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 |
---|
476 | @param pMovable Pointer to the object to attach |
---|
477 | @param offsetOrientation An adjustment to the orientation of the attached object, relative to the bone. |
---|
478 | @param offsetPosition An adjustment to the position of the attached object, relative to the bone. |
---|
479 | @returns The TagPoint to which the object has been attached |
---|
480 | */ |
---|
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 | |
---|
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. |
---|
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 | |
---|
492 | /** Detaches an object by pointer. |
---|
493 | @remarks |
---|
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 | |
---|
500 | /// Detach all MovableObjects previously attached using attachObjectToBone |
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501 | void detachAllObjectsFromBone(void); |
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502 | |
---|
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 | |
---|
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 | |
---|
514 | /** If set to true, this forces normals of this entity to be normalised |
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515 | dynamically by the hardware. |
---|
516 | @remarks |
---|
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 |
---|
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. |
---|
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. */ |
---|
525 | bool getNormaliseNormals(void) const {return mNormaliseNormals; } |
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526 | |
---|
527 | |
---|
528 | /** Overridden member from ShadowCaster. */ |
---|
529 | EdgeData* getEdgeList(void); |
---|
530 | /** Overridden member from ShadowCaster. */ |
---|
531 | bool hasEdgeList(void); |
---|
532 | /** Overridden member from ShadowCaster. */ |
---|
533 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
---|
534 | ShadowTechnique shadowTechnique, const Light* light, |
---|
535 | HardwareIndexBufferSharedPtr* indexBuffer, |
---|
536 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); |
---|
537 | |
---|
538 | /** Internal method for retrieving bone matrix information. */ |
---|
539 | const Matrix4* _getBoneMatrices(void) const { return mBoneMatrices;} |
---|
540 | /** Internal method for retrieving bone matrix information. */ |
---|
541 | unsigned short _getNumBoneMatrices(void) const { return mNumBoneMatrices; } |
---|
542 | /** Returns whether or not this entity is skeletally animated. */ |
---|
543 | bool hasSkeleton(void) const { return mSkeletonInstance != 0; } |
---|
544 | /** Get this Entity's personal skeleton instance. */ |
---|
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 |
---|