[5] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __Entity_H__ |
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| 30 | #define __Entity_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreCommon.h" |
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| 34 | |
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| 35 | #include "OgreString.h" |
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| 36 | #include "OgreMovableObject.h" |
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| 37 | #include "OgreQuaternion.h" |
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| 38 | #include "OgreVector3.h" |
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| 39 | #include "OgreHardwareBufferManager.h" |
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| 40 | #include "OgreMesh.h" |
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| 41 | |
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| 42 | namespace Ogre { |
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| 43 | /** Defines an instance of a discrete, movable object based on a Mesh. |
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| 44 | @remarks |
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| 45 | Ogre generally divides renderable objects into 2 groups, discrete |
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| 46 | (separate) and relatively small objects which move around the world, |
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| 47 | and large, sprawling geometry which makes up generally immovable |
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| 48 | scenery, aka 'level geometry'. |
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| 49 | @par |
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| 50 | The Mesh and SubMesh classes deal with the definition of the geometry |
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| 51 | used by discrete movable objects. Entities are actual instances of |
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| 52 | objects based on this geometry in the world. Therefore there is |
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| 53 | usually a single set Mesh for a car, but there may be multiple |
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| 54 | entities based on it in the world. Entities are able to override |
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| 55 | aspects of the Mesh it is defined by, such as changing material |
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| 56 | properties per instance (so you can have many cars using the same |
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| 57 | geometry but different textures for example). Because a Mesh is split |
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| 58 | into SubMeshes for this purpose, the Entity class is a grouping class |
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| 59 | (much like the Mesh class) and much of the detail regarding |
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| 60 | individual changes is kept in the SubEntity class. There is a 1:1 |
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| 61 | relationship between SubEntity instances and the SubMesh instances |
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| 62 | associated with the Mesh the Entity is based on. |
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| 63 | @par |
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| 64 | Entity and SubEntity classes are never created directly. Use the |
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| 65 | createEntity method of the SceneManager (passing a model name) to |
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| 66 | create one. |
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| 67 | @par |
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| 68 | Entities are included in the scene by associating them with a |
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| 69 | SceneNode, using the attachEntity method. See the SceneNode class |
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| 70 | for full information. |
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| 71 | @note |
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| 72 | No functions were declared virtual to improve performance. |
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| 73 | */ |
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| 74 | class _OgreExport Entity: public MovableObject, public Resource::Listener |
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| 75 | { |
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| 76 | // Allow EntityFactory full access |
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| 77 | friend class EntityFactory; |
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| 78 | friend class SubEntity; |
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| 79 | public: |
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| 80 | typedef std::set<Entity*> EntitySet; |
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| 81 | |
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| 82 | protected: |
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| 83 | |
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| 84 | /** Private constructor (instances cannot be created directly). |
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| 85 | */ |
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| 86 | Entity(); |
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| 87 | /** Private constructor - specify name (the usual constructor used). |
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| 88 | */ |
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| 89 | Entity( const String& name, MeshPtr& mesh); |
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| 90 | |
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| 91 | /** The Mesh that this Entity is based on. |
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| 92 | */ |
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| 93 | MeshPtr mMesh; |
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| 94 | |
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| 95 | /** List of SubEntities (point to SubMeshes). |
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| 96 | */ |
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| 97 | typedef std::vector<SubEntity*> SubEntityList; |
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| 98 | SubEntityList mSubEntityList; |
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| 99 | |
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| 100 | |
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| 101 | /// State of animation for animable meshes |
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| 102 | AnimationStateSet* mAnimationState; |
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| 103 | |
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| 104 | |
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| 105 | /// Temp buffer details for software skeletal anim of shared geometry |
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| 106 | TempBlendedBufferInfo mTempSkelAnimInfo; |
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| 107 | /// Vertex data details for software skeletal anim of shared geometry |
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| 108 | VertexData* mSkelAnimVertexData; |
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| 109 | /// Temp buffer details for software vertex anim of shared geometry |
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| 110 | TempBlendedBufferInfo mTempVertexAnimInfo; |
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| 111 | /// Vertex data details for software vertex anim of shared geometry |
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| 112 | VertexData* mSoftwareVertexAnimVertexData; |
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| 113 | /// Vertex data details for hardware vertex anim of shared geometry |
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| 114 | /// - separate since we need to s/w anim for shadows whilst still altering |
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| 115 | /// the vertex data for hardware morphing (pos2 binding) |
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| 116 | VertexData* mHardwareVertexAnimVertexData; |
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| 117 | /// Have we applied any vertex animation to shared geometry? |
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| 118 | bool mVertexAnimationAppliedThisFrame; |
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| 119 | /// Have the temp buffers already had their geometry prepared for use in rendering shadow volumes? |
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| 120 | bool mPreparedForShadowVolumes; |
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| 121 | |
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| 122 | /** Internal method - given vertex data which could be from the Mesh or |
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| 123 | any submesh, finds the temporary blend copy. */ |
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| 124 | const VertexData* findBlendedVertexData(const VertexData* orig); |
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| 125 | /** Internal method - given vertex data which could be from the Mesh or |
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| 126 | any SubMesh, finds the corresponding SubEntity. */ |
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| 127 | SubEntity* findSubEntityForVertexData(const VertexData* orig); |
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| 128 | |
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| 129 | /** Internal method for extracting metadata out of source vertex data |
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| 130 | for fast assignment of temporary buffers later. */ |
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| 131 | void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info); |
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| 132 | /** Internal method to clone vertex data definitions but to remove blend buffers. */ |
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| 133 | VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source); |
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| 134 | /** Internal method for preparing this Entity for use in animation. */ |
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| 135 | void prepareTempBlendBuffers(void); |
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| 136 | /** Mark all vertex data as so far unanimated. |
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| 137 | */ |
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| 138 | void markBuffersUnusedForAnimation(void); |
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| 139 | /** Internal method to restore original vertex data where we didn't |
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| 140 | perform any vertex animation this frame. |
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| 141 | */ |
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| 142 | void restoreBuffersForUnusedAnimation(bool hardwareAnimation); |
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| 143 | |
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| 144 | /** Ensure that any unbound pose animation buffers are bound to a safe |
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| 145 | default. |
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| 146 | @param srcData Original vertex data containing original positions |
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| 147 | @param destData Hardware animation vertex data to be checked |
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| 148 | */ |
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| 149 | void bindMissingHardwarePoseBuffers(const VertexData* srcData, |
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| 150 | VertexData* destData); |
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| 151 | |
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| 152 | /// Cached bone matrices, including any world transform |
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| 153 | Matrix4 *mBoneWorldMatrices; |
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| 154 | /// Cached bone matrices in skeleton local space, might shares with other entity instances. |
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| 155 | Matrix4 *mBoneMatrices; |
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| 156 | unsigned short mNumBoneMatrices; |
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| 157 | /// Records the last frame in which animation was updated |
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| 158 | unsigned long mFrameAnimationLastUpdated; |
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| 159 | |
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| 160 | /// Perform all the updates required for an animated entity |
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| 161 | void updateAnimation(void); |
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| 162 | |
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| 163 | /// Records the last frame in which the bones was updated |
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| 164 | /// It's a pointer because it can be shared between different entities with |
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| 165 | /// a shared skeleton. |
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| 166 | unsigned long *mFrameBonesLastUpdated; |
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| 167 | |
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| 168 | /** |
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| 169 | * A set of all the entities which shares a single SkeletonInstance. |
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| 170 | * This is only created if the entity is in fact sharing it's SkeletonInstance with |
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| 171 | * other Entities. |
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| 172 | */ |
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| 173 | EntitySet* mSharedSkeletonEntities; |
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| 174 | |
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| 175 | /// Private method to cache bone matrices from skeleton |
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| 176 | void cacheBoneMatrices(void); |
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| 177 | |
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| 178 | /// Flag determines whether or not to display skeleton |
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| 179 | bool mDisplaySkeleton; |
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| 180 | /// Flag indicating whether hardware animation is supported by this entities materials |
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| 181 | bool mHardwareAnimation; |
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| 182 | /// Number of hardware poses supported by materials |
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| 183 | ushort mHardwarePoseCount; |
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| 184 | /// Flag indicating whether we have a vertex program in use on any of our subentities |
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| 185 | bool mVertexProgramInUse; |
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| 186 | /// Counter indicating number of requests for software animation. |
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| 187 | int mSoftwareAnimationRequests; |
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| 188 | /// Counter indicating number of requests for software blended normals. |
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| 189 | int mSoftwareAnimationNormalsRequests; |
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| 190 | |
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| 191 | |
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| 192 | /// The LOD number of the mesh to use, calculated by _notifyCurrentCamera |
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| 193 | ushort mMeshLodIndex; |
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| 194 | |
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| 195 | /// LOD bias factor, inverted for optimisation when calculating adjusted depth |
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| 196 | Real mMeshLodFactorInv; |
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| 197 | /// Index of minimum detail LOD (NB higher index is lower detail) |
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| 198 | ushort mMinMeshLodIndex; |
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| 199 | /// Index of maximum detail LOD (NB lower index is higher detail) |
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| 200 | ushort mMaxMeshLodIndex; |
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| 201 | |
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| 202 | /// LOD bias factor, inverted for optimisation when calculating adjusted depth |
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| 203 | Real mMaterialLodFactorInv; |
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| 204 | /// Index of minimum detail LOD (NB higher index is lower detail) |
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| 205 | ushort mMinMaterialLodIndex; |
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| 206 | /// Index of maximum detail LOD (NB lower index is higher detail) |
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| 207 | ushort mMaxMaterialLodIndex; |
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| 208 | |
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| 209 | /** List of LOD Entity instances (for manual LODs). |
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| 210 | We don't know when the mesh is using manual LODs whether one LOD to the next will have the |
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| 211 | same number of SubMeshes, therefore we have to allow a separate Entity list |
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| 212 | with each alternate one. |
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| 213 | */ |
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| 214 | typedef std::vector<Entity*> LODEntityList; |
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| 215 | LODEntityList mLodEntityList; |
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| 216 | |
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| 217 | /** This Entity's personal copy of the skeleton, if skeletally animated |
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| 218 | */ |
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| 219 | SkeletonInstance* mSkeletonInstance; |
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| 220 | |
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| 221 | /// Has this entity been initialised yet? |
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| 222 | bool mInitialised; |
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| 223 | |
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| 224 | /// Last parent xform |
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| 225 | Matrix4 mLastParentXform; |
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| 226 | |
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| 227 | /** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */ |
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| 228 | void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist); |
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| 229 | |
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| 230 | /// internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity |
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| 231 | void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint); |
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| 232 | |
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| 233 | /// internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity |
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| 234 | void detachObjectImpl(MovableObject* pObject); |
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| 235 | |
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| 236 | /// internal implementation of detaching all 'child' objects of this entity |
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| 237 | void detachAllObjectsImpl(void); |
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| 238 | |
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| 239 | /// Trigger reevaluation of the kind of vertex processing in use |
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| 240 | void reevaluateVertexProcessing(void); |
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| 241 | |
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| 242 | /// Apply vertex animation |
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| 243 | void applyVertexAnimation(bool hardwareAnimation, bool stencilShadows); |
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| 244 | /// Initialise the hardware animation elements for given vertex data |
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| 245 | void initHardwareAnimationElements(VertexData* vdata, |
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| 246 | ushort numberOfElements); |
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| 247 | /// Are software vertex animation temp buffers bound? |
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| 248 | bool tempVertexAnimBuffersBound(void) const; |
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| 249 | /// Are software skeleton animation temp buffers bound? |
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| 250 | bool tempSkelAnimBuffersBound(bool requestNormals) const; |
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| 251 | |
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| 252 | public: |
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| 253 | /// Contains the child objects (attached to bones) indexed by name |
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| 254 | typedef std::map<String, MovableObject*> ChildObjectList; |
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| 255 | protected: |
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| 256 | ChildObjectList mChildObjectList; |
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| 257 | |
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| 258 | |
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| 259 | /// Bounding box that 'contains' all the mesh of each child entity |
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| 260 | mutable AxisAlignedBox mFullBoundingBox; |
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| 261 | |
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| 262 | bool mNormaliseNormals; |
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| 263 | |
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| 264 | ShadowRenderableList mShadowRenderables; |
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| 265 | |
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| 266 | /** Nested class to allow entity shadows. */ |
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| 267 | class _OgreExport EntityShadowRenderable : public ShadowRenderable |
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| 268 | { |
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| 269 | protected: |
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| 270 | Entity* mParent; |
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| 271 | // Shared link to position buffer |
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| 272 | HardwareVertexBufferSharedPtr mPositionBuffer; |
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| 273 | // Shared link to w-coord buffer (optional) |
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| 274 | HardwareVertexBufferSharedPtr mWBuffer; |
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| 275 | // Link to current vertex data used to bind (maybe changes) |
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| 276 | const VertexData* mCurrentVertexData; |
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| 277 | // Original position buffer source binding |
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| 278 | unsigned short mOriginalPosBufferBinding; |
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| 279 | /// Link to SubEntity, only present if SubEntity has it's own geometry |
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| 280 | SubEntity* mSubEntity; |
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| 281 | |
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| 282 | |
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| 283 | public: |
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| 284 | EntityShadowRenderable(Entity* parent, |
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| 285 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, |
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| 286 | bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false); |
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| 287 | ~EntityShadowRenderable(); |
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| 288 | /// Overridden from ShadowRenderable |
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| 289 | void getWorldTransforms(Matrix4* xform) const; |
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| 290 | /// Overridden from ShadowRenderable |
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| 291 | const Quaternion& getWorldOrientation(void) const; |
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| 292 | /// Overridden from ShadowRenderable |
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| 293 | const Vector3& getWorldPosition(void) const; |
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| 294 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; } |
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| 295 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; } |
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| 296 | /// Rebind the source positions (for temp buffer users) |
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| 297 | void rebindPositionBuffer(const VertexData* vertexData, bool force); |
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| 298 | /// Overridden from ShadowRenderable |
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| 299 | bool isVisible(void) const; |
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| 300 | |
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| 301 | }; |
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| 302 | public: |
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| 303 | /** Default destructor. |
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| 304 | */ |
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| 305 | ~Entity(); |
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| 306 | |
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| 307 | /** Gets the Mesh that this Entity is based on. |
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| 308 | */ |
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| 309 | const MeshPtr& getMesh(void) const; |
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| 310 | |
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| 311 | /** Gets a pointer to a SubEntity, ie a part of an Entity. |
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| 312 | */ |
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| 313 | SubEntity* getSubEntity(unsigned int index) const; |
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| 314 | |
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| 315 | /** Gets a pointer to a SubEntity by name |
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| 316 | @remarks - names should be initialized during a Mesh creation. |
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| 317 | */ |
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| 318 | SubEntity* getSubEntity( const String& name ) const; |
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| 319 | |
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| 320 | /** Retrieves the number of SubEntity objects making up this entity. |
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| 321 | */ |
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| 322 | unsigned int getNumSubEntities(void) const; |
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| 323 | |
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| 324 | /** Clones this entity and returns a pointer to the clone. |
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| 325 | @remarks |
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| 326 | Useful method for duplicating an entity. The new entity must be |
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| 327 | given a unique name, and is not attached to the scene in any way |
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| 328 | so must be attached to a SceneNode to be visible (exactly as |
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| 329 | entities returned from SceneManager::createEntity). |
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| 330 | @param |
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| 331 | newName Name for the new entity. |
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| 332 | */ |
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| 333 | Entity* clone( const String& newName ) const; |
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| 334 | |
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| 335 | /** Sets the material to use for the whole of this entity. |
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| 336 | @remarks |
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| 337 | This is a shortcut method to set all the materials for all |
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| 338 | subentities of this entity. Only use this method is you want to |
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| 339 | set the same material for all subentities or if you know there |
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| 340 | is only one. Otherwise call getSubEntity() and call the same |
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| 341 | method on the individual SubEntity. |
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| 342 | */ |
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| 343 | void setMaterialName(const String& name); |
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| 344 | |
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| 345 | /** Overridden - see MovableObject. |
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| 346 | */ |
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| 347 | void _notifyCurrentCamera(Camera* cam); |
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| 348 | |
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| 349 | /// Overridden - see MovableObject. |
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| 350 | void setRenderQueueGroup(uint8 queueID); |
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| 351 | |
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| 352 | /** Overridden - see MovableObject. |
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| 353 | */ |
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| 354 | const AxisAlignedBox& getBoundingBox(void) const; |
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| 355 | |
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| 356 | /// merge all the child object Bounds a return it |
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| 357 | AxisAlignedBox getChildObjectsBoundingBox(void) const; |
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| 358 | |
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| 359 | /** Overridden - see MovableObject. |
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| 360 | */ |
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| 361 | void _updateRenderQueue(RenderQueue* queue); |
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| 362 | |
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| 363 | /** Overridden from MovableObject */ |
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| 364 | const String& getMovableType(void) const; |
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| 365 | |
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| 366 | /** For entities based on animated meshes, gets the AnimationState object for a single animation. |
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| 367 | @remarks |
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| 368 | You animate an entity by updating the animation state objects. Each of these represents the |
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| 369 | current state of each animation available to the entity. The AnimationState objects are |
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| 370 | initialised from the Mesh object. |
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| 371 | */ |
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| 372 | AnimationState* getAnimationState(const String& name) const; |
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| 373 | /** For entities based on animated meshes, gets the AnimationState objects for all animations. |
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| 374 | @returns |
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| 375 | In case the entity is animated, this functions returns the pointer to a AnimationStateSet |
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| 376 | containing all animations of the entries. If the entity is not animated, it returns 0. |
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| 377 | @remarks |
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| 378 | You animate an entity by updating the animation state objects. Each of these represents the |
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| 379 | current state of each animation available to the entity. The AnimationState objects are |
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| 380 | initialised from the Mesh object. |
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| 381 | */ |
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| 382 | AnimationStateSet* getAllAnimationStates(void) const; |
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| 383 | |
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| 384 | /** Tells the Entity whether or not it should display it's skeleton, if it has one. |
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| 385 | */ |
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| 386 | void setDisplaySkeleton(bool display); |
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| 387 | |
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| 388 | /** Returns whether or not the entity is currently displaying its skeleton. |
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| 389 | */ |
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| 390 | bool getDisplaySkeleton(void) const; |
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| 391 | |
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| 392 | |
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| 393 | /** Gets a pointer to the entity representing the numbered manual level of detail. |
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| 394 | @remarks |
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| 395 | The zero-based index never includes the original entity, unlike |
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| 396 | Mesh::getLodLevel. |
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| 397 | */ |
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| 398 | Entity* getManualLodLevel(size_t index) const; |
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| 399 | |
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| 400 | /** Returns the number of manual levels of detail that this entity supports. |
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| 401 | @remarks |
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| 402 | This number never includes the original entity, it is difference |
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| 403 | with Mesh::getNumLodLevels. |
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| 404 | */ |
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| 405 | size_t getNumManualLodLevels(void) const; |
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| 406 | |
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| 407 | /** Sets a level-of-detail bias for the mesh detail of this entity. |
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| 408 | @remarks |
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| 409 | Level of detail reduction is normally applied automatically based on the Mesh |
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| 410 | settings. However, it is possible to influence this behaviour for this entity |
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| 411 | by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this |
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| 412 | entity up or down depending on your requirements. You might want to use this |
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| 413 | if there was a particularly important entity in your scene which you wanted to |
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| 414 | detail better than the others, such as a player model. |
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| 415 | @par |
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| 416 | There are three parameters to this method; the first is a factor to apply; it |
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| 417 | defaults to 1.0 (no change), by increasing this to say 2.0, this model would |
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| 418 | take twice as long to reduce in detail, whilst at 0.5 this entity would use lower |
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| 419 | detail versions twice as quickly. The other 2 parameters are hard limits which |
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| 420 | let you set the maximum and minimum level-of-detail version to use, after all |
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| 421 | other calculations have been made. This lets you say that this entity should |
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| 422 | never be simplified, or that it can only use LODs below a certain level even |
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| 423 | when right next to the camera. |
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| 424 | @param factor Proportional factor to apply to the distance at which LOD is changed. |
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| 425 | Higher values increase the distance at which higher LODs are displayed (2.0 is |
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| 426 | twice the normal distance, 0.5 is half). |
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| 427 | @param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower |
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| 428 | indexes are higher detail: index 0 is the original full detail model). |
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| 429 | @param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher |
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| 430 | indexes are lower detail). Use something like 99 if you want unlimited LODs (the actual |
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| 431 | LOD will be limited by the number in the Mesh) |
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| 432 | */ |
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| 433 | void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99); |
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| 434 | |
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| 435 | /** Sets a level-of-detail bias for the material detail of this entity. |
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| 436 | @remarks |
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| 437 | Level of detail reduction is normally applied automatically based on the Material |
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| 438 | settings. However, it is possible to influence this behaviour for this entity |
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| 439 | by adjusting the LOD bias. This 'nudges' the material level of detail used for this |
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| 440 | entity up or down depending on your requirements. You might want to use this |
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| 441 | if there was a particularly important entity in your scene which you wanted to |
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| 442 | detail better than the others, such as a player model. |
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| 443 | @par |
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| 444 | There are three parameters to this method; the first is a factor to apply; it |
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| 445 | defaults to 1.0 (no change), by increasing this to say 2.0, this entity would |
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| 446 | take twice as long to use a lower detail material, whilst at 0.5 this entity |
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| 447 | would use lower detail versions twice as quickly. The other 2 parameters are |
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| 448 | hard limits which let you set the maximum and minimum level-of-detail index |
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| 449 | to use, after all other calculations have been made. This lets you say that |
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| 450 | this entity should never be simplified, or that it can only use LODs below |
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| 451 | a certain level even when right next to the camera. |
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| 452 | @param factor Proportional factor to apply to the distance at which LOD is changed. |
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| 453 | Higher values increase the distance at which higher LODs are displayed (2.0 is |
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| 454 | twice the normal distance, 0.5 is half). |
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| 455 | @param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower |
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| 456 | indexes are higher detail: index 0 is the original full detail model). |
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| 457 | @param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher |
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| 458 | indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual |
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| 459 | LOD will be limited by the number of lod indexes used in the Material) |
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| 460 | */ |
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| 461 | void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99); |
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| 462 | |
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| 463 | /** Sets whether the polygon mode of this entire entity may be |
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| 464 | overridden by the camera detail settings. |
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| 465 | */ |
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| 466 | void setPolygonModeOverrideable(bool PolygonModeOverrideable); |
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| 467 | /** Attaches another object to a certain bone of the skeleton which this entity uses. |
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| 468 | @remarks |
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| 469 | This method can be used to attach another object to an animated part of this entity, |
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| 470 | by attaching it to a bone in the skeleton (with an offset if required). As this entity |
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| 471 | is animated, the attached object will move relative to the bone to which it is attached. |
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| 472 | @par |
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| 473 | An exception is thrown if the movable object is already attached to the bone, another bone or scenenode. |
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| 474 | If the entity has no skeleton or the bone name cannot be found then an exception is thrown. |
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| 475 | @param boneName The name of the bone (in the skeleton) to attach this object |
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| 476 | @param pMovable Pointer to the object to attach |
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| 477 | @param offsetOrientation An adjustment to the orientation of the attached object, relative to the bone. |
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| 478 | @param offsetPosition An adjustment to the position of the attached object, relative to the bone. |
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| 479 | @returns The TagPoint to which the object has been attached |
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| 480 | */ |
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| 481 | TagPoint* attachObjectToBone(const String &boneName, |
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| 482 | MovableObject *pMovable, |
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| 483 | const Quaternion &offsetOrientation = Quaternion::IDENTITY, |
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| 484 | const Vector3 &offsetPosition = Vector3::ZERO); |
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| 485 | |
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| 486 | /** Detach a MovableObject previously attached using attachObjectToBone. |
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| 487 | If the movable object name is not found then an exception is raised. |
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| 488 | @param movableName is the name of the movable object to be detached. |
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| 489 | */ |
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| 490 | MovableObject* detachObjectFromBone(const String &movableName); |
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| 491 | |
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| 492 | /** Detaches an object by pointer. |
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| 493 | @remarks |
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| 494 | Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. |
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| 495 | But sometimes the object may be not in the child object list because it is a lod entity, |
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| 496 | this method can safely detect and ignore in this case and won't raise an exception. |
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| 497 | */ |
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| 498 | void detachObjectFromBone(MovableObject* obj); |
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| 499 | |
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| 500 | /// Detach all MovableObjects previously attached using attachObjectToBone |
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| 501 | void detachAllObjectsFromBone(void); |
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| 502 | |
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| 503 | typedef MapIterator<ChildObjectList> ChildObjectListIterator; |
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| 504 | /** Gets an iterator to the list of objects attached to bones on this entity. */ |
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| 505 | ChildObjectListIterator getAttachedObjectIterator(void); |
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| 506 | /** @see MovableObject::getBoundingRadius */ |
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| 507 | Real getBoundingRadius(void) const; |
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| 508 | |
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| 509 | /** @copy MovableObject::getWorldBoundingBox */ |
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| 510 | const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const; |
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| 511 | /** @copy MovableObject::getWorldBoundingSphere */ |
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| 512 | const Sphere& getWorldBoundingSphere(bool derive = false) const; |
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| 513 | |
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| 514 | /** If set to true, this forces normals of this entity to be normalised |
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| 515 | dynamically by the hardware. |
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| 516 | @remarks |
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| 517 | This option can be used to prevent lighting variations when scaling an |
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| 518 | Entity using a SceneNode - normally because this scaling is hardware |
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| 519 | based, the normals get scaled too which causes lighting to become inconsistent. |
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| 520 | However, this has an overhead so only do this if you really need to. |
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| 521 | */ |
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| 522 | void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; } |
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| 523 | |
---|
| 524 | /** Returns true if this entity has auto-normalisation of normals set. */ |
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| 525 | bool getNormaliseNormals(void) const {return mNormaliseNormals; } |
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| 526 | |
---|
| 527 | |
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| 528 | /** Overridden member from ShadowCaster. */ |
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| 529 | EdgeData* getEdgeList(void); |
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| 530 | /** Overridden member from ShadowCaster. */ |
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| 531 | bool hasEdgeList(void); |
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| 532 | /** Overridden member from ShadowCaster. */ |
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| 533 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
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| 534 | ShadowTechnique shadowTechnique, const Light* light, |
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| 535 | HardwareIndexBufferSharedPtr* indexBuffer, |
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| 536 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); |
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| 537 | |
---|
| 538 | /** Internal method for retrieving bone matrix information. */ |
---|
| 539 | const Matrix4* _getBoneMatrices(void) const { return mBoneMatrices;} |
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| 540 | /** Internal method for retrieving bone matrix information. */ |
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| 541 | unsigned short _getNumBoneMatrices(void) const { return mNumBoneMatrices; } |
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| 542 | /** Returns whether or not this entity is skeletally animated. */ |
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| 543 | bool hasSkeleton(void) const { return mSkeletonInstance != 0; } |
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| 544 | /** Get this Entity's personal skeleton instance. */ |
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| 545 | SkeletonInstance* getSkeleton(void) const { return mSkeletonInstance; } |
---|
| 546 | /** Returns whether or not hardware animation is enabled. |
---|
| 547 | @remarks |
---|
| 548 | Because fixed-function indexed vertex blending is rarely supported |
---|
| 549 | by existing graphics cards, hardware animation can only be done if |
---|
| 550 | the vertex programs in the materials used to render an entity support |
---|
| 551 | it. Therefore, this method will only return true if all the materials |
---|
| 552 | assigned to this entity have vertex programs assigned, and all those |
---|
| 553 | vertex programs must support 'includes_morph_animation true' if using |
---|
| 554 | morph animation, 'includes_pose_animation true' if using pose animation |
---|
| 555 | and 'includes_skeletal_animation true' if using skeletal animation. |
---|
| 556 | */ |
---|
| 557 | bool isHardwareAnimationEnabled(void) const { return mHardwareAnimation; } |
---|
| 558 | |
---|
| 559 | /** Overridden from MovableObject */ |
---|
| 560 | void _notifyAttached(Node* parent, bool isTagPoint = false); |
---|
| 561 | /** Returns the number of requests that have been made for software animation |
---|
| 562 | @remarks |
---|
| 563 | If non-zero then software animation will be performed in updateAnimation |
---|
| 564 | regardless of the current setting of isHardwareAnimationEnabled or any |
---|
| 565 | internal optimise for eliminate software animation. Requests for software |
---|
| 566 | animation are made by calling the addSoftwareAnimationRequest() method. |
---|
| 567 | */ |
---|
| 568 | int getSoftwareAnimationRequests(void) const { return mSoftwareAnimationRequests; } |
---|
| 569 | /** Returns the number of requests that have been made for software animation of normals |
---|
| 570 | @remarks |
---|
| 571 | If non-zero, and getSoftwareAnimationRequests() also returns non-zero, |
---|
| 572 | then software animation of normals will be performed in updateAnimation |
---|
| 573 | regardless of the current setting of isHardwareAnimationEnabled or any |
---|
| 574 | internal optimise for eliminate software animation. Currently it is not |
---|
| 575 | possible to force software animation of only normals. Consequently this |
---|
| 576 | value is always less than or equal to that returned by getSoftwareAnimationRequests(). |
---|
| 577 | Requests for software animation of normals are made by calling the |
---|
| 578 | addSoftwareAnimationRequest() method with 'true' as the parameter. |
---|
| 579 | */ |
---|
| 580 | int getSoftwareAnimationNormalsRequests(void) const { return mSoftwareAnimationNormalsRequests; } |
---|
| 581 | /** Add a request for software animation |
---|
| 582 | @remarks |
---|
| 583 | Tells the entity to perform animation calculations for skeletal/vertex |
---|
| 584 | animations in software, regardless of the current setting of |
---|
| 585 | isHardwareAnimationEnabled(). Software animation will be performed |
---|
| 586 | any time one or more requests have been made. If 'normalsAlso' is |
---|
| 587 | 'true', then the entity will also do software blending on normal |
---|
| 588 | vectors, in addition to positions. This advanced method useful for |
---|
| 589 | situations in which access to actual mesh vertices is required, |
---|
| 590 | such as accurate collision detection or certain advanced shading |
---|
| 591 | techniques. When software animation is no longer needed, |
---|
| 592 | the caller of this method should always remove the request by calling |
---|
| 593 | removeSoftwareAnimationRequest(), passing the same value for |
---|
| 594 | 'normalsAlso'. |
---|
| 595 | */ |
---|
| 596 | void addSoftwareAnimationRequest(bool normalsAlso); |
---|
| 597 | /** Removes a request for software animation |
---|
| 598 | @remarks |
---|
| 599 | Calling this decrements the entity's internal counter of the number |
---|
| 600 | of requests for software animation. If the counter is already zero |
---|
| 601 | then calling this method throws an exception. The 'normalsAlso' |
---|
| 602 | flag if set to 'true' will also decrement the internal counter of |
---|
| 603 | number of requests for software animation of normals. |
---|
| 604 | */ |
---|
| 605 | void removeSoftwareAnimationRequest(bool normalsAlso); |
---|
| 606 | |
---|
| 607 | /** Shares the SkeletonInstance with the supplied entity. |
---|
| 608 | * Note that in order for this to work, both entities must have the same |
---|
| 609 | * Skeleton. |
---|
| 610 | */ |
---|
| 611 | void shareSkeletonInstanceWith(Entity* entity); |
---|
| 612 | |
---|
| 613 | /** Returns whether or not this entity is either morph or pose animated. |
---|
| 614 | */ |
---|
| 615 | bool hasVertexAnimation(void) const; |
---|
| 616 | |
---|
| 617 | |
---|
| 618 | /** Stops sharing the SkeletonInstance with other entities. |
---|
| 619 | */ |
---|
| 620 | void stopSharingSkeletonInstance(); |
---|
| 621 | |
---|
| 622 | |
---|
| 623 | /** |
---|
| 624 | * Returns whether this entity shares it's SkeltonInstance with other entity instances. |
---|
| 625 | */ |
---|
| 626 | inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; } |
---|
| 627 | |
---|
| 628 | /** |
---|
| 629 | * Returns a pointer to the set of entities which share a SkeletonInstance. |
---|
| 630 | * If this instance does not share it's SkeletonInstance with other instances NULL will be returned |
---|
| 631 | */ |
---|
| 632 | inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; } |
---|
| 633 | |
---|
| 634 | /** Updates the internal animation state set to include the latest |
---|
| 635 | available animations from the attached skeleton. |
---|
| 636 | @remarks |
---|
| 637 | Use this method if you manually add animations to a skeleton, or have |
---|
| 638 | linked the skeleton to another for animation purposes since creating |
---|
| 639 | this entity. |
---|
| 640 | @note |
---|
| 641 | If you have called getAnimationState prior to calling this method, |
---|
| 642 | the pointers will still remain valid. |
---|
| 643 | */ |
---|
| 644 | void refreshAvailableAnimationState(void); |
---|
| 645 | |
---|
| 646 | /** Advanced method to perform all the updates required for an animated entity. |
---|
| 647 | @remarks |
---|
| 648 | You don't normally need to call this, but it's here incase you wish |
---|
| 649 | to manually update the animation of an Entity at a specific point in |
---|
| 650 | time. Animation will not be updated more than once a frame no matter |
---|
| 651 | how many times you call this method. |
---|
| 652 | */ |
---|
| 653 | void _updateAnimation(void); |
---|
| 654 | |
---|
| 655 | /** Tests if any animation applied to this entity. |
---|
| 656 | @remarks |
---|
| 657 | An entity is animated if any animation state is enabled, or any manual bone |
---|
| 658 | applied to the skeleton. |
---|
| 659 | */ |
---|
| 660 | bool _isAnimated(void) const; |
---|
| 661 | |
---|
| 662 | /** Tests if skeleton was animated. |
---|
| 663 | */ |
---|
| 664 | bool _isSkeletonAnimated(void) const; |
---|
| 665 | |
---|
| 666 | /** Advanced method to get the temporarily blended skeletal vertex information |
---|
| 667 | for entities which are software skinned. |
---|
| 668 | @remarks |
---|
| 669 | Internal engine will eliminate software animation if possible, this |
---|
| 670 | information is unreliable unless added request for software animation |
---|
| 671 | via addSoftwareAnimationRequest. |
---|
| 672 | @note |
---|
| 673 | The positions/normals of the returned vertex data is in object space. |
---|
| 674 | */ |
---|
| 675 | VertexData* _getSkelAnimVertexData(void) const; |
---|
| 676 | /** Advanced method to get the temporarily blended software vertex animation information |
---|
| 677 | @remarks |
---|
| 678 | Internal engine will eliminate software animation if possible, this |
---|
| 679 | information is unreliable unless added request for software animation |
---|
| 680 | via addSoftwareAnimationRequest. |
---|
| 681 | @note |
---|
| 682 | The positions/normals of the returned vertex data is in object space. |
---|
| 683 | */ |
---|
| 684 | VertexData* _getSoftwareVertexAnimVertexData(void) const; |
---|
| 685 | /** Advanced method to get the hardware morph vertex information |
---|
| 686 | @note |
---|
| 687 | The positions/normals of the returned vertex data is in object space. |
---|
| 688 | */ |
---|
| 689 | VertexData* _getHardwareVertexAnimVertexData(void) const; |
---|
| 690 | /** Advanced method to get the temp buffer information for software |
---|
| 691 | skeletal animation. |
---|
| 692 | */ |
---|
| 693 | TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void); |
---|
| 694 | /** Advanced method to get the temp buffer information for software |
---|
| 695 | morph animation. |
---|
| 696 | */ |
---|
| 697 | TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void); |
---|
| 698 | /// Override to return specific type flag |
---|
| 699 | uint32 getTypeFlags(void) const; |
---|
| 700 | /// Retrieve the VertexData which should be used for GPU binding |
---|
| 701 | VertexData* getVertexDataForBinding(void); |
---|
| 702 | |
---|
| 703 | /// Identify which vertex data we should be sending to the renderer |
---|
| 704 | enum VertexDataBindChoice |
---|
| 705 | { |
---|
| 706 | BIND_ORIGINAL, |
---|
| 707 | BIND_SOFTWARE_SKELETAL, |
---|
| 708 | BIND_SOFTWARE_MORPH, |
---|
| 709 | BIND_HARDWARE_MORPH |
---|
| 710 | }; |
---|
| 711 | /// Choose which vertex data to bind to the renderer |
---|
| 712 | VertexDataBindChoice chooseVertexDataForBinding(bool hasVertexAnim) const; |
---|
| 713 | |
---|
| 714 | /** Are buffers already marked as vertex animated? */ |
---|
| 715 | bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; } |
---|
| 716 | /** Mark just this vertex data as animated. |
---|
| 717 | */ |
---|
| 718 | void _markBuffersUsedForAnimation(void); |
---|
| 719 | |
---|
| 720 | /** Has this Entity been initialised yet? |
---|
| 721 | @remarks |
---|
| 722 | If this returns false, it means this Entity hasn't been completely |
---|
| 723 | constructed yet from the underlying resources (Mesh, Skeleton), which |
---|
| 724 | probably means they were delay-loaded and aren't available yet. This |
---|
| 725 | Entity won't render until it has been successfully initialised, nor |
---|
| 726 | will many of the manipulation methods function. |
---|
| 727 | */ |
---|
| 728 | bool isInitialised(void) const { return mInitialised; } |
---|
| 729 | |
---|
| 730 | /** Try to initialise the Entity from the underlying resources. |
---|
| 731 | @remarks |
---|
| 732 | This method builds the internal structures of the Entity based on it |
---|
| 733 | resources (Mesh, Skeleton). This may or may not succeed if the |
---|
| 734 | resources it references have been earmarked for background loading, |
---|
| 735 | so you should check isInitialised afterwards to see if it was sucessful. |
---|
| 736 | @param forceReinitialise If true, this forces the Entity to tear down it's |
---|
| 737 | internal structures and try to rebuild them. Useful if you changed the |
---|
| 738 | content of a Mesh or Skeleton at runtime. |
---|
| 739 | */ |
---|
| 740 | void _initialise(bool forceReinitialise = false); |
---|
| 741 | /** Tear down the internal structures of this Entity, rendering it uninitialised. */ |
---|
| 742 | void _deinitialise(void); |
---|
| 743 | |
---|
| 744 | /** Resource::Listener hook to notify Entity that a delay-loaded Mesh is |
---|
| 745 | complete. |
---|
| 746 | */ |
---|
| 747 | void backgroundLoadingComplete(Resource* res); |
---|
| 748 | |
---|
| 749 | |
---|
| 750 | |
---|
| 751 | }; |
---|
| 752 | |
---|
| 753 | /** Factory object for creating Entity instances */ |
---|
| 754 | class _OgreExport EntityFactory : public MovableObjectFactory |
---|
| 755 | { |
---|
| 756 | protected: |
---|
| 757 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); |
---|
| 758 | public: |
---|
| 759 | EntityFactory() {} |
---|
| 760 | ~EntityFactory() {} |
---|
| 761 | |
---|
| 762 | static String FACTORY_TYPE_NAME; |
---|
| 763 | |
---|
| 764 | const String& getType(void) const; |
---|
| 765 | void destroyInstance( MovableObject* obj); |
---|
| 766 | |
---|
| 767 | }; |
---|
| 768 | |
---|
| 769 | } // namespace |
---|
| 770 | |
---|
| 771 | #endif |
---|