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

141 lines
4.1 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_MRM_INSTANCE_H
#define NL_MESH_MRM_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"
namespace NL3D
{
class CMeshMRM;
class CMeshMRMGeom;
class CRawSkinNormalCache;
class CShiftedTriangleCache;
// ***************************************************************************
// ClassIds.
const NLMISC::CClassId MeshMRMInstanceId=NLMISC::CClassId(0xec608f3, 0x1111c33);
// ***************************************************************************
/**
* An instance of CMeshMRM.
* no special traverse, since same functionnality as CMeshBaseInstance.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CMeshMRMInstance : public CMeshBaseInstance
{
public:
/// Call at the beginning of the program, to register the model
static void registerBasic();
protected:
/// Constructor
CMeshMRMInstance()
{
_RawSkinCache= NULL;
_ShiftedTriangleCache= NULL;
}
/// Destructor
virtual ~CMeshMRMInstance();
/// \name Skinning Behavior.
// @{
/// I can be skinned if the mesh is.
virtual bool isSkinnable() const;
/// Called 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);
// Implementation of SkinGrouping
virtual bool supportSkinGrouping() const;
virtual sint renderSkinGroupGeom(float alphaMRM, uint remainingVertices, uint8 *dest);
virtual void renderSkinGroupPrimitives(uint baseVertex, std::vector<CSkinSpecularRdrPass> &specularRdrPasses, uint skinIndex);
virtual void renderSkinGroupSpecularRdrPass(uint rdrPassId);
virtual bool supportShadowSkinGrouping() const;
virtual sint renderShadowSkinGeom(uint remainingVertices, uint8 *vbDest);
virtual void renderShadowSkinPrimitives(CMaterial &castMat, IDriver *drv, uint baseVertex);
virtual bool supportIntersectSkin() const;
virtual bool intersectSkin(const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D);
/// Called for edition purpose (slow call O(NVertex))
virtual bool getSkinBoneBBox(NLMISC::CAABBox &bbox, uint boneId);
// @}
/// \name Load balancing methods
// @{
/** Change MRM Distance setup. See CMeshBaseInstance::changeMRMDistanceSetup()
*/
virtual void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
virtual const CMRMLevelDetail *getMRMLevelDetail() const;
// @}
// called at instanciation
void initRenderFilterType();
// *************************
private:
static CTransform *creator() {return new CMeshMRMInstance;}
friend class CMeshMRM;
friend class CMeshMRMGeom;
/// Used by CMeshMRMGeom. This a cache for skinning objects, for skinning optimisation
CRawSkinNormalCache *_RawSkinCache;
/// Reset the RawSkin Info.
void clearRawSkinCache();
/// Used by CMeshMRMGeom. This a cache for skinning objects, for skinning optimisation
CShiftedTriangleCache *_ShiftedTriangleCache;
/// Reset the _ShiftedTriangleCache Info.
void clearShiftedTriangleCache();
};
} // NL3D
#endif // NL_MESH_MRM_INSTANCE_H
/* End of mesh_mrm_instance.h */