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487 lines
13 KiB
C++
487 lines
13 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/u_skeleton.h"
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_bone.h"
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#include "nel/3d/play_list_user.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/shape_bank.h"
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namespace NL3D
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{
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H_AUTO_DECL( NL3D_UI_Skeleton )
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#define NL3D_HAUTO_UI_SKELETON H_AUTO_USE( NL3D_UI_Skeleton )
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// ***************************************************************************
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uint USkeleton::getNumBoneComputed() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getNumBoneComputed();
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}
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// ***************************************************************************
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void USkeleton::setInterpolationDistance(float dist)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setInterpolationDistance(dist);
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}
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// ***************************************************************************
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float USkeleton::getInterpolationDistance() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getInterpolationDistance();
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}
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// ***************************************************************************
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void USkeleton::setShapeDistMax(float distMax)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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if(object && object->Shape)
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{
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object->Shape->setDistMax(distMax);
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}
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}
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// ***************************************************************************
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float USkeleton::getShapeDistMax() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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if(object && object->Shape)
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{
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return object->Shape->getDistMax();
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}
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else
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return -1;
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}
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// ***************************************************************************
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bool USkeleton::bindSkin(UInstance mi)
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{
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NL3D_HAUTO_UI_SKELETON;
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if(mi.empty())
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{
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nlerror("USkeleton::bindSkin(): mi is NULL");
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return false;
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}
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CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
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CMeshBaseInstance *meshi= dynamic_cast<CMeshBaseInstance*>(trans);
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if(meshi==NULL)
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{
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nlerror("USkeleton::bindSkin(): mi is not a MeshInstance or MeshMRMInstance");
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return false;
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}
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CSkeletonModel *object = getObjectPtr();
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return object->bindSkin(meshi);
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}
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// ***************************************************************************
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void USkeleton::stickObject(UTransform mi, uint boneId)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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if(mi.empty())
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nlerror("USkeleton::stickObject(): mi is NULL");
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CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
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object->stickObject(trans, boneId);
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}
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// ***************************************************************************
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void USkeleton::stickObjectEx(UTransform mi, uint boneId, bool forceCLod)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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if(mi.empty())
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nlerror("USkeleton::stickObject(): mi is NULL");
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CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
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object->stickObjectEx(trans, boneId, forceCLod);
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}
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// ***************************************************************************
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void USkeleton::detachSkeletonSon(UTransform mi)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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if(mi.empty())
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nlerror("USkeleton::detachSkeletonSon(): mi is NULL");
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CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
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object->detachSkeletonSon(trans);
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}
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// ***************************************************************************
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uint USkeleton::getNumBones() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return (uint)object->Bones.size();
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}
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// ***************************************************************************
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UBone USkeleton::getBone(uint boneId) const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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if(boneId>=object->Bones.size())
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nlerror("getBone(): bad boneId");
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return UBone (&(object->Bones[boneId]));
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}
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// ***************************************************************************
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sint USkeleton::getBoneIdByName(const std::string &boneName) const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getBoneIdByName(boneName);
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}
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// ***************************************************************************
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bool USkeleton::isBoneComputed(uint boneId) const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->isBoneComputed(boneId);
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}
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// ***************************************************************************
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bool USkeleton::forceComputeBone(uint boneId)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->forceComputeBone(boneId);
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}
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// ***************************************************************************
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void USkeleton::setLodCharacterShape(sint shapeId)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setLodCharacterShape(shapeId);
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}
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// ***************************************************************************
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sint USkeleton::getLodCharacterShape() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getLodCharacterShape();
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}
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// ***************************************************************************
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void USkeleton::enableLOD(bool isEnable)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->enableLOD(isEnable);
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}
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// ***************************************************************************
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void USkeleton::setLodCharacterAnimId(uint animId)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setLodCharacterAnimId(animId);
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}
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// ***************************************************************************
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uint USkeleton::getLodCharacterAnimId() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getLodCharacterAnimId();
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}
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// ***************************************************************************
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void USkeleton::setLodCharacterAnimTime(TGlobalAnimationTime time)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setLodCharacterAnimTime(time);
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}
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// ***************************************************************************
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TGlobalAnimationTime USkeleton::getLodCharacterAnimTime() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getLodCharacterAnimTime();
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}
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// ***************************************************************************
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bool USkeleton::isDisplayedAsLodCharacter() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->isDisplayedAsLodCharacter();
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}
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// ***************************************************************************
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void USkeleton::setLodCharacterDistance(float dist)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setLodCharacterDistance(dist);
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}
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// ***************************************************************************
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float USkeleton::getLodCharacterDistance() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getLodCharacterDistance();
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}
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// ***************************************************************************
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void USkeleton::setLodCharacterWrapMode(bool wrapMode)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setLodCharacterWrapMode(wrapMode);
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}
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// ***************************************************************************
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bool USkeleton::getLodCharacterWrapMode() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getLodCharacterWrapMode();
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}
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// ***************************************************************************
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void USkeleton::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->changeMRMDistanceSetup(distanceFinest, distanceMiddle, distanceCoarsest);
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}
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// ***************************************************************************
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bool USkeleton::computeRenderedBBox(NLMISC::CAABBox &bbox, bool computeInWorld)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->computeRenderedBBox(bbox, computeInWorld);
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}
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// ***************************************************************************
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bool USkeleton::computeRenderedBBoxWithBoneSphere(NLMISC::CAABBox &bbox, bool computeInWorld)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->computeRenderedBBoxWithBoneSphere(bbox, computeInWorld);
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}
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// ***************************************************************************
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bool USkeleton::computeCurrentBBox(NLMISC::CAABBox &bbox, UPlayList *playList, double playTime, bool forceCompute /* = false */, bool computeInWorld)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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if(playList!=NULL)
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{
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CPlayListUser *plUser= static_cast<CPlayListUser*>(playList);
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plUser->evalPlayList(playTime);
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}
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return object->computeCurrentBBox(bbox, forceCompute, computeInWorld);
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}
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// ***************************************************************************
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void USkeleton::computeLodTexture()
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->computeLodTexture();
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}
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// ***************************************************************************
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void USkeleton::setBoneAnimCtrl(uint boneId, IAnimCtrl *ctrl)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setBoneAnimCtrl(boneId, ctrl);
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}
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// ***************************************************************************
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IAnimCtrl *USkeleton::getBoneAnimCtrl(uint boneId) const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getBoneAnimCtrl(boneId);
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}
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// ***************************************************************************
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void USkeleton::setSSSWOPos(const NLMISC::CVector &pos)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setSSSWOPos(pos);
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}
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// ***************************************************************************
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const NLMISC::CVector &USkeleton::getSSSWOPos() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getSSSWOPos();
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}
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// ***************************************************************************
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void USkeleton::setSSSWODir(const NLMISC::CVector &dir)
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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object->setSSSWODir(dir);
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}
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// ***************************************************************************
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const NLMISC::CVector &USkeleton::getSSSWODir() const
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{
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NL3D_HAUTO_UI_SKELETON;
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CSkeletonModel *object = getObjectPtr();
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return object->getSSSWODir();
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}
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// ***************************************************************************
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const std::string &USkeleton::getShapeName() const
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{
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NL3D_HAUTO_UI_SKELETON;
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static std::string emptyStr;
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CSkeletonModel *object = getObjectPtr();
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if(!object)
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return emptyStr;
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// get the shape bank
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CScene *scene= object->getOwnerScene();
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CShapeBank *sb= scene->getShapeBank();
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if(!sb)
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return emptyStr;
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// get the shape name
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const std::string *str= sb->getShapeNameFromShapePtr(object->Shape);
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if(str)
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return *str;
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else
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return emptyStr;
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}
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// ***************************************************************************
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void USkeleton::getStickedObjects(std::vector<UTransform> &sticks)
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{
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NL3D_HAUTO_UI_SKELETON;
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sticks.clear();
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CSkeletonModel *sm= getObjectPtr();
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if(!sm)
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return;
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const std::set<CTransform*> &stickSet= sm->getStickedObjects();
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std::set<CTransform*>::const_iterator it= stickSet.begin();
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sticks.reserve(stickSet.size());
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for(;it!=stickSet.end();it++)
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{
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sticks.push_back(*it);
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}
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}
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// ***************************************************************************
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void USkeleton::cast(UTransform object)
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{
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attach(dynamic_cast<CSkeletonModel*>(object.getObjectPtr()));
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}
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// ***************************************************************************
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void USkeleton::setLodEmit(NLMISC::CRGBA emit)
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{
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getObjectPtr()->setLodEmit(emit);
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}
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// ***************************************************************************
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NLMISC::CRGBA USkeleton::getLodEmit() const
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{
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return getObjectPtr()->getLodEmit();
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}
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} // NL3D
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