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 | #include "OgreStableHeaders.h" |
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30 | #include "OgreEntity.h" |
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31 | |
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32 | #include "OgreMeshManager.h" |
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33 | #include "OgreSubMesh.h" |
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34 | #include "OgreSubEntity.h" |
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35 | #include "OgreException.h" |
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36 | #include "OgreSceneManager.h" |
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37 | #include "OgreLogManager.h" |
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38 | #include "OgreSkeleton.h" |
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39 | #include "OgreBone.h" |
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40 | #include "OgreCamera.h" |
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41 | #include "OgreTagPoint.h" |
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42 | #include "OgreAxisAlignedBox.h" |
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43 | #include "OgreHardwareBufferManager.h" |
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44 | #include "OgreVector4.h" |
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45 | #include "OgreRoot.h" |
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46 | #include "OgreTechnique.h" |
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47 | #include "OgrePass.h" |
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48 | #include "OgreSkeletonInstance.h" |
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49 | #include "OgreEdgeListBuilder.h" |
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50 | #include "OgreStringConverter.h" |
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51 | #include "OgreAnimation.h" |
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52 | #include "OgreAlignedAllocator.h" |
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53 | #include "OgreOptimisedUtil.h" |
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54 | |
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55 | namespace Ogre { |
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56 | //----------------------------------------------------------------------- |
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57 | Entity::Entity () |
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58 | : mAnimationState(NULL), |
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59 | mSkelAnimVertexData(0), |
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60 | mSoftwareVertexAnimVertexData(0), |
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61 | mHardwareVertexAnimVertexData(0), |
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62 | mPreparedForShadowVolumes(false), |
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63 | mBoneWorldMatrices(NULL), |
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64 | mBoneMatrices(NULL), |
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65 | mNumBoneMatrices(0), |
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66 | mFrameAnimationLastUpdated(std::numeric_limits<unsigned long>::max()), |
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67 | mFrameBonesLastUpdated(NULL), |
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68 | mSharedSkeletonEntities(NULL), |
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69 | mDisplaySkeleton(false), |
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70 | mHardwareAnimation(false), |
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71 | mVertexProgramInUse(false), |
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72 | mSoftwareAnimationRequests(0), |
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73 | mSoftwareAnimationNormalsRequests(0), |
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74 | mMeshLodIndex(0), |
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75 | mMeshLodFactorInv(1.0f), |
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76 | mMinMeshLodIndex(99), |
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77 | mMaxMeshLodIndex(0), // Backwards, remember low value = high detail |
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78 | mMaterialLodFactorInv(1.0f), |
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79 | mMinMaterialLodIndex(99), |
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80 | mMaxMaterialLodIndex(0), // Backwards, remember low value = high detail |
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81 | mSkeletonInstance(0), |
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82 | mInitialised(false), |
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83 | mLastParentXform(Matrix4::ZERO), |
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84 | mFullBoundingBox(), |
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85 | mNormaliseNormals(false) |
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86 | { |
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87 | } |
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88 | //----------------------------------------------------------------------- |
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89 | Entity::Entity( const String& name, MeshPtr& mesh) : |
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90 | MovableObject(name), |
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91 | mMesh(mesh), |
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92 | mAnimationState(NULL), |
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93 | mSkelAnimVertexData(0), |
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94 | mSoftwareVertexAnimVertexData(0), |
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95 | mHardwareVertexAnimVertexData(0), |
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96 | mPreparedForShadowVolumes(false), |
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97 | mBoneWorldMatrices(NULL), |
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98 | mBoneMatrices(NULL), |
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99 | mNumBoneMatrices(0), |
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100 | mFrameAnimationLastUpdated(std::numeric_limits<unsigned long>::max()), |
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101 | mFrameBonesLastUpdated(NULL), |
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102 | mSharedSkeletonEntities(NULL), |
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103 | mDisplaySkeleton(false), |
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104 | mHardwareAnimation(false), |
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105 | mVertexProgramInUse(false), |
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106 | mSoftwareAnimationRequests(0), |
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107 | mSoftwareAnimationNormalsRequests(0), |
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108 | mMeshLodIndex(0), |
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109 | mMeshLodFactorInv(1.0f), |
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110 | mMinMeshLodIndex(99), |
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111 | mMaxMeshLodIndex(0), // Backwards, remember low value = high detail |
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112 | mMaterialLodFactorInv(1.0f), |
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113 | mMinMaterialLodIndex(99), |
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114 | mMaxMaterialLodIndex(0), // Backwards, remember low value = high detail |
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115 | mSkeletonInstance(0), |
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116 | mInitialised(false), |
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117 | mLastParentXform(Matrix4::ZERO), |
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118 | mFullBoundingBox(), |
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119 | mNormaliseNormals(false) |
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120 | { |
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121 | _initialise(); |
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122 | } |
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123 | //----------------------------------------------------------------------- |
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124 | void Entity::backgroundLoadingComplete(Resource* res) |
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125 | { |
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126 | if (res == mMesh.get()) |
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127 | { |
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128 | // mesh loading has finished, we can construct ourselves now |
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129 | _initialise(); |
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130 | } |
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131 | } |
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132 | //----------------------------------------------------------------------- |
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133 | void Entity::_initialise(bool forceReinitialise) |
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134 | { |
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135 | if (forceReinitialise) |
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136 | _deinitialise(); |
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137 | |
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138 | if (mInitialised) |
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139 | return; |
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140 | |
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141 | if (mMesh->isBackgroundLoaded() && !mMesh->isLoaded()) |
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142 | { |
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143 | // register for a callback when mesh is finished loading |
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144 | // do this before asking for load to happen to avoid race |
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145 | mMesh->addListener(this); |
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146 | } |
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147 | |
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148 | // On-demand load |
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149 | mMesh->load(); |
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150 | // If loading failed, or deferred loading isn't done yet, defer |
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151 | // Will get a callback in the case of deferred loading |
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152 | // Skeletons are cascade-loaded so no issues there |
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153 | if (!mMesh->isLoaded()) |
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154 | return; |
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155 | |
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156 | // Is mesh skeletally animated? |
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157 | if (mMesh->hasSkeleton() && !mMesh->getSkeleton().isNull()) |
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158 | { |
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159 | mSkeletonInstance = new SkeletonInstance(mMesh->getSkeleton()); |
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160 | mSkeletonInstance->load(); |
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161 | } |
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162 | |
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163 | // Build main subentity list |
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164 | buildSubEntityList(mMesh, &mSubEntityList); |
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165 | |
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166 | // Check if mesh is using manual LOD |
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167 | if (mMesh->isLodManual()) |
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168 | { |
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169 | ushort i, numLod; |
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170 | numLod = mMesh->getNumLodLevels(); |
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171 | // NB skip LOD 0 which is the original |
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172 | for (i = 1; i < numLod; ++i) |
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173 | { |
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174 | const MeshLodUsage& usage = mMesh->getLodLevel(i); |
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175 | // Manually create entity |
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176 | Entity* lodEnt = new Entity(mName + "Lod" + StringConverter::toString(i), |
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177 | usage.manualMesh); |
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178 | mLodEntityList.push_back(lodEnt); |
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179 | } |
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180 | } |
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181 | |
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182 | |
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183 | // Initialise the AnimationState, if Mesh has animation |
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184 | if (hasSkeleton()) |
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185 | { |
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186 | mFrameBonesLastUpdated = new unsigned long(std::numeric_limits<unsigned long>::max()); |
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187 | mNumBoneMatrices = mSkeletonInstance->getNumBones(); |
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188 | mBoneMatrices = static_cast<Matrix4*>(AlignedMemory::allocate(sizeof(Matrix4) * mNumBoneMatrices)); |
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189 | } |
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190 | if (hasSkeleton() || hasVertexAnimation()) |
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191 | { |
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192 | mAnimationState = new AnimationStateSet(); |
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193 | mMesh->_initAnimationState(mAnimationState); |
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194 | prepareTempBlendBuffers(); |
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195 | } |
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196 | |
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197 | reevaluateVertexProcessing(); |
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198 | |
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199 | |
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200 | mInitialised = true; |
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201 | |
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202 | } |
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203 | //----------------------------------------------------------------------- |
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204 | void Entity::_deinitialise(void) |
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205 | { |
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206 | if (!mInitialised) |
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207 | return; |
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208 | |
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209 | // Delete submeshes |
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210 | SubEntityList::iterator i, iend; |
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211 | iend = mSubEntityList.end(); |
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212 | for (i = mSubEntityList.begin(); i != iend; ++i) |
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213 | { |
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214 | // Delete SubEntity |
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215 | delete *i; |
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216 | } |
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217 | mSubEntityList.clear(); |
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218 | |
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219 | // Delete LOD entities |
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220 | LODEntityList::iterator li, liend; |
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221 | liend = mLodEntityList.end(); |
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222 | for (li = mLodEntityList.begin(); li != liend; ++li) |
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223 | { |
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224 | // Delete |
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225 | delete (*li); |
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226 | } |
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227 | mLodEntityList.clear(); |
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228 | |
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229 | // Delete shadow renderables |
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230 | ShadowRenderableList::iterator si, siend; |
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231 | siend = mShadowRenderables.end(); |
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232 | for (si = mShadowRenderables.begin(); si != siend; ++si) |
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233 | { |
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234 | delete *si; |
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235 | } |
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236 | mShadowRenderables.clear(); |
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237 | |
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238 | // Detach all child objects, do this manually to avoid needUpdate() call |
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239 | // which can fail because of deleted items |
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240 | detachAllObjectsImpl(); |
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241 | |
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242 | if (mSkeletonInstance) { |
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243 | AlignedMemory::deallocate(mBoneWorldMatrices); |
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244 | |
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245 | if (mSharedSkeletonEntities) { |
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246 | mSharedSkeletonEntities->erase(this); |
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247 | if (mSharedSkeletonEntities->size() == 1) |
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248 | { |
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249 | (*mSharedSkeletonEntities->begin())->stopSharingSkeletonInstance(); |
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250 | } |
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251 | // Should never occuring, just in case |
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252 | else if (mSharedSkeletonEntities->empty()) |
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253 | { |
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254 | delete mSharedSkeletonEntities; |
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255 | delete mFrameBonesLastUpdated; |
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256 | delete mSkeletonInstance; |
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257 | AlignedMemory::deallocate(mBoneMatrices); |
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258 | delete mAnimationState; |
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259 | } |
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260 | } else { |
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261 | delete mFrameBonesLastUpdated; |
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262 | delete mSkeletonInstance; |
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263 | AlignedMemory::deallocate(mBoneMatrices); |
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264 | delete mAnimationState; |
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265 | } |
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266 | } |
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267 | else if (hasVertexAnimation()) |
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268 | { |
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269 | delete mAnimationState; |
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270 | } |
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271 | |
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272 | delete mSkelAnimVertexData; |
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273 | delete mSoftwareVertexAnimVertexData; |
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274 | delete mHardwareVertexAnimVertexData; |
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275 | |
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276 | mInitialised = false; |
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277 | } |
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278 | //----------------------------------------------------------------------- |
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279 | Entity::~Entity() |
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280 | { |
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281 | _deinitialise(); |
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282 | } |
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283 | //----------------------------------------------------------------------- |
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284 | bool Entity::hasVertexAnimation(void) const |
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285 | { |
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286 | return mMesh->hasVertexAnimation(); |
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287 | } |
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288 | //----------------------------------------------------------------------- |
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289 | const MeshPtr& Entity::getMesh(void) const |
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290 | { |
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291 | return mMesh; |
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292 | } |
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293 | //----------------------------------------------------------------------- |
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294 | SubEntity* Entity::getSubEntity(unsigned int index) const |
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295 | { |
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296 | if (index >= mSubEntityList.size()) |
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297 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
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298 | "Index out of bounds.", |
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299 | "Entity::getSubEntity"); |
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300 | return mSubEntityList[index]; |
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301 | } |
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302 | //----------------------------------------------------------------------- |
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303 | SubEntity* Entity::getSubEntity(const String& name) const |
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304 | { |
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305 | ushort index = mMesh->_getSubMeshIndex(name); |
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306 | return getSubEntity(index); |
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307 | } |
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308 | //----------------------------------------------------------------------- |
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309 | unsigned int Entity::getNumSubEntities(void) const |
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310 | { |
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311 | return static_cast< unsigned int >( mSubEntityList.size() ); |
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312 | } |
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313 | //----------------------------------------------------------------------- |
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314 | Entity* Entity::clone( const String& newName) const |
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315 | { |
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316 | if (!mManager) |
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317 | { |
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318 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
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319 | "Cannot clone an Entity that wasn't created through a " |
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320 | "SceneManager", "Entity::clone"); |
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321 | } |
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322 | Entity* newEnt = mManager->createEntity(newName, getMesh()->getName() ); |
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323 | |
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324 | if (mInitialised) |
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325 | { |
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326 | // Copy material settings |
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327 | SubEntityList::const_iterator i; |
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328 | unsigned int n = 0; |
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329 | for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i, ++n) |
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330 | { |
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331 | newEnt->getSubEntity(n)->setMaterialName((*i)->getMaterialName()); |
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332 | } |
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333 | if (mAnimationState) |
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334 | { |
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335 | delete newEnt->mAnimationState; |
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336 | newEnt->mAnimationState = new AnimationStateSet(*mAnimationState); |
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337 | } |
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338 | } |
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339 | |
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340 | return newEnt; |
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341 | } |
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342 | //----------------------------------------------------------------------- |
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343 | void Entity::setMaterialName(const String& name) |
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344 | { |
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345 | // Set for all subentities |
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346 | SubEntityList::iterator i; |
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347 | for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i) |
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348 | { |
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349 | (*i)->setMaterialName(name); |
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350 | } |
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351 | |
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352 | } |
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353 | //----------------------------------------------------------------------- |
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354 | void Entity::_notifyCurrentCamera(Camera* cam) |
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355 | { |
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356 | MovableObject::_notifyCurrentCamera(cam); |
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357 | |
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358 | // Calculate the LOD |
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359 | if (mParentNode) |
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360 | { |
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361 | Real squaredDepth = mParentNode->getSquaredViewDepth(cam); |
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362 | |
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363 | // Do Mesh LOD |
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364 | // Adjust this depth by the entity bias factor |
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365 | Real tmp = squaredDepth * mMeshLodFactorInv; |
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366 | // Now adjust it by the camera bias |
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367 | tmp = tmp * cam->_getLodBiasInverse(); |
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368 | // Get the index at this biased depth |
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369 | mMeshLodIndex = mMesh->getLodIndexSquaredDepth(tmp); |
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370 | // Apply maximum detail restriction (remember lower = higher detail) |
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371 | mMeshLodIndex = std::max(mMaxMeshLodIndex, mMeshLodIndex); |
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372 | // Apply minimum detail restriction (remember higher = lower detail) |
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373 | mMeshLodIndex = std::min(mMinMeshLodIndex, mMeshLodIndex); |
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374 | |
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375 | // Now do material LOD |
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376 | // Adjust this depth by the entity bias factor |
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377 | tmp = squaredDepth * mMaterialLodFactorInv; |
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378 | // Now adjust it by the camera bias |
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379 | tmp = tmp * cam->_getLodBiasInverse(); |
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380 | SubEntityList::iterator i, iend; |
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381 | iend = mSubEntityList.end(); |
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382 | for (i = mSubEntityList.begin(); i != iend; ++i) |
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383 | { |
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384 | // Get the index at this biased depth |
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385 | unsigned short idx = (*i)->mpMaterial->getLodIndexSquaredDepth(tmp); |
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386 | // Apply maximum detail restriction (remember lower = higher detail) |
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387 | idx = std::max(mMaxMaterialLodIndex, idx); |
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388 | // Apply minimum detail restriction (remember higher = lower detail) |
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389 | (*i)->mMaterialLodIndex = std::min(mMinMaterialLodIndex, idx); |
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390 | |
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391 | // Also invalidate any camera distance cache |
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392 | (*i)->_invalidateCameraCache (); |
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393 | } |
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394 | |
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395 | |
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396 | } |
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397 | // Notify any child objects |
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398 | ChildObjectList::iterator child_itr = mChildObjectList.begin(); |
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399 | ChildObjectList::iterator child_itr_end = mChildObjectList.end(); |
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400 | for( ; child_itr != child_itr_end; child_itr++) |
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401 | { |
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402 | (*child_itr).second->_notifyCurrentCamera(cam); |
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403 | } |
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404 | } |
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405 | //----------------------------------------------------------------------- |
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406 | const AxisAlignedBox& Entity::getBoundingBox(void) const |
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407 | { |
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408 | // Get from Mesh |
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409 | mFullBoundingBox = mMesh->getBounds(); |
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410 | mFullBoundingBox.merge(getChildObjectsBoundingBox()); |
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411 | |
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412 | // Don't scale here, this is taken into account when world BBox calculation is done |
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413 | |
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414 | return mFullBoundingBox; |
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415 | } |
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416 | //----------------------------------------------------------------------- |
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417 | AxisAlignedBox Entity::getChildObjectsBoundingBox(void) const |
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418 | { |
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419 | AxisAlignedBox aa_box; |
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420 | AxisAlignedBox full_aa_box; |
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421 | full_aa_box.setNull(); |
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422 | |
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423 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin(); |
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424 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end(); |
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425 | for( ; child_itr != child_itr_end; child_itr++) |
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426 | { |
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427 | aa_box = child_itr->second->getBoundingBox(); |
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428 | TagPoint* tp = (TagPoint*)child_itr->second->getParentNode(); |
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429 | // Use transform local to skeleton since world xform comes later |
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430 | aa_box.transformAffine(tp->_getFullLocalTransform()); |
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431 | |
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432 | full_aa_box.merge(aa_box); |
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433 | } |
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434 | |
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435 | return full_aa_box; |
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436 | } |
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437 | //----------------------------------------------------------------------- |
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438 | const AxisAlignedBox& Entity::getWorldBoundingBox(bool derive) const |
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439 | { |
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440 | if (derive) |
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441 | { |
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442 | // derive child bounding boxes |
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443 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin(); |
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444 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end(); |
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445 | for( ; child_itr != child_itr_end; child_itr++) |
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446 | { |
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447 | child_itr->second->getWorldBoundingBox(true); |
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448 | } |
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449 | } |
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450 | return MovableObject::getWorldBoundingBox(derive); |
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451 | } |
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452 | //----------------------------------------------------------------------- |
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453 | const Sphere& Entity::getWorldBoundingSphere(bool derive) const |
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454 | { |
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455 | if (derive) |
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456 | { |
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457 | // derive child bounding boxes |
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458 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin(); |
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459 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end(); |
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460 | for( ; child_itr != child_itr_end; child_itr++) |
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461 | { |
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462 | child_itr->second->getWorldBoundingSphere(true); |
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463 | } |
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464 | } |
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465 | return MovableObject::getWorldBoundingSphere(derive); |
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466 | |
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467 | } |
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468 | //----------------------------------------------------------------------- |
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469 | void Entity::_updateRenderQueue(RenderQueue* queue) |
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470 | { |
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471 | // Do nothing if not initialised yet |
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472 | if (!mInitialised) |
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473 | return; |
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474 | |
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475 | // Check we're not using a manual LOD |
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476 | if (mMeshLodIndex > 0 && mMesh->isLodManual()) |
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477 | { |
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478 | // Use alternate entity |
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479 | assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() && |
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480 | "No LOD EntityList - did you build the manual LODs after creating the entity?"); |
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481 | // index - 1 as we skip index 0 (original lod) |
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482 | if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton()) |
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483 | { |
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484 | // Copy the animation state set to lod entity, we assume the lod |
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485 | // entity only has a subset animation states |
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486 | mAnimationState->copyMatchingState( |
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487 | mLodEntityList[mMeshLodIndex - 1]->mAnimationState); |
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488 | } |
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489 | mLodEntityList[mMeshLodIndex - 1]->_updateRenderQueue(queue); |
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490 | return; |
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491 | } |
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492 | |
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493 | // Add each visible SubEntity to the queue |
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494 | SubEntityList::iterator i, iend; |
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495 | iend = mSubEntityList.end(); |
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496 | for (i = mSubEntityList.begin(); i != iend; ++i) |
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497 | { |
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498 | if((*i)->isVisible()) |
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499 | { |
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500 | if(mRenderQueueIDSet) |
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501 | { |
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502 | queue->addRenderable(*i, mRenderQueueID); |
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503 | } |
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504 | else |
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505 | { |
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506 | queue->addRenderable(*i); |
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507 | } |
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508 | } |
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509 | } |
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510 | |
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511 | // Since we know we're going to be rendered, take this opportunity to |
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512 | // update the animation |
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513 | if (hasSkeleton() || hasVertexAnimation()) |
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514 | { |
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515 | updateAnimation(); |
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516 | |
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517 | //--- pass this point, we are sure that the transformation matrix of each bone and tagPoint have been updated |
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518 | ChildObjectList::iterator child_itr = mChildObjectList.begin(); |
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519 | ChildObjectList::iterator child_itr_end = mChildObjectList.end(); |
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520 | for( ; child_itr != child_itr_end; child_itr++) |
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521 | { |
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522 | if ((*child_itr).second->isVisible()) |
---|
523 | (*child_itr).second->_updateRenderQueue(queue); |
---|
524 | } |
---|
525 | } |
---|
526 | |
---|
527 | // HACK to display bones |
---|
528 | // This won't work if the entity is not centered at the origin |
---|
529 | // TODO work out a way to allow bones to be rendered when Entity not centered |
---|
530 | if (mDisplaySkeleton && hasSkeleton()) |
---|
531 | { |
---|
532 | int numBones = mSkeletonInstance->getNumBones(); |
---|
533 | for (int b = 0; b < numBones; ++b) |
---|
534 | { |
---|
535 | Bone* bone = mSkeletonInstance->getBone(b); |
---|
536 | if(mRenderQueueIDSet) |
---|
537 | { |
---|
538 | queue->addRenderable(bone, mRenderQueueID); |
---|
539 | } else { |
---|
540 | queue->addRenderable(bone); |
---|
541 | } |
---|
542 | } |
---|
543 | } |
---|
544 | |
---|
545 | |
---|
546 | |
---|
547 | |
---|
548 | } |
---|
549 | //----------------------------------------------------------------------- |
---|
550 | AnimationState* Entity::getAnimationState(const String& name) const |
---|
551 | { |
---|
552 | if (!mAnimationState) |
---|
553 | { |
---|
554 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Entity is not animated", |
---|
555 | "Entity::getAnimationState"); |
---|
556 | } |
---|
557 | |
---|
558 | return mAnimationState->getAnimationState(name); |
---|
559 | } |
---|
560 | //----------------------------------------------------------------------- |
---|
561 | AnimationStateSet* Entity::getAllAnimationStates(void) const |
---|
562 | { |
---|
563 | return mAnimationState; |
---|
564 | } |
---|
565 | //----------------------------------------------------------------------- |
---|
566 | const String& Entity::getMovableType(void) const |
---|
567 | { |
---|
568 | return EntityFactory::FACTORY_TYPE_NAME; |
---|
569 | } |
---|
570 | //----------------------------------------------------------------------- |
---|
571 | bool Entity::tempVertexAnimBuffersBound(void) const |
---|
572 | { |
---|
573 | // Do we still have temp buffers for software vertex animation bound? |
---|
574 | bool ret = true; |
---|
575 | if (mMesh->sharedVertexData && mMesh->getSharedVertexDataAnimationType() != VAT_NONE) |
---|
576 | { |
---|
577 | ret = ret && mTempVertexAnimInfo.buffersCheckedOut(true, false); |
---|
578 | } |
---|
579 | for (SubEntityList::const_iterator i = mSubEntityList.begin(); |
---|
580 | i != mSubEntityList.end(); ++i) |
---|
581 | { |
---|
582 | SubEntity* sub = *i; |
---|
583 | if (!sub->getSubMesh()->useSharedVertices |
---|
584 | && sub->getSubMesh()->getVertexAnimationType() != VAT_NONE) |
---|
585 | { |
---|
586 | ret = ret && sub->_getVertexAnimTempBufferInfo()->buffersCheckedOut(true, false); |
---|
587 | } |
---|
588 | } |
---|
589 | return ret; |
---|
590 | } |
---|
591 | //----------------------------------------------------------------------- |
---|
592 | bool Entity::tempSkelAnimBuffersBound(bool requestNormals) const |
---|
593 | { |
---|
594 | // Do we still have temp buffers for software skeleton animation bound? |
---|
595 | if (mSkelAnimVertexData) |
---|
596 | { |
---|
597 | if (!mTempSkelAnimInfo.buffersCheckedOut(true, requestNormals)) |
---|
598 | return false; |
---|
599 | } |
---|
600 | for (SubEntityList::const_iterator i = mSubEntityList.begin(); |
---|
601 | i != mSubEntityList.end(); ++i) |
---|
602 | { |
---|
603 | SubEntity* sub = *i; |
---|
604 | if (sub->isVisible() && sub->mSkelAnimVertexData) |
---|
605 | { |
---|
606 | if (!sub->mTempSkelAnimInfo.buffersCheckedOut(true, requestNormals)) |
---|
607 | return false; |
---|
608 | } |
---|
609 | } |
---|
610 | return true; |
---|
611 | } |
---|
612 | //----------------------------------------------------------------------- |
---|
613 | void Entity::updateAnimation(void) |
---|
614 | { |
---|
615 | // Do nothing if not initialised yet |
---|
616 | if (!mInitialised) |
---|
617 | return; |
---|
618 | |
---|
619 | Root& root = Root::getSingleton(); |
---|
620 | bool hwAnimation = isHardwareAnimationEnabled(); |
---|
621 | bool forcedSwAnimation = getSoftwareAnimationRequests()>0; |
---|
622 | bool forcedNormals = getSoftwareAnimationNormalsRequests()>0; |
---|
623 | bool stencilShadows = false; |
---|
624 | if (getCastShadows() && hasEdgeList() && root._getCurrentSceneManager()) |
---|
625 | stencilShadows = root._getCurrentSceneManager()->isShadowTechniqueStencilBased(); |
---|
626 | bool softwareAnimation = !hwAnimation || stencilShadows || forcedSwAnimation; |
---|
627 | // Blend normals in s/w only if we're not using h/w animation, |
---|
628 | // since shadows only require positions |
---|
629 | bool blendNormals = !hwAnimation || forcedNormals; |
---|
630 | // Animation dirty if animation state modified or manual bones modified |
---|
631 | bool animationDirty = |
---|
632 | (mFrameAnimationLastUpdated != mAnimationState->getDirtyFrameNumber()) || |
---|
633 | (hasSkeleton() && getSkeleton()->getManualBonesDirty()); |
---|
634 | |
---|
635 | // We only do these tasks if animation is dirty |
---|
636 | // Or, if we're using a skeleton and manual bones have been moved |
---|
637 | // Or, if we're using software animation and temp buffers are unbound |
---|
638 | if (animationDirty || |
---|
639 | (softwareAnimation && hasVertexAnimation() && !tempVertexAnimBuffersBound()) || |
---|
640 | (softwareAnimation && hasSkeleton() && !tempSkelAnimBuffersBound(blendNormals))) |
---|
641 | { |
---|
642 | if (hasVertexAnimation()) |
---|
643 | { |
---|
644 | if (softwareAnimation) |
---|
645 | { |
---|
646 | // grab & bind temporary buffer for positions |
---|
647 | if (mSoftwareVertexAnimVertexData |
---|
648 | && mMesh->getSharedVertexDataAnimationType() != VAT_NONE) |
---|
649 | { |
---|
650 | mTempVertexAnimInfo.checkoutTempCopies(true, false); |
---|
651 | // NB we suppress hardware upload while doing blend if we're |
---|
652 | // hardware animation, because the only reason for doing this |
---|
653 | // is for shadow, which need only be uploaded then |
---|
654 | mTempVertexAnimInfo.bindTempCopies(mSoftwareVertexAnimVertexData, |
---|
655 | hwAnimation); |
---|
656 | } |
---|
657 | SubEntityList::iterator i, iend; |
---|
658 | iend = mSubEntityList.end(); |
---|
659 | for (i = mSubEntityList.begin(); i != iend; ++i) |
---|
660 | { |
---|
661 | // Blend dedicated geometry |
---|
662 | SubEntity* se = *i; |
---|
663 | if (se->isVisible() && se->mSoftwareVertexAnimVertexData |
---|
664 | && se->getSubMesh()->getVertexAnimationType() != VAT_NONE) |
---|
665 | { |
---|
666 | se->mTempVertexAnimInfo.checkoutTempCopies(true, false); |
---|
667 | se->mTempVertexAnimInfo.bindTempCopies(se->mSoftwareVertexAnimVertexData, |
---|
668 | hwAnimation); |
---|
669 | } |
---|
670 | |
---|
671 | } |
---|
672 | } |
---|
673 | applyVertexAnimation(hwAnimation, stencilShadows); |
---|
674 | } |
---|
675 | |
---|
676 | if (hasSkeleton()) |
---|
677 | { |
---|
678 | cacheBoneMatrices(); |
---|
679 | |
---|
680 | // Software blend? |
---|
681 | if (softwareAnimation) |
---|
682 | { |
---|
683 | const Matrix4* blendMatrices[256]; |
---|
684 | |
---|
685 | // Ok, we need to do a software blend |
---|
686 | // Firstly, check out working vertex buffers |
---|
687 | if (mSkelAnimVertexData) |
---|
688 | { |
---|
689 | // Blend shared geometry |
---|
690 | // NB we suppress hardware upload while doing blend if we're |
---|
691 | // hardware animation, because the only reason for doing this |
---|
692 | // is for shadow, which need only be uploaded then |
---|
693 | mTempSkelAnimInfo.checkoutTempCopies(true, blendNormals); |
---|
694 | mTempSkelAnimInfo.bindTempCopies(mSkelAnimVertexData, |
---|
695 | hwAnimation); |
---|
696 | // Prepare blend matrices, TODO: Move out of here |
---|
697 | Mesh::prepareMatricesForVertexBlend(blendMatrices, |
---|
698 | mBoneMatrices, mMesh->sharedBlendIndexToBoneIndexMap); |
---|
699 | // Blend, taking source from either mesh data or morph data |
---|
700 | Mesh::softwareVertexBlend( |
---|
701 | (mMesh->getSharedVertexDataAnimationType() != VAT_NONE) ? |
---|
702 | mSoftwareVertexAnimVertexData : mMesh->sharedVertexData, |
---|
703 | mSkelAnimVertexData, |
---|
704 | blendMatrices, mMesh->sharedBlendIndexToBoneIndexMap.size(), |
---|
705 | blendNormals); |
---|
706 | } |
---|
707 | SubEntityList::iterator i, iend; |
---|
708 | iend = mSubEntityList.end(); |
---|
709 | for (i = mSubEntityList.begin(); i != iend; ++i) |
---|
710 | { |
---|
711 | // Blend dedicated geometry |
---|
712 | SubEntity* se = *i; |
---|
713 | if (se->isVisible() && se->mSkelAnimVertexData) |
---|
714 | { |
---|
715 | se->mTempSkelAnimInfo.checkoutTempCopies(true, blendNormals); |
---|
716 | se->mTempSkelAnimInfo.bindTempCopies(se->mSkelAnimVertexData, |
---|
717 | hwAnimation); |
---|
718 | // Prepare blend matrices, TODO: Move out of here |
---|
719 | Mesh::prepareMatricesForVertexBlend(blendMatrices, |
---|
720 | mBoneMatrices, se->mSubMesh->blendIndexToBoneIndexMap); |
---|
721 | // Blend, taking source from either mesh data or morph data |
---|
722 | Mesh::softwareVertexBlend( |
---|
723 | (se->getSubMesh()->getVertexAnimationType() != VAT_NONE)? |
---|
724 | se->mSoftwareVertexAnimVertexData : se->mSubMesh->vertexData, |
---|
725 | se->mSkelAnimVertexData, |
---|
726 | blendMatrices, se->mSubMesh->blendIndexToBoneIndexMap.size(), |
---|
727 | blendNormals); |
---|
728 | } |
---|
729 | |
---|
730 | } |
---|
731 | |
---|
732 | } |
---|
733 | } |
---|
734 | |
---|
735 | // Trigger update of bounding box if necessary |
---|
736 | if (!mChildObjectList.empty()) |
---|
737 | mParentNode->needUpdate(); |
---|
738 | |
---|
739 | mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber(); |
---|
740 | } |
---|
741 | |
---|
742 | // Need to update the child object's transforms when animation dirty |
---|
743 | // or parent node transform has altered. |
---|
744 | if (hasSkeleton() && |
---|
745 | (animationDirty || mLastParentXform != _getParentNodeFullTransform())) |
---|
746 | { |
---|
747 | // Cache last parent transform for next frame use too. |
---|
748 | mLastParentXform = _getParentNodeFullTransform(); |
---|
749 | |
---|
750 | //--- Update the child object's transforms |
---|
751 | ChildObjectList::iterator child_itr = mChildObjectList.begin(); |
---|
752 | ChildObjectList::iterator child_itr_end = mChildObjectList.end(); |
---|
753 | for( ; child_itr != child_itr_end; child_itr++) |
---|
754 | { |
---|
755 | (*child_itr).second->getParentNode()->_update(true, true); |
---|
756 | } |
---|
757 | |
---|
758 | // Also calculate bone world matrices, since are used as replacement world matrices, |
---|
759 | // but only if it's used (when using hardware animation and skeleton animated). |
---|
760 | if (hwAnimation && _isSkeletonAnimated()) |
---|
761 | { |
---|
762 | // Allocate bone world matrices on demand, for better memory footprint |
---|
763 | // when using software animation. |
---|
764 | if (!mBoneWorldMatrices) |
---|
765 | { |
---|
766 | mBoneWorldMatrices = |
---|
767 | static_cast<Matrix4*>(AlignedMemory::allocate(sizeof(Matrix4) * mNumBoneMatrices)); |
---|
768 | } |
---|
769 | |
---|
770 | OptimisedUtil::getImplementation()->concatenateAffineMatrices( |
---|
771 | mLastParentXform, |
---|
772 | mBoneMatrices, |
---|
773 | mBoneWorldMatrices, |
---|
774 | mNumBoneMatrices); |
---|
775 | } |
---|
776 | } |
---|
777 | } |
---|
778 | //----------------------------------------------------------------------- |
---|
779 | void Entity::initHardwareAnimationElements(VertexData* vdata, |
---|
780 | ushort numberOfElements) |
---|
781 | { |
---|
782 | if (vdata->hwAnimationDataList.size() < numberOfElements) |
---|
783 | { |
---|
784 | vdata->allocateHardwareAnimationElements(numberOfElements); |
---|
785 | } |
---|
786 | // Initialise parametrics incase we don't use all of them |
---|
787 | for (size_t i = 0; i < vdata->hwAnimationDataList.size(); ++i) |
---|
788 | { |
---|
789 | vdata->hwAnimationDataList[i].parametric = 0.0f; |
---|
790 | } |
---|
791 | // reset used count |
---|
792 | vdata->hwAnimDataItemsUsed = 0; |
---|
793 | |
---|
794 | } |
---|
795 | //----------------------------------------------------------------------- |
---|
796 | void Entity::applyVertexAnimation(bool hardwareAnimation, bool stencilShadows) |
---|
797 | { |
---|
798 | const MeshPtr& msh = getMesh(); |
---|
799 | bool swAnim = !hardwareAnimation || stencilShadows || (mSoftwareAnimationRequests>0); |
---|
800 | |
---|
801 | // make sure we have enough hardware animation elements to play with |
---|
802 | if (hardwareAnimation) |
---|
803 | { |
---|
804 | if (mHardwareVertexAnimVertexData |
---|
805 | && msh->getSharedVertexDataAnimationType() != VAT_NONE) |
---|
806 | { |
---|
807 | initHardwareAnimationElements(mHardwareVertexAnimVertexData, |
---|
808 | (msh->getSharedVertexDataAnimationType() == VAT_POSE) |
---|
809 | ? mHardwarePoseCount : 1); |
---|
810 | } |
---|
811 | for (SubEntityList::iterator si = mSubEntityList.begin(); |
---|
812 | si != mSubEntityList.end(); ++si) |
---|
813 | { |
---|
814 | SubEntity* sub = *si; |
---|
815 | if (sub->getSubMesh()->getVertexAnimationType() != VAT_NONE && |
---|
816 | !sub->getSubMesh()->useSharedVertices) |
---|
817 | { |
---|
818 | initHardwareAnimationElements( |
---|
819 | sub->_getHardwareVertexAnimVertexData(), |
---|
820 | (sub->getSubMesh()->getVertexAnimationType() == VAT_POSE) |
---|
821 | ? sub->mHardwarePoseCount : 1); |
---|
822 | } |
---|
823 | } |
---|
824 | |
---|
825 | } |
---|
826 | else |
---|
827 | { |
---|
828 | // May be blending multiple poses in software |
---|
829 | // Suppress hardware upload of buffers |
---|
830 | if (mSoftwareVertexAnimVertexData && |
---|
831 | mMesh->getSharedVertexDataAnimationType() == VAT_POSE) |
---|
832 | { |
---|
833 | const VertexElement* elem = mSoftwareVertexAnimVertexData |
---|
834 | ->vertexDeclaration->findElementBySemantic(VES_POSITION); |
---|
835 | HardwareVertexBufferSharedPtr buf = mSoftwareVertexAnimVertexData |
---|
836 | ->vertexBufferBinding->getBuffer(elem->getSource()); |
---|
837 | buf->suppressHardwareUpdate(true); |
---|
838 | } |
---|
839 | for (SubEntityList::iterator si = mSubEntityList.begin(); |
---|
840 | si != mSubEntityList.end(); ++si) |
---|
841 | { |
---|
842 | SubEntity* sub = *si; |
---|
843 | if (!sub->getSubMesh()->useSharedVertices && |
---|
844 | sub->getSubMesh()->getVertexAnimationType() == VAT_POSE) |
---|
845 | { |
---|
846 | VertexData* data = sub->_getSoftwareVertexAnimVertexData(); |
---|
847 | const VertexElement* elem = data->vertexDeclaration |
---|
848 | ->findElementBySemantic(VES_POSITION); |
---|
849 | HardwareVertexBufferSharedPtr buf = data |
---|
850 | ->vertexBufferBinding->getBuffer(elem->getSource()); |
---|
851 | buf->suppressHardwareUpdate(true); |
---|
852 | } |
---|
853 | } |
---|
854 | } |
---|
855 | |
---|
856 | |
---|
857 | // Now apply the animation(s) |
---|
858 | // Note - you should only apply one morph animation to each set of vertex data |
---|
859 | // at once; if you do more, only the last one will actually apply |
---|
860 | markBuffersUnusedForAnimation(); |
---|
861 | ConstEnabledAnimationStateIterator animIt = mAnimationState->getEnabledAnimationStateIterator(); |
---|
862 | while(animIt.hasMoreElements()) |
---|
863 | { |
---|
864 | const AnimationState* state = animIt.getNext(); |
---|
865 | Animation* anim = msh->_getAnimationImpl(state->getAnimationName()); |
---|
866 | if (anim) |
---|
867 | { |
---|
868 | anim->apply(this, state->getTimePosition(), state->getWeight(), |
---|
869 | swAnim, hardwareAnimation); |
---|
870 | } |
---|
871 | } |
---|
872 | // Deal with cases where no animation applied |
---|
873 | restoreBuffersForUnusedAnimation(hardwareAnimation); |
---|
874 | |
---|
875 | // Unsuppress hardware upload if we suppressed it |
---|
876 | if (!hardwareAnimation) |
---|
877 | { |
---|
878 | if (mSoftwareVertexAnimVertexData && |
---|
879 | msh->getSharedVertexDataAnimationType() == VAT_POSE) |
---|
880 | { |
---|
881 | const VertexElement* elem = mSoftwareVertexAnimVertexData |
---|
882 | ->vertexDeclaration->findElementBySemantic(VES_POSITION); |
---|
883 | HardwareVertexBufferSharedPtr buf = mSoftwareVertexAnimVertexData |
---|
884 | ->vertexBufferBinding->getBuffer(elem->getSource()); |
---|
885 | buf->suppressHardwareUpdate(false); |
---|
886 | } |
---|
887 | for (SubEntityList::iterator si = mSubEntityList.begin(); |
---|
888 | si != mSubEntityList.end(); ++si) |
---|
889 | { |
---|
890 | SubEntity* sub = *si; |
---|
891 | if (!sub->getSubMesh()->useSharedVertices && |
---|
892 | sub->getSubMesh()->getVertexAnimationType() == VAT_POSE) |
---|
893 | { |
---|
894 | VertexData* data = sub->_getSoftwareVertexAnimVertexData(); |
---|
895 | const VertexElement* elem = data->vertexDeclaration |
---|
896 | ->findElementBySemantic(VES_POSITION); |
---|
897 | HardwareVertexBufferSharedPtr buf = data |
---|
898 | ->vertexBufferBinding->getBuffer(elem->getSource()); |
---|
899 | buf->suppressHardwareUpdate(false); |
---|
900 | } |
---|
901 | } |
---|
902 | } |
---|
903 | |
---|
904 | } |
---|
905 | //----------------------------------------------------------------------------- |
---|
906 | void Entity::markBuffersUnusedForAnimation(void) |
---|
907 | { |
---|
908 | mVertexAnimationAppliedThisFrame = false; |
---|
909 | for (SubEntityList::iterator i = mSubEntityList.begin(); |
---|
910 | i != mSubEntityList.end(); ++i) |
---|
911 | { |
---|
912 | (*i)->_markBuffersUnusedForAnimation(); |
---|
913 | } |
---|
914 | } |
---|
915 | //----------------------------------------------------------------------------- |
---|
916 | void Entity::_markBuffersUsedForAnimation(void) |
---|
917 | { |
---|
918 | mVertexAnimationAppliedThisFrame = true; |
---|
919 | // no cascade |
---|
920 | } |
---|
921 | //----------------------------------------------------------------------------- |
---|
922 | void Entity::restoreBuffersForUnusedAnimation(bool hardwareAnimation) |
---|
923 | { |
---|
924 | // Rebind original positions if: |
---|
925 | // We didn't apply any animation and |
---|
926 | // We're morph animated (hardware binds keyframe, software is missing) |
---|
927 | // or we're pose animated and software (hardware is fine, still bound) |
---|
928 | if (mMesh->sharedVertexData && |
---|
929 | !mVertexAnimationAppliedThisFrame && |
---|
930 | (!hardwareAnimation || mMesh->getSharedVertexDataAnimationType() == VAT_MORPH)) |
---|
931 | { |
---|
932 | const VertexElement* srcPosElem = |
---|
933 | mMesh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION); |
---|
934 | HardwareVertexBufferSharedPtr srcBuf = |
---|
935 | mMesh->sharedVertexData->vertexBufferBinding->getBuffer( |
---|
936 | srcPosElem->getSource()); |
---|
937 | |
---|
938 | // Bind to software |
---|
939 | const VertexElement* destPosElem = |
---|
940 | mSoftwareVertexAnimVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION); |
---|
941 | mSoftwareVertexAnimVertexData->vertexBufferBinding->setBinding( |
---|
942 | destPosElem->getSource(), srcBuf); |
---|
943 | |
---|
944 | } |
---|
945 | |
---|
946 | // rebind any missing hardware pose buffers |
---|
947 | // Caused by not having any animations enabled, or keyframes which reference |
---|
948 | // no poses |
---|
949 | if (mMesh->sharedVertexData && hardwareAnimation |
---|
950 | && mMesh->getSharedVertexDataAnimationType() == VAT_POSE) |
---|
951 | { |
---|
952 | bindMissingHardwarePoseBuffers(mMesh->sharedVertexData, mHardwareVertexAnimVertexData); |
---|
953 | } |
---|
954 | |
---|
955 | |
---|
956 | for (SubEntityList::iterator i = mSubEntityList.begin(); |
---|
957 | i != mSubEntityList.end(); ++i) |
---|
958 | { |
---|
959 | (*i)->_restoreBuffersForUnusedAnimation(hardwareAnimation); |
---|
960 | } |
---|
961 | |
---|
962 | } |
---|
963 | //--------------------------------------------------------------------- |
---|
964 | void Entity::bindMissingHardwarePoseBuffers(const VertexData* srcData, |
---|
965 | VertexData* destData) |
---|
966 | { |
---|
967 | // For hardware pose animation, also make sure we've bound buffers to all the elements |
---|
968 | // required - if there are missing bindings for elements in use, |
---|
969 | // some rendersystems can complain because elements refer |
---|
970 | // to an unbound source. |
---|
971 | // Get the original position source, we'll use this to fill gaps |
---|
972 | const VertexElement* srcPosElem = |
---|
973 | srcData->vertexDeclaration->findElementBySemantic(VES_POSITION); |
---|
974 | HardwareVertexBufferSharedPtr srcBuf = |
---|
975 | srcData->vertexBufferBinding->getBuffer( |
---|
976 | srcPosElem->getSource()); |
---|
977 | |
---|
978 | for (VertexData::HardwareAnimationDataList::const_iterator i = destData->hwAnimationDataList.begin(); |
---|
979 | i != destData->hwAnimationDataList.end(); ++i) |
---|
980 | { |
---|
981 | const VertexData::HardwareAnimationData& animData = *i; |
---|
982 | if (!destData->vertexBufferBinding->isBufferBound( |
---|
983 | animData.targetVertexElement->getSource())) |
---|
984 | { |
---|
985 | // Bind to a safe default |
---|
986 | destData->vertexBufferBinding->setBinding( |
---|
987 | animData.targetVertexElement->getSource(), srcBuf); |
---|
988 | } |
---|
989 | } |
---|
990 | |
---|
991 | } |
---|
992 | //----------------------------------------------------------------------- |
---|
993 | void Entity::_updateAnimation(void) |
---|
994 | { |
---|
995 | // Externally visible method |
---|
996 | if (hasSkeleton() || hasVertexAnimation()) |
---|
997 | { |
---|
998 | updateAnimation(); |
---|
999 | } |
---|
1000 | } |
---|
1001 | //----------------------------------------------------------------------- |
---|
1002 | bool Entity::_isAnimated(void) const |
---|
1003 | { |
---|
1004 | return (mAnimationState && mAnimationState->hasEnabledAnimationState()) || |
---|
1005 | (getSkeleton() && getSkeleton()->hasManualBones()); |
---|
1006 | } |
---|
1007 | //----------------------------------------------------------------------- |
---|
1008 | bool Entity::_isSkeletonAnimated(void) const |
---|
1009 | { |
---|
1010 | return getSkeleton() && |
---|
1011 | (mAnimationState->hasEnabledAnimationState() || getSkeleton()->hasManualBones()); |
---|
1012 | } |
---|
1013 | //----------------------------------------------------------------------- |
---|
1014 | VertexData* Entity::_getSkelAnimVertexData(void) const |
---|
1015 | { |
---|
1016 | assert (mSkelAnimVertexData && "Not software skinned or has no shared vertex data!"); |
---|
1017 | return mSkelAnimVertexData; |
---|
1018 | } |
---|
1019 | //----------------------------------------------------------------------- |
---|
1020 | VertexData* Entity::_getSoftwareVertexAnimVertexData(void) const |
---|
1021 | { |
---|
1022 | assert (mSoftwareVertexAnimVertexData && "Not vertex animated or has no shared vertex data!"); |
---|
1023 | return mSoftwareVertexAnimVertexData; |
---|
1024 | } |
---|
1025 | //----------------------------------------------------------------------- |
---|
1026 | VertexData* Entity::_getHardwareVertexAnimVertexData(void) const |
---|
1027 | { |
---|
1028 | assert (mHardwareVertexAnimVertexData && "Not vertex animated or has no shared vertex data!"); |
---|
1029 | return mHardwareVertexAnimVertexData; |
---|
1030 | } |
---|
1031 | //----------------------------------------------------------------------- |
---|
1032 | TempBlendedBufferInfo* Entity::_getSkelAnimTempBufferInfo(void) |
---|
1033 | { |
---|
1034 | return &mTempSkelAnimInfo; |
---|
1035 | } |
---|
1036 | //----------------------------------------------------------------------- |
---|
1037 | TempBlendedBufferInfo* Entity::_getVertexAnimTempBufferInfo(void) |
---|
1038 | { |
---|
1039 | return &mTempVertexAnimInfo; |
---|
1040 | } |
---|
1041 | //----------------------------------------------------------------------- |
---|
1042 | void Entity::cacheBoneMatrices(void) |
---|
1043 | { |
---|
1044 | Root& root = Root::getSingleton(); |
---|
1045 | unsigned long currentFrameNumber = root.getCurrentFrameNumber(); |
---|
1046 | if (*mFrameBonesLastUpdated != currentFrameNumber) { |
---|
1047 | |
---|
1048 | mSkeletonInstance->setAnimationState(*mAnimationState); |
---|
1049 | mSkeletonInstance->_getBoneMatrices(mBoneMatrices); |
---|
1050 | *mFrameBonesLastUpdated = currentFrameNumber; |
---|
1051 | } |
---|
1052 | } |
---|
1053 | //----------------------------------------------------------------------- |
---|
1054 | void Entity::setDisplaySkeleton(bool display) |
---|
1055 | { |
---|
1056 | mDisplaySkeleton = display; |
---|
1057 | } |
---|
1058 | //----------------------------------------------------------------------- |
---|
1059 | bool Entity::getDisplaySkeleton(void) const |
---|
1060 | { |
---|
1061 | return mDisplaySkeleton; |
---|
1062 | } |
---|
1063 | //----------------------------------------------------------------------- |
---|
1064 | Entity* Entity::getManualLodLevel(size_t index) const |
---|
1065 | { |
---|
1066 | assert(index < mLodEntityList.size()); |
---|
1067 | |
---|
1068 | return mLodEntityList[index]; |
---|
1069 | } |
---|
1070 | //----------------------------------------------------------------------- |
---|
1071 | size_t Entity::getNumManualLodLevels(void) const |
---|
1072 | { |
---|
1073 | return mLodEntityList.size(); |
---|
1074 | } |
---|
1075 | //----------------------------------------------------------------------- |
---|
1076 | void Entity::setMeshLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex) |
---|
1077 | { |
---|
1078 | assert(factor > 0.0f && "Bias factor must be > 0!"); |
---|
1079 | mMeshLodFactorInv = 1.0f / factor; |
---|
1080 | mMaxMeshLodIndex = maxDetailIndex; |
---|
1081 | mMinMeshLodIndex = minDetailIndex; |
---|
1082 | |
---|
1083 | } |
---|
1084 | //----------------------------------------------------------------------- |
---|
1085 | void Entity::setMaterialLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex) |
---|
1086 | { |
---|
1087 | assert(factor > 0.0f && "Bias factor must be > 0!"); |
---|
1088 | mMaterialLodFactorInv = 1.0f / factor; |
---|
1089 | mMaxMaterialLodIndex = maxDetailIndex; |
---|
1090 | mMinMaterialLodIndex = minDetailIndex; |
---|
1091 | |
---|
1092 | } |
---|
1093 | //----------------------------------------------------------------------- |
---|
1094 | void Entity::buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist) |
---|
1095 | { |
---|
1096 | // Create SubEntities |
---|
1097 | unsigned short i, numSubMeshes; |
---|
1098 | SubMesh* subMesh; |
---|
1099 | SubEntity* subEnt; |
---|
1100 | |
---|
1101 | numSubMeshes = mesh->getNumSubMeshes(); |
---|
1102 | for (i = 0; i < numSubMeshes; ++i) |
---|
1103 | { |
---|
1104 | subMesh = mesh->getSubMesh(i); |
---|
1105 | subEnt = new SubEntity(this, subMesh); |
---|
1106 | if (subMesh->isMatInitialised()) |
---|
1107 | subEnt->setMaterialName(subMesh->getMaterialName()); |
---|
1108 | sublist->push_back(subEnt); |
---|
1109 | } |
---|
1110 | } |
---|
1111 | //----------------------------------------------------------------------- |
---|
1112 | void Entity::setPolygonModeOverrideable(bool overrideable) |
---|
1113 | { |
---|
1114 | SubEntityList::iterator i, iend; |
---|
1115 | iend = mSubEntityList.end(); |
---|
1116 | |
---|
1117 | for( i = mSubEntityList.begin(); i != iend; ++i ) |
---|
1118 | { |
---|
1119 | (*i)->setPolygonModeOverrideable(overrideable); |
---|
1120 | } |
---|
1121 | } |
---|
1122 | |
---|
1123 | //----------------------------------------------------------------------- |
---|
1124 | TagPoint* Entity::attachObjectToBone(const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation, const Vector3 &offsetPosition) |
---|
1125 | { |
---|
1126 | if (mChildObjectList.find(pMovable->getName()) != mChildObjectList.end()) |
---|
1127 | { |
---|
1128 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM, |
---|
1129 | "An object with the name " + pMovable->getName() + " already attached", |
---|
1130 | "Entity::attachObjectToBone"); |
---|
1131 | } |
---|
1132 | if(pMovable->isAttached()) |
---|
1133 | { |
---|
1134 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object already attached to a sceneNode or a Bone", |
---|
1135 | "Entity::attachObjectToBone"); |
---|
1136 | } |
---|
1137 | if (!hasSkeleton()) |
---|
1138 | { |
---|
1139 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This entity's mesh has no skeleton to attach object to.", |
---|
1140 | "Entity::attachObjectToBone"); |
---|
1141 | } |
---|
1142 | Bone* bone = mSkeletonInstance->getBone(boneName); |
---|
1143 | if (!bone) |
---|
1144 | { |
---|
1145 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Cannot locate bone named " + boneName, |
---|
1146 | "Entity::attachObjectToBone"); |
---|
1147 | } |
---|
1148 | |
---|
1149 | TagPoint *tp = mSkeletonInstance->createTagPointOnBone( |
---|
1150 | bone, offsetOrientation, offsetPosition); |
---|
1151 | tp->setParentEntity(this); |
---|
1152 | tp->setChildObject(pMovable); |
---|
1153 | |
---|
1154 | attachObjectImpl(pMovable, tp); |
---|
1155 | |
---|
1156 | // Trigger update of bounding box if necessary |
---|
1157 | if (mParentNode) |
---|
1158 | mParentNode->needUpdate(); |
---|
1159 | |
---|
1160 | return tp; |
---|
1161 | } |
---|
1162 | |
---|
1163 | //----------------------------------------------------------------------- |
---|
1164 | void Entity::attachObjectImpl(MovableObject *pObject, TagPoint *pAttachingPoint) |
---|
1165 | { |
---|
1166 | assert(mChildObjectList.find(pObject->getName()) == mChildObjectList.end()); |
---|
1167 | mChildObjectList[pObject->getName()] = pObject; |
---|
1168 | pObject->_notifyAttached(pAttachingPoint, true); |
---|
1169 | } |
---|
1170 | |
---|
1171 | //----------------------------------------------------------------------- |
---|
1172 | MovableObject* Entity::detachObjectFromBone(const String &name) |
---|
1173 | { |
---|
1174 | ChildObjectList::iterator i = mChildObjectList.find(name); |
---|
1175 | |
---|
1176 | if (i == mChildObjectList.end()) |
---|
1177 | { |
---|
1178 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No child object entry found named " + name, |
---|
1179 | "Entity::detachObjectFromBone"); |
---|
1180 | } |
---|
1181 | MovableObject *obj = i->second; |
---|
1182 | detachObjectImpl(obj); |
---|
1183 | mChildObjectList.erase(i); |
---|
1184 | |
---|
1185 | // Trigger update of bounding box if necessary |
---|
1186 | if (mParentNode) |
---|
1187 | mParentNode->needUpdate(); |
---|
1188 | |
---|
1189 | return obj; |
---|
1190 | } |
---|
1191 | //----------------------------------------------------------------------- |
---|
1192 | void Entity::detachObjectFromBone(MovableObject* obj) |
---|
1193 | { |
---|
1194 | ChildObjectList::iterator i, iend; |
---|
1195 | iend = mChildObjectList.end(); |
---|
1196 | for (i = mChildObjectList.begin(); i != iend; ++i) |
---|
1197 | { |
---|
1198 | if (i->second == obj) |
---|
1199 | { |
---|
1200 | detachObjectImpl(obj); |
---|
1201 | mChildObjectList.erase(i); |
---|
1202 | |
---|
1203 | // Trigger update of bounding box if necessary |
---|
1204 | if (mParentNode) |
---|
1205 | mParentNode->needUpdate(); |
---|
1206 | break; |
---|
1207 | } |
---|
1208 | } |
---|
1209 | } |
---|
1210 | //----------------------------------------------------------------------- |
---|
1211 | void Entity::detachAllObjectsFromBone(void) |
---|
1212 | { |
---|
1213 | detachAllObjectsImpl(); |
---|
1214 | |
---|
1215 | // Trigger update of bounding box if necessary |
---|
1216 | if (mParentNode) |
---|
1217 | mParentNode->needUpdate(); |
---|
1218 | } |
---|
1219 | //----------------------------------------------------------------------- |
---|
1220 | void Entity::detachObjectImpl(MovableObject* pObject) |
---|
1221 | { |
---|
1222 | TagPoint* tp = static_cast<TagPoint*>(pObject->getParentNode()); |
---|
1223 | |
---|
1224 | // free the TagPoint so we can reuse it later |
---|
1225 | mSkeletonInstance->freeTagPoint(tp); |
---|
1226 | |
---|
1227 | pObject->_notifyAttached((TagPoint*)0); |
---|
1228 | } |
---|
1229 | //----------------------------------------------------------------------- |
---|
1230 | void Entity::detachAllObjectsImpl(void) |
---|
1231 | { |
---|
1232 | ChildObjectList::const_iterator i, iend; |
---|
1233 | iend = mChildObjectList.end(); |
---|
1234 | for (i = mChildObjectList.begin(); i != iend; ++i) |
---|
1235 | { |
---|
1236 | detachObjectImpl(i->second); |
---|
1237 | } |
---|
1238 | mChildObjectList.clear(); |
---|
1239 | } |
---|
1240 | |
---|
1241 | //----------------------------------------------------------------------- |
---|
1242 | Entity::ChildObjectListIterator Entity::getAttachedObjectIterator() |
---|
1243 | { |
---|
1244 | return ChildObjectListIterator(mChildObjectList.begin(), mChildObjectList.end()); |
---|
1245 | } |
---|
1246 | //----------------------------------------------------------------------- |
---|
1247 | Real Entity::getBoundingRadius(void) const |
---|
1248 | { |
---|
1249 | Real rad = mMesh->getBoundingSphereRadius(); |
---|
1250 | // Scale by largest scale factor |
---|
1251 | if (mParentNode) |
---|
1252 | { |
---|
1253 | const Vector3& s = mParentNode->_getDerivedScale(); |
---|
1254 | rad *= std::max(s.x, std::max(s.y, s.z)); |
---|
1255 | } |
---|
1256 | return rad; |
---|
1257 | } |
---|
1258 | //----------------------------------------------------------------------- |
---|
1259 | void Entity::prepareTempBlendBuffers(void) |
---|
1260 | { |
---|
1261 | if (mSkelAnimVertexData) |
---|
1262 | { |
---|
1263 | delete mSkelAnimVertexData; |
---|
1264 | mSkelAnimVertexData = 0; |
---|
1265 | } |
---|
1266 | if (mSoftwareVertexAnimVertexData) |
---|
1267 | { |
---|
1268 | delete mSoftwareVertexAnimVertexData; |
---|
1269 | mSoftwareVertexAnimVertexData = 0; |
---|
1270 | } |
---|
1271 | if (mHardwareVertexAnimVertexData) |
---|
1272 | { |
---|
1273 | delete mHardwareVertexAnimVertexData; |
---|
1274 | mHardwareVertexAnimVertexData = 0; |
---|
1275 | } |
---|
1276 | |
---|
1277 | if (hasVertexAnimation()) |
---|
1278 | { |
---|
1279 | // Shared data |
---|
1280 | if (mMesh->sharedVertexData |
---|
1281 | && mMesh->getSharedVertexDataAnimationType() != VAT_NONE) |
---|
1282 | { |
---|
1283 | // Create temporary vertex blend info |
---|
1284 | // Prepare temp vertex data if needed |
---|
1285 | // Clone without copying data, don't remove any blending info |
---|
1286 | // (since if we skeletally animate too, we need it) |
---|
1287 | mSoftwareVertexAnimVertexData = mMesh->sharedVertexData->clone(false); |
---|
1288 | extractTempBufferInfo(mSoftwareVertexAnimVertexData, &mTempVertexAnimInfo); |
---|
1289 | |
---|
1290 | // Also clone for hardware usage, don't remove blend info since we'll |
---|
1291 | // need it if we also hardware skeletally animate |
---|
1292 | mHardwareVertexAnimVertexData = mMesh->sharedVertexData->clone(false); |
---|
1293 | } |
---|
1294 | } |
---|
1295 | |
---|
1296 | if (hasSkeleton()) |
---|
1297 | { |
---|
1298 | // Shared data |
---|
1299 | if (mMesh->sharedVertexData) |
---|
1300 | { |
---|
1301 | // Create temporary vertex blend info |
---|
1302 | // Prepare temp vertex data if needed |
---|
1303 | // Clone without copying data, remove blending info |
---|
1304 | // (since blend is performed in software) |
---|
1305 | mSkelAnimVertexData = |
---|
1306 | cloneVertexDataRemoveBlendInfo(mMesh->sharedVertexData); |
---|
1307 | extractTempBufferInfo(mSkelAnimVertexData, &mTempSkelAnimInfo); |
---|
1308 | } |
---|
1309 | |
---|
1310 | } |
---|
1311 | |
---|
1312 | // Do SubEntities |
---|
1313 | SubEntityList::iterator i, iend; |
---|
1314 | iend = mSubEntityList.end(); |
---|
1315 | for (i = mSubEntityList.begin(); i != iend; ++i) |
---|
1316 | { |
---|
1317 | SubEntity* s = *i; |
---|
1318 | s->prepareTempBlendBuffers(); |
---|
1319 | } |
---|
1320 | |
---|
1321 | // It's prepared for shadow volumes only if mesh has been prepared for shadow volumes. |
---|
1322 | mPreparedForShadowVolumes = mMesh->isPreparedForShadowVolumes(); |
---|
1323 | } |
---|
1324 | //----------------------------------------------------------------------- |
---|
1325 | void Entity::extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info) |
---|
1326 | { |
---|
1327 | info->extractFrom(sourceData); |
---|
1328 | } |
---|
1329 | //----------------------------------------------------------------------- |
---|
1330 | VertexData* Entity::cloneVertexDataRemoveBlendInfo(const VertexData* source) |
---|
1331 | { |
---|
1332 | // Clone without copying data |
---|
1333 | VertexData* ret = source->clone(false); |
---|
1334 | const VertexElement* blendIndexElem = |
---|
1335 | source->vertexDeclaration->findElementBySemantic(VES_BLEND_INDICES); |
---|
1336 | const VertexElement* blendWeightElem = |
---|
1337 | source->vertexDeclaration->findElementBySemantic(VES_BLEND_WEIGHTS); |
---|
1338 | // Remove blend index |
---|
1339 | if (blendIndexElem) |
---|
1340 | { |
---|
1341 | // Remove buffer reference |
---|
1342 | ret->vertexBufferBinding->unsetBinding(blendIndexElem->getSource()); |
---|
1343 | |
---|
1344 | } |
---|
1345 | if (blendWeightElem && |
---|
1346 | blendWeightElem->getSource() != blendIndexElem->getSource()) |
---|
1347 | { |
---|
1348 | // Remove buffer reference |
---|
1349 | ret->vertexBufferBinding->unsetBinding(blendWeightElem->getSource()); |
---|
1350 | } |
---|
1351 | // remove elements from declaration |
---|
1352 | ret->vertexDeclaration->removeElement(VES_BLEND_INDICES); |
---|
1353 | ret->vertexDeclaration->removeElement(VES_BLEND_WEIGHTS); |
---|
1354 | |
---|
1355 | // Close gaps in bindings for effective and safely |
---|
1356 | ret->closeGapsInBindings(); |
---|
1357 | |
---|
1358 | return ret; |
---|
1359 | } |
---|
1360 | //----------------------------------------------------------------------- |
---|
1361 | EdgeData* Entity::getEdgeList(void) |
---|
1362 | { |
---|
1363 | // Get from Mesh |
---|
1364 | return mMesh->getEdgeList(mMeshLodIndex); |
---|
1365 | } |
---|
1366 | //----------------------------------------------------------------------- |
---|
1367 | bool Entity::hasEdgeList(void) |
---|
1368 | { |
---|
1369 | // check if mesh has an edge list attached |
---|
1370 | // give mesh a chance to built it if scheduled |
---|
1371 | return (mMesh->getEdgeList(mMeshLodIndex) != NULL); |
---|
1372 | } |
---|
1373 | //----------------------------------------------------------------------- |
---|
1374 | void Entity::reevaluateVertexProcessing(void) |
---|
1375 | { |
---|
1376 | // init |
---|
1377 | mHardwareAnimation = false; |
---|
1378 | mVertexProgramInUse = false; // assume false because we just assign this |
---|
1379 | bool firstPass = true; |
---|
1380 | |
---|
1381 | SubEntityList::iterator i, iend; |
---|
1382 | iend = mSubEntityList.end(); |
---|
1383 | for (i = mSubEntityList.begin(); i != iend; ++i) |
---|
1384 | { |
---|
1385 | SubEntity* sub = *i; |
---|
1386 | const MaterialPtr& m = sub->getMaterial(); |
---|
1387 | // Make sure it's loaded |
---|
1388 | m->load(); |
---|
1389 | Technique* t = m->getBestTechnique(); |
---|
1390 | if (!t) |
---|
1391 | { |
---|
1392 | // No supported techniques |
---|
1393 | continue; |
---|
1394 | } |
---|
1395 | Pass* p = t->getPass(0); |
---|
1396 | if (!p) |
---|
1397 | { |
---|
1398 | // No passes, invalid |
---|
1399 | continue; |
---|
1400 | } |
---|
1401 | if (p->hasVertexProgram()) |
---|
1402 | { |
---|
1403 | // If one material uses a vertex program, set this flag |
---|
1404 | // Causes some special processing like forcing a separate light cap |
---|
1405 | mVertexProgramInUse = true; |
---|
1406 | |
---|
1407 | if (hasSkeleton()) |
---|
1408 | { |
---|
1409 | // All materials must support skinning for us to consider using |
---|
1410 | // hardware animation - if one fails we use software |
---|
1411 | if (firstPass) |
---|
1412 | { |
---|
1413 | mHardwareAnimation = p->getVertexProgram()->isSkeletalAnimationIncluded(); |
---|
1414 | firstPass = false; |
---|
1415 | } |
---|
1416 | else |
---|
1417 | { |
---|
1418 | mHardwareAnimation = mHardwareAnimation && |
---|
1419 | p->getVertexProgram()->isSkeletalAnimationIncluded(); |
---|
1420 | } |
---|
1421 | } |
---|
1422 | |
---|
1423 | VertexAnimationType animType = VAT_NONE; |
---|
1424 | if (sub->getSubMesh()->useSharedVertices) |
---|
1425 | { |
---|
1426 | animType = mMesh->getSharedVertexDataAnimationType(); |
---|
1427 | } |
---|
1428 | else |
---|
1429 | { |
---|
1430 | animType = sub->getSubMesh()->getVertexAnimationType(); |
---|
1431 | } |
---|
1432 | if (animType == VAT_MORPH) |
---|
1433 | { |
---|
1434 | // All materials must support morph animation for us to consider using |
---|
1435 | // hardware animation - if one fails we use software |
---|
1436 | if (firstPass) |
---|
1437 | { |
---|
1438 | mHardwareAnimation = p->getVertexProgram()->isMorphAnimationIncluded(); |
---|
1439 | firstPass = false; |
---|
1440 | } |
---|
1441 | else |
---|
1442 | { |
---|
1443 | mHardwareAnimation = mHardwareAnimation && |
---|
1444 | p->getVertexProgram()->isMorphAnimationIncluded(); |
---|
1445 | } |
---|
1446 | } |
---|
1447 | else if (animType == VAT_POSE) |
---|
1448 | { |
---|
1449 | // All materials must support pose animation for us to consider using |
---|
1450 | // hardware animation - if one fails we use software |
---|
1451 | if (firstPass) |
---|
1452 | { |
---|
1453 | mHardwareAnimation = p->getVertexProgram()->isPoseAnimationIncluded(); |
---|
1454 | if (sub->getSubMesh()->useSharedVertices) |
---|
1455 | mHardwarePoseCount = p->getVertexProgram()->getNumberOfPosesIncluded(); |
---|
1456 | else |
---|
1457 | sub->mHardwarePoseCount = p->getVertexProgram()->getNumberOfPosesIncluded(); |
---|
1458 | firstPass = false; |
---|
1459 | } |
---|
1460 | else |
---|
1461 | { |
---|
1462 | mHardwareAnimation = mHardwareAnimation && |
---|
1463 | p->getVertexProgram()->isPoseAnimationIncluded(); |
---|
1464 | if (sub->getSubMesh()->useSharedVertices) |
---|
1465 | mHardwarePoseCount = std::max(mHardwarePoseCount, |
---|
1466 | p->getVertexProgram()->getNumberOfPosesIncluded()); |
---|
1467 | else |
---|
1468 | sub->mHardwarePoseCount = std::max(sub->mHardwarePoseCount, |
---|
1469 | p->getVertexProgram()->getNumberOfPosesIncluded()); |
---|
1470 | } |
---|
1471 | } |
---|
1472 | |
---|
1473 | } |
---|
1474 | } |
---|
1475 | |
---|
1476 | // Should be force update of animation if they exists, due reevaluate |
---|
1477 | // vertex processing might switchs between hardware/software animation, |
---|
1478 | // and then we'll end with NULL or incorrect mBoneWorldMatrices, or |
---|
1479 | // incorrect blended software animation buffers. |
---|
1480 | if (mAnimationState) |
---|
1481 | { |
---|
1482 | mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber() - 1; |
---|
1483 | } |
---|
1484 | } |
---|
1485 | //----------------------------------------------------------------------- |
---|
1486 | ShadowCaster::ShadowRenderableListIterator |
---|
1487 | Entity::getShadowVolumeRenderableIterator( |
---|
1488 | ShadowTechnique shadowTechnique, const Light* light, |
---|
1489 | HardwareIndexBufferSharedPtr* indexBuffer, |
---|
1490 | bool extrude, Real extrusionDistance, unsigned long flags) |
---|
1491 | { |
---|
1492 | assert(indexBuffer && "Only external index buffers are supported right now"); |
---|
1493 | assert((*indexBuffer)->getType() == HardwareIndexBuffer::IT_16BIT && |
---|
1494 | "Only 16-bit indexes supported for now"); |
---|
1495 | |
---|
1496 | // Potentially delegate to LOD entity |
---|
1497 | if (mMesh->isLodManual() && mMeshLodIndex > 0) |
---|
1498 | { |
---|
1499 | // Use alternate entity |
---|
1500 | assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() && |
---|
1501 | "No LOD EntityList - did you build the manual LODs after creating the entity?"); |
---|
1502 | // delegate, we're using manual LOD and not the top lod index |
---|
1503 | if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton()) |
---|
1504 | { |
---|
1505 | // Copy the animation state set to lod entity, we assume the lod |
---|
1506 | // entity only has a subset animation states |
---|
1507 | mAnimationState->copyMatchingState( |
---|
1508 | mLodEntityList[mMeshLodIndex - 1]->mAnimationState); |
---|
1509 | } |
---|
1510 | return mLodEntityList[mMeshLodIndex-1]->getShadowVolumeRenderableIterator( |
---|
1511 | shadowTechnique, light, indexBuffer, extrude, |
---|
1512 | extrusionDistance, flags); |
---|
1513 | } |
---|
1514 | |
---|
1515 | |
---|
1516 | // Prepare temp buffers if required |
---|
1517 | if (!mPreparedForShadowVolumes) |
---|
1518 | { |
---|
1519 | mMesh->prepareForShadowVolume(); |
---|
1520 | // reset frame last updated to force update of animations if they exist |
---|
1521 | if (mAnimationState) |
---|
1522 | mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber() - 1; |
---|
1523 | // re-prepare buffers |
---|
1524 | prepareTempBlendBuffers(); |
---|
1525 | } |
---|
1526 | |
---|
1527 | |
---|
1528 | bool hasAnimation = (hasSkeleton() || hasVertexAnimation()); |
---|
1529 | |
---|
1530 | // Update any animation |
---|
1531 | if (hasAnimation) |
---|
1532 | { |
---|
1533 | updateAnimation(); |
---|
1534 | } |
---|
1535 | |
---|
1536 | // Calculate the object space light details |
---|
1537 | Vector4 lightPos = light->getAs4DVector(); |
---|
1538 | Matrix4 world2Obj = mParentNode->_getFullTransform().inverseAffine(); |
---|
1539 | lightPos = world2Obj.transformAffine(lightPos); |
---|
1540 | |
---|
1541 | // We need to search the edge list for silhouette edges |
---|
1542 | EdgeData* edgeList = getEdgeList(); |
---|
1543 | |
---|
1544 | if (!edgeList) |
---|
1545 | { |
---|
1546 | // we can't get an edge list for some reason, return blank |
---|
1547 | // really we shouldn't be able to get here, but this is a safeguard |
---|
1548 | return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end()); |
---|
1549 | } |
---|
1550 | |
---|
1551 | // Init shadow renderable list if required |
---|
1552 | bool init = mShadowRenderables.empty(); |
---|
1553 | |
---|
1554 | EdgeData::EdgeGroupList::iterator egi; |
---|
1555 | ShadowRenderableList::iterator si, siend; |
---|
1556 | EntityShadowRenderable* esr = 0; |
---|
1557 | if (init) |
---|
1558 | mShadowRenderables.resize(edgeList->edgeGroups.size()); |
---|
1559 | |
---|
1560 | bool isAnimated = hasAnimation; |
---|
1561 | bool updatedSharedGeomNormals = false; |
---|
1562 | siend = mShadowRenderables.end(); |
---|
1563 | egi = edgeList->edgeGroups.begin(); |
---|
1564 | for (si = mShadowRenderables.begin(); si != siend; ++si, ++egi) |
---|
1565 | { |
---|
1566 | const VertexData *pVertData; |
---|
1567 | if (isAnimated) |
---|
1568 | { |
---|
1569 | // Use temp buffers |
---|
1570 | pVertData = findBlendedVertexData(egi->vertexData); |
---|
1571 | } |
---|
1572 | else |
---|
1573 | { |
---|
1574 | pVertData = egi->vertexData; |
---|
1575 | } |
---|
1576 | if (init) |
---|
1577 | { |
---|
1578 | // Try to find corresponding SubEntity; this allows the |
---|
1579 | // linkage of visibility between ShadowRenderable and SubEntity |
---|
1580 | SubEntity* subent = findSubEntityForVertexData(egi->vertexData); |
---|
1581 | // Create a new renderable, create a separate light cap if |
---|
1582 | // we're using a vertex program (either for this model, or |
---|
1583 | // for extruding the shadow volume) since otherwise we can |
---|
1584 | // get depth-fighting on the light cap |
---|
1585 | |
---|
1586 | *si = new EntityShadowRenderable(this, indexBuffer, pVertData, |
---|
1587 | mVertexProgramInUse || !extrude, subent); |
---|
1588 | } |
---|
1589 | else |
---|
1590 | { |
---|
1591 | // If we have animation, we have no guarantee that the position |
---|
1592 | // buffer we used last frame is the same one we used last frame |
---|
1593 | // since a temporary buffer is requested each frame |
---|
1594 | // therefore, we need to update the EntityShadowRenderable |
---|
1595 | // with the current position buffer |
---|
1596 | static_cast<EntityShadowRenderable*>(*si)->rebindPositionBuffer(pVertData, hasAnimation); |
---|
1597 | |
---|
1598 | } |
---|
1599 | // Get shadow renderable |
---|
1600 | esr = static_cast<EntityShadowRenderable*>(*si); |
---|
1601 | HardwareVertexBufferSharedPtr esrPositionBuffer = esr->getPositionBuffer(); |
---|
1602 | // For animated entities we need to recalculate the face normals |
---|
1603 | if (hasAnimation) |
---|
1604 | { |
---|
1605 | if (egi->vertexData != mMesh->sharedVertexData || !updatedSharedGeomNormals) |
---|
1606 | { |
---|
1607 | // recalculate face normals |
---|
1608 | edgeList->updateFaceNormals(egi->vertexSet, esrPositionBuffer); |
---|
1609 | // If we're not extruding in software we still need to update |
---|
1610 | // the latter part of the buffer (the hardware extruded part) |
---|
1611 | // with the latest animated positions |
---|
1612 | if (!extrude) |
---|
1613 | { |
---|
1614 | // Lock, we'll be locking the (suppressed hardware update) shadow buffer |
---|
1615 | float* pSrc = static_cast<float*>( |
---|
1616 | esrPositionBuffer->lock(HardwareBuffer::HBL_NORMAL)); |
---|
1617 | float* pDest = pSrc + (egi->vertexData->vertexCount * 3); |
---|
1618 | memcpy(pDest, pSrc, sizeof(float) * 3 * egi->vertexData->vertexCount); |
---|
1619 | esrPositionBuffer->unlock(); |
---|
1620 | } |
---|
1621 | if (egi->vertexData == mMesh->sharedVertexData) |
---|
1622 | { |
---|
1623 | updatedSharedGeomNormals = true; |
---|
1624 | } |
---|
1625 | } |
---|
1626 | } |
---|
1627 | // Extrude vertices in software if required |
---|
1628 | if (extrude) |
---|
1629 | { |
---|
1630 | extrudeVertices(esrPositionBuffer, |
---|
1631 | egi->vertexData->vertexCount, |
---|
1632 | lightPos, extrusionDistance); |
---|
1633 | |
---|
1634 | } |
---|
1635 | // Stop suppressing hardware update now, if we were |
---|
1636 | esrPositionBuffer->suppressHardwareUpdate(false); |
---|
1637 | |
---|
1638 | } |
---|
1639 | // Calc triangle light facing |
---|
1640 | updateEdgeListLightFacing(edgeList, lightPos); |
---|
1641 | |
---|
1642 | // Generate indexes and update renderables |
---|
1643 | generateShadowVolume(edgeList, *indexBuffer, light, |
---|
1644 | mShadowRenderables, flags); |
---|
1645 | |
---|
1646 | |
---|
1647 | return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end()); |
---|
1648 | } |
---|
1649 | //----------------------------------------------------------------------- |
---|
1650 | const VertexData* Entity::findBlendedVertexData(const VertexData* orig) |
---|
1651 | { |
---|
1652 | bool skel = hasSkeleton(); |
---|
1653 | |
---|
1654 | if (orig == mMesh->sharedVertexData) |
---|
1655 | { |
---|
1656 | return skel? mSkelAnimVertexData : mSoftwareVertexAnimVertexData; |
---|
1657 | } |
---|
1658 | SubEntityList::iterator i, iend; |
---|
1659 | iend = mSubEntityList.end(); |
---|
1660 | for (i = mSubEntityList.begin(); i != iend; ++i) |
---|
1661 | { |
---|
1662 | SubEntity* se = *i; |
---|
1663 | if (orig == se->getSubMesh()->vertexData) |
---|
1664 | { |
---|
1665 | return skel? se->_getSkelAnimVertexData() : se->_getSoftwareVertexAnimVertexData(); |
---|
1666 | } |
---|
1667 | } |
---|
1668 | // None found |
---|
1669 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
1670 | "Cannot find blended version of the vertex data specified.", |
---|
1671 | "Entity::findBlendedVertexData"); |
---|
1672 | } |
---|
1673 | //----------------------------------------------------------------------- |
---|
1674 | SubEntity* Entity::findSubEntityForVertexData(const VertexData* orig) |
---|
1675 | { |
---|
1676 | if (orig == mMesh->sharedVertexData) |
---|
1677 | { |
---|
1678 | return 0; |
---|
1679 | } |
---|
1680 | |
---|
1681 | SubEntityList::iterator i, iend; |
---|
1682 | iend = mSubEntityList.end(); |
---|
1683 | for (i = mSubEntityList.begin(); i != iend; ++i) |
---|
1684 | { |
---|
1685 | SubEntity* se = *i; |
---|
1686 | if (orig == se->getSubMesh()->vertexData) |
---|
1687 | { |
---|
1688 | return se; |
---|
1689 | } |
---|
1690 | } |
---|
1691 | |
---|
1692 | // None found |
---|
1693 | return 0; |
---|
1694 | } |
---|
1695 | //----------------------------------------------------------------------- |
---|
1696 | void Entity::addSoftwareAnimationRequest(bool normalsAlso) |
---|
1697 | { |
---|
1698 | mSoftwareAnimationRequests++; |
---|
1699 | if (normalsAlso) { |
---|
1700 | mSoftwareAnimationNormalsRequests++; |
---|
1701 | } |
---|
1702 | } |
---|
1703 | //----------------------------------------------------------------------- |
---|
1704 | void Entity::removeSoftwareAnimationRequest(bool normalsAlso) |
---|
1705 | { |
---|
1706 | if (mSoftwareAnimationRequests == 0 || |
---|
1707 | (normalsAlso && mSoftwareAnimationNormalsRequests == 0)) |
---|
1708 | { |
---|
1709 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
---|
1710 | "Attempt to remove nonexistant request.", |
---|
1711 | "Entity::removeSoftwareAnimationRequest"); |
---|
1712 | } |
---|
1713 | mSoftwareAnimationRequests--; |
---|
1714 | if (normalsAlso) { |
---|
1715 | mSoftwareAnimationNormalsRequests--; |
---|
1716 | } |
---|
1717 | } |
---|
1718 | //----------------------------------------------------------------------- |
---|
1719 | void Entity::_notifyAttached(Node* parent, bool isTagPoint) |
---|
1720 | { |
---|
1721 | MovableObject::_notifyAttached(parent, isTagPoint); |
---|
1722 | // Also notify LOD entities |
---|
1723 | LODEntityList::iterator i, iend; |
---|
1724 | iend = mLodEntityList.end(); |
---|
1725 | for (i = mLodEntityList.begin(); i != iend; ++i) |
---|
1726 | { |
---|
1727 | (*i)->_notifyAttached(parent, isTagPoint); |
---|
1728 | } |
---|
1729 | |
---|
1730 | } |
---|
1731 | //----------------------------------------------------------------------- |
---|
1732 | //----------------------------------------------------------------------- |
---|
1733 | Entity::EntityShadowRenderable::EntityShadowRenderable(Entity* parent, |
---|
1734 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, |
---|
1735 | bool createSeparateLightCap, SubEntity* subent, bool isLightCap) |
---|
1736 | : mParent(parent), mSubEntity(subent) |
---|
1737 | { |
---|
1738 | // Save link to vertex data |
---|
1739 | mCurrentVertexData = vertexData; |
---|
1740 | |
---|
1741 | // Initialise render op |
---|
1742 | mRenderOp.indexData = new IndexData(); |
---|
1743 | mRenderOp.indexData->indexBuffer = *indexBuffer; |
---|
1744 | mRenderOp.indexData->indexStart = 0; |
---|
1745 | // index start and count are sorted out later |
---|
1746 | |
---|
1747 | // Create vertex data which just references position component (and 2 component) |
---|
1748 | mRenderOp.vertexData = new VertexData(); |
---|
1749 | // Map in position data |
---|
1750 | mRenderOp.vertexData->vertexDeclaration->addElement(0,0,VET_FLOAT3, VES_POSITION); |
---|
1751 | mOriginalPosBufferBinding = |
---|
1752 | vertexData->vertexDeclaration->findElementBySemantic(VES_POSITION)->getSource(); |
---|
1753 | mPositionBuffer = vertexData->vertexBufferBinding->getBuffer(mOriginalPosBufferBinding); |
---|
1754 | mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer); |
---|
1755 | // Map in w-coord buffer (if present) |
---|
1756 | if(!vertexData->hardwareShadowVolWBuffer.isNull()) |
---|
1757 | { |
---|
1758 | mRenderOp.vertexData->vertexDeclaration->addElement(1,0,VET_FLOAT1, VES_TEXTURE_COORDINATES, 0); |
---|
1759 | mWBuffer = vertexData->hardwareShadowVolWBuffer; |
---|
1760 | mRenderOp.vertexData->vertexBufferBinding->setBinding(1, mWBuffer); |
---|
1761 | } |
---|
1762 | // Use same vertex start as input |
---|
1763 | mRenderOp.vertexData->vertexStart = vertexData->vertexStart; |
---|
1764 | |
---|
1765 | if (isLightCap) |
---|
1766 | { |
---|
1767 | // Use original vertex count, no extrusion |
---|
1768 | mRenderOp.vertexData->vertexCount = vertexData->vertexCount; |
---|
1769 | } |
---|
1770 | else |
---|
1771 | { |
---|
1772 | // Vertex count must take into account the doubling of the buffer, |
---|
1773 | // because second half of the buffer is the extruded copy |
---|
1774 | mRenderOp.vertexData->vertexCount = |
---|
1775 | vertexData->vertexCount * 2; |
---|
1776 | if (createSeparateLightCap) |
---|
1777 | { |
---|
1778 | // Create child light cap |
---|
1779 | mLightCap = new EntityShadowRenderable(parent, |
---|
1780 | indexBuffer, vertexData, false, subent, true); |
---|
1781 | } |
---|
1782 | } |
---|
1783 | |
---|
1784 | } |
---|
1785 | //----------------------------------------------------------------------- |
---|
1786 | Entity::EntityShadowRenderable::~EntityShadowRenderable() |
---|
1787 | { |
---|
1788 | delete mRenderOp.indexData; |
---|
1789 | delete mRenderOp.vertexData; |
---|
1790 | } |
---|
1791 | //----------------------------------------------------------------------- |
---|
1792 | void Entity::EntityShadowRenderable::getWorldTransforms(Matrix4* xform) const |
---|
1793 | { |
---|
1794 | *xform = mParent->_getParentNodeFullTransform(); |
---|
1795 | } |
---|
1796 | //----------------------------------------------------------------------- |
---|
1797 | const Quaternion& Entity::EntityShadowRenderable::getWorldOrientation(void) const |
---|
1798 | { |
---|
1799 | return mParent->getParentNode()->_getDerivedOrientation(); |
---|
1800 | } |
---|
1801 | //----------------------------------------------------------------------- |
---|
1802 | const Vector3& Entity::EntityShadowRenderable::getWorldPosition(void) const |
---|
1803 | { |
---|
1804 | return mParent->getParentNode()->_getDerivedPosition(); |
---|
1805 | } |
---|
1806 | //----------------------------------------------------------------------- |
---|
1807 | void Entity::EntityShadowRenderable::rebindPositionBuffer(const VertexData* vertexData, bool force) |
---|
1808 | { |
---|
1809 | if (force || mCurrentVertexData != vertexData) |
---|
1810 | { |
---|
1811 | mCurrentVertexData = vertexData; |
---|
1812 | mPositionBuffer = mCurrentVertexData->vertexBufferBinding->getBuffer( |
---|
1813 | mOriginalPosBufferBinding); |
---|
1814 | mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer); |
---|
1815 | if (mLightCap) |
---|
1816 | { |
---|
1817 | static_cast<EntityShadowRenderable*>(mLightCap)->rebindPositionBuffer(vertexData, force); |
---|
1818 | } |
---|
1819 | } |
---|
1820 | } |
---|
1821 | //----------------------------------------------------------------------- |
---|
1822 | bool Entity::EntityShadowRenderable::isVisible(void) const |
---|
1823 | { |
---|
1824 | if (mSubEntity) |
---|
1825 | { |
---|
1826 | return mSubEntity->isVisible(); |
---|
1827 | } |
---|
1828 | else |
---|
1829 | { |
---|
1830 | return ShadowRenderable::isVisible(); |
---|
1831 | } |
---|
1832 | } |
---|
1833 | //----------------------------------------------------------------------- |
---|
1834 | void Entity::setRenderQueueGroup(uint8 queueID) |
---|
1835 | { |
---|
1836 | MovableObject::setRenderQueueGroup(queueID); |
---|
1837 | |
---|
1838 | // Set render queue for all manual LOD entities |
---|
1839 | if (mMesh->isLodManual()) |
---|
1840 | { |
---|
1841 | LODEntityList::iterator li, liend; |
---|
1842 | liend = mLodEntityList.end(); |
---|
1843 | for (li = mLodEntityList.begin(); li != liend; ++li) |
---|
1844 | { |
---|
1845 | (*li)->setRenderQueueGroup(queueID); |
---|
1846 | } |
---|
1847 | } |
---|
1848 | } |
---|
1849 | //----------------------------------------------------------------------- |
---|
1850 | void Entity::shareSkeletonInstanceWith(Entity* entity) |
---|
1851 | { |
---|
1852 | if (entity->getMesh()->getSkeleton() != getMesh()->getSkeleton()) |
---|
1853 | { |
---|
1854 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED, |
---|
1855 | "The supplied entity has a different skeleton.", |
---|
1856 | "Entity::shareSkeletonWith"); |
---|
1857 | } |
---|
1858 | if (!mSkeletonInstance) |
---|
1859 | { |
---|
1860 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED, |
---|
1861 | "This entity has no skeleton.", |
---|
1862 | "Entity::shareSkeletonWith"); |
---|
1863 | } |
---|
1864 | if (mSharedSkeletonEntities != NULL && entity->mSharedSkeletonEntities != NULL) |
---|
1865 | { |
---|
1866 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED, |
---|
1867 | "Both entities already shares their SkeletonInstances! At least " |
---|
1868 | "one of the instances must not share it's instance.", |
---|
1869 | "Entity::shareSkeletonWith"); |
---|
1870 | } |
---|
1871 | |
---|
1872 | //check if we already share our skeletoninstance, we don't want to delete it if so |
---|
1873 | if (mSharedSkeletonEntities != NULL) |
---|
1874 | { |
---|
1875 | entity->shareSkeletonInstanceWith(this); |
---|
1876 | } |
---|
1877 | else |
---|
1878 | { |
---|
1879 | delete mSkeletonInstance; |
---|
1880 | AlignedMemory::deallocate(mBoneMatrices); |
---|
1881 | delete mAnimationState; |
---|
1882 | delete mFrameBonesLastUpdated; |
---|
1883 | mSkeletonInstance = entity->mSkeletonInstance; |
---|
1884 | mNumBoneMatrices = entity->mNumBoneMatrices; |
---|
1885 | mBoneMatrices = entity->mBoneMatrices; |
---|
1886 | mAnimationState = entity->mAnimationState; |
---|
1887 | mFrameBonesLastUpdated = entity->mFrameBonesLastUpdated; |
---|
1888 | if (entity->mSharedSkeletonEntities == NULL) |
---|
1889 | { |
---|
1890 | entity->mSharedSkeletonEntities = new EntitySet(); |
---|
1891 | entity->mSharedSkeletonEntities->insert(entity); |
---|
1892 | } |
---|
1893 | mSharedSkeletonEntities = entity->mSharedSkeletonEntities; |
---|
1894 | mSharedSkeletonEntities->insert(this); |
---|
1895 | } |
---|
1896 | } |
---|
1897 | //----------------------------------------------------------------------- |
---|
1898 | void Entity::stopSharingSkeletonInstance() |
---|
1899 | { |
---|
1900 | if (mSharedSkeletonEntities == NULL) |
---|
1901 | { |
---|
1902 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED, |
---|
1903 | "This entity is not sharing it's skeletoninstance.", |
---|
1904 | "Entity::shareSkeletonWith"); |
---|
1905 | } |
---|
1906 | //check if there's no other than us sharing the skeleton instance |
---|
1907 | if (mSharedSkeletonEntities->size() == 1) |
---|
1908 | { |
---|
1909 | //just reset |
---|
1910 | delete mSharedSkeletonEntities; |
---|
1911 | mSharedSkeletonEntities = 0; |
---|
1912 | } |
---|
1913 | else |
---|
1914 | { |
---|
1915 | mSkeletonInstance = new SkeletonInstance(mMesh->getSkeleton()); |
---|
1916 | mSkeletonInstance->load(); |
---|
1917 | mAnimationState = new AnimationStateSet(); |
---|
1918 | mMesh->_initAnimationState(mAnimationState); |
---|
1919 | mFrameBonesLastUpdated = new unsigned long(std::numeric_limits<unsigned long>::max()); |
---|
1920 | mNumBoneMatrices = mSkeletonInstance->getNumBones(); |
---|
1921 | mBoneMatrices = static_cast<Matrix4*>(AlignedMemory::allocate(sizeof(Matrix4) * mNumBoneMatrices)); |
---|
1922 | |
---|
1923 | mSharedSkeletonEntities->erase(this); |
---|
1924 | if (mSharedSkeletonEntities->size() == 1) |
---|
1925 | { |
---|
1926 | (*mSharedSkeletonEntities->begin())->stopSharingSkeletonInstance(); |
---|
1927 | } |
---|
1928 | mSharedSkeletonEntities = 0; |
---|
1929 | } |
---|
1930 | } |
---|
1931 | //----------------------------------------------------------------------- |
---|
1932 | void Entity::refreshAvailableAnimationState(void) |
---|
1933 | { |
---|
1934 | mMesh->_refreshAnimationState(mAnimationState); |
---|
1935 | } |
---|
1936 | //----------------------------------------------------------------------- |
---|
1937 | uint32 Entity::getTypeFlags(void) const |
---|
1938 | { |
---|
1939 | return SceneManager::ENTITY_TYPE_MASK; |
---|
1940 | } |
---|
1941 | //----------------------------------------------------------------------- |
---|
1942 | VertexData* Entity::getVertexDataForBinding(void) |
---|
1943 | { |
---|
1944 | Entity::VertexDataBindChoice c = |
---|
1945 | chooseVertexDataForBinding(mMesh->getSharedVertexDataAnimationType() != VAT_NONE); |
---|
1946 | switch(c) |
---|
1947 | { |
---|
1948 | case BIND_ORIGINAL: |
---|
1949 | return mMesh->sharedVertexData; |
---|
1950 | case BIND_HARDWARE_MORPH: |
---|
1951 | return mHardwareVertexAnimVertexData; |
---|
1952 | case BIND_SOFTWARE_MORPH: |
---|
1953 | return mSoftwareVertexAnimVertexData; |
---|
1954 | case BIND_SOFTWARE_SKELETAL: |
---|
1955 | return mSkelAnimVertexData; |
---|
1956 | }; |
---|
1957 | // keep compiler happy |
---|
1958 | return mMesh->sharedVertexData; |
---|
1959 | } |
---|
1960 | //----------------------------------------------------------------------- |
---|
1961 | Entity::VertexDataBindChoice Entity::chooseVertexDataForBinding(bool vertexAnim) const |
---|
1962 | { |
---|
1963 | if (hasSkeleton()) |
---|
1964 | { |
---|
1965 | if (!mHardwareAnimation) |
---|
1966 | { |
---|
1967 | // all software skeletal binds same vertex data |
---|
1968 | // may be a 2-stage s/w transform including morph earlier though |
---|
1969 | return BIND_SOFTWARE_SKELETAL; |
---|
1970 | } |
---|
1971 | else if (vertexAnim) |
---|
1972 | { |
---|
1973 | // hardware morph animation |
---|
1974 | return BIND_HARDWARE_MORPH; |
---|
1975 | } |
---|
1976 | else |
---|
1977 | { |
---|
1978 | // hardware skeletal, no morphing |
---|
1979 | return BIND_ORIGINAL; |
---|
1980 | } |
---|
1981 | } |
---|
1982 | else if (vertexAnim) |
---|
1983 | { |
---|
1984 | // morph only, no skeletal |
---|
1985 | if (mHardwareAnimation) |
---|
1986 | { |
---|
1987 | return BIND_HARDWARE_MORPH; |
---|
1988 | } |
---|
1989 | else |
---|
1990 | { |
---|
1991 | return BIND_SOFTWARE_MORPH; |
---|
1992 | } |
---|
1993 | |
---|
1994 | } |
---|
1995 | else |
---|
1996 | { |
---|
1997 | return BIND_ORIGINAL; |
---|
1998 | } |
---|
1999 | |
---|
2000 | } |
---|
2001 | //----------------------------------------------------------------------- |
---|
2002 | //----------------------------------------------------------------------- |
---|
2003 | String EntityFactory::FACTORY_TYPE_NAME = "Entity"; |
---|
2004 | //----------------------------------------------------------------------- |
---|
2005 | const String& EntityFactory::getType(void) const |
---|
2006 | { |
---|
2007 | return FACTORY_TYPE_NAME; |
---|
2008 | } |
---|
2009 | //----------------------------------------------------------------------- |
---|
2010 | MovableObject* EntityFactory::createInstanceImpl( const String& name, |
---|
2011 | const NameValuePairList* params) |
---|
2012 | { |
---|
2013 | // must have mesh parameter |
---|
2014 | MeshPtr pMesh; |
---|
2015 | if (params != 0) |
---|
2016 | { |
---|
2017 | NameValuePairList::const_iterator ni = params->find("mesh"); |
---|
2018 | if (ni != params->end()) |
---|
2019 | { |
---|
2020 | // Get mesh (load if required) |
---|
2021 | pMesh = MeshManager::getSingleton().load( |
---|
2022 | ni->second, |
---|
2023 | // autodetect group location |
---|
2024 | ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME ); |
---|
2025 | } |
---|
2026 | |
---|
2027 | } |
---|
2028 | if (pMesh.isNull()) |
---|
2029 | { |
---|
2030 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
---|
2031 | "'mesh' parameter required when constructing an Entity.", |
---|
2032 | "EntityFactory::createInstance"); |
---|
2033 | } |
---|
2034 | |
---|
2035 | return new Entity(name, pMesh); |
---|
2036 | |
---|
2037 | } |
---|
2038 | //----------------------------------------------------------------------- |
---|
2039 | void EntityFactory::destroyInstance( MovableObject* obj) |
---|
2040 | { |
---|
2041 | delete obj; |
---|
2042 | } |
---|
2043 | |
---|
2044 | |
---|
2045 | } |
---|