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 | |
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30 | #ifndef __MovableObject_H__ |
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31 | #define __MovableObject_H__ |
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32 | |
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33 | // Precompiler options |
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34 | #include "OgrePrerequisites.h" |
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35 | #include "OgreRenderQueue.h" |
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36 | #include "OgreAxisAlignedBox.h" |
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37 | #include "OgreSphere.h" |
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38 | #include "OgreShadowCaster.h" |
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39 | #include "OgreFactoryObj.h" |
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40 | #include "OgreAnimable.h" |
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41 | #include "OgreAny.h" |
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42 | #include "OgreUserDefinedObject.h" |
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43 | |
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44 | namespace Ogre { |
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45 | |
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46 | // Forward declaration |
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47 | class MovableObjectFactory; |
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48 | |
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49 | /** Abstract class definining a movable object in a scene. |
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50 | @remarks |
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51 | Instances of this class are discrete, relatively small, movable objects |
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52 | which are attached to SceneNode objects to define their position. |
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53 | */ |
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54 | class _OgreExport MovableObject : public ShadowCaster, public AnimableObject |
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55 | { |
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56 | public: |
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57 | /** Listener which gets called back on MovableObject events. |
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58 | */ |
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59 | class _OgreExport Listener |
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60 | { |
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61 | public: |
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62 | Listener(void) {} |
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63 | virtual ~Listener() {} |
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64 | /** MovableObject is being destroyed */ |
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65 | virtual void objectDestroyed(MovableObject*) {} |
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66 | /** MovableObject has been attached to a node */ |
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67 | virtual void objectAttached(MovableObject*) {} |
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68 | /** MovableObject has been detached from a node */ |
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69 | virtual void objectDetached(MovableObject*) {} |
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70 | /** MovableObject has been moved */ |
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71 | virtual void objectMoved(MovableObject*) {} |
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72 | /** Called when the movable object of the camera to be used for rendering. |
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73 | @returns |
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74 | true if allows queue for rendering, false otherwise. |
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75 | */ |
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76 | virtual bool objectRendering(const MovableObject*, const Camera*) { return true; } |
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77 | /** Called when the movable object needs to query a light list. |
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78 | @remarks |
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79 | If you want to customize light finding for this object, you should override |
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80 | this method and hook into MovableObject via MovableObject::setListener. |
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81 | Be aware that the default method caches results within a frame to |
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82 | prevent unnecessary recalculation, so if you override this you |
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83 | should provide your own cacheing to maintain performance. |
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84 | @note |
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85 | If you use texture shadows, there is an additional restriction - |
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86 | since the lights which should have shadow textures rendered for |
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87 | them are determined based on the entire frustum, and not per-object, |
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88 | it is important that the lights returned at the start of this |
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89 | list (up to the number of shadow textures available) are the same |
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90 | lights that were used to generate the shadow textures, |
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91 | and they are in the same order (particularly for additive effects). |
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92 | @returns |
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93 | A pointer to a light list if you populated the light list yourself, or |
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94 | NULL to fall back on the default finding process. |
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95 | */ |
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96 | virtual const LightList* objectQueryLights(const MovableObject*) { return 0; } |
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97 | }; |
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98 | |
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99 | protected: |
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100 | /// Name of this object |
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101 | String mName; |
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102 | /// Creator of this object (if created by a factory) |
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103 | MovableObjectFactory* mCreator; |
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104 | /// SceneManager holding this object (if applicable) |
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105 | SceneManager* mManager; |
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106 | /// node to which this object is attached |
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107 | Node* mParentNode; |
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108 | bool mParentIsTagPoint; |
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109 | /// Is this object visible? |
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110 | bool mVisible; |
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111 | /// Upper distance to still render |
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112 | Real mUpperDistance; |
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113 | Real mSquaredUpperDistance; |
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114 | /// Hidden because of distance? |
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115 | bool mBeyondFarDistance; |
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116 | /// User defined link to another object / value / whatever |
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117 | Any mUserAny; |
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118 | /// The render queue to use when rendering this object |
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119 | uint8 mRenderQueueID; |
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120 | /// Flags whether the RenderQueue's default should be used. |
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121 | bool mRenderQueueIDSet; |
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122 | /// Flags determining whether this object is included / excluded from scene queries |
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123 | uint32 mQueryFlags; |
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124 | /// Flags determining whether this object is visible (compared to SceneManager mask) |
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125 | uint32 mVisibilityFlags; |
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126 | /// Cached world AABB of this object |
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127 | mutable AxisAlignedBox mWorldAABB; |
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128 | // Cached world bounding sphere |
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129 | mutable Sphere mWorldBoundingSphere; |
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130 | /// World space AABB of this object's dark cap |
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131 | mutable AxisAlignedBox mWorldDarkCapBounds; |
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132 | /// Does this object cast shadows? |
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133 | bool mCastShadows; |
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134 | |
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135 | /// Does rendering this object disabled by listener? |
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136 | bool mRenderingDisabled; |
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137 | /// MovableObject listener - only one allowed (no list) for size & performance reasons. */ |
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138 | Listener* mListener; |
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139 | |
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140 | /// List of lights for this object |
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141 | mutable LightList mLightList; |
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142 | /// The last frame that this light list was updated in |
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143 | mutable ulong mLightListUpdated; |
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144 | |
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145 | // Static members |
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146 | /// Default query flags |
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147 | static uint32 msDefaultQueryFlags; |
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148 | /// Default visibility flags |
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149 | static uint32 msDefaultVisibilityFlags; |
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150 | |
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151 | |
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152 | |
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153 | public: |
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154 | /// Constructor |
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155 | MovableObject(); |
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156 | |
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157 | /// Named constructor |
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158 | MovableObject(const String& name); |
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159 | /** Virtual destructor - read Scott Meyers if you don't know why this is needed. |
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160 | */ |
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161 | virtual ~MovableObject(); |
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162 | |
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163 | /** Notify the object of it's creator (internal use only) */ |
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164 | virtual void _notifyCreator(MovableObjectFactory* fact) { mCreator = fact; } |
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165 | /** Get the creator of this object, if any (internal use only) */ |
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166 | virtual MovableObjectFactory* _getCreator(void) const { return mCreator; } |
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167 | /** Notify the object of it's manager (internal use only) */ |
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168 | virtual void _notifyManager(SceneManager* man) { mManager = man; } |
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169 | /** Get the manager of this object, if any (internal use only) */ |
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170 | virtual SceneManager* _getManager(void) const { return mManager; } |
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171 | |
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172 | /** Returns the name of this object. */ |
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173 | virtual const String& getName(void) const { return mName; } |
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174 | |
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175 | /** Returns the type name of this object. */ |
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176 | virtual const String& getMovableType(void) const = 0; |
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177 | |
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178 | /** Returns the node to which this object is attached. |
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179 | @remarks |
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180 | A MovableObject may be attached to either a SceneNode or to a TagPoint, |
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181 | the latter case if it's attached to a bone on an animated entity. |
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182 | Both are Node subclasses so this method will return either. |
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183 | */ |
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184 | virtual Node* getParentNode(void) const; |
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185 | |
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186 | /** Returns the scene node to which this object is attached. |
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187 | @remarks |
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188 | A MovableObject may be attached to either a SceneNode or to a TagPoint, |
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189 | the latter case if it's attached to a bone on an animated entity. |
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190 | This method will return the scene node of the parent entity |
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191 | if the latter is true. |
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192 | */ |
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193 | virtual SceneNode* getParentSceneNode(void) const; |
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194 | |
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195 | /** Internal method called to notify the object that it has been attached to a node. |
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196 | */ |
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197 | virtual void _notifyAttached(Node* parent, bool isTagPoint = false); |
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198 | |
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199 | /** Returns true if this object is attached to a SceneNode or TagPoint. */ |
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200 | virtual bool isAttached(void) const; |
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201 | |
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202 | /** Returns true if this object is attached to a SceneNode or TagPoint, |
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203 | and this SceneNode / TagPoint is currently in an active part of the |
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204 | scene graph. */ |
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205 | virtual bool isInScene(void) const; |
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206 | |
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207 | /** Internal method called to notify the object that it has been moved. |
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208 | */ |
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209 | virtual void _notifyMoved(void); |
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210 | |
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211 | /** Internal method to notify the object of the camera to be used for the next rendering operation. |
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212 | @remarks |
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213 | Certain objects may want to do specific processing based on the camera position. This method notifies |
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214 | them incase they wish to do this. |
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215 | */ |
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216 | virtual void _notifyCurrentCamera(Camera* cam); |
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217 | |
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218 | /** Retrieves the local axis-aligned bounding box for this object. |
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219 | @remarks |
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220 | This bounding box is in local coordinates. |
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221 | */ |
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222 | virtual const AxisAlignedBox& getBoundingBox(void) const = 0; |
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223 | |
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224 | /** Retrieves the radius of the origin-centered bounding sphere |
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225 | for this object. |
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226 | */ |
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227 | virtual Real getBoundingRadius(void) const = 0; |
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228 | |
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229 | /** Retrieves the axis-aligned bounding box for this object in world coordinates. */ |
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230 | virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const; |
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231 | /** Retrieves the worldspace bounding sphere for this object. */ |
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232 | virtual const Sphere& getWorldBoundingSphere(bool derive = false) const; |
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233 | /** Internal method by which the movable object must add Renderable subclass instances to the rendering queue. |
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234 | @remarks |
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235 | The engine will call this method when this object is to be rendered. The object must then create one or more |
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236 | Renderable subclass instances which it places on the passed in Queue for rendering. |
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237 | */ |
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238 | virtual void _updateRenderQueue(RenderQueue* queue) = 0; |
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239 | |
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240 | /** Tells this object whether to be visible or not, if it has a renderable component. |
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241 | @note An alternative approach of making an object invisible is to detach it |
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242 | from it's SceneNode, or to remove the SceneNode entirely. |
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243 | Detaching a node means that structurally the scene graph changes. |
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244 | Once this change has taken place, the objects / nodes that have been |
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245 | removed have less overhead to the visbility detection pass than simply |
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246 | making the object invisible, so if you do this and leave the objects |
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247 | out of the tree for a long time, it's faster. However, the act of |
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248 | detaching / reattaching nodes is in itself more expensive than |
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249 | setting an object visibility flag, since in the latter case |
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250 | structural changes are not made. Therefore, small or frequent visbility |
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251 | changes are best done using this method; large or more longer term |
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252 | changes are best done by detaching. |
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253 | */ |
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254 | virtual void setVisible(bool visible); |
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255 | |
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256 | /** Gets this object whether to be visible or not, if it has a renderable component. |
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257 | @remarks |
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258 | Returns the value set by MovableObject::setVisible only. |
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259 | */ |
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260 | virtual bool getVisible(void) const; |
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261 | |
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262 | /** Returns whether or not this object is supposed to be visible or not. |
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263 | @remarks |
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264 | Takes into account both upper rendering distance and visible flag. |
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265 | */ |
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266 | virtual bool isVisible(void) const; |
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267 | |
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268 | /** Sets the distance at which the object is no longer rendered. |
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269 | @param dist Distance beyond which the object will not be rendered |
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270 | (the default is 0, which means objects are always rendered). |
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271 | */ |
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272 | virtual void setRenderingDistance(Real dist) { |
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273 | mUpperDistance = dist; |
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274 | mSquaredUpperDistance = mUpperDistance * mUpperDistance; |
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275 | } |
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276 | |
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277 | /** Gets the distance at which batches are no longer rendered. */ |
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278 | virtual Real getRenderingDistance(void) const { return mUpperDistance; } |
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279 | |
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280 | /** Call this to associate your own custom user object instance with this MovableObject. |
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281 | @remarks |
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282 | By simply making your game / application object a subclass of UserDefinedObject, you |
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283 | can establish a link between an OGRE instance of MovableObject and your own application |
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284 | classes. Call this method to establish the link. |
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285 | */ |
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286 | virtual void setUserObject(UserDefinedObject* obj) { mUserAny = Any(obj); } |
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287 | /** Retrieves a pointer to a custom application object associated with this movable by an earlier |
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288 | call to setUserObject. |
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289 | */ |
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290 | virtual UserDefinedObject* getUserObject(void) |
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291 | { |
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292 | return mUserAny.isEmpty() ? 0 : any_cast<UserDefinedObject*>(mUserAny); |
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293 | } |
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294 | |
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295 | /** Sets any kind of user value on this object. |
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296 | @remarks |
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297 | This method allows you to associate any user value you like with |
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298 | this MovableObject. This can be a pointer back to one of your own |
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299 | classes for instance. |
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300 | @note This value is shared with setUserObject so don't use both! |
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301 | */ |
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302 | virtual void setUserAny(const Any& anything) { mUserAny = anything; } |
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303 | |
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304 | /** Retrieves the custom user value associated with this object. |
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305 | */ |
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306 | virtual const Any& getUserAny(void) const { return mUserAny; } |
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307 | |
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308 | /** Sets the render queue group this entity will be rendered through. |
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309 | @remarks |
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310 | Render queues are grouped to allow you to more tightly control the ordering |
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311 | of rendered objects. If you do not call this method, all Entity objects default |
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312 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this |
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313 | if you want this entity to always appear in front of other objects, e.g. for |
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314 | a 3D menu system or such. |
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315 | @par |
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316 | See RenderQueue for more details. |
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317 | @param queueID Enumerated value of the queue group to use. |
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318 | */ |
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319 | virtual void setRenderQueueGroup(uint8 queueID); |
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320 | |
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321 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ |
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322 | virtual uint8 getRenderQueueGroup(void) const; |
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323 | |
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324 | /// return the full transformation of the parent sceneNode or the attachingPoint node |
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325 | virtual const Matrix4& _getParentNodeFullTransform(void) const; |
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326 | |
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327 | /** Sets the query flags for this object. |
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328 | @remarks |
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329 | When performing a scene query, this object will be included or excluded according |
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330 | to flags on the object and flags on the query. This is a bitwise value, so only when |
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331 | a bit on these flags is set, will it be included in a query asking for that flag. The |
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332 | meaning of the bits is application-specific. |
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333 | */ |
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334 | virtual void setQueryFlags(uint32 flags) { mQueryFlags = flags; } |
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335 | |
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336 | /** As setQueryFlags, except the flags passed as parameters are appended to the |
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337 | existing flags on this object. */ |
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338 | virtual void addQueryFlags(uint32 flags) { mQueryFlags |= flags; } |
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339 | |
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340 | /** As setQueryFlags, except the flags passed as parameters are removed from the |
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341 | existing flags on this object. */ |
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342 | virtual void removeQueryFlags(unsigned long flags) { mQueryFlags &= ~flags; } |
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343 | |
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344 | /// Returns the query flags relevant for this object |
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345 | virtual uint32 getQueryFlags(void) const { return mQueryFlags; } |
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346 | |
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347 | /** Set the default query flags for all future MovableObject instances. |
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348 | */ |
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349 | static void setDefaultQueryFlags(uint32 flags) { msDefaultQueryFlags = flags; } |
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350 | |
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351 | /** Get the default query flags for all future MovableObject instances. |
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352 | */ |
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353 | static uint32 getDefaultQueryFlags() { return msDefaultQueryFlags; } |
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354 | |
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355 | |
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356 | /** Sets the visiblity flags for this object. |
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357 | @remarks |
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358 | As well as a simple true/false value for visibility (as seen in setVisible), |
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359 | you can also set visiblity flags which when 'and'ed with the SceneManager's |
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360 | visibility mask can also make an object invisible. |
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361 | */ |
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362 | virtual void setVisibilityFlags(uint32 flags) { mVisibilityFlags = flags; } |
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363 | |
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364 | /** As setVisibilityFlags, except the flags passed as parameters are appended to the |
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365 | existing flags on this object. */ |
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366 | virtual void addVisibilityFlags(uint32 flags) { mVisibilityFlags |= flags; } |
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367 | |
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368 | /** As setVisibilityFlags, except the flags passed as parameters are removed from the |
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369 | existing flags on this object. */ |
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370 | virtual void removeVisibilityFlags(uint32 flags) { mVisibilityFlags &= ~flags; } |
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371 | |
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372 | /// Returns the visibility flags relevant for this object |
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373 | virtual uint32 getVisibilityFlags(void) const { return mVisibilityFlags; } |
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374 | |
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375 | /** Set the default visibility flags for all future MovableObject instances. |
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376 | */ |
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377 | static void setDefaultVisibilityFlags(uint32 flags) { msDefaultVisibilityFlags = flags; } |
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378 | |
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379 | /** Get the default visibility flags for all future MovableObject instances. |
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380 | */ |
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381 | static uint32 getDefaultVisibilityFlags() { return msDefaultVisibilityFlags; } |
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382 | |
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383 | /** Sets a listener for this object. |
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384 | @remarks |
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385 | Note for size and performance reasons only one listener per object |
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386 | is allowed. |
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387 | */ |
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388 | virtual void setListener(Listener* listener) { mListener = listener; } |
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389 | |
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390 | /** Gets the current listener for this object. |
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391 | */ |
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392 | virtual Listener* getListener(void) const { return mListener; } |
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393 | |
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394 | /** Gets a list of lights, ordered relative to how close they are to this movable object. |
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395 | @remarks |
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396 | By default, this method gives the listener a chance to populate light list first, |
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397 | if there is no listener or Listener::objectQueryLights returns NULL, it'll |
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398 | query the light list from parent entity if it is present, or returns |
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399 | SceneNode::findLights if it has parent scene node, otherwise it just returns |
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400 | an empty list. |
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401 | @par |
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402 | The object internally caches the light list, so it will recalculate |
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403 | it only when object is moved, or lights that affect the frustum have |
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404 | been changed (@see SceneManager::_getLightsDirtyCounter), |
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405 | but if listener exists, it will be called each time, so the listener |
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406 | should implement their own cache mechanism to optimise performance. |
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407 | @par |
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408 | This method can be useful when implementing Renderable::getLights in case |
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409 | the renderable is a part of the movable. |
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410 | @returns The list of lights use to lighting this object. |
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411 | */ |
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412 | virtual const LightList& queryLights(void) const; |
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413 | |
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414 | /// Define a default implementation of method from ShadowCaster which implements no shadows |
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415 | EdgeData* getEdgeList(void) { return NULL; } |
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416 | /// Define a default implementation of method from ShadowCaster which implements no shadows |
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417 | bool hasEdgeList(void) { return false; } |
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418 | /// Define a default implementation of method from ShadowCaster which implements no shadows |
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419 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
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420 | ShadowTechnique shadowTechnique, const Light* light, |
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421 | HardwareIndexBufferSharedPtr* indexBuffer, |
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422 | bool extrudeVertices, Real extrusionDist, unsigned long flags = 0); |
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423 | |
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424 | /** Overridden member from ShadowCaster. */ |
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425 | const AxisAlignedBox& getLightCapBounds(void) const; |
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426 | /** Overridden member from ShadowCaster. */ |
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427 | const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const; |
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428 | /** Sets whether or not this object will cast shadows. |
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429 | @remarks |
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430 | This setting simply allows you to turn on/off shadows for a given object. |
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431 | An object will not cast shadows unless the scene supports it in any case |
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432 | (see SceneManager::setShadowTechnique), and also the material which is |
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433 | in use must also have shadow casting enabled. By default all entities cast |
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434 | shadows. If, however, for some reason you wish to disable this for a single |
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435 | object then you can do so using this method. |
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436 | @note This method normally refers to objects which block the light, but |
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437 | since Light is also a subclass of MovableObject, in that context it means |
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438 | whether the light causes shadows itself. |
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439 | */ |
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440 | void setCastShadows(bool enabled) { mCastShadows = enabled; } |
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441 | /** Returns whether shadow casting is enabled for this object. */ |
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442 | bool getCastShadows(void) const { return mCastShadows; } |
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443 | /** Get the distance to extrude for a point/spot light */ |
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444 | Real getPointExtrusionDistance(const Light* l) const; |
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445 | /** Get the 'type flags' for this MovableObject. |
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446 | @remarks |
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447 | A type flag identifies the type of the MovableObject as a bitpattern. |
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448 | This is used for categorical inclusion / exclusion in SceneQuery |
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449 | objects. By default, this method returns all ones for objects not |
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450 | created by a MovableObjectFactory (hence always including them); |
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451 | otherwise it returns the value assigned to the MovableObjectFactory. |
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452 | Custom objects which don't use MovableObjectFactory will need to |
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453 | override this if they want to be included in queries. |
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454 | */ |
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455 | virtual uint32 getTypeFlags(void) const; |
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456 | |
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457 | |
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458 | |
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459 | |
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460 | |
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461 | }; |
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462 | |
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463 | /** Interface definition for a factory class which produces a certain |
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464 | kind of MovableObject, and can be registered with Root in order |
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465 | to allow all clients to produce new instances of this object, integrated |
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466 | with the standard Ogre processing. |
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467 | */ |
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468 | class _OgreExport MovableObjectFactory |
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469 | { |
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470 | protected: |
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471 | /// Type flag, allocated if requested |
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472 | unsigned long mTypeFlag; |
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473 | |
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474 | /// Internal implementation of create method - must be overridden |
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475 | virtual MovableObject* createInstanceImpl( |
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476 | const String& name, const NameValuePairList* params = 0) = 0; |
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477 | public: |
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478 | MovableObjectFactory() : mTypeFlag(0xFFFFFFFF) {} |
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479 | virtual ~MovableObjectFactory() {} |
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480 | /// Get the type of the object to be created |
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481 | virtual const String& getType(void) const = 0; |
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482 | |
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483 | /** Create a new instance of the object. |
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484 | @param name The name of the new object |
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485 | @param manager The SceneManager instance that will be holding the |
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486 | instance once created. |
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487 | @param params Name/value pair list of additional parameters required to |
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488 | construct the object (defined per subtype). Optional. |
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489 | */ |
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490 | virtual MovableObject* createInstance( |
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491 | const String& name, SceneManager* manager, |
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492 | const NameValuePairList* params = 0); |
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493 | /** Destroy an instance of the object */ |
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494 | virtual void destroyInstance(MovableObject* obj) = 0; |
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495 | |
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496 | /** Does this factory require the allocation of a 'type flag', used to |
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497 | selectively include / exclude this type from scene queries? |
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498 | @remarks |
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499 | The default implementation here is to return 'false', ie not to |
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500 | request a unique type mask from Root. For objects that |
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501 | never need to be excluded in SceneQuery results, that's fine, since |
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502 | the default implementation of MovableObject::getTypeFlags is to return |
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503 | all ones, hence matching any query type mask. However, if you want the |
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504 | objects created by this factory to be filterable by queries using a |
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505 | broad type, you have to give them a (preferably unique) type mask - |
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506 | and given that you don't know what other MovableObject types are |
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507 | registered, Root will allocate you one. |
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508 | */ |
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509 | virtual bool requestTypeFlags(void) const { return false; } |
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510 | /** Notify this factory of the type mask to apply. |
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511 | @remarks |
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512 | This should normally only be called by Root in response to |
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513 | a 'true' result from requestTypeMask. However, you can actually use |
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514 | it yourself if you're careful; for example to assign the same mask |
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515 | to a number of different types of object, should you always wish them |
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516 | to be treated the same in queries. |
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517 | */ |
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518 | void _notifyTypeFlags(unsigned long flag) { mTypeFlag = flag; } |
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519 | |
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520 | /** Gets the type flag for this factory. |
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521 | @remarks |
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522 | A type flag is like a query flag, except that it applies to all instances |
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523 | of a certain type of object. |
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524 | */ |
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525 | unsigned long getTypeFlags(void) const { return mTypeFlag; } |
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526 | |
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527 | }; |
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528 | |
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529 | } |
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530 | #endif |
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