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136 lines
3.3 KiB
C++
136 lines
3.3 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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#include "std3d.h"
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#include "nel/3d/u_shape.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/mesh_multi_lod.h"
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#include "nel/3d/u_visual_collision_mesh.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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bool UShape::getMeshTriangles(std::vector<NLMISC::CVector> &vertices, std::vector<uint32> &indices) const
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{
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if(!_Object)
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return false;
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// **** try to get a CMeshGeom
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CMesh *mesh= dynamic_cast<CMesh*>(_Object);
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CMeshMultiLod *meshMulti= dynamic_cast<CMeshMultiLod*>(_Object);
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const CMeshGeom *meshGeom= NULL;
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if(mesh)
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{
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meshGeom= &mesh->getMeshGeom();
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}
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else if(meshMulti)
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{
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// get the first (bigger) meshGeom
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if(meshMulti->getNumSlotMesh())
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{
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meshGeom= dynamic_cast<const CMeshGeom*>(&meshMulti->getMeshGeom(0));
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}
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}
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if(!meshGeom)
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return false;
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// **** try to retrieve data
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if(! (meshGeom->retrieveVertices(vertices) && meshGeom->retrieveTriangles(indices)) )
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{
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vertices.clear();
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indices.clear();
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return false;
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}
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// ok!
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return true;
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}
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// ***************************************************************************
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void UShape::getVisualCollisionMesh(UVisualCollisionMesh &colMesh) const
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{
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colMesh.attach(NULL);
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CMeshBase *mesh= dynamic_cast<CMeshBase*>(_Object);
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if(mesh)
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{
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// attach the possible col mesh
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colMesh.attach(mesh->getVisualCollisionMesh());
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}
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}
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// ***************************************************************************
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uint UShape::getNumMaterials() const
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{
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CMeshBase *mesh= dynamic_cast<CMeshBase*>(_Object);
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if(mesh)
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{
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return mesh->getNbMaterial();
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}
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// fails => return 0
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return 0;
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}
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// ***************************************************************************
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UMaterial UShape::getMaterial(uint materialId) const
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{
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CMeshBase *mesh= dynamic_cast<CMeshBase*>(_Object);
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if(mesh)
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{
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if(materialId<mesh->getNbMaterial())
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return UMaterial(&mesh->getMaterial(materialId));
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}
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// fails => return NULL material
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return UMaterial();
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}
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// ***************************************************************************
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bool UShape::getDefaultOpacity() const
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{
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CMeshBase *mesh= dynamic_cast<CMeshBase*>(_Object);
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if(mesh)
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{
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return mesh->getDefaultOpacity();
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}
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return false;
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}
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// ***************************************************************************
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bool UShape::getDefaultTransparency() const
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{
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CMeshBase *mesh= dynamic_cast<CMeshBase*>(_Object);
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if(mesh)
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{
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return mesh->getDefaultTransparency();
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}
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return false;
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}
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} // NL3D
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