khanat-code-old/code/nel/include/nel/3d/u_shape.h

104 lines
3.4 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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/>.
#ifndef NL_U_SHAPE_H
#define NL_U_SHAPE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "u_material.h"
#include <vector>
namespace NL3D
{
class UVisualCollisionMesh;
// ***************************************************************************
/**
* Game interface for managing shape.
* NB: unlike old GameInterface, here the UShape is a Proxy: it keep a ptr on a IShape, thus
* it can be created or destroyed statically, on the stack etc...
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class UShape
{
public:
/** Get the mesh under Triangle Form.
* For now only CMesh and CMeshMultiLod (CMeshGeom only) are supported.
* Warning! return false if the Mesh has already been rendered!! (VertexBuffer resident)
* \param vertices array of vertices
* \param indices triplets of indices to vertices
* \return false if cannot be converted.
*/
bool getMeshTriangles(std::vector<NLMISC::CVector> &vertices, std::vector<uint32> &indices) const;
/** Return a Visual Collision Mesh if the shape has one (else return empty one)
* For now return someting if Mesh / MeshMultiLod with some lightmap only (supposed big meshs)!
*/
void getVisualCollisionMesh(UVisualCollisionMesh &colMesh) const;
/// \name Material access.
// @{
/** return number of materials this mesh instance use.
* return 0 if not supported (not a CMeshBase)
*/
uint getNumMaterials() const;
/** return a local access on a material, typically to get diffuse etc...
* return NULL if not supported (not a CMeshBase) or if materialId is too big
* You should typically just read material values since some mutators (selectTextureSet...) may lead
* to undefined behaviors
*/
UMaterial getMaterial(uint materialId) const;
// @}
// Return the Default setup choosed for this shape, for UInstance::setOpacity(). return false if not supported (not a CMeshBase)
bool getDefaultOpacity() const;
// Return the Default setup computed for this shape, for UInstance::setTransparency(). return false if not supported (not a CMeshBase)
bool getDefaultTransparency() const;
/// Proxy interface
/// Constructors
UShape() { _Object = NULL; }
UShape(class IShape *object) { _Object = object; }
/// Attach an object to this proxy
void attach(class IShape *object) { _Object = object; }
/// Detach the object
void detach() { _Object = NULL; }
/// Return true if the proxy is empty() (not attached)
bool empty() const {return _Object==NULL;}
/// For advanced usage, get the internal object ptr
class IShape *getObjectPtr() const {return _Object;}
private:
class IShape *_Object;
};
} // NL3D
#endif // NL_U_SHAPE_H
/* End of u_shape_bank.h */