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source: code/branches/OrxyRoad_FS18/src/orxonox/graphics/Model.h @ 11823

Last change on this file since 11823 was 11783, checked in by landauf, 7 years ago

merged Presentation_HS17_merge back to trunk

  • Property svn:eol-style set to native
File size: 5.2 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30  @file Model.h
31  @brief Definition of Model Class
32*/
33
34#ifndef _Model_H__
35#define _Model_H__
36
37#include "OrxonoxPrereqs.h"
38
39#include <string>
40#include "tools/Mesh.h"
41#include "RenderQueueListener.h"
42#include "worldentities/StaticEntity.h"
43
44namespace orxonox
45{
46    class _OrxonoxExport Model : public StaticEntity
47    {
48        /**
49        @brief
50            The class Model stores a Mesh and some additional properties, so you can easily render any Model and apply different effects to it.
51           
52            You can assign any Material to any Mesh to completely change the way it looks, to further add versatility you can also assign the Model
53            to a render queue group, to enable proper rendering of fancy effect like glowing edges around objects with alpha blending.
54        */
55        public:
56            Model(Context* context);
57            virtual ~Model();
58
59            void setConfigValues();
60
61            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
62
63            virtual void changedVisibility() override;
64
65            inline const Mesh& getMesh() const
66                { return this->mesh_; }
67
68            inline void setMeshSource(const std::string& meshname)
69                { this->meshSrc_ = meshname; this->changedMesh(); }
70            inline const std::string& getMeshSource() const
71                { return this->meshSrc_; }
72
73            inline void setRenderQueueGroup(const std::string& renderQueueGroup)
74                { this->renderQueueGroup_ = getRenderQueueGroupID(renderQueueGroup); this->changedRenderQueueGroup(); }
75            inline const int getRenderQueueGroup() const
76                { return this->renderQueueGroup_; }
77
78            inline void setCastShadows(bool bCastShadows)
79                { this->bCastShadows_ = bCastShadows; this->changedShadows(); }
80            inline bool getCastShadows() const
81                { return this->bCastShadows_; }
82
83            inline void setMaterial(const std::string& materialname)
84                { this->materialName_ = materialname; this->changedMaterial(); }
85            inline const std::string& getMaterial() const
86                { return this->materialName_; }
87
88            void setSubMaterial(const std::string& name, const int index);
89
90        protected:
91            /**
92            @brief
93                This function turns a string from XML Port into a usable ID for the rendering system
94                It defaults to the main queue if the group isn't recognized.
95               
96            @param renderQueueGroup
97                This is a string representing the render queue group. Accepted values:
98                main, stencil glow, stencil object
99            */
100            const unsigned int getRenderQueueGroupID(const std::string& renderQueueGroup) const;
101
102            void registerVariables();
103            void changedMesh();
104            void changedRenderQueueGroup();
105            void changedMaterial();
106            void changedShadows();
107
108            //LoD
109            void enableLod();
110
111            inline void setLodLevel(float lodLevel)
112                { this->lodLevel_ =  lodLevel; }
113            inline float getLodLevel() const
114                { return this->lodLevel_; }
115            float getBiggestScale(Vector3 scale3d);
116
117            std::string meshSrc_; //!< This string stores the path where the mesh is stored
118            Mesh mesh_; //!< This is the mesh object linked to this Object, it stores the data from the mesh file in a usable format for the Ogre engine
119            bool bCastShadows_; //!< This value determines whether a Model is casting a shadow or not, turn it off to save performance, when not needed
120            unsigned int renderQueueGroup_; //!< This variable stores which render queue group this object is assigned to
121            std::string materialName_; //!< This string stores the name of the material to be applied to the mesh/model
122
123            //LoD
124            bool bGlobalEnableLod_; //!< Has LoD been turned on in the graphics configuration?
125            float lodLevel_; //!< Standard LoD Level
126            bool bLodEnabled_; //!< Is LoD to be used on this model?
127            unsigned int numLodLevels_; //!< How many LoD does this model feature
128            float lodReductionRate_; //!< How fast should be switched to lower LoDs
129
130    };
131}
132
133#endif /* _Model_H__ */
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