mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-11 20:34:47 +00:00
4a97f339a3
--HG-- branch : develop
166 lines
4.9 KiB
C++
166 lines
4.9 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// 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/>.
|
|
|
|
#include "stdpch.h"
|
|
#include "mesh_camera_col_manager.h"
|
|
#include "precipitation_clip_grid.h"
|
|
#include "nel/3d/u_visual_collision_manager.h"
|
|
#include "nel/3d/u_shape_bank.h"
|
|
#include "nel/misc/hierarchical_timer.h"
|
|
#include "nel/misc/system_info.h"
|
|
#include "nel/3d/u_visual_collision_mesh.h"
|
|
|
|
using namespace NL3D;
|
|
using namespace NLMISC;
|
|
using namespace std;
|
|
|
|
|
|
// ***************************************************************************
|
|
CMeshCameraColManager MeshCameraColManager;
|
|
|
|
|
|
// ***************************************************************************
|
|
extern UVisualCollisionManager *CollisionManager;
|
|
extern UDriver *Driver;
|
|
|
|
|
|
// ***************************************************************************
|
|
CMeshCameraColManager::CMeshCameraColManager()
|
|
{
|
|
}
|
|
|
|
// ***************************************************************************
|
|
CMeshCameraColManager::~CMeshCameraColManager()
|
|
{
|
|
if(!CollisionManager)
|
|
return;
|
|
|
|
// reset any remaining mesh
|
|
TIgMap::iterator it;
|
|
for(it= _IgMap.begin();it!=_IgMap.end();it++)
|
|
{
|
|
CMeshGroup &mg= it->second;
|
|
for(uint i=0;i<mg.Meshs.size();i++)
|
|
{
|
|
CollisionManager->removeMeshCollision(mg.Meshs[i]);
|
|
}
|
|
}
|
|
_IgMap.clear();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshCameraColManager::instanceGroupLoaded(NL3D::UInstanceGroup * /* ig */)
|
|
{
|
|
// no op
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshCameraColManager::instanceGroupAdded(NL3D::UInstanceGroup *ig)
|
|
{
|
|
if(!ig)
|
|
return;
|
|
|
|
// TestYoyo
|
|
/*CSimpleClock clock;
|
|
clock.start();*/
|
|
|
|
// Build a list of Mesh to add to the collision manager
|
|
CMeshGroup mg;
|
|
|
|
// for all instance of the ig
|
|
for(uint i=0;i<ig->getNumInstance();i++)
|
|
{
|
|
string shapeName= ig->getShapeName(i);
|
|
if (!shapeName.empty())
|
|
{
|
|
// well... get the actual name (not transformed)
|
|
if (shapeName.find('.') == std::string::npos)
|
|
shapeName += ".shape";
|
|
|
|
// try to get the shape
|
|
UShape shape= Driver->getShapeBank()->getShape(shapeName);
|
|
// if found
|
|
if(!shape.empty())
|
|
{
|
|
UVisualCollisionMesh colMesh;
|
|
shape.getVisualCollisionMesh(colMesh);
|
|
// if this mesh has a collision
|
|
if(!colMesh.empty())
|
|
{
|
|
// get the instance matrix
|
|
CMatrix mat;
|
|
ig->getInstanceMatrix(i, mat);
|
|
|
|
// special code for matis serre. Use the same flags as for shadows
|
|
bool avoidCollisionInside= ig->dontCastShadowForInterior(i);
|
|
bool avoidCollisionOutside= ig->dontCastShadowForExterior(i);
|
|
// very special patch for the matis serre (grrrrrrrrrrrrr)
|
|
avoidCollisionOutside= avoidCollisionOutside || toLower(shapeName)== "ma_serre_interieur.shape";
|
|
|
|
// then send the result to the collision manager, and keep the mesh col id if succeed
|
|
uint32 meshId= CollisionManager->addMeshInstanceCollision(colMesh, mat, avoidCollisionInside, avoidCollisionOutside);
|
|
if(meshId)
|
|
mg.Meshs.push_back(meshId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// if mesh group not empty, append to the map (for future remove)
|
|
if(!mg.Meshs.empty())
|
|
{
|
|
// should not be present
|
|
nlassert(_IgMap.find(ig)==_IgMap.end());
|
|
// insert
|
|
_IgMap[ig]= mg;
|
|
}
|
|
|
|
// TestYoyo
|
|
/*clock.stop();
|
|
double freq = (double) CSystemInfo::getProcessorFrequency(false);
|
|
double msPerTick = 1000 / (double) freq;
|
|
nlinfo("IG Camera Added: {%x, %d}: %.3f ms", (uint32)ig, ig->getNumInstance(), msPerTick * clock.getNumTicks());*/
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CMeshCameraColManager::instanceGroupRemoved(NL3D::UInstanceGroup *ig)
|
|
{
|
|
// find the ig in the map
|
|
TIgMap::iterator it= _IgMap.find(ig);
|
|
if(it!=_IgMap.end())
|
|
{
|
|
// TestYoyo
|
|
/*CSimpleClock clock;
|
|
clock.start();*/
|
|
|
|
// remove the mesh collision from the manager
|
|
CMeshGroup &mg= it->second;
|
|
for(uint i=0;i<mg.Meshs.size();i++)
|
|
{
|
|
CollisionManager->removeMeshCollision(mg.Meshs[i]);
|
|
//HeightGrid.removeCollisionMesh(mg.Meshs[i]);
|
|
}
|
|
// remove
|
|
_IgMap.erase(it);
|
|
|
|
// TestYoyo
|
|
/*clock.stop();
|
|
double freq = (double) CSystemInfo::getProcessorFrequency(false);
|
|
double msPerTick = 1000 / (double) freq;
|
|
nlinfo("IG Camera Removed: %.3f ms", msPerTick * clock.getNumTicks());*/
|
|
}
|
|
}
|
|
|