| 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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