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175 lines
5 KiB
C++
175 lines
5 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_SEG_REMANENCE_H
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#define NL_SEG_REMANENCE_H
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#include "nel/misc/vector.h"
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#include "nel/3d/transform_shape.h"
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#include "nel/3d/transform.h"
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#include "nel/3d/animated_material.h"
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#include <deque>
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namespace NL3D
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{
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class IDriver;
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class CVertexBuffer;
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class CIndexBuffer;
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class CMaterial;
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class CScene;
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/** A segment (or a more complicated shape) that let a 'trace' when it is moved.
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* Can be used for fx of a sword stroke for example
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*
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2002
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*/
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class CSegRemanence : public CTransformShape
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{
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public:
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///\name object
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//@{
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CSegRemanence();
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~CSegRemanence();
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CSegRemanence(CSegRemanence &other);
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CSegRemanence &operator = (CSegRemanence &other);
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//@}
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/// Call at the begining of the program, to register the model
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static void registerBasic();
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/// to instanciate that model from a scene
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static CTransform *creator() { return new CSegRemanence; }
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// Render this model with currently setupped material and matrix
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void render(IDriver *drv, CMaterial &mat);
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// sample current position
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void samplePos(double date);
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/** Setup from the shape (no effect if geometry described in the shape didn't change)
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*/
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void setupFromShape();
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///\name From CTransformShape
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//@{
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virtual bool canStartStop() { return true; }
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// start the fx (by default it is off).
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virtual void start();
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/// Stop the fx and let it unroll
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virtual void stop();
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/// Stop the fx with no unrolling
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virtual void stopNoUnroll();
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// Test whether the fx is started
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virtual bool isStarted() const { return _Started; }
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// Test if the fx is stopping (unrollinh)
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bool isStopping() const { return _Stopping; }
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// Equivalent to a call to start, then stop
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void restart();
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//@}
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/** Set an animated material. This is usually called by the 'shape' of this object at instanciation
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* The material is owned by this object
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*/
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void setAnimatedMaterial(CAnimatedMaterial *mat);
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//
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CAnimatedMaterial *getAnimatedMaterial() const { return _AniMat; }
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// Register to a channel mixer.
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void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix);
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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 ITrack *getDefaultTrack (uint valueId);
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/// \name CTransform traverse specialisation
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// @{
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//virtual void traverseHrc();
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virtual void traverseAnimDetail();
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// @}
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/** \name slice time. Gives the time between 2 sampled position of the trail
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*/
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// @{
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/** Change the sampling period.
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* NB : if the trail was started, then it is reseted by a call to stopNoUnroll
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*/
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void setSliceTime(float duration);
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float getSliceTime() const { return _SliceTime; }
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// @}
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////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////
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private:
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class CSample
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{
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public:
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double Date;
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std::vector<CVector> Pos; // sampled pos for each shape corner at the given date
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void swap(CSample &other) { std::swap(Date, other.Date); Pos.swap(other.Pos);}
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};
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CSample _Samples[4]; // 4 last sampled positions for all vertices
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uint _HeadSample; // current sample for the head
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float _HeadProgress; // progression of head in current sample (in [0, 1])
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//
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typedef std::vector<CVector> TPosVect; // positions for each shape vertex at regular dates
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// positions are ordered per date, then per shape
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private:
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TPosVect _Pos;
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uint _NumSlices;
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uint _NumCorners;
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bool _Started;
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bool _Stopping; // true if the effect is unrolling
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bool _Restarted;
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float _StartDate;
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float _CurrDate;
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float _UnrollRatio;
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float _SliceTime;
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CAnimatedMaterial *_AniMat;
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uint64 _LastSampleFrame;
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//
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static CVertexBuffer _VB;
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static CIndexBuffer _IB;
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private:
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void updateOpacityFromShape();
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void copyFromOther(CSegRemanence &other);
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public:
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// for anim detail traversal
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void clearAnimatedMatFlag()
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{
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IAnimatable::clearFlag(OwnerBit);
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}
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};
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}
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#endif
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