// Ryzom - MMORPG Framework // 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 . #include "stdpch.h" // #include "mesh_array.h" // #include "../global.h" #include "../misc.h" using namespace NLMISC; using namespace NL3D; namespace R2 { // ********************************************************************************************************* CMeshArray::CMeshArray() { _Active = true; } // ********************************************************************************************************* CMeshArray::~CMeshArray() { clear(); } // ********************************************************************************************************* void CMeshArray::setShapeName(const std::string &shapeName) { //H_AUTO(R2_CMeshArray_setShapeName) resize(0); _ShapeName = shapeName; } // ********************************************************************************************************* void CMeshArray::resize(uint newSize) { //H_AUTO(R2_CMeshArray_resize) if (newSize < _MeshInstances.size()) { for(uint k = newSize; k < _MeshInstances.size(); ++k) { Scene->deleteInstance(_MeshInstances[k]); } _MeshInstances.resize(newSize); } else { uint oldSize = (uint)_MeshInstances.size(); _MeshInstances.resize(newSize); for(uint k = oldSize; k < newSize; ++k) { _MeshInstances[k] = Scene->createInstance(_ShapeName); if (_Active) { _MeshInstances[k].show(); } else { _MeshInstances[k].hide(); } } } } // ********************************************************************************************************* UInstance &CMeshArray::getInstance(uint index) { //H_AUTO(R2_CMeshArray_getInstance) nlassert(index < _MeshInstances.size()); return _MeshInstances[index]; } // ********************************************************************************************************* const UInstance &CMeshArray::getInstance(uint index) const { //H_AUTO(R2_CMeshArray_getInstance) nlassert(index < _MeshInstances.size()); return _MeshInstances[index]; } // ********************************************************************************************************* void CMeshArray::setEmissive(NLMISC::CRGBA color) { //H_AUTO(R2_CMeshArray_setEmissive) for(uint k = 0; k < _MeshInstances.size(); ++k) { ::setEmissive(_MeshInstances[k], color); } } // ********************************************************************************************************* void CMeshArray::setActive(bool active) { //H_AUTO(R2_CMeshArray_setActive) if (active == _Active) return; for(uint k = 0; k < _MeshInstances.size(); ++k) { if (active) { _MeshInstances[k].show(); } else { _MeshInstances[k].hide(); } } _Active = active; } } // R2