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TranslationRigidMesh.cpp

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00001 //------------------------------------------------------------------------------
00002 // Lamp : Open source game middleware
00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
00004 //
00005 // This library is free software; you can redistribute it and/or
00006 // modify it under the terms of the GNU Lesser General Public
00007 // License as published by the Free Software Foundation; either
00008 // version 2.1 of the License, or (at your option) any later version.
00009 //
00010 // This library is distributed in the hope that it will be useful,
00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 // Lesser General Public License for more details.
00014 //
00015 // You should have received a copy of the GNU Lesser General Public
00016 // License along with this library; if not, write to the Free Software
00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00018 //------------------------------------------------------------------------------
00019 
00020 /** @file
00021  * 変換剛体メッシュ実装
00022  * @author Junpee
00023  */
00024 
00025 #include "System/stdafx.h"
00026 #include "Translator/Mesh/TranslationRigidMesh.h"
00027 #include "Graphics/Scene/Scene.h"
00028 #include "Graphics/Mesh/MeshManager.h"
00029 #include "Graphics/MeshData/MeshDataManager.h"
00030 #include "Graphics/Material/MaterialManager.h"
00031 
00032 namespace LampForMaya{
00033 
00034 //------------------------------------------------------------------------------
00035 // コンストラクタ
00036 TranslationRigidMesh::TranslationRigidMesh(const String& initializeName) :
00037     TranslationMesh(initializeName){
00038 }
00039 //------------------------------------------------------------------------------
00040 // デストラクタ
00041 TranslationRigidMesh::~TranslationRigidMesh(){
00042 }
00043 //------------------------------------------------------------------------------
00044 // 論理チェック
00045 bool TranslationRigidMesh::logicalCheck(){
00046     if(!vertexLogicalCheck()){ return false; }
00047     return true;
00048 }
00049 //------------------------------------------------------------------------------
00050 // ピボットのコンパイル
00051 void TranslationRigidMesh::compilePivot(const Vector3& pivot){
00052     int vertexCount = positions_.getCount();
00053     for(int i = 0; i < vertexCount; i++){
00054         Vector3 position = positions_.get(i);
00055         position -= pivot;
00056         positions_.set(i, position);
00057     }
00058 }
00059 //------------------------------------------------------------------------------
00060 // Lampへの変換
00061 bool TranslationRigidMesh::convertToLamp(Scene* scene){
00062     MeshManager* meshManager = scene->getMeshManager();
00063     RigidMesh* mesh = meshManager->createRigidMesh(name_);
00064     // メッシュデータ
00065     MeshDataManager* meshDataManager = scene->getMeshDataManager();
00066     String meshDataName(name_);
00067     meshDataName.append("d");
00068     MeshData* meshData = meshDataManager->createMeshData(meshDataName);
00069     mesh->setMeshData(meshData);
00070     // 情報設定
00071     mesh->setPrimitiveType(Mesh::triangleList);
00072     int vertexCount = positions_.getCount();
00073     mesh->setVertexCount(vertexCount);
00074     mesh->enableNormal(true);
00075     for(int i = 0; i < vertexCount; i++){
00076         mesh->setPosition(i, positions_[i]);
00077         mesh->setNormal(i, normals_[i]);
00078     }
00079     if(colors_.getCount() != 0){
00080         mesh->enableColor(true);
00081         for(int i = 0; i < vertexCount; i++){
00082             Color4c color(colors_[i]);
00083             mesh->setColor(i, color);
00084         }
00085     }
00086     if(uvs_.getCount() != 0){
00087         mesh->setTexCoordSetCount(uvSetCount_);
00088         for(int i = 0; i < uvSetCount_; i++){
00089             mesh->setTexCoordType(i, TexCoord::type2);
00090         }
00091         int uvIndex = 0;
00092         int polygonCount = vertexCount / 3;
00093         for(int i = 0; i < polygonCount; i++){
00094             int vertexOffset = i * 3;
00095             for(int j = 0; j < uvSetCount_; j++){
00096                 mesh->setTexCoord2(vertexOffset + 0, j, uvs_[uvIndex]);
00097                 uvIndex++;
00098                 mesh->setTexCoord2(vertexOffset + 1, j, uvs_[uvIndex]);
00099                 uvIndex++;
00100                 mesh->setTexCoord2(vertexOffset + 2, j, uvs_[uvIndex]);
00101                 uvIndex++;
00102             }
00103         }
00104     }
00105     // マテリアルとのリンク
00106     MaterialManager* materialManager = scene->getMaterialManager();
00107     Material* material = materialManager->search(materialName_);
00108     if(material == NULL){
00109         MayaErrorOut(String("TranslationRigidMesh::convertToLamp() ") + name_ +
00110             "に接続されているマテリアル" + materialName_ + "が見つかりません ");
00111         return false;
00112     }
00113     mesh->setMaterial(material);
00114     return true;
00115 }
00116 //------------------------------------------------------------------------------
00117 } // End of namespace LampForMaya
00118 //------------------------------------------------------------------------------

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