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263 lines
8.7 KiB
C++
263 lines
8.7 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_MESH_BASE_INSTANCE_H
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#define NL_MESH_BASE_INSTANCE_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/transform_shape.h"
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#include "nel/3d/material.h"
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#include "nel/3d/animated_material.h"
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#include "nel/3d/animated_lightmap.h"
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#include "nel/3d/animated_morph.h"
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#include "nel/3d/async_texture_block.h"
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namespace NL3D
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{
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class CMeshBase;
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class CMesh;
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class CMeshMRM;
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class CAnimatedLightmap;
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class CAsyncTextureManager;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId MeshBaseInstanceId=NLMISC::CClassId(0xef44331, 0x739f6bcf);
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// ***************************************************************************
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/**
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* An base class for instance of CMesh and CMeshMRM (which derive from CMeshBase).
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* NB: this class is a model but is not designed to be instanciated in CMOT.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CMeshBaseInstance : public CTransformShape
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{
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public:
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/// Call at the beginning of the program, to register the model
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static void registerBasic();
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public:
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/** The list of materials, copied from the mesh.
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* Each CMeshBaseInstance has those materials, so they can be animated or modified for each instance.
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* By default, they are copied from the Mesh.
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*/
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std::vector<CMaterial> Materials;
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/** For Aynsc Texture Loading. This has the same size as Materials.
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* User can fill here the name of the texture he want to async load.
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* WARNING: once AsyncTextureMode is set, Material's Texture fields should not be modified, else
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* undefined results
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*/
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std::vector<CAsyncTextureBlock> AsyncTextures;
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/// \name IAnimatable Interface (registering only IAnimatable sons).
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// @{
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enum TAnimValues
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{
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OwnerBit= CTransformShape::AnimValueLast,
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AnimValueLast,
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};
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virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix);
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// @}
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/// \name Derived from CTransformShape.
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// @{
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virtual uint getNumMaterial () const;
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virtual const CMaterial *getMaterial (uint materialId) const;
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virtual CMaterial *getMaterial (uint materialId);
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// @}
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/// \name Derived from ITransformable.
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// @{
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/// Default Track Values.
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virtual ITrack* getDefaultTrack (uint valueId);
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// @}
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/// \name LightMap properties
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// @{
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uint32 getNbLightMap();
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void getLightMapName( uint32 nLightMapNb, std::string &LightMapName );
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// @}
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// To init lightmap information
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void initAnimatedLightIndex (const CScene &scene);
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/// \name BlendShape properties
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// @{
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// Interface
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uint32 getNbBlendShape();
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void getBlendShapeName (uint32 nBlendShapeNb, std::string &BlendShapeName );
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void setBlendShapeFactor (const std::string &BlendShapeName, float rFactor);
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// Internal
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std::vector<CAnimatedMorph>* getBlendShapeFactors()
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{
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return &_AnimatedMorphFactor;
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}
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// @}
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/** Change MRM Distance setup. Only for mesh which support MRM. NB MeshMultiLod apply it only on Lod0.
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* NB: This apply to the shape direclty!! ie All instances using same shape will be affected
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* NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle.
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* \param distanceFinest The MRM has its max faces when dist<=distanceFinest.
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* \param distanceMiddle The MRM has 50% of its faces at dist==distanceMiddle.
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* \param distanceCoarsest The MRM has faces/Divisor (ie near 0) when dist>=distanceCoarsest.
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*/
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virtual void changeMRMDistanceSetup(float /* distanceFinest */, float /* distanceMiddle */, float /* distanceCoarsest */) {}
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/** If there are selectable texture in this mesh shape, this replace the matching material instances with the right texture
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* If getAsyncTextureMode()==true, then this replace the AsyncTexture fileNames, instead of the Materials file Names.
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*/
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void selectTextureSet(uint id);
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/// \name Async Texture Loading
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// @{
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/** if true, the instance is said in "AsyncTextureMode". Ie user must fill AsyncTextures field with name of the
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* textures to load. At each startAsyncTextureLoading(), the system start to load async them.
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* Then, isAsyncTextureReady() should be test each frame, to know if loading has completed.
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* By default, AsyncTextureMode=false.
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* When it swap from false to true, each texture file in Materials are replaced with
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* "blank.tga", and true fileNames are copied into AsyncTextures.
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* When it swap from true to false, the inverse is applied.
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* NB: calling enableAsyncTextureMode(true) calls setAsyncTextureDirty(true)
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*/
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void enableAsyncTextureMode(bool enable);
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bool getAsyncTextureMode() const {return _AsyncTextureMode;}
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/** Start to load all textures in AsyncTextures array (if needed)
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* NB: old setup is kept in Material => instance is still rendered with "coherent" textures, until new textures
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* are ready
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* no op if not in async texture mode.
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*/
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void startAsyncTextureLoading(const NLMISC::CVector &position);
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/** return true if all the async textures of the instances are uploaded.
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* if was not ready before, this swap the
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* return always true if not in async texture mode, or if startAsyncTextureLoading() has not been called
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* since last enableAsyncTextureMode(true)
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*/
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bool isAsyncTextureReady();
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/** For Lod of texture, and load balancing, set the approximate distance of the instance to the camera.
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*/
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void setAsyncTextureDistance(float dist) {_AsyncTextureDistance= dist;}
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float getAsyncTextureDistance() const {return _AsyncTextureDistance;}
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/** User is free to flag this state, to know if startAsyncTextureLoading() should be called.
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* Internal system don't use this flag.
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* Default is false
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*/
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void setAsyncTextureDirty(bool flag) {_AsyncTextureDirty= flag;}
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/// see dirtAsyncTextureState()
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bool isAsyncTextureDirty() const {return _AsyncTextureDirty;}
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/** Get an AynscTextureId. ret -1 if not found, or not a textureFile.
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* NB: the id returned is the one in _CurrentAsyncTexture it the valid ones (thoses loaded or being loaded)
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* Can be used for some (non deleting) request to the AsyncTextureManager
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*/
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sint getAsyncTextureId(uint matId, uint stage) const;
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// @}
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/// \name CTransform traverse specialisation
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// @{
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/** this do :
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* - animate channel mixer for pos, rot, scale etc..
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* - call standard CTransform::traverseHrc()
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*/
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virtual void traverseHrc();
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/** this do :
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* - call CTransformShape::traverseAnimDetail()
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* - update animated materials.
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*/
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virtual void traverseAnimDetail();
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// @}
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/// \name Misc
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// @{
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/// see CTransform::fastIntersect()
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virtual bool fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D);
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// @}
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protected:
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/// Constructor
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CMeshBaseInstance();
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/// Destructor
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virtual ~CMeshBaseInstance();
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private:
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static CTransform *creator() {return new CMeshBaseInstance;}
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friend class CMeshBase;
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/** The list of animated materials, instanciated from the mesh.
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*/
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std::vector<CAnimatedMaterial> _AnimatedMaterials;
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// Index of the Animated lightmap in the scene
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std::vector<sint> _AnimatedLightmap;
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std::vector<CAnimatedMorph> _AnimatedMorphFactor;
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/// \name Async Texture Loading
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// @{
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/// 0 if all the texture are async loaded. Setup by the CAsyncTextureManager
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friend class CAsyncTextureManager;
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sint _AsyncTextureToLoadRefCount;
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bool _AsyncTextureDirty;
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bool _AsyncTextureMode;
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bool _AsyncTextureReady;
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// A copy of AsyncTextures done at each startAsyncTextureLoading().
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std::vector<CAsyncTextureBlock> _CurrentAsyncTextures;
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// distance for texture load balancing
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float _AsyncTextureDistance;
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void releaseCurrentAsyncTextures();
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// @}
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/// public only for IMeshVertexProgram classes.
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public:
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/// CMeshVPWindTree instance specific part.
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float _VPWindTreePhase; // Phase time of the wind animation. 0-1
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bool _VPWindTreeFixed; // Enable lighting for mesh vp wind tree material when no vp are available (else vertex color is used to tint the object ...)
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};
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} // NL3D
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#endif // NL_MESH_BASE_INSTANCE_H
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/* End of mesh_base_instance.h */
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