khanat-code-old/code/ryzom/client/src/mesh_camera_col_manager.cpp

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 "stdpch.h"
#include "mesh_camera_col_manager.h"
#include "precipitation_clip_grid.h"
#include "nel/3d/u_visual_collision_manager.h"
#include "nel/3d/u_shape_bank.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/system_info.h"
#include "nel/3d/u_visual_collision_mesh.h"
using namespace NL3D;
using namespace NLMISC;
using namespace std;
// ***************************************************************************
CMeshCameraColManager MeshCameraColManager;
// ***************************************************************************
extern UVisualCollisionManager *CollisionManager;
extern UDriver *Driver;
// ***************************************************************************
CMeshCameraColManager::CMeshCameraColManager()
{
}
// ***************************************************************************
CMeshCameraColManager::~CMeshCameraColManager()
{
if(!CollisionManager)
return;
// reset any remaining mesh
TIgMap::iterator it;
for(it= _IgMap.begin();it!=_IgMap.end();it++)
{
CMeshGroup &mg= it->second;
for(uint i=0;i<mg.Meshs.size();i++)
{
CollisionManager->removeMeshCollision(mg.Meshs[i]);
}
}
_IgMap.clear();
}
// ***************************************************************************
void CMeshCameraColManager::instanceGroupLoaded(NL3D::UInstanceGroup * /* ig */)
{
// no op
}
// ***************************************************************************
void CMeshCameraColManager::instanceGroupAdded(NL3D::UInstanceGroup *ig)
{
if(!ig)
return;
// TestYoyo
/*CSimpleClock clock;
clock.start();*/
// Build a list of Mesh to add to the collision manager
CMeshGroup mg;
// for all instance of the ig
for(uint i=0;i<ig->getNumInstance();i++)
{
string shapeName= ig->getShapeName(i);
if (!shapeName.empty())
{
// well... get the actual name (not transformed)
if (shapeName.find('.') == std::string::npos)
shapeName += ".shape";
// try to get the shape
UShape shape= Driver->getShapeBank()->getShape(shapeName);
// if found
if(!shape.empty())
{
UVisualCollisionMesh colMesh;
shape.getVisualCollisionMesh(colMesh);
// if this mesh has a collision
if(!colMesh.empty())
{
// get the instance matrix
CMatrix mat;
ig->getInstanceMatrix(i, mat);
// special code for matis serre. Use the same flags as for shadows
bool avoidCollisionInside= ig->dontCastShadowForInterior(i);
bool avoidCollisionOutside= ig->dontCastShadowForExterior(i);
// very special patch for the matis serre (grrrrrrrrrrrrr)
avoidCollisionOutside= avoidCollisionOutside || toLower(shapeName)== "ma_serre_interieur.shape";
// then send the result to the collision manager, and keep the mesh col id if succeed
uint32 meshId= CollisionManager->addMeshInstanceCollision(colMesh, mat, avoidCollisionInside, avoidCollisionOutside);
if(meshId)
mg.Meshs.push_back(meshId);
}
}
}
}
// if mesh group not empty, append to the map (for future remove)
if(!mg.Meshs.empty())
{
// should not be present
nlassert(_IgMap.find(ig)==_IgMap.end());
// insert
_IgMap[ig]= mg;
}
// TestYoyo
/*clock.stop();
double freq = (double) CSystemInfo::getProcessorFrequency(false);
double msPerTick = 1000 / (double) freq;
nlinfo("IG Camera Added: {%x, %d}: %.3f ms", (uint32)ig, ig->getNumInstance(), msPerTick * clock.getNumTicks());*/
}
// ***************************************************************************
void CMeshCameraColManager::instanceGroupRemoved(NL3D::UInstanceGroup *ig)
{
// find the ig in the map
TIgMap::iterator it= _IgMap.find(ig);
if(it!=_IgMap.end())
{
// TestYoyo
/*CSimpleClock clock;
clock.start();*/
// remove the mesh collision from the manager
CMeshGroup &mg= it->second;
for(uint i=0;i<mg.Meshs.size();i++)
{
CollisionManager->removeMeshCollision(mg.Meshs[i]);
//HeightGrid.removeCollisionMesh(mg.Meshs[i]);
}
// remove
_IgMap.erase(it);
// TestYoyo
/*clock.stop();
double freq = (double) CSystemInfo::getProcessorFrequency(false);
double msPerTick = 1000 / (double) freq;
nlinfo("IG Camera Removed: %.3f ms", msPerTick * clock.getNumTicks());*/
}
}