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