2012-05-29 13:31:11 +00:00
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// 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/transform.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/scene_group.h"
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#include "nel/3d/root_model.h"
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#include "nel/3d/u_transform.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/misc/hierarchical_timer.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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#define NL3D_TRANSFORM_DEFAULT_SHADOW_MAP_DEPTH 8.f
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// ***************************************************************************
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void CTransform::registerBasic()
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{
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CScene::registerModel( TransformId, 0, CTransform::creator);
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}
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// ***************************************************************************
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CTransform::CTransform()
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{
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// important to reset for destructor to know if linked or not (CCluster !!)
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_OwnerScene= NULL;
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// Hrc/Graph hierarchy
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_HrcParent= NULL;
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_HrcParentUnfreeze= NULL;
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_PrecModelToUpdate= NULL;
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_NextModelToUpdate= NULL;
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_TransformDirty= true;
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Visibility= CHrcTrav::Herit;
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_LastTransformableMatrixDate= 0;
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_FatherSkeletonModel= NULL;
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_ClusterSystem = NULL;
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_FreezeHRCState= FreezeHRCStateDisabled;
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_OrderingLayer = 2;
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_TransparencyPriority = 0;
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// No logicInfo by default
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_LogicInfo= NULL;
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_ForceCLodSticked= false;
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// default MeanColor value
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_MeanColor.set(255,255,255,255);
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// Default ShadowMap direction
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_ShadowMapDirectionZThreshold= -0.5f;
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_ShadowMapMaxDepth= NL3D_TRANSFORM_DEFAULT_SHADOW_MAP_DEPTH;
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// Setup some state.
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/*
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Default are:
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IsAnimDetailable= 0
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IsLoadBalancable= 0
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IsLightable= 0
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IsRenderable= 0
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IsTransparent= 0
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IsOpaque= 1
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QuadGridClipEnabled= 0.
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IsUserLightable= 1 // default, the model may be lighted.
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IsFinalLightable= 0
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IsNeedUpdateLighting= 0
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ISNeedUpdateFrozenStaticLightSetup= 0
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IsSkeleton= 0
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IsTransformShape=0
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IsCluster= 0
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IsMeshBaseInstance= 0
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IsDeleteChannelMixer = 0;
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*/
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_StateFlags= IsOpaque | IsUserLightable;
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// By default, always allow rendering of Transform Models.
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2014-12-26 12:38:02 +00:00
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_RenderFilterType = std::numeric_limits<uint32>::max();
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2012-05-29 13:31:11 +00:00
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// By default, don't suport fast intersection detection
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_SupportFastIntersect= false;
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// **** HRC Init Traversal Computed Data.
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_LocalVis= CHrcTrav::Herit; _LocalMatrix.identity(); _LocalDate=0;
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_WorldVis= true; _WorldMatrix.identity();
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// Init the _WorldDate to -1 so at first pass, _LocalDate>_WorldDate, and so
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// the model will be processed and so it'll may be inserted in LightingManager (for example)
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_WorldDate=-1;
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_Frozen = false;
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_DontUnfreezeChildren = false;
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_AncestorSkeletonModel= NULL;
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_ClipLinkedInSonsOfAncestorSkeletonModelGroup= false;
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// **** Clip Init Traversal Computed Data.
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_ClipDate= 0;
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_Visible=false;
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_IndexInVisibleList= -1;
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// **** AnimDetail Init Traversal Computed Data.
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// none
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// **** LoadBalancing Init Traversal Computed Data.
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_LoadBalancingGroup= NULL;
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}
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// ***************************************************************************
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CTransform::~CTransform()
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{
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// If still binded to a father skeleton
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if( _FatherSkeletonModel )
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{
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/* If skinned, cannot detach me from skeleton here because detachSkeletonSon()
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use some virtual calls of transform: setApplySkin().
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Hence, It is the deriver job to detach himself from the skeleton.
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NB: test isSkinned(), not isSkinnable(), since isSkinned() is not virtual ....
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This means that if a Mesh isSkinnable(), but never skinned, it is not asserted here.
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*/
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if( isSkinned() )
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{
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nlstop;
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}
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else
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// Can detach Me. Important for UTransform sticked
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_FatherSkeletonModel->detachSkeletonSon(this);
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}
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// resetLighting, removing me from PointLight Transform list.
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// NB: not done for FrozenStaticLightSetup, because those lights don't owns me.
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resetLighting();
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// Must also remove me from the lightingManager.
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// must test getOwnerScene() because of CCluster usage out of CScene (thanks to mat!! :) )
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if(getOwnerScene())
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{
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CLightTrav &lightTrav= getOwnerScene()->getLightTrav();
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_LightedModelIt= lightTrav.LightingManager.eraseStaticLightedModel(_LightedModelIt);
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}
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if (getChannelMixerOwnerShip()) delete (CChannelMixer *) _ChannelMixer;
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// ensure the model is no more linked to the UpdateList.
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unlinkFromUpdateList();
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// I must remove me from _VisibleList.
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if(_IndexInVisibleList>=0)
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{
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CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
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nlassert(_IndexInVisibleList < (sint)clipTrav._CurrentNumVisibleModels );
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// Mark NULL. NB: faster than a CRefPtr.
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clipTrav._VisibleList[_IndexInVisibleList]= NULL;
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_IndexInVisibleList= -1;
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}
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// remove me from parents in Hrc and Clip
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setStateFlag(ForceClipRoot, false); // ensure that not 'glued' to the root so that the following call will succeed
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hrcUnlink();
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clipUnlinkFromAll();
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// remove mys sons.
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while(hrcGetNumChildren())
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{
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hrcGetChild(0)->hrcUnlink();
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}
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while(clipGetNumChildren())
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{
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clipDelChild(clipGetChild(0));
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}
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nlassert(_HrcSons.empty());
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nlassert(_HrcParent==NULL);
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nlassert(_ClipSons.empty());
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nlassert(_ClipParents.empty());
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}
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// ***************************************************************************
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void CTransform::initModel()
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{
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// assign me to the default group
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_LoadBalancingGroup= getOwnerScene()->getLoadBalancingTrav().getDefaultGroup();
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}
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// ***************************************************************************
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void CTransform::hide()
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{
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// Optim: do nothing if already set
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if(Visibility!= CHrcTrav::Hide)
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{
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_TransformDirty= true;
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Visibility= CHrcTrav::Hide;
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// If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
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if(isSkinned())
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{
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nlassert(_FatherSkeletonModel);
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_FatherSkeletonModel->dirtSkinRenderLists();
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}
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}
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}
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// ***************************************************************************
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void CTransform::setTransparency(bool v)
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{
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bool bTmp = getStateFlag(IsTransparent) == 0 ? false : true;
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if (bTmp != v)
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{
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setStateFlag(IsTransparent, v);
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if(isSkinned())
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{
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nlassert(_FatherSkeletonModel);
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_FatherSkeletonModel->dirtSkinRenderLists();
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}
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}
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}
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// ***************************************************************************
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void CTransform::setBypassLODOpacityFlag(bool bypass)
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{
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setStateFlag(BypassLODOpacity, bypass);
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}
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// ***************************************************************************
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void CTransform::setOpacity(bool v)
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{
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bool bTmp = getStateFlag(IsOpaque) == 0 ? false : true;
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if (bTmp != v)
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{
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setStateFlag(IsOpaque, v);
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if(isSkinned())
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{
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nlassert(_FatherSkeletonModel);
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_FatherSkeletonModel->dirtSkinRenderLists();
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}
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}
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}
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// ***************************************************************************
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void CTransform::show()
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{
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// Optim: do nothing if already set
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if(Visibility!= CHrcTrav::Show)
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{
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_TransformDirty= true;
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Visibility= CHrcTrav::Show;
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// If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
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if(isSkinned())
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{
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nlassert(_FatherSkeletonModel);
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_FatherSkeletonModel->dirtSkinRenderLists();
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}
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}
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}
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// ***************************************************************************
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void CTransform::heritVisibility()
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{
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// Optim: do nothing if already set
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if(Visibility!= CHrcTrav::Herit)
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{
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_TransformDirty= true;
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Visibility= CHrcTrav::Herit;
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// If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
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if(isSkinned())
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{
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nlassert(_FatherSkeletonModel);
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_FatherSkeletonModel->dirtSkinRenderLists();
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}
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}
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}
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// ***************************************************************************
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CTrackDefaultVector CTransform::DefaultPos( CVector::Null );
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CTrackDefaultVector CTransform::DefaultRotEuler( CVector::Null );
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CTrackDefaultQuat CTransform::DefaultRotQuat( NLMISC::CQuat::Identity );
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CTrackDefaultVector CTransform::DefaultScale( CVector(1,1,1) );
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CTrackDefaultVector CTransform::DefaultPivot( CVector::Null );
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ITrack* CTransform::getDefaultTrack (uint valueId)
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{
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// Cyril: prefer do it here in CTransform, because of CCamera, CLight etc... (which may not need a default value too!!)
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// what value ?
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switch (valueId)
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{
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case PosValue: return &DefaultPos;
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case RotEulerValue: return &DefaultRotEuler;
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case RotQuatValue: return &DefaultRotQuat;
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case ScaleValue: return &DefaultScale;
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case PivotValue: return &DefaultPivot;
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}
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// No, only ITrnasformable values!
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nlstop;
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// Deriver note: else call BaseClass::getDefaultTrack(valueId);
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return NULL;
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}
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// ***************************************************************************
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void CTransform::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
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{
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if (getChannelMixerOwnerShip() && chanMixer != _ChannelMixer)
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{
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delete _ChannelMixer;
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setChannelMixerOwnerShip(false);
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}
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// Hey!! we are animated!!
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_ChannelMixer= chanMixer;
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// Update flag, if we must be inserted in AnimDetail
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setStateFlag(IsAnimDetailable, _ChannelMixer || getStateFlag(IsForceAnimDetail) );
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// If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
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if(isSkinned())
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{
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nlassert(_FatherSkeletonModel);
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_FatherSkeletonModel->dirtSkinRenderLists();
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}
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// For CTransfom, channels are not detailled.
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addValue(chanMixer, PosValue, OwnerBit, prefix, false);
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addValue(chanMixer, RotEulerValue, OwnerBit, prefix, false);
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addValue(chanMixer, RotQuatValue, OwnerBit, prefix, false);
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addValue(chanMixer, ScaleValue, OwnerBit, prefix, false);
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addValue(chanMixer, PivotValue, OwnerBit, prefix, false);
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// Deriver note: if necessary, call BaseClass::registerToChannelMixer(chanMixer, prefix);
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}
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// ***************************************************************************
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void CTransform::freeze()
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{
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// First, update the model
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// _Frozen state is disabled here (in CTransform::update()).
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update();
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// Then flag the frozen state.
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_Frozen= true;
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}
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// ***************************************************************************
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void CTransform::setDontUnfreezeChildren(bool val)
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{
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_DontUnfreezeChildren = val;
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}
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// ***************************************************************************
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void CTransform::freezeHRC()
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{
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// if disabled, say we are ready to validate our worldMatrix for long.
|
|
|
|
if(_FreezeHRCState==FreezeHRCStateDisabled)
|
|
|
|
{
|
|
|
|
_FreezeHRCState= FreezeHRCStateRequest;
|
|
|
|
setStateFlag(QuadGridClipEnabled, true);
|
|
|
|
|
|
|
|
/* If the transform is not frozen (ie staticaly inserted in a cluster),
|
|
|
|
We must be sure it will be tested against QuadGridClipManager at next ClipTrav pass.
|
|
|
|
=> must make this object a "moving object" at next render=> dirt _LocalMatrixDate.
|
|
|
|
*/
|
|
|
|
if(!_Frozen)
|
|
|
|
{
|
|
|
|
_TransformDirty= true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::unfreezeHRC()
|
|
|
|
{
|
|
|
|
// if this model is no HRC frozen disabled
|
|
|
|
if(_FreezeHRCState!=FreezeHRCStateDisabled)
|
|
|
|
{
|
|
|
|
// if model correctly frozen.
|
|
|
|
if(_FreezeHRCState == CTransform::FreezeHRCStateEnabled )
|
|
|
|
{
|
|
|
|
// Should not be linked : can't link after a freezeHRC
|
|
|
|
nlassert (_HrcParent == NULL);
|
|
|
|
|
|
|
|
// Set as unfreeze else, hrcLinkSon doesn't work
|
|
|
|
_FreezeHRCState= FreezeHRCStateDisabled;
|
|
|
|
|
|
|
|
// Link this model to the previous HRC parent.
|
|
|
|
if (_HrcParentUnfreeze)
|
|
|
|
_HrcParentUnfreeze->hrcLinkSon( this );
|
|
|
|
else
|
|
|
|
getOwnerScene()->getRoot()->hrcLinkSon( this );
|
|
|
|
|
|
|
|
// Link this object to the validateList.
|
|
|
|
linkToUpdateList();
|
|
|
|
|
|
|
|
// if lightable()
|
|
|
|
if( isLightable() )
|
|
|
|
{
|
|
|
|
CLightTrav &lightTrav= getOwnerScene()->getLightTrav();
|
|
|
|
// Lighting: must remove the object from the quadGrid.
|
|
|
|
// NB: works if _LightedModelIt==NULL. result is that _LightedModelIt= NULL.
|
|
|
|
_LightedModelIt= lightTrav.LightingManager.eraseStaticLightedModel(_LightedModelIt);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
_FreezeHRCState= FreezeHRCStateDisabled;
|
|
|
|
|
|
|
|
// unlink me from any QuadCluster, and disable QuadCluster
|
|
|
|
unlinkFromQuadCluster();
|
|
|
|
setStateFlag(QuadGridClipEnabled, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::update()
|
|
|
|
{
|
|
|
|
// test if the matrix has been changed in ITransformable.
|
|
|
|
if(ITransformable::compareMatrixDate(_LastTransformableMatrixDate))
|
|
|
|
{
|
|
|
|
_LastTransformableMatrixDate= ITransformable::getMatrixDate();
|
|
|
|
_TransformDirty= true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// update the freezeHRC state.
|
|
|
|
if(_FreezeHRCState != CTransform::FreezeHRCStateDisabled)
|
|
|
|
{
|
|
|
|
// if the model request to be frozen in HRC
|
|
|
|
if(_FreezeHRCState == CTransform::FreezeHRCStateRequest )
|
|
|
|
{
|
|
|
|
// Wait for next Hrc traversal to compute good _WorldMatrix for this model and his sons.
|
|
|
|
// Also, next Hrc traversal will insert the model in the LightingManager quadGrid (if lightable)
|
|
|
|
_FreezeHRCState = CTransform::FreezeHRCStateReady;
|
|
|
|
}
|
|
|
|
// if the model is ready to be frozen in HRC, then do it!!
|
|
|
|
else if( _FreezeHRCState == CTransform::FreezeHRCStateReady )
|
|
|
|
{
|
|
|
|
// Unlink this model.
|
|
|
|
hrcUnlink();
|
|
|
|
|
|
|
|
// unLink this object from the validateList. NB: the list will still be correclty parsed.
|
|
|
|
unlinkFromUpdateList();
|
|
|
|
|
|
|
|
// if lightable, the model is inserted in a quadgrid to update his lighting only when
|
|
|
|
// dynamicLights touch him (since himself is static).
|
|
|
|
if( isLightable() )
|
|
|
|
{
|
|
|
|
CLightTrav &lightTrav= getOwnerScene()->getLightTrav();
|
|
|
|
// Lighting: must reinsert the object from the quadGrid.
|
|
|
|
// NB: works if _LightedModelIt==NULL. result is that _LightedModelIt= NULL.
|
|
|
|
_LightedModelIt= lightTrav.LightingManager.eraseStaticLightedModel(_LightedModelIt);
|
|
|
|
// insert in the quadgrid.
|
|
|
|
_LightedModelIt= lightTrav.LightingManager.insertStaticLightedModel(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now this model won't be tested for validation nor for worldMatrix update. End!!
|
|
|
|
_FreezeHRCState = CTransform::FreezeHRCStateEnabled;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// update _LocalMatrix
|
|
|
|
if(_TransformDirty)
|
|
|
|
{
|
|
|
|
// update the local matrix.
|
|
|
|
_LocalMatrix= getMatrix();
|
|
|
|
_LocalVis= Visibility;
|
|
|
|
// update the date of the local matrix.
|
|
|
|
_LocalDate= getOwnerScene()->getHrcTrav().CurrentDate;
|
|
|
|
|
|
|
|
// The transform has been modified. Hence, it is no more frozen.
|
|
|
|
_Frozen= false;
|
|
|
|
|
|
|
|
// ok!
|
|
|
|
_TransformDirty= false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::getAABBox(NLMISC::CAABBox &bbox) const
|
|
|
|
{
|
|
|
|
bbox.setCenter(CVector::Null);
|
|
|
|
bbox.setHalfSize(CVector::Null);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setLoadBalancingGroup(const std::string &group)
|
|
|
|
{
|
|
|
|
// Get the traversal.
|
|
|
|
CLoadBalancingTrav &trav= getOwnerScene()->getLoadBalancingTrav();
|
|
|
|
// get the group from trav (create if needed), and set it.
|
|
|
|
_LoadBalancingGroup= trav.getOrCreateGroup(group);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
const std::string &CTransform::getLoadBalancingGroup() const
|
|
|
|
{
|
|
|
|
// get the group name
|
|
|
|
return _LoadBalancingGroup->Name;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setMeanColor(CRGBA color)
|
|
|
|
{
|
|
|
|
// if the color is different from prec
|
|
|
|
if(color!=_MeanColor)
|
|
|
|
{
|
|
|
|
// change it.
|
|
|
|
_MeanColor= color;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setIsLightable(bool val)
|
|
|
|
{
|
|
|
|
setStateFlag(IsLightable, val);
|
|
|
|
// update IsFinalLightable
|
|
|
|
setStateFlag(IsFinalLightable, (getStateFlag(IsLightable) && getStateFlag(IsUserLightable)) );
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setUserLightable(bool enable)
|
|
|
|
{
|
|
|
|
setStateFlag(IsUserLightable, enable);
|
|
|
|
// update IsFinalLightable
|
|
|
|
setStateFlag(IsFinalLightable, (getStateFlag(IsLightable) && getStateFlag(IsUserLightable)) );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setIsRenderable(bool val)
|
|
|
|
{
|
|
|
|
setStateFlag(IsRenderable, val);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setIsBigLightable(bool val)
|
|
|
|
{
|
|
|
|
setStateFlag(IsBigLightable, val);
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setIsSkeleton(bool val)
|
|
|
|
{
|
|
|
|
setStateFlag(IsSkeleton, val);
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setApplySkin(bool state)
|
|
|
|
{
|
|
|
|
setStateFlag(IsSkinned, state);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setIsForceAnimDetail(bool val)
|
|
|
|
{
|
|
|
|
setStateFlag(IsForceAnimDetail, val );
|
|
|
|
|
|
|
|
// Update flag, if we must be inserted in AnimDetail
|
|
|
|
setStateFlag(IsAnimDetailable, _ChannelMixer || getStateFlag(IsForceAnimDetail) );
|
|
|
|
|
|
|
|
// If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
|
|
|
|
if(isSkinned())
|
|
|
|
{
|
|
|
|
nlassert(_FatherSkeletonModel);
|
|
|
|
_FatherSkeletonModel->dirtSkinRenderLists();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setIsLoadbalancable(bool val)
|
|
|
|
{
|
|
|
|
setStateFlag(IsLoadBalancable, val );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::linkToUpdateList()
|
|
|
|
{
|
|
|
|
if(!_OwnerScene)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// If the model is not already inserted.
|
|
|
|
if( ! (_PrecModelToUpdate!=NULL || _OwnerScene->_UpdateModelList==this) )
|
|
|
|
{
|
|
|
|
// insert it.
|
|
|
|
_NextModelToUpdate= _OwnerScene->_UpdateModelList;
|
|
|
|
_PrecModelToUpdate= NULL;
|
|
|
|
if(_NextModelToUpdate)
|
|
|
|
_NextModelToUpdate->_PrecModelToUpdate= this;
|
|
|
|
_OwnerScene->_UpdateModelList= this;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::unlinkFromUpdateList()
|
|
|
|
{
|
|
|
|
if(!_OwnerScene)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// If the model is inserted.
|
|
|
|
if( _PrecModelToUpdate!=NULL || _OwnerScene->_UpdateModelList==this )
|
|
|
|
{
|
|
|
|
// update prec.
|
|
|
|
if(_PrecModelToUpdate)
|
|
|
|
_PrecModelToUpdate->_NextModelToUpdate= _NextModelToUpdate;
|
|
|
|
else
|
|
|
|
_OwnerScene->_UpdateModelList= _NextModelToUpdate;
|
|
|
|
|
|
|
|
// update next.
|
|
|
|
if(_NextModelToUpdate)
|
|
|
|
_NextModelToUpdate->_PrecModelToUpdate= _PrecModelToUpdate;
|
|
|
|
|
|
|
|
// End.
|
|
|
|
_PrecModelToUpdate= NULL;
|
|
|
|
_NextModelToUpdate= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
// Hrc Trav
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::updateWorld()
|
|
|
|
{
|
|
|
|
const CMatrix *pFatherWM;
|
|
|
|
bool visFather;
|
|
|
|
|
|
|
|
// If not root case, link to Fahter.
|
|
|
|
if(_HrcParent)
|
|
|
|
{
|
|
|
|
pFatherWM= &(_HrcParent->_WorldMatrix);
|
|
|
|
visFather= _HrcParent->_WorldVis;
|
|
|
|
|
|
|
|
// if _HrcParent is not frozen (for any reason), disable us!
|
|
|
|
|
|
|
|
if (!_HrcParent->_Frozen && !_HrcParent->_DontUnfreezeChildren)
|
|
|
|
_Frozen= false;
|
|
|
|
|
|
|
|
// herit _AncestorSkeletonModel
|
|
|
|
if (_HrcParent->_AncestorSkeletonModel)
|
|
|
|
// If my father has an _AncestorSkeletonModel, get it.
|
|
|
|
_AncestorSkeletonModel= _HrcParent->_AncestorSkeletonModel;
|
|
|
|
else
|
|
|
|
// else I have an ancestor skel model if I am sticked/binded directly to a skeleton model.
|
|
|
|
_AncestorSkeletonModel= _FatherSkeletonModel;
|
|
|
|
}
|
|
|
|
// else, default!!
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pFatherWM= &(CMatrix::Identity);
|
|
|
|
visFather= true;
|
|
|
|
|
|
|
|
// at the root of the hierarchy, we have no parent, hence no FatherSkeletonModel nor _AncestorSkeletonModel.
|
|
|
|
_AncestorSkeletonModel= NULL;
|
|
|
|
|
|
|
|
// NB: Root is Frozen by essence :), so don't modify the frozen state here.
|
|
|
|
}
|
|
|
|
|
|
|
|
// Combine matrix
|
|
|
|
if(_LocalDate>_WorldDate || (_HrcParent && _HrcParent->_WorldDate>_WorldDate) )
|
|
|
|
{
|
|
|
|
// Must recompute the world matrix. ONLY IF I AM NOT SKINNED/STICKED TO A SKELETON in the hierarchy!
|
|
|
|
if( _AncestorSkeletonModel==NULL )
|
|
|
|
{
|
|
|
|
_WorldMatrix= *pFatherWM * _LocalMatrix;
|
|
|
|
_WorldDate= getOwnerScene()->getHrcTrav().CurrentDate;
|
|
|
|
|
|
|
|
// Add the model to the moving object list, only if I am a transform shape
|
|
|
|
if (!_Frozen && isTransformShape() && !getStateFlag(ForceClipRoot))
|
|
|
|
getOwnerScene()->getHrcTrav()._MovingObjects.push_back (static_cast<CTransformShape*>(this));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update dynamic lighting.
|
|
|
|
/*
|
|
|
|
If the model is not frozen in StaticLight, then must update lighting each frame.
|
|
|
|
Even if the object doesn't move, a new dynamic light may enter in its aera. Hence we must test
|
|
|
|
it in the light quadrid. StaticLight-ed Objects don't need it because they are inserted in a special quadgrid,
|
|
|
|
where dynamics lights touch all StaticLight-ed object to force their computing
|
|
|
|
|
|
|
|
NB: not done if _AncestorSkeletonModel!=NULL. no need because in this case,
|
|
|
|
result is driven by the _LightContribution of the _AncestorSkeletonModel.
|
|
|
|
*/
|
|
|
|
if( !_LightContribution.FrozenStaticLightSetup && _AncestorSkeletonModel==NULL )
|
|
|
|
{
|
|
|
|
// if the model is lightable reset lighting
|
|
|
|
if( isLightable() )
|
|
|
|
resetLighting();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Combine visibility.
|
|
|
|
switch(_LocalVis)
|
|
|
|
{
|
|
|
|
case CHrcTrav::Herit: _WorldVis= visFather; break;
|
|
|
|
case CHrcTrav::Hide: _WorldVis= false; break;
|
|
|
|
case CHrcTrav::Show: _WorldVis= true; break;
|
|
|
|
default: break;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// If I have an ancestor Skeleton Model, I must be binded in ClipTrav to the SonsOfAncestorSkeletonModelGroup
|
|
|
|
updateClipTravForAncestorSkeleton();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::updateClipTravForAncestorSkeleton()
|
|
|
|
{
|
|
|
|
// If I have an ancestor Skeleton Model, I must be binded in ClipTrav to the SonsOfAncestorSkeletonModelGroup
|
|
|
|
if(_AncestorSkeletonModel && !_ClipLinkedInSonsOfAncestorSkeletonModelGroup)
|
|
|
|
{
|
|
|
|
// must unlink from ALL olds models.
|
|
|
|
clipUnlinkFromAll();
|
|
|
|
|
|
|
|
// And link to SonsOfAncestorSkeletonModelGroup.
|
|
|
|
getOwnerScene()->SonsOfAncestorSkeletonModelGroup->clipAddChild(this);
|
|
|
|
|
|
|
|
// update the flag.
|
|
|
|
_ClipLinkedInSonsOfAncestorSkeletonModelGroup= true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// else I must be binded to the standard Root.
|
|
|
|
if(!_AncestorSkeletonModel && _ClipLinkedInSonsOfAncestorSkeletonModelGroup)
|
|
|
|
{
|
|
|
|
// verify first I am really still linked to the SonsOfAncestorSkeletonModelGroup.
|
|
|
|
// This test is important, because link may have changed for any reason (portals, clipManager....).
|
|
|
|
if( clipGetNumParents() == 1 && clipGetParent(0)==getOwnerScene()->SonsOfAncestorSkeletonModelGroup )
|
|
|
|
{
|
|
|
|
// must unlink from ALL olds models.
|
|
|
|
clipUnlinkFromAll();
|
|
|
|
// and now, link to std root.
|
|
|
|
getOwnerScene()->getRoot()->clipAddChild(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
// update the flag
|
|
|
|
_ClipLinkedInSonsOfAncestorSkeletonModelGroup= false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::traverseHrc()
|
|
|
|
{
|
|
|
|
// Recompute the matrix, according to _HrcParent matrix mode, and local matrix.
|
|
|
|
updateWorld();
|
|
|
|
|
|
|
|
// Traverse the Hrc sons.
|
|
|
|
uint num= hrcGetNumChildren();
|
|
|
|
for(uint i=0;i<num;i++)
|
|
|
|
hrcGetChild(i)->traverseHrc();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
// Clip Trav
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::setClusterSystem(CInstanceGroup *pCS)
|
|
|
|
{
|
|
|
|
if (pCS != NULL)
|
|
|
|
{
|
|
|
|
nlassert(!getStateFlag(ForceClipRoot)); // the transform must be linked to the root, and have not cluster system when this flag is set
|
|
|
|
}
|
|
|
|
// Special case for the "AutoClusterSystem" when pCS==-1
|
|
|
|
if(pCS==(CInstanceGroup*)-1)
|
|
|
|
{
|
|
|
|
_ClusterSystem = NULL;
|
|
|
|
setStateFlag(ClusterSystemAuto, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_ClusterSystem = pCS;
|
|
|
|
setStateFlag(ClusterSystemAuto, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
CInstanceGroup* CTransform::getClusterSystem ()
|
|
|
|
{
|
|
|
|
if(getStateFlag(ClusterSystemAuto))
|
|
|
|
return (CInstanceGroup*)-1;
|
|
|
|
else
|
|
|
|
return _ClusterSystem;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::traverseClip()
|
|
|
|
{
|
|
|
|
// disable H_AUTO, because slowdown when lot of models (eg 1000-2000 tested in forest)
|
|
|
|
//H_AUTO( NL3D_TransformClip );
|
|
|
|
|
|
|
|
CScene *scene= getOwnerScene();
|
|
|
|
CClipTrav &clipTrav= scene->getClipTrav();
|
|
|
|
|
|
|
|
if ((_ClipDate == clipTrav.CurrentDate) && _Visible)
|
|
|
|
return;
|
|
|
|
_ClipDate = clipTrav.CurrentDate;
|
|
|
|
|
|
|
|
// clip: update Visible flag.
|
|
|
|
_Visible= false;
|
|
|
|
// if at least visible.
|
|
|
|
if(_WorldVis)
|
|
|
|
{
|
|
|
|
// If linked to a SkeletonModel anywhere in the hierarchy, don't clip, and use skeleton model clip result.
|
|
|
|
// This works because we are sons of a special node which is not in the clip traversal, and
|
|
|
|
// which is traversed at end of the traversal.
|
|
|
|
if( _AncestorSkeletonModel!=NULL )
|
|
|
|
{
|
|
|
|
_Visible= _AncestorSkeletonModel->isClipVisible();
|
|
|
|
// Special test: if we are sticked to a skeletonModel, and if we are still visible, maybe we don't have to
|
|
|
|
if(_Visible && _FatherSkeletonModel)
|
|
|
|
{
|
|
|
|
// if our skeletonModel father is displayed with a Lod, maybe we are not to be displayed
|
|
|
|
if(_FatherSkeletonModel->isDisplayedAsLodCharacter())
|
|
|
|
{
|
|
|
|
// We are visible only if we where sticked to the skeleton with forceCLod==true.
|
|
|
|
// This is also true if we are actually a skeletonModel
|
|
|
|
if(!_ForceCLodSticked)
|
|
|
|
// otherWise we are not visible. eg: this is the case of skins and some sticked object
|
|
|
|
_Visible= false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// else, clip.
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// If the instance is not filtered
|
|
|
|
if(scene->getFilterRenderFlags() & _RenderFilterType)
|
|
|
|
{
|
|
|
|
// User cliping enabled ?
|
|
|
|
if (_StateFlags & UserClipping)
|
|
|
|
_Visible= true;
|
|
|
|
else
|
|
|
|
_Visible= clip();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if visible, add to list.
|
|
|
|
if(_Visible)
|
|
|
|
{
|
|
|
|
// add this model to the visibility list.
|
|
|
|
clipTrav.addVisibleModel(this);
|
|
|
|
|
|
|
|
// Has not an ancestor skeleton model?
|
|
|
|
if( _AncestorSkeletonModel==NULL )
|
|
|
|
{
|
|
|
|
// If needed, insert the model in the lighted list.
|
|
|
|
// don't insert if has an ancestorSkeletonModel, because in this case, result is driven by
|
|
|
|
// the _LightContribution of the _AncestorSkeletonModel.
|
|
|
|
if( isLightable() )
|
|
|
|
scene->getLightTrav().addLightedModel(this);
|
|
|
|
|
|
|
|
// If needed, insert the model in the animDetail list.
|
|
|
|
// don't insert if has an ancestoreSkeletonModel, because in this case, this ancestore will
|
|
|
|
// animDetail through the hierarchy...
|
|
|
|
if( isAnimDetailable() )
|
|
|
|
scene->getAnimDetailTrav().addVisibleModel(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If needed, Add it to the loadBalancing trav
|
|
|
|
if( isLoadBalancable() )
|
|
|
|
scene->getLoadBalancingTrav().addVisibleModel(this);
|
|
|
|
|
|
|
|
// If needed, insert the model in the render list.
|
|
|
|
if( isRenderable() )
|
|
|
|
scene->getRenderTrav().addRenderModel(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Traverse the Clip sons.
|
|
|
|
uint num= clipGetNumChildren();
|
|
|
|
for(uint i=0;i<num;i++)
|
|
|
|
clipGetChild(i)->traverseClip();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
// AnimDetail Trav
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::updateWorldMatrixFromFather()
|
|
|
|
{
|
|
|
|
// If I am not skinned, and If I have a skeleton ancestor
|
|
|
|
if(!isSkinned() && _AncestorSkeletonModel )
|
|
|
|
{
|
|
|
|
// Compute the HRC _WorldMatrix.
|
|
|
|
// if I am not sticked.
|
|
|
|
if(!_FatherSkeletonModel)
|
|
|
|
{
|
|
|
|
// get the normal father worldMatrix in Hrc.
|
|
|
|
CTransform *fatherTransform= hrcGetParent();
|
|
|
|
// if exist
|
|
|
|
if(fatherTransform)
|
|
|
|
{
|
|
|
|
const CMatrix &parentWM= fatherTransform->_WorldMatrix;
|
|
|
|
// combine worldMatrix
|
|
|
|
_WorldMatrix= parentWM * _LocalMatrix;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
_WorldMatrix= _LocalMatrix;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// get the worldMatrix of the bone if I am sticked (standard stick)
|
|
|
|
if(!getStateFlag(SSSWO))
|
|
|
|
{
|
|
|
|
const CMatrix &parentWM= _FatherSkeletonModel->Bones[_FatherBoneId].getWorldMatrix();
|
|
|
|
// combine worldMatrix
|
|
|
|
_WorldMatrix= parentWM * _LocalMatrix;
|
|
|
|
}
|
|
|
|
// Special SkeletonSpawnScript stick
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// The parent matrix must be computed from a special matrix given to the skeleton model
|
|
|
|
CMatrix parentWM;
|
|
|
|
parentWM.setRot(CVector::I, _FatherSkeletonModel->getSSSWODir(), CVector::K);
|
|
|
|
parentWM.normalize(CMatrix::YZX);
|
|
|
|
parentWM.setPos(_FatherSkeletonModel->getSSSWOPos());
|
|
|
|
// combine worldMatrix
|
|
|
|
_WorldMatrix= parentWM * _LocalMatrix;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::traverseAnimDetailWithoutUpdateWorldMatrix()
|
|
|
|
{
|
|
|
|
// AnimDetail behavior: animate only if not clipped.
|
|
|
|
// NB: no need to test because of VisibilityList use.
|
|
|
|
|
|
|
|
// test if the refptr is NULL or not (RefPtr).
|
|
|
|
CChannelMixer *chanmix= _ChannelMixer;
|
|
|
|
if(chanmix)
|
|
|
|
{
|
|
|
|
// eval detail!!
|
|
|
|
chanmix->eval(true, getOwnerScene()->getAnimDetailTrav().CurrentDate);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::traverseAnimDetail()
|
|
|
|
{
|
|
|
|
// First, test if I must update my worldMatrix because of the ancestorSkeleton scheme
|
|
|
|
updateWorldMatrixFromFather();
|
|
|
|
|
|
|
|
// eval channelMixer.
|
|
|
|
traverseAnimDetailWithoutUpdateWorldMatrix();
|
|
|
|
|
|
|
|
// NB: if want to add something, do it in traverseAnimDetailWithoutUpdateWorldMatrix(), because
|
|
|
|
// CSkeletonModel doesn't call CTransform::traverseAnimDetail()
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
// LoadBalancing
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::traverseLoadBalancing()
|
|
|
|
{
|
|
|
|
// noop
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
// Lighting.
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::resetLighting()
|
|
|
|
{
|
|
|
|
// if the model is already isNeedUpdateLighting, his light setup is reseted.
|
|
|
|
// so no need to reset again
|
|
|
|
|
|
|
|
if(isNeedUpdateLighting())
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
// For all light not in FrozenStaticLightSetup, remove me from their list
|
|
|
|
uint startLight= 0;
|
|
|
|
if(_LightContribution.FrozenStaticLightSetup)
|
|
|
|
{
|
|
|
|
startLight= _LightContribution.NumFrozenStaticLight;
|
|
|
|
}
|
|
|
|
|
|
|
|
// for all light in the list, remove me from their list.
|
|
|
|
for(uint i=startLight; i<NL3D_MAX_LIGHT_CONTRIBUTION; i++)
|
|
|
|
{
|
|
|
|
CPointLight *pl= _LightContribution.PointLight[i];
|
|
|
|
// if end of list, break.
|
|
|
|
if(!pl)
|
|
|
|
break;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// remove me from this light.
|
|
|
|
pl->removeLightedModel(_LightContribution.TransformIterator[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// empty the list.
|
|
|
|
if(startLight<NL3D_MAX_LIGHT_CONTRIBUTION)
|
|
|
|
_LightContribution.PointLight[startLight]= NULL;
|
|
|
|
|
|
|
|
|
|
|
|
// the model needs to update his lighting.
|
|
|
|
setStateFlag(IsNeedUpdateLighting, true);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::freezeStaticLightSetup(CPointLight *pointLight[NL3D_MAX_LIGHT_CONTRIBUTION],
|
|
|
|
uint numPointLights, uint8 sunContribution, CPointLight *frozenAmbientlight)
|
|
|
|
{
|
|
|
|
nlassert(numPointLights <= NL3D_MAX_LIGHT_CONTRIBUTION);
|
|
|
|
|
|
|
|
// resetLighting() first.
|
|
|
|
resetLighting();
|
|
|
|
|
|
|
|
// Enable StaticLightSetup.
|
|
|
|
_LightContribution.FrozenStaticLightSetup= true;
|
|
|
|
_LightContribution.NumFrozenStaticLight= uint8(numPointLights);
|
|
|
|
_LightContribution.SunContribution= sunContribution;
|
|
|
|
// setup the FrozenAmbientLight
|
|
|
|
_LightContribution.FrozenAmbientLight= frozenAmbientlight;
|
|
|
|
// Setup other pointLights
|
|
|
|
uint i;
|
|
|
|
for(i=0;i<numPointLights;i++)
|
|
|
|
{
|
|
|
|
// set the light
|
|
|
|
_LightContribution.PointLight[i]= pointLight[i];
|
|
|
|
// Enable at max.
|
|
|
|
_LightContribution.Factor[i]= 255;
|
|
|
|
// Compute static AttFactor Later because don't have WorlPosition of the model here!!
|
|
|
|
setStateFlag(IsNeedUpdateFrozenStaticLightSetup, true);
|
|
|
|
|
|
|
|
// Do NOT set the iterator, because it is a staticLight.
|
|
|
|
}
|
|
|
|
// End the list
|
|
|
|
if(i<NL3D_MAX_LIGHT_CONTRIBUTION)
|
|
|
|
_LightContribution.PointLight[i]= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::unfreezeStaticLightSetup()
|
|
|
|
{
|
|
|
|
// resetLighting() first.
|
|
|
|
resetLighting();
|
|
|
|
|
|
|
|
// Disable StaticLightSetup.
|
|
|
|
_LightContribution.FrozenStaticLightSetup= false;
|
|
|
|
_LightContribution.NumFrozenStaticLight= 0;
|
|
|
|
// End the list
|
|
|
|
_LightContribution.PointLight[0]= NULL;
|
|
|
|
// No more FrozenAmbientLight
|
|
|
|
_LightContribution.FrozenAmbientLight= NULL;
|
|
|
|
|
|
|
|
// Don't need to update StaticLightSetup since no more exist.
|
|
|
|
setStateFlag(IsNeedUpdateFrozenStaticLightSetup, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CTransform::traverseLight()
|
|
|
|
{
|
|
|
|
// if the model do not need to update his lighting, just skip.
|
|
|
|
if(!isNeedUpdateLighting())
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
// If a freezeStaticLightSetup() has been called on this model recently.
|
|
|
|
if(isNeedUpdateFrozenStaticLightSetup())
|
|
|
|
{
|
|
|
|
// Now, the correct matrix is computed.
|
|
|
|
// get the untransformed bbox from the model.
|
|
|
|
CAABBox bbox;
|
|
|
|
getAABBox(bbox);
|
|
|
|
// get transformed center pos of bbox
|
|
|
|
CVector worldModelPos= getWorldMatrix() * bbox.getCenter();
|
|
|
|
|
|
|
|
// So we can compute AttFactor for each static light influencing this static object
|
|
|
|
uint numPointLights= _LightContribution.NumFrozenStaticLight;
|
|
|
|
for(uint i=0;i<numPointLights;i++)
|
|
|
|
{
|
|
|
|
const CPointLight *pl= _LightContribution.PointLight[i];
|
|
|
|
// don't worry about the precision of floor, because of *255.
|
|
|
|
float distToModel= (pl->getPosition() - worldModelPos).norm();
|
|
|
|
sint attFactor= NLMISC::OptFastFloor( 255 * pl->computeLinearAttenuation(worldModelPos, distToModel) );
|
|
|
|
_LightContribution.AttFactor[i]= (uint8)attFactor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// clean.
|
|
|
|
setStateFlag(CTransform::IsNeedUpdateFrozenStaticLightSetup, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// see CTransform::clip(), here I am Lightable(), and I have no _AncestorSkeletonModel
|
|
|
|
// So I am sure that I really need to recompute my ModelLightContributions.
|
|
|
|
CScene *scene= getOwnerScene();
|
|
|
|
scene->getLightTrav().LightingManager.computeModelLightContributions(scene->getSunAmbient(), this,
|
|
|
|
_LightContribution, _LogicInfo);
|
|
|
|
|
|
|
|
// done!
|
|
|
|
setStateFlag(CTransform::IsNeedUpdateLighting, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
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// Rendering
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CTransform::traverseRender()
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{
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// no-op
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}
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// ***************************************************************************
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void CTransform::profileRender()
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{
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// no-op
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}
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// ***************************************************************************
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// ***************************************************************************
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// Hrc Linking
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CTransform::hrcLinkSon(CTransform *son)
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{
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if(!son)
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return;
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// If not unfrozen, can't link
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if (son->_FreezeHRCState != CTransform::FreezeHRCStateDisabled)
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return;
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// no-op if already me.
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if(son->_HrcParent==this)
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return;
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// unlink from anyone
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son->hrcUnlink();
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// link son to me
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_HrcSons.insert(son, &son->_HrcNode);
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// link me to son
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son->_HrcParent= this;
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// Backup parent
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son->_HrcParentUnfreeze= this;
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// my son should recompute his worldMatrix!
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son->_WorldDate= -1;
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}
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// ***************************************************************************
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void CTransform::hrcUnlink()
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{
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// no-op if already NULL
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if(_HrcParent==NULL)
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return;
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// if ForceClipRoot flag is set, then the fx can't be linked elsewhere in the hierarchy
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nlassert(!getStateFlag(ForceClipRoot));
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// unlink my parent from me.
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_HrcNode.unlink();
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// unlink me from parent
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_HrcParent= NULL;
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_HrcParentUnfreeze= NULL;
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// I should recompute my worldMatrix (well not useful since not linked, but still do it...)
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_WorldDate= -1;
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}
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// ***************************************************************************
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CTransform *CTransform::hrcGetChild(uint index) const
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{
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nlassert(index < _HrcSons.size());
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return (const_cast<CTransform*>(this))->_HrcSons.begin()[index];
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}
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// ***************************************************************************
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// ***************************************************************************
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// Clip Linking
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CTransform::clipAddChild(CTransform *son)
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{
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if(!son)
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return;
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// if already linked, no-op.
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if(son->clipHasParent(this))
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return;
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// add a new parent entry for our son.
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CClipNode *clipNode= new CClipNode;
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son->_ClipParents.push_back(clipNode);
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// link the son to us
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clipNode->Parent= this;
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// link us to the son
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_ClipSons.insert(son, &clipNode->ClipNode);
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}
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// ***************************************************************************
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void CTransform::clipDelChild(CTransform *son)
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{
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if(!son)
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return;
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// try to remove from me from my parent
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son->clipDelFromParent(this);
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}
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// ***************************************************************************
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void CTransform::clipUnlinkFromAll()
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{
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// unlink from all parent clip
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while( clipGetNumParents() )
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{
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clipDelFromParent( clipGetParent(0) );
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}
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}
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// ***************************************************************************
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CTransform *CTransform::clipGetParent(uint index) const
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{
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nlassert(index < _ClipParents.size());
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return _ClipParents[index]->Parent;
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}
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// ***************************************************************************
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CTransform *CTransform::clipGetChild(uint index) const
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{
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nlassert(index < _ClipSons.size());
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return (const_cast<CTransform*>(this))->_ClipSons.begin()[index];
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}
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// ***************************************************************************
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bool CTransform::clipHasParent(CTransform *parent)
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{
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// search O(n) for all parents
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for(uint i=0;i<_ClipParents.size();i++)
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{
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if(_ClipParents[i]->Parent==parent)
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return true;
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}
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return false;
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}
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// ***************************************************************************
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void CTransform::clipDelFromParent(CTransform *parent)
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{
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// search O(n) for all Parents
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uint numParents= (uint)_ClipParents.size();
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for(uint i=0;i<numParents;i++)
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{
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if(_ClipParents[i]->Parent==parent)
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{
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// found! remove me from my parent list
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_ClipParents[i]->ClipNode.unlink();
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// remove this parent entry. swap with last
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swap(_ClipParents[i], _ClipParents[numParents-1]);
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// and delete last.
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delete _ClipParents[numParents-1];
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_ClipParents.resize(numParents-1);
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break;
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}
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}
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}
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// ***************************************************************************
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void CTransform::setUserClipping(bool enable)
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{
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setStateFlag (UserClipping, enable);
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}
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// ***************************************************************************
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bool CTransform::getUserClipping() const
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{
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return getStateFlag(UserClipping) != 0;
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}
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// ***************************************************************************
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// ***************************************************************************
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// ShadowMap
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CTransform::getReceiverBBox(CAABBox &bbox)
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{
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bbox.setCenter(CVector::Null);
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bbox.setHalfSize(CVector::Null);
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}
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// ***************************************************************************
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void CTransform::enableCastShadowMap(bool state)
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{
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bool precState= canCastShadowMap();
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if(modelCanCastShadowMap())
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setStateFlag(IsFinalShadowMapCaster, state);
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else
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setStateFlag(IsFinalShadowMapCaster, false);
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// if just enabled, create the shadowMap
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if(canCastShadowMap() && !precState)
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{
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createShadowMap();
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// The user must have created it.
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nlassert(getShadowMap());
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}
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// if just disabled, free ressource
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else if(!canCastShadowMap() && precState)
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{
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deleteShadowMap();
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}
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}
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// ***************************************************************************
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void CTransform::forceCompute()
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{
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// if father is a skeleton, force to compute the bone we are sticked to
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if (_FatherSkeletonModel)
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{
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_FatherSkeletonModel->forceComputeBone(_FatherBoneId);
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}
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else
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{
|
2013-02-12 16:35:51 +00:00
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// force to compute the father
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2012-05-29 13:31:11 +00:00
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if (_HrcParent)
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{
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_HrcParent->forceCompute();
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}
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}
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// compute
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update();
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updateWorldMatrixFromFather();
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}
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// ***************************************************************************
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void CTransform::setForceClipRoot(bool forceClipRoot)
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{
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if (forceClipRoot == (getStateFlag(ForceClipRoot) != 0)) return;
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if (forceClipRoot)
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{
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// unlink from previous father and link to the root
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hrcUnlink();
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if (_OwnerScene)
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{
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_OwnerScene->getRoot()->hrcLinkSon(this);
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}
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setClusterSystem(NULL);
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}
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setStateFlag(ForceClipRoot, forceClipRoot);
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}
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// ***************************************************************************
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UTransform *CTransform::buildMatchingUserInterfaceObject()
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{
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return new UTransform(this);
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}
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// ***************************************************************************
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void CTransform::setShadowMapDirectionZThreshold(float zthre)
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{
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clamp(zthre, -1.f, 1.f);
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_ShadowMapDirectionZThreshold= zthre;
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}
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// ***************************************************************************
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void CTransform::setShadowMapMaxDepth(float depth)
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{
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depth= max(0.f, depth);
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_ShadowMapMaxDepth= depth;
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}
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}
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