// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/mesh_base.h" #include "nel/3d/mesh_base_instance.h" #include "nel/3d/lod_character_texture.h" #include "nel/3d/visual_collision_mesh.h" using namespace std; using namespace NLMISC; namespace NL3D { // *************************************************************************** CMeshBase::CMeshBase() { /* *********************************************** * WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance * It can be loaded/called through CAsyncFileManager for instance * ***********************************************/ _UseLightingLocalAttenuation= false; // To have same functionnality than previous version, init to identity. _DefaultPos.setDefaultValue(CVector(0,0,0)); _DefaultPivot.setDefaultValue(CVector(0,0,0)); _DefaultRotEuler.setDefaultValue(CVector(0,0,0)); _DefaultRotQuat.setDefaultValue(CQuat::Identity); _DefaultScale.setDefaultValue(CVector(1,1,1)); _DefaultLMFactor.setDefaultValue(CRGBA(255,255,255,255)); _AutoAnim = false; _LodCharacterTexture= NULL; _CollisionMeshGeneration= AutoCameraCol; _VisualCollisionMesh= NULL; _DefaultOpacity= false; _DefaultTransparency= false; } // *************************************************************************** CMeshBase::~CMeshBase() { /* *********************************************** * WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance * It can be loaded/called through CAsyncFileManager for instance * ***********************************************/ // free if exist resetLodCharacterTexture(); // delete the Col mesh if created if(_VisualCollisionMesh) { delete _VisualCollisionMesh; _VisualCollisionMesh= NULL; } } // *************************************************************************** // *************************************************************************** // Animated material. // *************************************************************************** // *************************************************************************** // *************************************************************************** void CMeshBase::setAnimatedMaterial(uint id, const std::string &matName) { nlassert(!matName.empty()); if(id<_Materials.size()) { // add / replace animated material. _AnimatedMaterials[id].Name= matName; // copy Material default. _AnimatedMaterials[id].copyFromMaterial(&_Materials[id]); } } // *************************************************************************** CMaterialBase *CMeshBase::getAnimatedMaterial(uint id) { TAnimatedMaterialMap::iterator it; it= _AnimatedMaterials.find(id); if(it!=_AnimatedMaterials.end()) return &it->second; else return NULL; } // *************************************************************************** // *************************************************************************** // Serial - buildBase. // *************************************************************************** // *************************************************************************** // *************************************************************************** CMeshBase::CMeshBaseBuild::CMeshBaseBuild() { DefaultPos.set(0,0,0); DefaultPivot.set(0,0,0); DefaultRotEuler.set(0,0,0); DefaultScale.set(1,1,1); bCastShadows= false; bRcvShadows= false; UseLightingLocalAttenuation= false; CollisionMeshGeneration= CMeshBase::AutoCameraCol; } // *************************************************************************** #if 0 void CMeshBase::CMeshBaseBuild::serial(NLMISC::IStream &f) throw(NLMISC::EStream) { /* Version 1: - Cut in version because of badly coded ITexture* serialisation. throw an exception if find a version < 1. Version 0: - 1st version. */ sint ver= f.serialVersion(1); if(ver<1) throw NLMISC::EStream(f, "MeshBuild in Stream is too old (MeshBaseBuild version < 1)"); f.serial( DefaultPos ); f.serial( DefaultPivot ); f.serial( DefaultRotEuler ); f.serial( DefaultRotQuat ); f.serial( DefaultScale ); f.serialCont( Materials ); } #endif // *************************************************************************** void CMeshBase::serialMeshBase(NLMISC::IStream &f) throw(NLMISC::EStream) { /* *********************************************** * WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance * It can be loaded/called through CAsyncFileManager for instance * ***********************************************/ /* Version 9: - _CollisionMeshGeneration Version 8: - new format for CLightMapInfoList Version 7: - _LodCharacterTexture Version 6: - _DistMax Version 5: - _AutoAnim Version 4: - _UseLightingLocalAttenuation Version 3: - _IsLightable Version 2: - Added Blend Shapes factors Version 1: - Cut in version because of badly coded ITexture* serialisation. throw an exception if find a version < 1. Version 0: - 1st version. */ sint ver = f.serialVersion(9); if (ver >= 2) { f.serialCont (_AnimatedMorph); } if(ver<1) throw NLMISC::EStream(f, "Mesh in Stream is too old (MeshBase version < 1)"); f.serial (_DefaultPos); f.serial (_DefaultPivot); f.serial (_DefaultRotEuler); f.serial (_DefaultRotQuat); f.serial (_DefaultScale); f.serialCont(_Materials); f.serialCont(_AnimatedMaterials); if(ver >= 8) f.serialCont(_LightInfos); else { TLightInfoMapV7 temp; f.serialCont(temp); } if(ver>=3) // read/write _IsLightable flag. f.serial(_IsLightable); else if( f.isReading() ) // update _IsLightable flag. computeIsLightable(); if(ver>=4) f.serial(_UseLightingLocalAttenuation); else if( f.isReading() ) _UseLightingLocalAttenuation= false; if (ver >= 5) { f.serial(_AutoAnim); } if(ver >= 6) f.serial(_DistMax); if(ver >= 7) f.serialPtr(_LodCharacterTexture); if(ver >= 9) f.serialEnum(_CollisionMeshGeneration); else _CollisionMeshGeneration= AutoCameraCol; // Some runtime not serialized compilation if(f.isReading()) compileRunTime(); } // *************************************************************************** void CMeshBase::buildMeshBase(CMeshBaseBuild &m) { // Copy light information _LightInfos = m.LightInfoMap; // copy the materials. _Materials= m.Materials; // clear the animated materials. _AnimatedMaterials.clear(); /// Copy default position values _DefaultPos.setDefaultValue (m.DefaultPos); _DefaultPivot.setDefaultValue (m.DefaultPivot); _DefaultRotEuler.setDefaultValue (m.DefaultRotEuler); _DefaultRotQuat.setDefaultValue (m.DefaultRotQuat); _DefaultScale.setDefaultValue (m.DefaultScale); _AnimatedMorph .resize(m.DefaultBSFactors.size()); for (uint32 i = 0; i < m.DefaultBSFactors.size(); ++i) { _AnimatedMorph[i].DefaultFactor.setDefaultValue (m.DefaultBSFactors[i]); _AnimatedMorph[i].Name = m.BSNames[i]; } // update _IsLightable flag. computeIsLightable(); // copy _UseLightingLocalAttenuation _UseLightingLocalAttenuation= m.UseLightingLocalAttenuation; // copy CollisionMeshGeneration _CollisionMeshGeneration= m.CollisionMeshGeneration; // Some runtime not serialized compilation compileRunTime(); } // *************************************************************************** void CMeshBase::instanciateMeshBase(CMeshBaseInstance *mi, CScene *ownerScene) { uint32 i; // setup animated blendShapes //=========================== mi->_AnimatedMorphFactor.reserve(_AnimatedMorph.size()); for(i = 0; i < _AnimatedMorph.size(); ++i) { CAnimatedMorph am(&_AnimatedMorph[i]); mi->_AnimatedMorphFactor.push_back (am); } // setup materials. //================= // Copy material. Textures are referenced only mi->Materials= _Materials; // Instanciate selectable textures (use default set) mi->selectTextureSet(0); // prepare possible AsyncTextures mi->AsyncTextures.resize(_Materials.size()); // setup animated materials. //========================== TAnimatedMaterialMap::iterator it; mi->_AnimatedMaterials.reserve(_AnimatedMaterials.size()); for(it= _AnimatedMaterials.begin(); it!= _AnimatedMaterials.end(); it++) { CAnimatedMaterial aniMat(&it->second); // set the target instance material. nlassert(it->first < mi->Materials.size()); aniMat.setMaterial(&mi->Materials[it->first]); // Must set the Animatable father of the animated material (the mesh_base_instance!). aniMat.setFather(mi, CMeshBaseInstance::OwnerBit); // Append this animated material. mi->_AnimatedMaterials.push_back(aniMat); } // Misc //========================== // Setup position with the default value mi->ITransformable::setPos( _DefaultPos.getDefaultValue() ); mi->ITransformable::setRotQuat( _DefaultRotQuat.getDefaultValue() ); mi->ITransformable::setScale( _DefaultScale.getDefaultValue() ); mi->ITransformable::setPivot( _DefaultPivot.getDefaultValue() ); // Setup default opcaity / transparency state mi->setOpacity( this->getDefaultOpacity() ); mi->setTransparency( this->getDefaultTransparency() ); // if the mesh is lightable, then the instance is mi->setIsLightable(this->isLightable()); // a mesh is considered big for lightable if it uses localAttenuation mi->setIsBigLightable(this->useLightingLocalAttenuation()); // The mesh support fast intersect, if the system geometry has been built mi->enableFastIntersectSupport(!_SystemGeometry.empty()); } // *************************************************************************** void CMeshBase::applyMaterialUsageOptim(const std::vector &materialUsed, std::vector &remap) { nlassert(_Materials.size()==materialUsed.size()); // security reset resetLodCharacterTexture(); _AnimatedMaterials.clear(); // init all ids to "Not Used" remap.clear(); remap.resize(_Materials.size(), -1); // remove unused materials and build remap vector::iterator itMat= _Materials.begin(); uint dstIdx= 0; uint i; for(i=0;i::iterator ite = mapInfoList.StageList.begin (); while (ite != mapInfoList.StageList.end ()) { sint newId= remap[ite->MatId]; // If material used if(newId>=0) { // apply remap on the material id ite->MatId= newId; ite++; } else { // remove it from list of light infos ite= mapInfoList.StageList.erase(ite); } } } } // *************************************************************************** void CMeshBase::flushTextures(IDriver &driver, uint selectedTexture) { // Mat count uint matCount=_Materials.size(); // Flush each material textures for (uint mat=0; mat