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128 lines
3.5 KiB
C++
128 lines
3.5 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/shape.h"
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#include "nel/3d/transform_shape.h"
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#include "nel/3d/scene.h"
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#include <string>
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// IShape
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CTransformShape *IShape::createInstance(CScene &scene)
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{
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CTransformShape *mo= (CTransformShape*)scene.createModel(NL3D::TransformShapeId);
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mo->Shape= this;
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return mo;
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}
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// ***************************************************************************
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IShape::IShape()
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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_DistMax= -1;
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}
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// ***************************************************************************
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void IShape::setDistMax(float distMax)
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{
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_DistMax= distMax;
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// normalize infinite setup.
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if(distMax<0)
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_DistMax= -1;
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}
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// ***************************************************************************
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void IShape::getAABBox(CAABBox &bbox) const
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{
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bbox.setCenter(CVector::Null);
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bbox.setHalfSize(CVector::Null);
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}
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// ***************************************************************************
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// ***************************************************************************
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// CShapeStream
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CShapeStream::CShapeStream ()
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{
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_Shape=NULL;
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}
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// ***************************************************************************
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CShapeStream::CShapeStream (IShape* shape)
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{
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// Set the pointer
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setShapePointer (shape);
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}
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// ***************************************************************************
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void CShapeStream::setShapePointer (IShape* shape)
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{
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_Shape=shape;
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}
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// ***************************************************************************
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IShape* CShapeStream::getShapePointer () const
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{
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return _Shape;
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}
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// ***************************************************************************
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void CShapeStream::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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// First, serial an header or checking if it is correct
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f.serialCheck ((uint32)'PAHS');
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// Then, serial the shape
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f.serialPolyPtr (_Shape);
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// Ok, it's done
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}
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} // NL3D
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