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102 lines
2.6 KiB
C++
102 lines
2.6 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_ANIM_DETAIL_TRAV_H
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#define NL_ANIM_DETAIL_TRAV_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/plane.h"
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#include "nel/3d/trav_scene.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CPlane;
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using NLMISC::CMatrix;
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class CTransform;
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// ***************************************************************************
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/**
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* The AnimDetail traversal.
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* There is no AnimDetail graph. traverse() use the clipTrav VisibilityList to traverse all models.
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*
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* NB: see CScene for 3d conventions (orthonormal basis...)
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CAnimDetailTrav : public CTraversal
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{
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public:
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/// Constructor
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CAnimDetailTrav();
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/// \name ITrav/ITravScene Implementation.
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//@{
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/** render after Clip and before light.
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* This order is important for possible lights sticked to bones of skeletons.
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*/
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void traverse();
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//@}
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public:
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// ONLY FOR MODEL TRAVERSING.
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sint64 CurrentDate; // The current date of the traversal, useful for evaldetail just one time..
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// For clipTrav. cleared at beginning of CClipTrav::traverse
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void clearVisibleList();
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// For ClipTrav only. NB: list is cleared at beginning of traverse(). NB: only CTransform are supported
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void addVisibleModel(CTransform *model)
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{
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_VisibleList[_CurrentNumVisibleModels]= model;
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_CurrentNumVisibleModels++;
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}
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// for createModel().
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void reserveVisibleList(uint numModels);
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// ********************
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private:
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/// traverse the model recursively, following Hrc hierarchy
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void traverseHrcRecurs(CTransform *model);
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// traverse list of model visible and useful to animDetail.
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std::vector<CTransform*> _VisibleList;
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uint32 _CurrentNumVisibleModels;
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};
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} // NL3D
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#endif // NL_ANIM_DETAIL_TRAV_H
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/* End of anim_detail_trav.h */
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