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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 __Mesh_H__
30#define __Mesh_H__
31
32#include "OgrePrerequisites.h"
33
34#include "OgreResource.h"
35#include "OgreVertexIndexData.h"
36#include "OgreAxisAlignedBox.h"
37#include "OgreVertexBoneAssignment.h"
38#include "OgreIteratorWrappers.h"
39#include "OgreProgressiveMesh.h"
40#include "OgreHardwareVertexBuffer.h"
41#include "OgreSkeleton.h"
42#include "OgreAnimationTrack.h"
43#include "OgrePose.h"
44
45
46namespace Ogre {
47
48
49    /** Resource holding data about 3D mesh.
50        @remarks
51            This class holds the data used to represent a discrete
52            3-dimensional object. Mesh data usually contains more
53            than just vertices and triangle information; it also
54            includes references to materials (and the faces which use them),
55            level-of-detail reduction information, convex hull definition,
56            skeleton/bones information, keyframe animation etc.
57            However, it is important to note the emphasis on the word
58            'discrete' here. This class does not cover the large-scale
59            sprawling geometry found in level / landscape data.
60        @par
61            Multiple world objects can (indeed should) be created from a
62            single mesh object - see the Entity class for more info.
63            The mesh object will have it's own default
64            material properties, but potentially each world instance may
65            wish to customise the materials from the original. When the object
66            is instantiated into a scene node, the mesh material properties
67            will be taken by default but may be changed. These properties
68            are actually held at the SubMesh level since a single mesh may
69            have parts with different materials.
70        @par
71            As described above, because the mesh may have sections of differing
72            material properties, a mesh is inherently a compound contruct,
73            consisting of one or more SubMesh objects.
74            However, it strongly 'owns' it's SubMeshes such that they
75            are loaded / unloaded at the same time. This is contrary to
76            the approach taken to hierarchically related (but loosely owned)
77            scene nodes, where data is loaded / unloaded separately. Note
78            also that mesh sub-sections (when used in an instantiated object)
79            share the same scene node as the parent.
80    */
81
82
83    struct MeshLodUsage;
84
85    class _OgreExport Mesh: public Resource
86    {
87        friend class SubMesh;
88        friend class MeshSerializerImpl;
89        friend class MeshSerializerImpl_v1_2;
90        friend class MeshSerializerImpl_v1_1;
91
92    public:
93                typedef std::vector<Real> LodDistanceList;
94        /// Multimap of vertex bone assignments (orders by vertex index)
95        typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
96        typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
97        typedef std::vector<SubMesh*> SubMeshList;
98        typedef std::vector<unsigned short> IndexMap;
99
100    protected:
101        /** A list of submeshes which make up this mesh.
102            Each mesh is made up of 1 or more submeshes, which
103            are each based on a single material and can have their
104            own vertex data (they may not - they can share vertex data
105            from the Mesh, depending on preference).
106        */
107        SubMeshList mSubMeshList;
108       
109        /** Internal method for making the space for a vertex element to hold tangents. */
110        void organiseTangentsBuffer(VertexData *vertexData, 
111                        VertexElementSemantic targetSemantic, unsigned short index, 
112                        unsigned short sourceTexCoordSet);
113
114    public:
115                /** A hashmap used to store optional SubMesh names.
116                        Translates a name into SubMesh index
117                */
118                typedef HashMap<String, ushort> SubMeshNameMap ;
119
120               
121    protected:
122                SubMeshNameMap mSubMeshNameMap ;
123
124        /// Local bounding box volume
125        AxisAlignedBox mAABB;
126                /// Local bounding sphere radius (centered on object)
127                Real mBoundRadius;
128
129        /// Optional linked skeleton
130        String mSkeletonName;
131        SkeletonPtr mSkeleton;
132
133       
134        VertexBoneAssignmentList mBoneAssignments;
135
136        /// Flag indicating that bone assignments need to be recompiled
137        bool mBoneAssignmentsOutOfDate;
138
139        /** Build the index map between bone index and blend index */
140        void buildIndexMap(const VertexBoneAssignmentList& boneAssignments,
141            IndexMap& boneIndexToBlendIndexMap, IndexMap& blendIndexToBoneIndexMap);
142        /** Compile bone assignments into blend index and weight buffers. */
143        void compileBoneAssignments(const VertexBoneAssignmentList& boneAssignments,
144            unsigned short numBlendWeightsPerVertex, 
145            IndexMap& blendIndexToBoneIndexMap,
146            VertexData* targetVertexData);
147
148                bool mIsLodManual;
149                ushort mNumLods;
150                typedef std::vector<MeshLodUsage> MeshLodUsageList;
151                MeshLodUsageList mMeshLodUsageList;
152
153                HardwareBuffer::Usage mVertexBufferUsage;
154                HardwareBuffer::Usage mIndexBufferUsage;
155                bool mVertexBufferShadowBuffer;
156                bool mIndexBufferShadowBuffer;
157
158
159        bool mPreparedForShadowVolumes;
160        bool mEdgeListsBuilt;
161        bool mAutoBuildEdgeLists;
162
163                /// Storage of morph animations, lookup by name
164                typedef std::map<String, Animation*> AnimationList;
165                AnimationList mAnimationsList;
166                /// The vertex animation type associated with the shared vertex data
167                mutable VertexAnimationType mSharedVertexDataAnimationType;
168                /// Do we need to scan animations for animation types?
169                mutable bool mAnimationTypesDirty;
170
171                /// List of available poses for shared and dedicated geometryPoseList
172                PoseList mPoseList;
173
174
175        /// @copydoc Resource::loadImpl
176        void loadImpl(void);
177                /// @copydoc Resource::postLoadImpl
178                void postLoadImpl(void);
179        /// @copydoc Resource::unloadImpl
180        void unloadImpl(void);
181                /// @copydoc Resource::calculateSize
182                size_t calculateSize(void) const;
183
184
185
186    public:
187        /** Default constructor - used by MeshManager
188            @warning
189                Do not call this method directly.
190        */
191        Mesh(ResourceManager* creator, const String& name, ResourceHandle handle,
192            const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
193        ~Mesh();
194
195                // NB All methods below are non-virtual since they will be
196        // called in the rendering loop - speed is of the essence.
197
198        /** Creates a new SubMesh.
199            @remarks
200                Method for manually creating geometry for the mesh.
201                Note - use with extreme caution - you must be sure that
202                you have set up the geometry properly.
203        */
204        SubMesh* createSubMesh(void);
205
206                /** Creates a new SubMesh and gives it a name
207                */
208                SubMesh* createSubMesh(const String& name);
209               
210                /** Gives a name to a SubMesh
211                */
212                void nameSubMesh(const String& name, ushort index);
213               
214                /** Gets the index of a submesh with a given name.
215        @remarks
216            Useful if you identify the SubMeshes by name (using nameSubMesh)
217            but wish to have faster repeat access.
218        */
219                ushort _getSubMeshIndex(const String& name) const;
220
221        /** Gets the number of sub meshes which comprise this mesh.
222        */
223        unsigned short getNumSubMeshes(void) const;
224
225        /** Gets a pointer to the submesh indicated by the index.
226        */
227        SubMesh* getSubMesh(unsigned short index) const;
228
229                /** Gets a SubMesh by name
230                */
231                SubMesh* getSubMesh(const String& name) const ;
232
233        typedef VectorIterator<SubMeshList> SubMeshIterator;
234        /// Gets an iterator over the available submeshes
235        SubMeshIterator getSubMeshIterator(void)
236        { return SubMeshIterator(mSubMeshList.begin(), mSubMeshList.end()); }
237     
238        /** Shared vertex data.
239            @remarks
240                This vertex data can be shared among multiple submeshes. SubMeshes may not have
241                their own VertexData, they may share this one.
242            @par
243                The use of shared or non-shared buffers is determined when
244                model data is converted to the OGRE .mesh format.
245        */
246        VertexData *sharedVertexData;
247
248        /** Shared index map for translating blend index to bone index.
249            @remarks
250                This index map can be shared among multiple submeshes. SubMeshes might not have
251                their own IndexMap, they might share this one.
252            @par
253                We collect actually used bones of all bone assignments, and build the
254                blend index in 'packed' form, then the range of the blend index in vertex
255                data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by
256                minimising the world matrix array constants passing to GPU, we can support
257                more bones for a mesh when hardware skinning is used. The hardware skinning
258                support limit is applied to each set of vertex data in the mesh, in other words, the
259                hardware skinning support limit is applied only to the actually used bones of each
260                SubMeshes, not all bones across the entire Mesh.
261            @par
262                Because the blend index is different to the bone index, therefore, we use
263                the index map to translate the blend index to bone index.
264            @par
265                The use of shared or non-shared index map is determined when
266                model data is converted to the OGRE .mesh format.
267        */
268        IndexMap sharedBlendIndexToBoneIndexMap;
269
270        /** Makes a copy of this mesh object and gives it a new name.
271            @remarks
272                This is useful if you want to tweak an existing mesh without affecting the original one. The
273                newly cloned mesh is registered with the MeshManager under the new name.
274            @param newName The name to give the clone
275            @param newGroup Optional name of the new group to assign the clone to;
276                if you leave this blank, the clone will be assigned to the same
277                group as this Mesh.
278        */
279        MeshPtr clone(const String& newName, const String& newGroup = StringUtil::BLANK);
280
281        /** Get the axis-aligned bounding box for this mesh.
282        */
283        const AxisAlignedBox& getBounds(void) const;
284
285                /** Gets the radius of the bounding sphere surrounding this mesh. */
286                Real getBoundingSphereRadius(void) const;
287
288        /** Manually set the bounding box for this Mesh.
289            @remarks
290            Calling this method is required when building manual meshes now, because OGRE can no longer
291            update the bounds for you, because it cannot necessarily read vertex data back from
292            the vertex buffers which this mesh uses (they very well might be write-only, and even
293            if they are not, reading data from a hardware buffer is a bottleneck).
294            @param pad If true, a certain padding will be added to the bounding box to separate it from the mesh
295        */
296        void _setBounds(const AxisAlignedBox& bounds, bool pad = true);
297
298        /** Manually set the bounding radius.
299        @remarks
300            Calling this method is required when building manual meshes now, because OGRE can no longer
301            update the bounds for you, because it cannot necessarily read vertex data back from
302            the vertex buffers which this mesh uses (they very well might be write-only, and even
303            if they are not, reading data from a hardware buffer is a bottleneck).
304        */
305        void _setBoundingSphereRadius(Real radius);
306
307        /** Sets the name of the skeleton this Mesh uses for animation.
308        @remarks
309            Meshes can optionally be assigned a skeleton which can be used to animate
310            the mesh through bone assignments. The default is for the Mesh to use no
311            skeleton. Calling this method with a valid skeleton filename will cause the
312            skeleton to be loaded if it is not already (a single skeleton can be shared
313            by many Mesh objects).
314        @param skelName The name of the .skeleton file to use, or an empty string to use
315            no skeleton
316        */
317        void setSkeletonName(const String& skelName);
318
319        /** Returns true if this Mesh has a linked Skeleton. */
320        bool hasSkeleton(void) const;
321
322                /** Returns whether or not this mesh has some kind of vertex animation.
323                */
324                bool hasVertexAnimation(void) const;
325
326                /** Gets a pointer to any linked Skeleton.
327        @returns Weak reference to the skeleton - copy this if you want to hold a strong pointer.
328        */
329        const SkeletonPtr& getSkeleton(void) const;
330
331        /** Gets the name of any linked Skeleton */
332        const String& getSkeletonName(void) const;
333        /** Initialise an animation set suitable for use with this mesh.
334        @remarks
335            Only recommended for use inside the engine, not by applications.
336        */
337        void _initAnimationState(AnimationStateSet* animSet);
338
339                /** Refresh an animation set suitable for use with this mesh.
340                @remarks
341                Only recommended for use inside the engine, not by applications.
342                */
343                void _refreshAnimationState(AnimationStateSet* animSet);
344        /** Assigns a vertex to a bone with a given weight, for skeletal animation.
345        @remarks   
346            This method is only valid after calling setSkeletonName.
347            Since this is a one-off process there exists only 'addBoneAssignment' and
348            'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
349            to modify bone assignments during rendering (only the positions of bones) and OGRE
350            reserves the right to do some internal data reformatting of this information, depending
351            on render system requirements.
352        @par
353            This method is for assigning weights to the shared geometry of the Mesh. To assign
354            weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
355        */
356        void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
357
358        /** Removes all bone assignments for this mesh.
359        @remarks
360            This method is for modifying weights to the shared geometry of the Mesh. To assign
361            weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
362        */
363        void clearBoneAssignments(void);
364
365        /** Internal notification, used to tell the Mesh which Skeleton to use without loading it.
366        @remarks
367            This is only here for unusual situation where you want to manually set up a
368            Skeleton. Best to let OGRE deal with this, don't call it yourself unless you
369            really know what you're doing.
370        */
371        void _notifySkeleton(SkeletonPtr& pSkel);
372
373
374        /** Gets an iterator for access all bone assignments.
375        */
376        BoneAssignmentIterator getBoneAssignmentIterator(void);
377
378
379                /** Automatically generates lower level of detail versions of this mesh for use
380                        when a simpler version of the model is acceptable for rendering.
381                @remarks
382                        There are 2 ways that you can create level-of-detail (LOD) versions of a mesh;
383                        the first is to call this method, which does fairly extensive calculations to
384                        work out how to simplify the mesh whilst having the minimum affect on the model.
385                        The alternative is to actually create simpler versions of the mesh yourself in
386                        a modelling tool, and having exported them, tell the 'master' mesh to use these
387                        alternative meshes for lower detail versions; this is done by calling the
388                        createManualLodLevel method.
389                @par
390                        As well as creating the lower detail versions of the mesh, this method will
391                        also associate them with depth values. As soon as an object is at least as far
392                        away from the camera as the depth value associated with it's LOD, it will drop
393                        to that level of detail.
394                @par
395                        I recommend calling this method before mesh export, not at runtime.
396                @param lodDistances A list of depth values indicating the distances at which new lods should be
397                        generated.
398                @param reductionMethod The way to determine the number of vertices collapsed per LOD
399                @param reductionValue Meaning depends on reductionMethod, typically either the proportion
400                        of remaining vertices to collapse or a fixed number of vertices.
401                */
402                void generateLodLevels(const LodDistanceList& lodDistances, 
403                        ProgressiveMesh::VertexReductionQuota reductionMethod, Real reductionValue);
404
405                /** Returns the number of levels of detail that this mesh supports.
406                @remarks
407                        This number includes the original model.
408                */
409                ushort getNumLodLevels(void) const;
410                /** Gets details of the numbered level of detail entry. */
411                const MeshLodUsage& getLodLevel(ushort index) const;
412                /** Adds a new manual level-of-detail entry to this Mesh.
413                @remarks
414                        As an alternative to generating lower level of detail versions of a mesh, you can
415                        use your own manually modelled meshes as lower level versions. This lets you
416                        have complete control over the LOD, and in addition lets you scale down other
417                        aspects of the model which cannot be done using the generated method; for example,
418                        you could use less detailed materials and / or use less bones in the skeleton if
419                        this is an animated mesh. Therefore for complex models you are likely to be better off
420                        modelling your LODs yourself and using this method, whilst for models with fairly
421                        simple materials and no animation you can just use the generateLodLevels method.
422                @param fromDepth The z value from which this Lod will apply.
423                @param meshName The name of the mesh which will be the lower level detail version.
424                */
425                void createManualLodLevel(Real fromDepth, const String& meshName);
426
427                /** Changes the alternate mesh to use as a manual LOD at the given index.
428                @remarks
429                        Note that the index of a LOD may change if you insert other LODs. If in doubt,
430                        use getLodIndex().
431                @param index The index of the level to be changed
432                @param meshName The name of the mesh which will be the lower level detail version.
433                */
434                void updateManualLodLevel(ushort index, const String& meshName);
435
436                /** Retrieves the level of detail index for the given depth value.
437                */
438                ushort getLodIndex(Real depth) const;
439
440                /** Retrieves the level of detail index for the given squared depth value.
441                @remarks
442                        Internally the lods are stored at squared depths to avoid having to perform
443                        square roots when determining the lod. This method allows you to provide a
444                        squared length depth value to avoid having to do your own square roots.
445                */
446                ushort getLodIndexSquaredDepth(Real squaredDepth) const;
447
448                /** Returns true if this mesh is using manual LOD.
449                @remarks
450                        A mesh can either use automatically generated LOD, or it can use alternative
451                        meshes as provided by an artist. A mesh can only use either all manual LODs
452                        or all generated LODs, not a mixture of both.
453                */
454                bool isLodManual(void) const { return mIsLodManual; }
455
456                /** Internal methods for loading LOD, do not use. */
457                void _setLodInfo(unsigned short numLevels, bool isManual);
458                /** Internal methods for loading LOD, do not use. */
459                void _setLodUsage(unsigned short level, MeshLodUsage& usage);
460                /** Internal methods for loading LOD, do not use. */
461                void _setSubMeshLodFaceList(unsigned short subIdx, unsigned short level, IndexData* facedata);
462
463        /** Removes all LOD data from this Mesh. */
464        void removeLodLevels(void);
465
466                /** Sets the policy for the vertex buffers to be used when loading
467                        this Mesh.
468                @remarks
469                        By default, when loading the Mesh, static, write-only vertex and index buffers
470                        will be used where possible in order to improve rendering performance.
471                        However, such buffers
472                        cannot be manipulated on the fly by CPU code (although shader code can). If you
473                        wish to use the CPU to modify these buffers, you should call this method. Note,
474                        however, that it only takes effect after the Mesh has been reloaded. Note that you
475                        still have the option of manually repacing the buffers in this mesh with your
476                        own if you see fit too, in which case you don't need to call this method since it
477                        only affects buffers created by the mesh itself.
478                @par
479                        You can define the approach to a Mesh by changing the default parameters to
480                        MeshManager::load if you wish; this means the Mesh is loaded with those options
481                        the first time instead of you having to reload the mesh after changing these options.
482                @param usage The usage flags, which by default are
483                        HardwareBuffer::HBU_STATIC_WRITE_ONLY
484                @param shadowBuffer If set to true, the vertex buffers will be created with a
485            system memory shadow buffer. You should set this if you want to be able to
486                        read from the buffer, because reading from a hardware buffer is a no-no.
487                */
488                void setVertexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
489                /** Sets the policy for the index buffers to be used when loading
490                        this Mesh.
491                @remarks
492                        By default, when loading the Mesh, static, write-only vertex and index buffers
493                        will be used where possible in order to improve rendering performance.
494                        However, such buffers
495                        cannot be manipulated on the fly by CPU code (although shader code can). If you
496                        wish to use the CPU to modify these buffers, you should call this method. Note,
497                        however, that it only takes effect after the Mesh has been reloaded. Note that you
498                        still have the option of manually repacing the buffers in this mesh with your
499                        own if you see fit too, in which case you don't need to call this method since it
500                        only affects buffers created by the mesh itself.
501                @par
502                        You can define the approach to a Mesh by changing the default parameters to
503                        MeshManager::load if you wish; this means the Mesh is loaded with those options
504                        the first time instead of you having to reload the mesh after changing these options.
505                @param usage The usage flags, which by default are
506                        HardwareBuffer::HBU_STATIC_WRITE_ONLY
507                @param shadowBuffer If set to true, the index buffers will be created with a
508            system memory shadow buffer. You should set this if you want to be able to
509                        read from the buffer, because reading from a hardware buffer is a no-no.
510                */
511                void setIndexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
512        /** Gets the usage setting for this meshes vertex buffers. */
513        HardwareBuffer::Usage getVertexBufferUsage(void) const { return mVertexBufferUsage; }
514        /** Gets the usage setting for this meshes index buffers. */
515        HardwareBuffer::Usage getIndexBufferUsage(void) const { return mIndexBufferUsage; }
516        /** Gets whether or not this meshes vertex buffers are shadowed. */
517        bool isVertexBufferShadowed(void) const { return mVertexBufferShadowBuffer; }
518        /** Gets whether or not this meshes index buffers are shadowed. */
519        bool isIndexBufferShadowed(void) const { return mIndexBufferShadowBuffer; }
520       
521
522        /** Rationalises the passed in bone assignment list.
523        @remarks
524            OGRE supports up to 4 bone assignments per vertex. The reason for this limit
525            is that this is the maximum number of assignments that can be passed into
526            a hardware-assisted blending algorithm. This method identifies where there are
527            more than 4 bone assignments for a given vertex, and eliminates the bone
528            assignments with the lowest weights to reduce to this limit. The remaining
529            weights are then re-balanced to ensure that they sum to 1.0.
530        @param vertexCount The number of vertices.
531        @param assignments The bone assignment list to rationalise. This list will be modified and
532            entries will be removed where the limits are exceeded.
533        @returns The maximum number of bone assignments per vertex found, clamped to [1-4]
534        */
535        unsigned short _rationaliseBoneAssignments(size_t vertexCount, VertexBoneAssignmentList& assignments);
536
537        /** Internal method, be called once to compile bone assignments into geometry buffer.
538        @remarks
539            The OGRE engine calls this method automatically. It compiles the information
540            submitted as bone assignments into a format usable in realtime. It also
541            eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS)
542            and re-normalises the remaining assignments.
543        */
544        void _compileBoneAssignments(void);
545
546        /** Internal method, be called once to update the compiled bone assignments.
547        @remarks
548            The OGRE engine calls this method automatically. It updates the compiled bone
549            assignments if requested.
550        */
551        void _updateCompiledBoneAssignments(void);
552
553        /** This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.
554        @remarks
555            Tangent vectors are vectors representing the local 'X' axis for a given vertex based
556            on the orientation of the 2D texture on the geometry. They are built from a combination
557            of existing normals, and from the 2D texture coordinates already baked into the model.
558            They can be used for a number of things, but most of all they are useful for
559            vertex and fragment programs, when you wish to arrive at a common space for doing
560            per-pixel calculations.
561        @par
562            The prerequisites for calling this method include that the vertex data used by every
563            SubMesh has both vertex normals and 2D texture coordinates.
564                @param targetSemantic The semantic to store the tangents in. Defaults to
565                        the explicit tangent binding, but note that this is only usable on more
566                        modern hardware (Shader Model 2), so if you need portability with older
567                        cards you should change this to a texture coordinate binding instead.
568        @param sourceTexCoordSet The texture coordinate index which should be used as the source
569            of 2D texture coordinates, with which to calculate the tangents.
570        @param index The element index, ie the texture coordinate set which should be used to store the 3D
571            coordinates representing a tangent vector per vertex, if targetSemantic is
572                        VES_TEXTURE_COORDINATES. If this already exists, it will be overwritten.
573        */
574        void buildTangentVectors(VertexElementSemantic targetSemantic = VES_TANGENT,
575                        unsigned short sourceTexCoordSet = 0, unsigned short index = 0);
576
577        /** Ask the mesh to suggest parameters to a future buildTangentVectors call,
578                        should you wish to use texture coordinates to store the tangents.
579        @remarks
580            This helper method will suggest source and destination texture coordinate sets
581            for a call to buildTangentVectors. It will detect when there are inappropriate
582            conditions (such as multiple geometry sets which don't agree).
583            Moreover, it will return 'true' if it detects that there are aleady 3D
584            coordinates in the mesh, and therefore tangents may have been prepared already.
585                @param targetSemantic The semantic you intend to use to store the tangents
586                        if they are not already present;
587                        most likely options are VES_TEXTURE_COORDINATES or VES_TANGENT; you should
588                        use texture coordinates if you want compatibility with older, pre-SM2
589                        graphics cards, and the tangent binding otherwise.
590        @param outSourceCoordSet Reference to a source texture coordinate set which
591            will be populated
592        @param outIndex Reference to a destination element index (e.g. texture coord set)
593                        which will be populated
594        */
595        bool suggestTangentVectorBuildParams(VertexElementSemantic targetSemantic,
596                        unsigned short& outSourceCoordSet, unsigned short& outIndex);
597
598        /** Builds an edge list for this mesh, which can be used for generating a shadow volume
599            among other things.
600        */
601        void buildEdgeList(void);
602        /** Destroys and frees the edge lists this mesh has built. */
603        void freeEdgeList(void);
604
605        /** This method prepares the mesh for generating a renderable shadow volume.
606        @remarks
607            Preparing a mesh to generate a shadow volume involves firstly ensuring that the
608            vertex buffer containing the positions for the mesh is a standalone vertex buffer,
609            with no other components in it. This method will therefore break apart any existing
610            vertex buffers this mesh holds if position is sharing a vertex buffer.
611            Secondly, it will double the size of this vertex buffer so that there are 2 copies of
612            the position data for the mesh. The first half is used for the original, and the second
613            half is used for the 'extruded' version of the mesh. The vertex count of the main
614            VertexData used to render the mesh will remain the same though, so as not to add any
615            overhead to regular rendering of the object.
616            Both copies of the position are required in one buffer because shadow volumes stretch
617            from the original mesh to the extruded version.
618        @par
619            Because shadow volumes are rendered in turn, no additional
620            index buffer space is allocated by this method, a shared index buffer allocated by the
621            shadow rendering algorithm is used for addressing this extended vertex buffer.
622        */
623        void prepareForShadowVolume(void);
624
625        /** Return the edge list for this mesh, building it if required.
626        @remarks
627            You must ensure that the Mesh as been prepared for shadow volume
628            rendering if you intend to use this information for that purpose.
629        @lodIndex The LOD at which to get the edge list, 0 being the highest.
630        */
631        EdgeData* getEdgeList(unsigned int lodIndex = 0);
632
633        /** Return the edge list for this mesh, building it if required.
634        @remarks
635            You must ensure that the Mesh as been prepared for shadow volume
636            rendering if you intend to use this information for that purpose.
637        @lodIndex The LOD at which to get the edge list, 0 being the highest.
638        */
639        const EdgeData* getEdgeList(unsigned int lodIndex = 0) const;
640
641        /** Returns whether this mesh has already had it's geometry prepared for use in
642            rendering shadow volumes. */
643        bool isPreparedForShadowVolumes(void) const { return mPreparedForShadowVolumes; }
644
645                /** Returns whether this mesh has an attached edge list. */
646                bool isEdgeListBuilt(void) const { return mEdgeListsBuilt; }
647
648        /** Prepare matrices for software indexed vertex blend.
649            @remarks
650                This function organise bone indexed matrices to blend indexed matrices,
651                so software vertex blending can access to the matrix via blend index
652                directly.
653            @param blendMatrices Pointer to an array of matrix pointers to store
654                prepared results, which indexed by blend index
655            @param boneMatrices Pointer to an array of matrices to be used to blend,
656                which indexed by bone index
657            @param indexMap The index map used to translate blend index to bone index
658        */
659        static void prepareMatricesForVertexBlend(const Matrix4** blendMatrices,
660            const Matrix4* boneMatrices, const IndexMap& indexMap);
661
662        /** Performs a software indexed vertex blend, of the kind used for
663            skeletal animation although it can be used for other purposes.
664        @remarks
665        This function is supplied to update vertex data with blends
666        done in software, either because no hardware support is available,
667        or that you need the results of the blend for some other CPU operations.
668        @param sourceVertexData VertexData class containing positions, normals,
669            blend indices and blend weights.
670        @param targetVertexData VertexData class containing target position
671            and normal buffers which will be updated with the blended versions.
672            Note that the layout of the source and target position / normal
673            buffers must be identical, ie they must use the same buffer indexes
674        @param blendMatrices Pointer to an array of matrix pointers to be used to blend,
675            indexed by blend indices in the sourceVertexData
676        @param numMatrices Number of matrices in the blendMatrices, it might be used
677            as a hint for optimisation.
678        @param blendNormals If true, normals are blended as well as positions
679        */
680        static void softwareVertexBlend(const VertexData* sourceVertexData, 
681            const VertexData* targetVertexData,
682            const Matrix4* const* blendMatrices, size_t numMatrices,
683            bool blendNormals);
684
685        /** Performs a software vertex morph, of the kind used for
686            morph animation although it can be used for other purposes.
687        @remarks
688                        This function will linearly interpolate positions between two
689                        source buffers, into a third buffer.
690        @param t Parametric distance between the start and end buffer positions
691        @param b1 Vertex buffer containing VET_FLOAT3 entries for the start positions
692                @param b2 Vertex buffer containing VET_FLOAT3 entries for the end positions
693                @param targetVertexData VertexData destination; assumed to have a separate position
694                        buffer already bound, and the number of vertices must agree with the
695                        number in start and end
696                */
697        static void softwareVertexMorph(Real t, 
698            const HardwareVertexBufferSharedPtr& b1, 
699                        const HardwareVertexBufferSharedPtr& b2, 
700                        VertexData* targetVertexData);
701
702        /** Performs a software vertex pose blend, of the kind used for
703            morph animation although it can be used for other purposes.
704        @remarks
705                        This function will apply a weighted offset to the positions in the
706                        incoming vertex data (therefore this is a read/write operation, and
707                        if you expect to call it more than once with the same data, then
708                        you would be best to suppress hardware uploads of the position buffer
709                        for the duration)
710        @param weight Parametric weight to scale the offsets by
711                @param vertexOffsetMap Potentially sparse map of vertex index -> offset
712                @param targetVertexData VertexData destination; assumed to have a separate position
713                        buffer already bound, and the number of vertices must agree with the
714                        number in start and end
715                */
716                static void softwareVertexPoseBlend(Real weight, 
717                        const std::map<size_t, Vector3>& vertexOffsetMap,
718                        VertexData* targetVertexData);
719        /** Gets a reference to the optional name assignments of the SubMeshes. */
720        const SubMeshNameMap& getSubMeshNameMap(void) const { return mSubMeshNameMap; }
721
722        /** Sets whether or not this Mesh should automatically build edge lists
723            when asked for them, or whether it should never build them if
724            they are not already provided.
725        @remarks
726            This allows you to create meshes which do not have edge lists calculated,
727            because you never want to use them. This value defaults to 'true'
728            for mesh formats which did not include edge data, and 'false' for
729            newer formats, where edge lists are expected to have been generated
730            in advance.
731        */
732        void setAutoBuildEdgeLists(bool autobuild) { mAutoBuildEdgeLists = autobuild; }
733        /** Sets whether or not this Mesh should automatically build edge lists
734            when asked for them, or whether it should never build them if
735            they are not already provided.
736        */
737        bool getAutoBuildEdgeLists(void) const { return mAutoBuildEdgeLists; }
738
739                /** Gets the type of vertex animation the shared vertex data of this mesh supports.
740                */
741                virtual VertexAnimationType getSharedVertexDataAnimationType(void) const;
742
743                /** Creates a new Animation object for vertex animating this mesh.
744        @param name The name of this animation
745        @param length The length of the animation in seconds
746        */
747        virtual Animation* createAnimation(const String& name, Real length);
748
749        /** Returns the named vertex Animation object.
750                @param name The name of the animation
751                */
752        virtual Animation* getAnimation(const String& name) const;
753
754                /** Internal access to the named vertex Animation object - returns null
755                        if it does not exist.
756                @param name The name of the animation
757                */
758                virtual Animation* _getAnimationImpl(const String& name) const;
759
760                /** Returns whether this mesh contains the named vertex animation. */
761                virtual bool hasAnimation(const String& name);
762
763        /** Removes vertex Animation from this mesh. */
764        virtual void removeAnimation(const String& name);
765
766                /** Gets the number of morph animations in this mesh. */
767                virtual unsigned short getNumAnimations(void) const;
768
769                /** Gets a single morph animation by index.
770                */
771                virtual Animation* getAnimation(unsigned short index) const;
772
773                /** Removes all morph Animations from this mesh. */
774                virtual void removeAllAnimations(void);
775                /** Gets a pointer to a vertex data element based on a morph animation
776                        track handle.
777                @remarks
778                        0 means the shared vertex data, 1+ means a submesh vertex data (index+1)
779                */
780                VertexData* getVertexDataByTrackHandle(unsigned short handle);
781        /** Iterates through all submeshes and requests them
782            to apply their texture aliases to the material they use.
783        @remarks
784            The submesh will only apply texture aliases to the material if matching
785            texture alias names are found in the material.  If a match is found, the
786            submesh will automatically clone the original material and then apply its
787            texture to the new material.
788        @par
789            This method is normally called by the protected method loadImpl when a
790            mesh if first loaded.
791        */
792                void updateMaterialForAllSubMeshes(void);
793
794                /** Internal method which, if animation types have not been determined,
795                        scans any vertex animations and determines the type for each set of
796                        vertex data (cannot have 2 different types).
797                */
798                void _determineAnimationTypes(void) const;
799                /** Are the derived animation types out of date? */
800                bool _getAnimationTypesDirty(void) const { return mAnimationTypesDirty; }
801
802                /** Create a new Pose for this mesh or one of its submeshes.
803            @param target The target geometry index; 0 is the shared Mesh geometry, 1+ is the
804                        dedicated SubMesh geometry belonging to submesh index + 1.
805                @param name Name to give the pose, which is optional
806                @returns A new Pose ready for population
807                */
808                Pose* createPose(ushort target, const String& name = StringUtil::BLANK);
809                /** Get the number of poses.*/
810                size_t getPoseCount(void) const { return mPoseList.size(); }
811                /** Retrieve an existing Pose by index.*/
812                Pose* getPose(ushort index);
813                /** Retrieve an existing Pose by name.*/
814                Pose* getPose(const String& name);
815                /** Destroy a pose by index.
816                @note This will invalidate any animation tracks referring to this pose or those after it.
817                */
818                void removePose(ushort index);
819                /** Destroy a pose by name.
820                @note This will invalidate any animation tracks referring to this pose or those after it.
821                */
822                void removePose(const String& name);
823                /** Destroy all poses */
824                void removeAllPoses(void);
825
826                typedef VectorIterator<PoseList> PoseIterator;
827                typedef ConstVectorIterator<PoseList> ConstPoseIterator;
828
829                /** Get an iterator over all the poses defined. */
830                PoseIterator getPoseIterator(void);
831                /** Get an iterator over all the poses defined. */
832                ConstPoseIterator getPoseIterator(void) const;
833                /** Get pose list */
834                const PoseList& getPoseList(void) const;
835
836    };
837
838    /** Specialisation of SharedPtr to allow SharedPtr to be assigned to MeshPtr
839    @note Has to be a subclass since we need operator=.
840    We could templatise this instead of repeating per Resource subclass,
841    except to do so requires a form VC6 does not support i.e.
842    ResourceSubclassPtr<T> : public SharedPtr<T>
843    */
844    class _OgreExport MeshPtr : public SharedPtr<Mesh> 
845    {
846    public:
847        MeshPtr() : SharedPtr<Mesh>() {}
848        explicit MeshPtr(Mesh* rep) : SharedPtr<Mesh>(rep) {}
849        MeshPtr(const MeshPtr& r) : SharedPtr<Mesh>(r) {} 
850        MeshPtr(const ResourcePtr& r);
851        /// Operator used to convert a ResourcePtr to a MeshPtr
852        MeshPtr& operator=(const ResourcePtr& r);
853    protected:
854        /// Override destroy since we need to delete Mesh after fully defined
855        void destroy(void);
856    };
857
858        /** A way of recording the way each LODs is recorded this Mesh. */
859        struct MeshLodUsage
860        {
861                /// squared Z value from which this LOD will apply
862                Real fromDepthSquared;
863                /// Only relevant if mIsLodManual is true, the name of the alternative mesh to use
864                String manualName;
865                /// Hard link to mesh to avoid looking up each time
866                mutable MeshPtr manualMesh;
867        /// Edge list for this LOD level (may be derived from manual mesh)
868        mutable EdgeData* edgeData;
869        };
870
871
872
873} // namespace
874
875#endif
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