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source: downloads/OgreMain/include/OgreSubEntity.h @ 1

Last change on this file since 1 was 1, checked in by landauf, 17 years ago
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __SubEntity_H__
30#define __SubEntity_H__
31
32#include "OgrePrerequisites.h"
33
34#include "OgreString.h"
35#include "OgreRenderable.h"
36#include "OgreHardwareBufferManager.h"
37
38namespace Ogre {
39
40    /** Utility class which defines the sub-parts of an Entity.
41        @remarks
42            Just as meshes are split into submeshes, an Entity is made up of
43            potentially multiple SubMeshes. These are mainly here to provide the
44            link between the Material which the SubEntity uses (which may be the
45            default Material for the SubMesh or may have been changed for this
46            object) and the SubMesh data.
47        @par
48            The SubEntity also allows the application some flexibility in the
49            material properties for this section of a particular instance of this
50            Mesh, e.g. tinting the windows on a car model.
51        @par
52            SubEntity instances are never created manually. They are created at
53            the same time as their parent Entity by the SceneManager method
54            createEntity.
55    */
56    class _OgreExport SubEntity: public Renderable
57    {
58        // Note no virtual functions for efficiency
59        friend class Entity;
60        friend class SceneManager;
61    protected:
62        /** Private constructor - don't allow creation by anybody else.
63        */
64        SubEntity(Entity* parent, SubMesh* subMeshBasis);
65
66        /** Private destructor.
67        */
68        virtual ~SubEntity();
69
70        /// Pointer to parent.
71        Entity* mParentEntity;
72
73        /// Name of Material in use by this SubEntity.
74        String mMaterialName;
75
76        /// Cached pointer to material.
77        MaterialPtr mpMaterial;
78
79        // Pointer to the SubMesh defining geometry.
80        SubMesh* mSubMesh;
81
82        /// Is this SubEntity visible?
83        bool mVisible;
84
85                /// The LOD number of the material to use, calculated by Entity::_notifyCurrentCamera
86                unsigned short mMaterialLodIndex;
87
88        /// blend buffer details for dedicated geometry
89        VertexData* mSkelAnimVertexData;
90        /// Quick lookup of buffers
91        TempBlendedBufferInfo mTempSkelAnimInfo;
92                /// Temp buffer details for software Vertex anim geometry
93                TempBlendedBufferInfo mTempVertexAnimInfo;
94                /// Vertex data details for software Vertex anim of shared geometry
95                VertexData* mSoftwareVertexAnimVertexData;
96                /// Vertex data details for hardware Vertex anim of shared geometry
97                /// - separate since we need to s/w anim for shadows whilst still altering
98                ///   the vertex data for hardware morphing (pos2 binding)
99                VertexData* mHardwareVertexAnimVertexData;
100                /// Have we applied any vertex animation to geometry?
101                bool mVertexAnimationAppliedThisFrame;
102                /// Number of hardware blended poses supported by material
103                ushort mHardwarePoseCount;
104                /// Cached distance to last camera for getSquaredViewDepth
105                mutable Real mCachedCameraDist;
106                /// The camera for which the cached distance is valid
107                mutable const Camera *mCachedCamera;
108
109        /** Internal method for preparing this Entity for use in animation. */
110        void prepareTempBlendBuffers(void);
111
112    public:
113        /** Gets the name of the Material in use by this instance.
114        */
115        const String& getMaterialName() const;
116
117        /** Sets the name of the Material to be used.
118            @remarks
119                By default a SubEntity uses the default Material that the SubMesh
120                uses. This call can alter that so that the Material is different
121                for this instance.
122        */
123        void setMaterialName( const String& name );
124
125        /** Tells this SubEntity whether to be visible or not. */
126        virtual void setVisible(bool visible);
127
128        /** Returns whether or not this SubEntity is supposed to be visible. */
129        virtual bool isVisible(void) const;
130
131        /** Accessor method to read mesh data.
132        */
133        SubMesh* getSubMesh(void);
134
135                /** Accessor to get parent Entity */
136                Entity* getParent(void) const { return mParentEntity; }
137
138        /** Overridden - see Renderable.
139        */
140        const MaterialPtr& getMaterial(void) const;
141
142        /** Overridden - see Renderable.
143        */
144        Technique* getTechnique(void) const;
145
146        /** Overridden - see Renderable.
147        */
148        void getRenderOperation(RenderOperation& op);
149
150        /** Overridden - see Renderable.
151        */
152        void getWorldTransforms(Matrix4* xform) const;
153        /** @copydoc Renderable::getWorldOrientation */
154        const Quaternion& getWorldOrientation(void) const;
155        /** @copydoc Renderable::getWorldPosition */
156        const Vector3& getWorldPosition(void) const;
157        /** Overridden - see Renderable.
158        */
159        bool getNormaliseNormals(void) const;     
160        /** Overridden - see Renderable.
161        */
162        unsigned short getNumWorldTransforms(void) const;
163        /** Overridden, see Renderable */
164        Real getSquaredViewDepth(const Camera* cam) const;
165        /** @copydoc Renderable::getLights */
166        const LightList& getLights(void) const;
167        /** @copydoc Renderable::getCastsShadows */
168        bool getCastsShadows(void) const;
169                /** Advanced method to get the temporarily blended vertex information
170                for entities which are software skinned.
171        @remarks
172            Internal engine will eliminate software animation if possible, this
173            information is unreliable unless added request for software animation
174            via Entity::addSoftwareAnimationRequest.
175        @note
176            The positions/normals of the returned vertex data is in object space.
177                */
178                VertexData* _getSkelAnimVertexData(void);
179                /** Advanced method to get the temporarily blended software morph vertex information
180        @remarks
181            Internal engine will eliminate software animation if possible, this
182            information is unreliable unless added request for software animation
183            via Entity::addSoftwareAnimationRequest.
184        @note
185            The positions/normals of the returned vertex data is in object space.
186                */
187                VertexData* _getSoftwareVertexAnimVertexData(void);
188                /** Advanced method to get the hardware morph vertex information
189        @note
190            The positions/normals of the returned vertex data is in object space.
191                */
192                VertexData* _getHardwareVertexAnimVertexData(void);
193                /** Advanced method to get the temp buffer information for software
194                skeletal animation.
195                */
196                TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void);
197                /** Advanced method to get the temp buffer information for software
198                morph animation.
199                */
200                TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void);
201                /// Retrieve the VertexData which should be used for GPU binding
202                VertexData* getVertexDataForBinding(void);
203
204                /** Mark all vertex data as so far unanimated.
205                */
206                void _markBuffersUnusedForAnimation(void);
207                /** Mark all vertex data as animated.
208                */
209                void _markBuffersUsedForAnimation(void);
210                /** Are buffers already marked as vertex animated? */
211                bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; }
212                /** Internal method to copy original vertex data to the morph structures
213                should there be no active animation in use.
214                */
215                void _restoreBuffersForUnusedAnimation(bool hardwareAnimation);
216
217                /** Overridden from Renderble to provide some custom behaviour. */
218                void _updateCustomGpuParameter(
219                        const GpuProgramParameters::AutoConstantEntry& constantEntry,
220                        GpuProgramParameters* params) const;
221
222                /** Invalidate the camera distance cache */
223                void _invalidateCameraCache ()
224                { mCachedCamera = 0; }
225    };
226
227}
228
229
230#endif
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