Big 3D update (WIP)
Former-commit-id: 9f55dae0521bded91640a7ea2d223a49a378c97c
This commit is contained in:
@@ -1,4 +1,4 @@
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// This file was automatically generated by Nazara
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// This file was automatically generated on 20 Feb 2013 at 17:02:32
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/*
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Nazara Engine - 3D module
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@@ -30,9 +30,13 @@
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#define NAZARA_GLOBAL_3D_HPP
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#include <Nazara/3D/3D.hpp>
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#include <Nazara/3D/Camera.hpp>
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#include <Nazara/3D/Config.hpp>
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#include <Nazara/3D/Enums.hpp>
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#include <Nazara/3D/Light.hpp>
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#include <Nazara/3D/Model.hpp>
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#include <Nazara/3D/Scene.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/3D/SceneRoot.hpp>
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#endif // NAZARA_GLOBAL_3D_HPP
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73
include/Nazara/3D/Camera.hpp
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73
include/Nazara/3D/Camera.hpp
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@@ -0,0 +1,73 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_CAMERA_HPP
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#define NAZARA_CAMERA_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Math/Rect.hpp>
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#include <Nazara/Math/Vector3.hpp>
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class NzRenderTarget;
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class NAZARA_API NzCamera : public NzSceneNode
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{
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public:
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NzCamera();
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~NzCamera();
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void Activate() const;
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void EnsureFrustumUpdate() const;
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void EnsureProjectionMatrixUpdate() const;
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void EnsureViewMatrixUpdate() const;
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float GetAspectRatio() const;
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const NzBoundingBoxf& GetBoundingBox() const override;
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float GetFOV() const;
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const NzFrustumf& GetFrustum() const;
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const NzMatrix4f& GetProjectionMatrix() const;
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nzSceneNodeType GetSceneNodeType() const override;
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const NzVector3f& GetUpVector() const;
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const NzMatrix4f& GetViewMatrix() const;
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const NzRectf& GetViewport() const;
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float GetZFar() const;
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float GetZNear() const;
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void SetFOV(float fov);
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void SetUpVector(const NzVector3f& upVector);
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void SetViewport(const NzRectf& viewport);
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void SetZFar(float zFar);
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void SetZNear(float zNear);
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private:
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void AddToRenderQueue(NzRenderQueue& renderQueue) const;
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void Invalidate();
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bool IsVisible(const NzFrustumf& frustum) const override;
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void Register();
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void Unregister();
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void UpdateFrustum() const;
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void UpdateProjectionMatrix() const;
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void UpdateViewMatrix() const;
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mutable NzFrustumf m_frustum;
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mutable NzMatrix4f m_projectionMatrix;
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mutable NzMatrix4f m_viewMatrix;
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NzRectf m_viewport;
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NzVector3f m_upVector;
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mutable bool m_frustumUpdated;
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mutable bool m_projectionMatrixUpdated;
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mutable bool m_viewMatrixUpdated;
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mutable float m_aspectRatio;
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float m_fov;
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float m_zFar;
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float m_zNear;
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};
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#endif // NAZARA_CAMERA_HPP
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@@ -18,10 +18,13 @@ enum nzLightType
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enum nzSceneNodeType
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{
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nzSceneNodeType_Camera,
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nzSceneNodeType_Light,
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nzSceneNodeType_Model,
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nzSceneNodeType_Root,
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nzSceneNodeType_User,
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nzSceneNodeType_Max = nzSceneNodeType_Model
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nzSceneNodeType_Max = nzSceneNodeType_User
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};
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#endif // NAZARA_ENUMS_3D_HPP
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@@ -12,6 +12,8 @@
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/Core/Color.hpp>
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class NzShader;
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class NAZARA_API NzLight : public NzSceneNode
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{
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public:
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@@ -19,9 +21,11 @@ class NAZARA_API NzLight : public NzSceneNode
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NzLight(const NzLight& light);
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~NzLight();
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void Apply(unsigned int unit) const;
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void AddToRenderQueue(NzRenderQueue& renderQueue) const;
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const NzAxisAlignedBox& GetAABB() const;
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void Apply(const NzShader* shader, unsigned int lightUnit) const;
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const NzBoundingBoxf& GetBoundingBox() const;
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NzColor GetAmbientColor() const;
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float GetAttenuation() const;
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NzColor GetDiffuseColor() const;
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@@ -32,6 +36,8 @@ class NAZARA_API NzLight : public NzSceneNode
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nzSceneNodeType GetSceneNodeType() const;
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NzColor GetSpecularColor() const;
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bool IsVisible(const NzFrustumf& frustum) const;
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void SetAmbientColor(const NzColor& ambient);
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void SetAttenuation(float attenuation);
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void SetDiffuseColor(const NzColor& diffuse);
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@@ -43,10 +49,16 @@ class NAZARA_API NzLight : public NzSceneNode
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NzLight& operator=(const NzLight& light);
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private:
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void Register();
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void Unregister();
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void UpdateFrustum();
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nzLightType m_type;
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NzBoundingBoxf m_boundingBox;
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NzColor m_ambientColor;
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NzColor m_diffuseColor;
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NzColor m_specularColor;
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bool m_boundingBoxUpdated;
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float m_attenuation;
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float m_innerAngle;
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float m_outerAngle;
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@@ -9,6 +9,7 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/Core/Updatable.hpp>
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Utility/Animation.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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@@ -21,18 +22,27 @@ struct NzModelParameters
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NzMaterialParams materialParams;
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};
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class NAZARA_API NzModel : public NzSceneNode
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class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
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{
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friend class NzScene;
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public:
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NzModel();
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NzModel(const NzModel& model);
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~NzModel();
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void AddToRenderQueue(NzRenderQueue& renderQueue) const;
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void AdvanceAnimation(float elapsedTime);
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void EnableAnimation(bool animation);
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void EnableDraw(bool draw);
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NzAnimation* GetAnimation() const;
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const NzAxisAlignedBox& GetAABB() const;
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const NzBoundingBoxf& GetBoundingBox() const;
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NzMaterial* GetMaterial(unsigned int matIndex) const;
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NzMaterial* GetMaterial(unsigned int skinIndex, unsigned int matIndex) const;
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unsigned int GetMaterialCount() const;
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unsigned int GetSkin() const;
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unsigned int GetSkinCount() const;
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NzMesh* GetMesh() const;
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nzSceneNodeType GetSceneNodeType() const override;
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@@ -41,6 +51,10 @@ class NAZARA_API NzModel : public NzSceneNode
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bool HasAnimation() const;
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bool IsAnimationEnabled() const;
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bool IsDrawEnabled() const;
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bool IsVisible(const NzFrustumf& frustum) const override;
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bool LoadFromFile(const NzString& meshPath, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters());
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bool LoadFromMemory(const void* data, std::size_t size, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters());
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bool LoadFromStream(NzInputStream& stream, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters());
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@@ -51,22 +65,32 @@ class NAZARA_API NzModel : public NzSceneNode
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void SetMaterial(unsigned int matIndex, NzMaterial* material);
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void SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material);
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void SetMesh(NzMesh* mesh, const NzModelParameters& parameters = NzModelParameters());
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void SetSkin(unsigned int skin);
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void SetSkinCount(unsigned int skinCount);
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bool SetSequence(const NzString& sequenceName);
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void SetSequence(unsigned int sequenceIndex);
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void Update(float elapsedTime);
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private:
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void Invalidate() override;
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void Register() override;
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void Unregister() override;
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void Update() override;
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void UpdateBoundingBox() const;
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std::vector<NzMaterial*> m_materials;
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mutable NzBoundingBoxf m_boundingBox;
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NzSkeleton m_skeleton; // Uniquement pour les animations squelettiques
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NzAnimation* m_animation;
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NzMesh* m_mesh;
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const NzSequence* m_currentSequence;
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bool m_animationEnabled;
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mutable bool m_boundingBoxUpdated;
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bool m_drawEnabled;
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float m_interpolation;
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unsigned int m_currentFrame;
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unsigned int m_matCount;
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unsigned int m_nextFrame;
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unsigned int m_skin;
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unsigned int m_skinCount;
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};
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62
include/Nazara/3D/RenderQueue.hpp
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62
include/Nazara/3D/RenderQueue.hpp
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@@ -0,0 +1,62 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#ifndef NAZARA_RENDERQUEUE_HPP
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#define NAZARA_RENDERQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <map>
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#include <vector>
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class NzDrawable;
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class NzLight;
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class NzMaterial;
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class NzModel;
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class NzSkeletalMesh;
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class NzStaticMesh;
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class NAZARA_API NzRenderQueue
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{
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public:
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struct MaterialComparator
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{
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bool operator()(const NzMaterial* mat1, const NzMaterial* mat2);
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};
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struct SkeletalMeshComparator
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{
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bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2);
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};
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struct StaticMeshComparator
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{
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bool operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2);
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};
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NzRenderQueue() = default;
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~NzRenderQueue() = default;
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void Clear();
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struct SkeletalData
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{
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NzMatrix4f transformMatrix;
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///TODO: Déplacer vers un container séparé qui ne serait pas sujer à Clear();
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std::vector<NzMeshVertex> skinnedVertices;
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};
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typedef std::map<NzSkeletalMesh*, std::vector<SkeletalData>, SkeletalMeshComparator> SkeletalMeshContainer;
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typedef std::map<NzStaticMesh*, std::vector<NzMatrix4f>, StaticMeshComparator> StaticMeshContainer;
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std::map<NzMaterial*, SkeletalMeshContainer, MaterialComparator> visibleSkeletalModels;
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std::map<NzMaterial*, StaticMeshContainer, MaterialComparator> visibleStaticModels;
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std::vector<const NzDrawable*> otherDrawables;
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std::vector<const NzLight*> directionnalLights;
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std::vector<const NzLight*> visibleLights;
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};
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#endif // NAZARA_RENDERQUEUE_HPP
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53
include/Nazara/3D/Scene.hpp
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53
include/Nazara/3D/Scene.hpp
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@@ -0,0 +1,53 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SCENE_HPP
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#define NAZARA_SCENE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Core/Updatable.hpp>
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class NzCamera;
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class NzLight;
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class NzModel;
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class NzSceneNode;
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struct NzSceneImpl;
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class NAZARA_API NzScene
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{
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friend NzCamera;
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public:
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NzScene();
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~NzScene();
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void Cull();
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void Draw();
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NzSceneNode& GetRoot() const;
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float GetUpdateTime() const;
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unsigned int GetUpdatePerSecond() const;
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void RegisterForUpdate(NzUpdatable* node);
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void SetAmbientColor(const NzColor& color);
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void SetUpdatePerSecond(unsigned int updatePerSecond);
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void UnregisterForUpdate(NzUpdatable* node);
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void Update();
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void UpdateVisible();
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operator const NzSceneNode&() const;
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private:
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void SetActiveCamera(const NzCamera* camera);
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NzSceneImpl* m_impl;
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};
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#endif // NAZARA_SCENE_HPP
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@@ -9,16 +9,39 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/Enums.hpp>
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#include <Nazara/Utility/AxisAlignedBox.hpp>
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#include <Nazara/3D/RenderQueue.hpp>
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#include <Nazara/3D/Scene.hpp>
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#include <Nazara/Math/BoundingBox.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Utility/Node.hpp>
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class NzSceneNode : public NzNode
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class NAZARA_API NzSceneNode : public NzNode
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{
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friend class NzScene;
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public:
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NzSceneNode();
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NzSceneNode(const NzSceneNode& node);
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virtual ~NzSceneNode();
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virtual const NzAxisAlignedBox& GetAABB() const = 0;
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virtual void AddToRenderQueue(NzRenderQueue& renderQueue) const = 0;
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virtual const NzBoundingBoxf& GetBoundingBox() const = 0;
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nzNodeType GetNodeType() const final;
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NzScene* GetScene() const;
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virtual nzSceneNodeType GetSceneNodeType() const = 0;
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virtual bool IsVisible(const NzFrustumf& frustum) const = 0;
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protected:
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virtual void OnParenting(const NzNode* parent) override;
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virtual void Register();
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void SetScene(NzScene* scene);
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virtual bool ShouldUpdateWhenVisible();
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virtual void Unregister();
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virtual void Update();
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NzScene* m_scene;
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};
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#endif // NAZARA_SCENENODE_HPP
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35
include/Nazara/3D/SceneRoot.hpp
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35
include/Nazara/3D/SceneRoot.hpp
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@@ -0,0 +1,35 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SCENEROOT_HPP
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#define NAZARA_SCENEROOT_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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struct NzSceneImpl;
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class NAZARA_API NzSceneRoot : public NzSceneNode
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{
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friend struct NzSceneImpl;
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public:
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void AddToRenderQueue(NzRenderQueue& renderQueue) const override;
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const NzBoundingBoxf& GetBoundingBox() const override;
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nzSceneNodeType GetSceneNodeType() const override;
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bool IsVisible(const NzFrustumf& frustum) const override;
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private:
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NzSceneRoot(NzScene* scene);
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virtual ~NzSceneRoot();
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void Register();
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void Unregister();
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};
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#endif // NAZARA_SCENEROOT_HPP
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