khanat-opennel-code/code/nel/src/3d/vegetable_instance_group.cpp
2010-05-06 02:08:41 +02:00

97 lines
2.7 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/vegetable_instance_group.h"
namespace NL3D
{
// ***************************************************************************
CVegetableInstanceGroup::CVegetableInstanceGroup()
{
_ClipOwner= NULL;
_SortOwner= NULL;
_HasZSortPassInstances= false;
_TriangleQuadrantOrderNumTriangles= 0;
_ULPrec= this;
_ULNext= this;
_ULNumVertices= 0;
}
// ***************************************************************************
CVegetableInstanceGroup::~CVegetableInstanceGroup()
{
unlinkUL();
}
// ***************************************************************************
void CVegetableInstanceGroup::linkBeforeUL(CVegetableInstanceGroup *igNext)
{
nlassert(igNext);
// first, unlink others from me. NB: works even if _ULPrec==_ULNext==this.
_ULNext->_ULPrec= _ULPrec;
_ULPrec->_ULNext= _ULNext;
// link to igNext.
_ULNext= igNext;
_ULPrec= igNext->_ULPrec;
// link others to me.
_ULNext->_ULPrec= this;
_ULPrec->_ULNext= this;
}
// ***************************************************************************
void CVegetableInstanceGroup::unlinkUL()
{
// unlink others from me. NB: works even if _ULPrec==_ULNext==this.
_ULNext->_ULPrec= _ULPrec;
_ULPrec->_ULNext= _ULNext;
// reset
_ULPrec= this;
_ULNext= this;
}
// ***************************************************************************
CVegetableInstanceGroupReserve::CVegetableInstanceGroupReserve()
{
}
// ***************************************************************************
bool CVegetableInstanceGroup::isEmpty() const
{
for(uint i=0; i<NL3D_VEGETABLE_NRDRPASS; i++)
{
const CVegetableRdrPass &vegetRdrPass= _RdrPass[i];
// If some triangles to render, the ig is not empty
if(vegetRdrPass.NTriangles != 0)
return false;
}
// for all pass, no triangles to render => the ig is empty.
return true;
}
} // NL3D