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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>mesh_instance.cpp</h1><a href="mesh__instance_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="mesh__instance_8h.html">3d/mesh_instance.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="mesh_8h.html">3d/mesh.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
+00031 <font class="preprocessor">#include &lt;list&gt;</font>
+00032
+00033 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00034
+00035 <font class="keyword">namespace </font>NL3D
+00036 {
+00037
+00038 <font class="comment">// ***************************************************************************</font>
+<a name="l00039"></a><a class="code" href="classNL3D_1_1CMeshInstance.html#b0">00039</a> CMeshInstance::CMeshInstance()
+00040 {
+00041 <font class="comment">// LoadBalancing is not usefull for Mesh, because meshs cannot be reduced in faces.</font>
+00042 <font class="comment">// Override CTransformShape state.</font>
+00043 CTransform::setIsLoadbalancable(<font class="keyword">false</font>);
+00044 }
+00045
+00046 <font class="comment">// ***************************************************************************</font>
+<a name="l00047"></a><a class="code" href="classNL3D_1_1CMeshInstance.html#b1">00047</a> CMeshInstance::~CMeshInstance()
+00048 {
+00049 <font class="comment">// Auto detach me from skeleton. Must do it here, not in ~CTransform().</font>
+00050 <font class="keywordflow">if</font>(_FatherSkeletonModel)
+00051 {
+00052 <font class="comment">// detach me from the skeleton.</font>
+00053 <font class="comment">// Observers hierarchy is modified.</font>
+00054 <a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>-&gt;detachSkeletonSon(<font class="keyword">this</font>);
+00055 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>==NULL);
+00056 }
+00057 }
+00058
+00059
+00060 <font class="comment">// ***************************************************************************</font>
+<a name="l00061"></a><a class="code" href="classNL3D_1_1CMeshInstance.html#d0">00061</a> <font class="keywordtype">void</font> CMeshInstance::registerBasic()
+00062 {
+00063 CMOT::registerModel(<a class="code" href="namespaceNL3D.html#a141">MeshInstanceId</a>, <a class="code" href="namespaceNL3D.html#a140">MeshBaseInstanceId</a>, CMeshInstance::creator);
+00064 }
+00065
+00066 <font class="comment">// ***************************************************************************</font>
+<a name="l00067"></a><a class="code" href="classNL3D_1_1CMeshInstance.html#z588_1">00067</a> <font class="keywordtype">void</font> CMeshInstance::setApplySkin(<font class="keywordtype">bool</font> state)
+00068 {
+00069 <font class="comment">// Call parents method</font>
+00070 CMeshBaseInstance::setApplySkin (state);
+00071
+00072 <font class="comment">// Get a pointer on the shape</font>
+00073 <a class="code" href="classNL3D_1_1CMeshInstance.html#l0">CMesh</a> *pMesh = NLMISC::safe_cast&lt;CMesh *&gt;((IShape*)<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
+00074
+00075 <font class="comment">// Recompute the id</font>
+00076 <font class="keywordflow">if</font> (state)
+00077 {
+00078 pMesh-&gt;computeBonesId (<a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>);
+00079 }
+00080
+00081 <font class="comment">// update the skeleton usage according to the mesh.</font>
+00082 pMesh-&gt;updateSkeletonUsage(<a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>, state);
+00083 }
+00084
+00085
+00086 <font class="comment">// ***************************************************************************</font>
+<a name="l00087"></a><a class="code" href="classNL3D_1_1CMeshInstance.html#z588_2">00087</a> <font class="keyword">const</font> std::vector&lt;sint32&gt; *CMeshInstance::getSkinBoneUsage()<font class="keyword"> const</font>
+00088 <font class="keyword"></font>{
+00089 <font class="comment">// Get a pointer on the shape</font>
+00090 <a class="code" href="classNL3D_1_1CMeshInstance.html#l0">CMesh</a> *pMesh = NLMISC::safe_cast&lt;CMesh *&gt;((IShape*)<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
+00091
+00092 <font class="comment">// Recompute the id</font>
+00093 pMesh-&gt;computeBonesId (<a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>);
+00094
+00095 <font class="comment">// get ids.</font>
+00096 <font class="keywordflow">return</font> &amp;pMesh-&gt;getMeshGeom().getSkinBoneUsage();
+00097 }
+00098
+00099
+00100 <font class="comment">// ***************************************************************************</font>
+<a name="l00101"></a><a class="code" href="classNL3D_1_1CMeshInstance.html#z588_0">00101</a> <font class="keywordtype">bool</font> CMeshInstance::isSkinnable()<font class="keyword"> const</font>
+00102 <font class="keyword"></font>{
+00103 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>==NULL)
+00104 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00105
+00106 <font class="comment">// Get a pointer on the shape</font>
+00107 <a class="code" href="classNL3D_1_1CMeshInstance.html#l0">CMesh</a> *pMesh = NLMISC::safe_cast&lt;CMesh *&gt;((IShape*)<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
+00108
+00109 <font class="comment">// true if the mesh is skinned</font>
+00110 <font class="keywordflow">return</font> pMesh-&gt;getMeshGeom().isSkinned();
+00111 }
+00112
+00113
+00114 <font class="comment">// ***************************************************************************</font>
+<a name="l00115"></a><a class="code" href="classNL3D_1_1CMeshInstance.html#z588_3">00115</a> <font class="keywordtype">void</font> CMeshInstance::renderSkin(<font class="keywordtype">float</font> alphaMRM)
+00116 {
+00117 <font class="comment">// Don't setup lighting or matrix in Skin. Done by the skeleton</font>
+00118
+00119 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTransform.html#a9">getVisibility</a>() != CHrcTrav::Hide)
+00120 {
+00121 <font class="comment">// Get a pointer on the shape</font>
+00122 <a class="code" href="classNL3D_1_1CMeshInstance.html#l0">CMesh</a> *pMesh = NLMISC::safe_cast&lt;CMesh *&gt;((IShape*)<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
+00123
+00124 <font class="comment">// render the meshGeom</font>
+00125 CMeshGeom &amp;meshGeom= const_cast&lt;CMeshGeom&amp;&gt;(pMesh-&gt;getMeshGeom ());
+00126 meshGeom.renderSkin( <font class="keyword">this</font>, alphaMRM );
+00127 }
+00128 }
+00129
+00130
+00131 } <font class="comment">// NL3D</font>
+</pre></div>
+
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