// NeL - 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 .
#ifndef NL_RAW_SKINNED_H
#define NL_RAW_SKINNED_H
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/uv.h"
#include "nel/misc/object_vector.h"
#include "nel/3d/mesh.h"
#include "nel/3d/mrm_mesh.h"
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CUV;
/// Vertices influenced by 1 matrix only.
class CRawVertexNormalSkinned1
{
public:
// The id of the matrix to use.
uint32 MatrixId[1];
CVector Vertex;
CVector Normal;
CUV UV;
};
/// Vertices influenced by 2 matrix only.
class CRawVertexNormalSkinned2
{
public:
// The id of the matrix to use.
uint32 MatrixId[2];
float Weights[2];
CVector Vertex;
CVector Normal;
CUV UV;
};
/// Vertices influenced by 3 matrix only.
class CRawVertexNormalSkinned3
{
public:
uint32 MatrixId[3];
float Weights[3];
CVector Vertex;
CVector Normal;
CUV UV;
};
/// Vertices influenced by 4 matrix only.
class CRawVertexNormalSkinned4
{
public:
uint32 MatrixId[4];
float Weights[4];
CVector Vertex;
CVector Normal;
CUV UV;
};
/// The array per lod.
class CRawSkinnedNormalCache
{
public:
// The vertices influenced by 1 matrix.
NLMISC::CObjectVector Vertices1;
// The vertices influenced by 2 matrix.
NLMISC::CObjectVector Vertices2;
// The vertices influenced by 3 matrix.
NLMISC::CObjectVector Vertices3;
// The vertices influenced by 4 matrix.
NLMISC::CObjectVector Vertices4;
// For Each array, set the max number of vertices to copy in VBSoft (not VBHard directly)
uint32 SoftVertices[4];
uint32 HardVertices[4];
// Total Of SoftVertices
uint32 TotalSoftVertices;
uint32 TotalHardVertices;
// The RawSkin Geomorphs.
std::vector Geomorphs;
// The Raw Primitives.
std::vector RdrPass;
/// What RawSkin lod this cache represent. -1 if NULL
sint LodId;
/// To see if same Data than in the CMeshMRMSkinnedGeom
uint MeshDataId;
// free up the memory
void clearArrays();
};
} // NL3D
#endif // NL_RAW_SKINNED_H
/* End of raw_skinned.h */