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source: code/branches/Presentation_HS17/src/orxonox/graphics/Model.h @ 11703

Last change on this file since 11703 was 11678, checked in by patricwi, 7 years ago

merged FlappyOrx and SOBv2

  • Property svn:eol-style set to native
File size: 5.2 KB
Line 
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
91        protected:
92            /**
93            @brief
94                This function turns a string from XML Port into a usable ID for the rendering system
95                It defaults to the main queue if the group isn't recognized.
96               
97            @param renderQueueGroup
98                This is a string representing the render queue group. Accepted values:
99                main, stencil glow, stencil object
100            */
101            const unsigned int getRenderQueueGroupID(const std::string& renderQueueGroup) const;
102
103            void registerVariables();
104            void changedMesh();
105            void changedRenderQueueGroup();
106            void changedMaterial();
107            void changedShadows();
108
109            //LoD
110            void enableLod();
111
112            inline void setLodLevel(float lodLevel)
113                { this->lodLevel_ =  lodLevel; }
114            inline float getLodLevel() const
115                { return this->lodLevel_; }
116            float getBiggestScale(Vector3 scale3d);
117
118            std::string meshSrc_; //!< This string stores the path where the mesh is stored
119            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
120            bool bCastShadows_; //!< This value determines whether a Model is casting a shadow or not, turn it off to save performance, when not needed
121            unsigned int renderQueueGroup_; //!< This variable stores which render queue group this object is assigned to
122            std::string materialName_; //!< This string stores the name of the material to be applied to the mesh/model
123
124            //LoD
125            bool bGlobalEnableLod_; //!< Has LoD been turned on in the graphics configuration?
126            float lodLevel_; //!< Standard LoD Level
127            bool bLodEnabled_; //!< Is LoD to be used on this model?
128            unsigned int numLodLevels_; //!< How many LoD does this model feature
129            float lodReductionRate_; //!< How fast should be switched to lower LoDs
130
131    };
132}
133
134#endif /* _Model_H__ */
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