
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~CInstanceGroup();
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/** Build the group
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* Build with an empty list of light
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*/
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void build (const CVector &vGlobalPos, const TInstanceArray& array,
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const std::vector<CCluster>& Clusters,
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const std::vector<CPortal>& Portals);
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/** Build the group
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* Build also the list of light. NB: sort by LightGroupName the array.
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* Give also a ptr on a retrieverGridMap to build surfaces (if not NULL).
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*/
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void build (const CVector &vGlobalPos, const TInstanceArray& array,
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const std::vector<CCluster>& Clusters,
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const std::vector<CPortal>& Portals,
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const std::vector<CPointLightNamed> &pointLightList,
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const CIGSurfaceLight::TRetrieverGridMap *retrieverGridMap= NULL,
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float igSurfaceLightCellSize= 0);
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/** Retreive group information. NB: data may have changed, eg: order of lights.
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*/
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void retrieve (CVector &vGlobalPos, TInstanceArray& array,
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std::vector<CCluster>& Clusters,
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std::vector<CPortal>& Portals,
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std::vector<CPointLightNamed> &pointLightList) const;
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/// Serial the group
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void serial (NLMISC::IStream& f);
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/// Add all the instances to the scene
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void createRoot (CScene& scene);
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/// Setup the callback in charge of changing name at the addToScene moment
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void setTransformNameCallback (ITransformName *pTN);
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/// Set a callback to know when an instance has been added / removed
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void setAddRemoveInstanceCallback(IAddRemoveInstance *callback);
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/// Set a callback to know when an instance group is being created, and how many instances it contains
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void setIGAddBeginCallback(IIGAddBegin *callback);
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/**
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* Add all the instances to the scene. By default, freezeHRC() those instances and the root.
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*
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* \param scene is the scene in which you want to add the instance group.
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* \param driver is a pointer to a driver. If this pointer is not NULL, the textures used by
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* the shapes will be preloaded in this driver. If the pointer is NULL (default), textures
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* will ve loaded when the shape will be used.
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*/
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bool addToScene (CScene& scene, IDriver *driver=NULL, uint selectedTexture=0);
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bool addToSceneAsync (CScene& scene, IDriver *driver=NULL, uint selectedTexture=0);
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void stopAddToSceneAsync ();
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TState getAddToSceneState ();
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/**
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* Get the instance name to create as written in the instance group.
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*/
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void getShapeName (uint instanceIndex, std::string &shapeName) const;
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/// User Interface related: yes it is ugly....
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void setUserInterface(class UInstanceGroup *uig) {_UserIg= uig;}
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class UInstanceGroup *getUserInterface() const {return _UserIg;}
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/** For Debug Display of clusters. The view matrix and frustum should have been setuped
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* NB: the ModelMatrix is modified by this method
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*/
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void displayDebugClusters(IDriver *drv, class CTextContext *txtCtx);
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private:
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bool addToSceneWhenAllShapesLoaded (CScene& scene, IDriver *driver, uint selectedTexture);
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public:
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/// Remove all the instances from the scene
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bool removeFromScene (CScene& scene);
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/**
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* LightMap part
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*/
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/// Get all lights (lightmaps) from an instance group
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void getLights (std::set<std::string> &LightNames);
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/**
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* BlendShape part
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*/
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/// Get all the blendshapes from an instance group
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void getBlendShapes (std::set<std::string> &BlendShapeNames);
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/// Set the blendshape factor for the whole instance group (-100 -> 100)
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void setBlendShapeFactor (const std::string &BlendShapeName, float rFactor);
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/**
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* Cluster/Portal system part
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*/
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/// To construct the cluster system by hand
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void addCluster (CCluster *pCluster);
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/// Set the cluster system to test for instances that are not in a cluster of this IG
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void setClusterSystemForInstances (CInstanceGroup *pIG);
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/// Get all dynamic portals of an instance group
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void getDynamicPortals (std::vector<std::string> &names);
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/// Set the state of a dynamic portal (true=opened, false=closed)
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void setDynamicPortal (std::string& name, bool opened);
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/// Get the state of a dynamic portal (true=opened, false=closed)
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bool getDynamicPortal (std::string& name);
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/**
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* Transformation part
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*/
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/// link the root of the ig to a node. No-op if not added to scene. Pass NULL to reset by default
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void linkRoot (CScene &scene, CTransform *father);
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/// Set the position of the IG
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void setPos (const CVector &pos);
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/// Set the rotation of the IG
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void setRotQuat (const CQuat &quat);
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/// Get the position of the IG
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CVector getPos ();
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/// Get the rotation of the IG
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CQuat getRotQuat ();
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/// see CTransform::freezeHRC(). Do it for all instances (not clusters), and for the root of the IG.
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void freezeHRC();
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/// see CTransform::unfreezeHRC(). Do it for all instances (not clusters), and for the root of the IG.
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void unfreezeHRC();
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public:
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/// \name RealTime lighting part
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// @{
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/// get the list of light. NB: the array is sorted by LightGroupName.
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const std::vector<CPointLightNamed> &getPointLightList() const {return _PointLightArray.getPointLights();}
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/// Get the number of point lights
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uint getNumPointLights() const { return (uint)_PointLightArray.getPointLights().size(); }
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/// Get a mutable ref on a point light named
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CPointLightNamed &getPointLightNamed(uint index)
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{
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return _PointLightArray.getPointLights()[index];
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}
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/// set the Light factor for all pointLights "lightGroupName".
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void setPointLightFactor(const CScene &scene);
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/// See CIGSurfaceLight::getStaticLightSetup()
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bool getStaticLightSetup(NLMISC::CRGBA sunAmbient, uint retrieverIdentifier, sint surfaceId, const CVector &localPos,
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std::vector<CPointLightInfluence> &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient)
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{
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return _IGSurfaceLight.getStaticLightSetup(sunAmbient, retrieverIdentifier, surfaceId, localPos,
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pointLightList, sunContribution, localAmbient);
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}
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/// Get the SurfaceLight info, for debug purposes.
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const CIGSurfaceLight &getIGSurfaceLight() const {return _IGSurfaceLight;}
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/// Setuped at export, tells if the ig is touched by the sun. true by default.
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void enableRealTimeSunContribution(bool enable);
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bool getRealTimeSunContribution() const {return _RealTimeSunContribution;}
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// @}
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/** Look through all hierarchy our clusters that must be linked to our parent
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*/
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bool linkToParent (CInstanceGroup*pFather);
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/** Get the parent ClusterSystem
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*/
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CInstanceGroup *getParentClusterSystem() const {return _ParentClusterSystem;}
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public:
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TInstanceArray _InstancesInfos;
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std::vector<CTransformShape*> _Instances;
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std::vector<CPortal> _Portals;
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std::vector<CCluster> _ClusterInfos;
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std::vector<CCluster*> _ClusterInstances;
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CTransform *_Root;
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CClipTrav *_ClipTrav;
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// The cluster system used to link unclustered instances (setClusterSystemForInstances)
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CInstanceGroup *_ClusterSystemForInstances;
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// The cluster system parent of us (linkToParent() call)
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CInstanceGroup *_ParentClusterSystem;
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NLMISC::CVector _GlobalPos;
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private:
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/// \name PointLight part
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// @{
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/// RealTimeSunContribution. Used for ig_lighter and zone_ig_lighter
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bool _RealTimeSunContribution;
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/// Array of pointLights
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CPointLightNamedArray _PointLightArray;
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/// Build the list of light. NB: sort by LightGroupName the array, and return index remap.
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void buildPointLightList(const std::vector<CPointLightNamed> &pointLightList,
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std::vector<uint> &plRemap);
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/// The object used to light dynamic models in town and buildings
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CIGSurfaceLight _IGSurfaceLight;
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// @}
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/// \name Async loading part
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// @{
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bool _AddToSceneSignal;
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TState _AddToSceneState;
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CScene *_AddToSceneTempScene;
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IDriver *_AddToSceneTempDriver;
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uint _AddToSceneTempSelectTexture;
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// @}
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ITransformName *_TransformName;
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IAddRemoveInstance *_AddRemoveInstance;
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IIGAddBegin *_IGAddBeginCallback;
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// Yes this is ugly, but impossible otherwise with the actual user interface system...
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UInstanceGroup *_UserIg;
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};
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} // NL3D
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#endif // NL_SCENE_GROUP_H
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/* End of scene_group.h */
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