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ryzom-core/code/nel/src/3d/shape.cpp

128 lines
3.5 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/>.
#include "std3d.h"
#include "nel/3d/shape.h"
#include "nel/3d/transform_shape.h"
#include "nel/3d/scene.h"
#include <string>
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
// ***************************************************************************
// IShape
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
CTransformShape *IShape::createInstance(CScene &scene)
{
CTransformShape *mo= (CTransformShape*)scene.createModel(NL3D::TransformShapeId);
mo->Shape= this;
return mo;
}
// ***************************************************************************
IShape::IShape()
{
/* ***********************************************
* 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
* ***********************************************/
_DistMax= -1;
}
// ***************************************************************************
void IShape::setDistMax(float distMax)
{
_DistMax= distMax;
// normalize infinite setup.
if(distMax<0)
_DistMax= -1;
}
// ***************************************************************************
void IShape::getAABBox(CAABBox &bbox) const
{
bbox.setCenter(CVector::Null);
bbox.setHalfSize(CVector::Null);
}
// ***************************************************************************
// ***************************************************************************
// CShapeStream
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
CShapeStream::CShapeStream ()
{
_Shape=NULL;
}
// ***************************************************************************
CShapeStream::CShapeStream (IShape* shape)
{
// Set the pointer
setShapePointer (shape);
}
// ***************************************************************************
void CShapeStream::setShapePointer (IShape* shape)
{
_Shape=shape;
}
// ***************************************************************************
IShape* CShapeStream::getShapePointer () const
{
return _Shape;
}
// ***************************************************************************
void CShapeStream::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
// First, serial an header or checking if it is correct
f.serialCheck ((uint32)'PAHS');
// Then, serial the shape
f.serialPolyPtr (_Shape);
// Ok, it's done
}
} // NL3D