khanat-opennel-code/code/nel/include/nel/3d/mesh_instance.h

123 lines
3.4 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MESH_INSTANCE_H
#define NL_MESH_INSTANCE_H
#include "nel/misc/types_nl.h"
#include "nel/3d/mesh_base_instance.h"
#include "nel/3d/material.h"
#include "nel/3d/animated_material.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/index_buffer.h"
namespace NL3D
{
class CMesh;
// ***************************************************************************
// ClassIds.
const NLMISC::CClassId MeshInstanceId=NLMISC::CClassId(0x6bfe0a34, 0x23b26dc9);
// ***************************************************************************
/**
* An instance of CMesh.
* no special traverse, since same functionnality as CMeshBaseInstance.
* NB: CMeshInstance support shadowMap casting ONLY for an easy Demo / Test. No Lod mgt, and No good shadow clip.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CMeshInstance : public CMeshBaseInstance
{
public:
/// Call at the begining of the program, to register the model
static void registerBasic();
public:
protected:
/// Constructor
CMeshInstance();
/// Destructor
virtual ~CMeshInstance();
/// \name Skinning Behavior.
// @{
/// I can be skinned if the mesh is.
virtual bool isSkinnable() const;
/// Call when the skin is applied on the skeleton
virtual void setApplySkin(bool state);
/// Called for lod character coloring.
virtual const std::vector<sint32> *getSkinBoneUsage() const;
/// Called for more precise clipping.
virtual const std::vector<NLMISC::CBSphere> *getSkinBoneSphere() const;
/// Implementation of the renderSkin
virtual void renderSkin(float alphaMRM);
/// Skin intersection?
virtual bool supportIntersectSkin() const;
virtual bool intersectSkin(const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D);
// @}
/// \name Special Traverse Feature.
// @{
// @}
// called at instanciation
void initRenderFilterType();
/// \name ShadowMap Behavior.
// @{
virtual void generateShadowMap(const CVector &lightDir);
virtual CShadowMap *getShadowMap();
virtual bool computeWorldBBoxForShadow(NLMISC::CAABBox &worldBB);
virtual void renderIntoSkeletonShadowMap(CSkeletonModel *rootSkeleton, CMaterial &castMat);
// @}
private:
static CTransform *creator() {return new CMeshInstance;}
friend class CMesh;
// MeshInstances can generate Shadow Map
CShadowMap *_ShadowMap;
void updateShadowMap(IDriver *driver);
protected:
virtual void createShadowMap();
virtual void deleteShadowMap();
};
} // NL3D
#endif // NL_MESH_INSTANCE_H
/* End of mesh_instance.h */