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