1 | /* |
---|
2 | ----------------------------------------------------------------------------- |
---|
3 | This source file is part of OGRE |
---|
4 | (Object-oriented Graphics Rendering Engine) |
---|
5 | For the latest info, see http://www.ogre3d.org |
---|
6 | |
---|
7 | Copyright (c) 2000-2013 Torus Knot Software Ltd |
---|
8 | |
---|
9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
---|
10 | of this software and associated documentation files (the "Software"), to deal |
---|
11 | in the Software without restriction, including without limitation the rights |
---|
12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
---|
13 | copies of the Software, and to permit persons to whom the Software is |
---|
14 | furnished to do so, subject to the following conditions: |
---|
15 | |
---|
16 | The above copyright notice and this permission notice shall be included in |
---|
17 | all copies or substantial portions of the Software. |
---|
18 | |
---|
19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
---|
20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
---|
21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
---|
22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
---|
23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
---|
24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
---|
25 | THE SOFTWARE. |
---|
26 | ----------------------------------------------------------------------------- |
---|
27 | */ |
---|
28 | #ifndef __Entity_H__ |
---|
29 | #define __Entity_H__ |
---|
30 | |
---|
31 | #include "OgrePrerequisites.h" |
---|
32 | #include "OgreCommon.h" |
---|
33 | |
---|
34 | #include "OgreString.h" |
---|
35 | #include "OgreMovableObject.h" |
---|
36 | #include "OgreQuaternion.h" |
---|
37 | #include "OgreVector3.h" |
---|
38 | #include "OgreHardwareBufferManager.h" |
---|
39 | #include "OgreMesh.h" |
---|
40 | #include "OgreRenderable.h" |
---|
41 | #include "OgreResourceGroupManager.h" |
---|
42 | #include "OgreHeaderPrefix.h" |
---|
43 | |
---|
44 | namespace Ogre { |
---|
45 | /** \addtogroup Core |
---|
46 | * @{ |
---|
47 | */ |
---|
48 | /** \addtogroup Scene |
---|
49 | * @{ |
---|
50 | */ |
---|
51 | /** Defines an instance of a discrete, movable object based on a Mesh. |
---|
52 | @remarks |
---|
53 | Ogre generally divides renderable objects into 2 groups, discrete |
---|
54 | (separate) and relatively small objects which move around the world, |
---|
55 | and large, sprawling geometry which makes up generally immovable |
---|
56 | scenery, aka 'level geometry'. |
---|
57 | @par |
---|
58 | The Mesh and SubMesh classes deal with the definition of the geometry |
---|
59 | used by discrete movable objects. Entities are actual instances of |
---|
60 | objects based on this geometry in the world. Therefore there is |
---|
61 | usually a single set Mesh for a car, but there may be multiple |
---|
62 | entities based on it in the world. Entities are able to override |
---|
63 | aspects of the Mesh it is defined by, such as changing material |
---|
64 | properties per instance (so you can have many cars using the same |
---|
65 | geometry but different textures for example). Because a Mesh is split |
---|
66 | into SubMeshes for this purpose, the Entity class is a grouping class |
---|
67 | (much like the Mesh class) and much of the detail regarding |
---|
68 | individual changes is kept in the SubEntity class. There is a 1:1 |
---|
69 | relationship between SubEntity instances and the SubMesh instances |
---|
70 | associated with the Mesh the Entity is based on. |
---|
71 | @par |
---|
72 | Entity and SubEntity classes are never created directly. Use the |
---|
73 | createEntity method of the SceneManager (passing a model name) to |
---|
74 | create one. |
---|
75 | @par |
---|
76 | Entities are included in the scene by associating them with a |
---|
77 | SceneNode, using the attachEntity method. See the SceneNode class |
---|
78 | for full information. |
---|
79 | @note |
---|
80 | No functions were declared virtual to improve performance. |
---|
81 | */ |
---|
82 | class _OgreExport Entity: public MovableObject, public Resource::Listener |
---|
83 | { |
---|
84 | // Allow EntityFactory full access |
---|
85 | friend class EntityFactory; |
---|
86 | friend class SubEntity; |
---|
87 | public: |
---|
88 | |
---|
89 | typedef set<Entity*>::type EntitySet; |
---|
90 | typedef map<unsigned short, bool>::type SchemeHardwareAnimMap; |
---|
91 | |
---|
92 | protected: |
---|
93 | |
---|
94 | /** Private constructor (instances cannot be created directly). |
---|
95 | */ |
---|
96 | Entity(); |
---|
97 | /** Private constructor - specify name (the usual constructor used). |
---|
98 | */ |
---|
99 | Entity( const String& name, const MeshPtr& mesh); |
---|
100 | |
---|
101 | /** The Mesh that this Entity is based on. |
---|
102 | */ |
---|
103 | MeshPtr mMesh; |
---|
104 | |
---|
105 | /** List of SubEntities (point to SubMeshes). |
---|
106 | */ |
---|
107 | typedef vector<SubEntity*>::type SubEntityList; |
---|
108 | SubEntityList mSubEntityList; |
---|
109 | |
---|
110 | |
---|
111 | /// State of animation for animable meshes |
---|
112 | AnimationStateSet* mAnimationState; |
---|
113 | |
---|
114 | |
---|
115 | /// Temp buffer details for software skeletal anim of shared geometry |
---|
116 | TempBlendedBufferInfo mTempSkelAnimInfo; |
---|
117 | /// Vertex data details for software skeletal anim of shared geometry |
---|
118 | VertexData* mSkelAnimVertexData; |
---|
119 | /// Temp buffer details for software vertex anim of shared geometry |
---|
120 | TempBlendedBufferInfo mTempVertexAnimInfo; |
---|
121 | /// Vertex data details for software vertex anim of shared geometry |
---|
122 | VertexData* mSoftwareVertexAnimVertexData; |
---|
123 | /// Vertex data details for hardware vertex anim of shared geometry |
---|
124 | /// - separate since we need to s/w anim for shadows whilst still altering |
---|
125 | /// the vertex data for hardware morphing (pos2 binding) |
---|
126 | VertexData* mHardwareVertexAnimVertexData; |
---|
127 | /// Have we applied any vertex animation to shared geometry? |
---|
128 | bool mVertexAnimationAppliedThisFrame; |
---|
129 | /// Have the temp buffers already had their geometry prepared for use in rendering shadow volumes? |
---|
130 | bool mPreparedForShadowVolumes; |
---|
131 | |
---|
132 | /** Internal method - given vertex data which could be from the Mesh or |
---|
133 | any submesh, finds the temporary blend copy. |
---|
134 | */ |
---|
135 | const VertexData* findBlendedVertexData(const VertexData* orig); |
---|
136 | /** Internal method - given vertex data which could be from the Mesh or |
---|
137 | any SubMesh, finds the corresponding SubEntity. |
---|
138 | */ |
---|
139 | SubEntity* findSubEntityForVertexData(const VertexData* orig); |
---|
140 | |
---|
141 | /** Internal method for extracting metadata out of source vertex data |
---|
142 | for fast assignment of temporary buffers later. |
---|
143 | */ |
---|
144 | void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info); |
---|
145 | /** Internal method to clone vertex data definitions but to remove blend buffers. */ |
---|
146 | VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source); |
---|
147 | /** Internal method for preparing this Entity for use in animation. */ |
---|
148 | void prepareTempBlendBuffers(void); |
---|
149 | /** Mark all vertex data as so far unanimated. |
---|
150 | */ |
---|
151 | void markBuffersUnusedForAnimation(void); |
---|
152 | /** Internal method to restore original vertex data where we didn't |
---|
153 | perform any vertex animation this frame. |
---|
154 | */ |
---|
155 | void restoreBuffersForUnusedAnimation(bool hardwareAnimation); |
---|
156 | |
---|
157 | /** Ensure that any unbound pose animation buffers are bound to a safe |
---|
158 | default. |
---|
159 | @param srcData |
---|
160 | Original vertex data containing original positions. |
---|
161 | @param destData |
---|
162 | Hardware animation vertex data to be checked. |
---|
163 | */ |
---|
164 | void bindMissingHardwarePoseBuffers(const VertexData* srcData, |
---|
165 | VertexData* destData); |
---|
166 | |
---|
167 | /** When performing software pose animation, initialise software copy |
---|
168 | of vertex data. |
---|
169 | */ |
---|
170 | void initialisePoseVertexData(const VertexData* srcData, VertexData* destData, |
---|
171 | bool animateNormals); |
---|
172 | |
---|
173 | /** When animating normals for pose animation, finalise normals by filling in |
---|
174 | with the reference mesh normal where applied normal weights < 1. |
---|
175 | */ |
---|
176 | void finalisePoseNormals(const VertexData* srcData, VertexData* destData); |
---|
177 | |
---|
178 | /// Cached bone matrices, including any world transform. |
---|
179 | Matrix4 *mBoneWorldMatrices; |
---|
180 | /// Cached bone matrices in skeleton local space, might shares with other entity instances. |
---|
181 | Matrix4 *mBoneMatrices; |
---|
182 | unsigned short mNumBoneMatrices; |
---|
183 | /// Records the last frame in which animation was updated. |
---|
184 | unsigned long mFrameAnimationLastUpdated; |
---|
185 | |
---|
186 | /// Perform all the updates required for an animated entity. |
---|
187 | void updateAnimation(void); |
---|
188 | |
---|
189 | /// Records the last frame in which the bones was updated. |
---|
190 | /// It's a pointer because it can be shared between different entities with |
---|
191 | /// a shared skeleton. |
---|
192 | unsigned long *mFrameBonesLastUpdated; |
---|
193 | |
---|
194 | /** A set of all the entities which shares a single SkeletonInstance. |
---|
195 | This is only created if the entity is in fact sharing it's SkeletonInstance with |
---|
196 | other Entities. |
---|
197 | */ |
---|
198 | EntitySet* mSharedSkeletonEntities; |
---|
199 | |
---|
200 | /** Private method to cache bone matrices from skeleton. |
---|
201 | @return |
---|
202 | True if the bone matrices cache has been updated. False if note. |
---|
203 | */ |
---|
204 | bool cacheBoneMatrices(void); |
---|
205 | |
---|
206 | /// Flag determines whether or not to display skeleton. |
---|
207 | bool mDisplaySkeleton; |
---|
208 | /** Flag indicating whether hardware animation is supported by this entities materials |
---|
209 | data is saved per scehme number. |
---|
210 | */ |
---|
211 | SchemeHardwareAnimMap mSchemeHardwareAnim; |
---|
212 | |
---|
213 | /// Current state of the hardware animation as represented by the entities parameters. |
---|
214 | bool mCurrentHWAnimationState; |
---|
215 | |
---|
216 | /// Number of hardware poses supported by materials. |
---|
217 | ushort mHardwarePoseCount; |
---|
218 | /// Flag indicating whether we have a vertex program in use on any of our subentities. |
---|
219 | bool mVertexProgramInUse; |
---|
220 | /// Counter indicating number of requests for software animation. |
---|
221 | int mSoftwareAnimationRequests; |
---|
222 | /// Counter indicating number of requests for software blended normals. |
---|
223 | int mSoftwareAnimationNormalsRequests; |
---|
224 | /// Flag indicating whether to skip automatic updating of the Skeleton's AnimationState. |
---|
225 | bool mSkipAnimStateUpdates; |
---|
226 | /// Flag indicating whether to update the main entity skeleton even when an LOD is displayed. |
---|
227 | bool mAlwaysUpdateMainSkeleton; |
---|
228 | |
---|
229 | |
---|
230 | /// The LOD number of the mesh to use, calculated by _notifyCurrentCamera. |
---|
231 | ushort mMeshLodIndex; |
---|
232 | |
---|
233 | /// LOD bias factor, transformed for optimisation when calculating adjusted LOD value. |
---|
234 | Real mMeshLodFactorTransformed; |
---|
235 | /// Index of minimum detail LOD (NB higher index is lower detail). |
---|
236 | ushort mMinMeshLodIndex; |
---|
237 | /// Index of maximum detail LOD (NB lower index is higher detail). |
---|
238 | ushort mMaxMeshLodIndex; |
---|
239 | |
---|
240 | /// LOD bias factor, not transformed. |
---|
241 | Real mMaterialLodFactor; |
---|
242 | /// LOD bias factor, transformed for optimisation when calculating adjusted LOD value. |
---|
243 | Real mMaterialLodFactorTransformed; |
---|
244 | /// Index of minimum detail LOD (NB higher index is lower detail). |
---|
245 | ushort mMinMaterialLodIndex; |
---|
246 | /// Index of maximum detail LOD (NB lower index is higher detail). |
---|
247 | ushort mMaxMaterialLodIndex; |
---|
248 | |
---|
249 | /** List of LOD Entity instances (for manual LODs). |
---|
250 | We don't know when the mesh is using manual LODs whether one LOD to the next will have the |
---|
251 | same number of SubMeshes, therefore we have to allow a separate Entity list |
---|
252 | with each alternate one. |
---|
253 | */ |
---|
254 | typedef vector<Entity*>::type LODEntityList; |
---|
255 | LODEntityList mLodEntityList; |
---|
256 | |
---|
257 | /** This Entity's personal copy of the skeleton, if skeletally animated. |
---|
258 | */ |
---|
259 | SkeletonInstance* mSkeletonInstance; |
---|
260 | |
---|
261 | /// Has this entity been initialised yet? |
---|
262 | bool mInitialised; |
---|
263 | |
---|
264 | /// Last parent transform. |
---|
265 | Matrix4 mLastParentXform; |
---|
266 | |
---|
267 | /// Mesh state count, used to detect differences. |
---|
268 | size_t mMeshStateCount; |
---|
269 | |
---|
270 | /** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */ |
---|
271 | void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist); |
---|
272 | |
---|
273 | /// Internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity. |
---|
274 | void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint); |
---|
275 | |
---|
276 | /// Internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity. |
---|
277 | void detachObjectImpl(MovableObject* pObject); |
---|
278 | |
---|
279 | /// Internal implementation of detaching all 'child' objects of this entity. |
---|
280 | void detachAllObjectsImpl(void); |
---|
281 | |
---|
282 | /// Ensures reevaluation of the vertex processing usage. |
---|
283 | void reevaluateVertexProcessing(void); |
---|
284 | |
---|
285 | /** Calculates the kind of vertex processing in use. |
---|
286 | @remarks |
---|
287 | This function's return value is calculated according to the current |
---|
288 | active scheme. This is due to the fact that RTSS schemes may be different |
---|
289 | in their handling of hardware animation. |
---|
290 | */ |
---|
291 | bool calcVertexProcessing(void); |
---|
292 | |
---|
293 | /// Apply vertex animation. |
---|
294 | void applyVertexAnimation(bool hardwareAnimation, bool stencilShadows); |
---|
295 | /// Initialise the hardware animation elements for given vertex data. |
---|
296 | ushort initHardwareAnimationElements(VertexData* vdata, ushort numberOfElements, bool animateNormals); |
---|
297 | /// Are software vertex animation temp buffers bound? |
---|
298 | bool tempVertexAnimBuffersBound(void) const; |
---|
299 | /// Are software skeleton animation temp buffers bound? |
---|
300 | bool tempSkelAnimBuffersBound(bool requestNormals) const; |
---|
301 | |
---|
302 | public: |
---|
303 | /// Contains the child objects (attached to bones) indexed by name. |
---|
304 | typedef map<String, MovableObject*>::type ChildObjectList; |
---|
305 | protected: |
---|
306 | ChildObjectList mChildObjectList; |
---|
307 | |
---|
308 | |
---|
309 | /// Bounding box that 'contains' all the mesh of each child entity. |
---|
310 | mutable AxisAlignedBox mFullBoundingBox; |
---|
311 | |
---|
312 | ShadowRenderableList mShadowRenderables; |
---|
313 | |
---|
314 | /** Nested class to allow entity shadows. */ |
---|
315 | class _OgreExport EntityShadowRenderable : public ShadowRenderable |
---|
316 | { |
---|
317 | protected: |
---|
318 | Entity* mParent; |
---|
319 | /// Shared link to position buffer. |
---|
320 | HardwareVertexBufferSharedPtr mPositionBuffer; |
---|
321 | /// Shared link to w-coord buffer (optional). |
---|
322 | HardwareVertexBufferSharedPtr mWBuffer; |
---|
323 | /// Link to current vertex data used to bind (maybe changes). |
---|
324 | const VertexData* mCurrentVertexData; |
---|
325 | /// Original position buffer source binding. |
---|
326 | unsigned short mOriginalPosBufferBinding; |
---|
327 | /// Link to SubEntity, only present if SubEntity has it's own geometry. |
---|
328 | SubEntity* mSubEntity; |
---|
329 | |
---|
330 | |
---|
331 | public: |
---|
332 | EntityShadowRenderable(Entity* parent, |
---|
333 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, |
---|
334 | bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false); |
---|
335 | ~EntityShadowRenderable(); |
---|
336 | |
---|
337 | /// Create the separate light cap if it doesn't already exists. |
---|
338 | void _createSeparateLightCap(); |
---|
339 | /// @copydoc ShadowRenderable::getWorldTransforms. |
---|
340 | void getWorldTransforms(Matrix4* xform) const; |
---|
341 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; } |
---|
342 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; } |
---|
343 | /// Rebind the source positions (for temp buffer users). |
---|
344 | void rebindPositionBuffer(const VertexData* vertexData, bool force); |
---|
345 | /// @copydoc ShadowRenderable::isVisible. |
---|
346 | bool isVisible(void) const; |
---|
347 | /// @copydoc ShadowRenderable::rebindIndexBuffer. |
---|
348 | virtual void rebindIndexBuffer(const HardwareIndexBufferSharedPtr& indexBuffer); |
---|
349 | }; |
---|
350 | public: |
---|
351 | /** Default destructor. |
---|
352 | */ |
---|
353 | ~Entity(); |
---|
354 | |
---|
355 | /** Gets the Mesh that this Entity is based on. |
---|
356 | */ |
---|
357 | const MeshPtr& getMesh(void) const; |
---|
358 | |
---|
359 | /** Gets a pointer to a SubEntity, ie a part of an Entity. |
---|
360 | */ |
---|
361 | SubEntity* getSubEntity(unsigned int index) const; |
---|
362 | |
---|
363 | /** Gets a pointer to a SubEntity by name |
---|
364 | @remarks |
---|
365 | Names should be initialized during a Mesh creation. |
---|
366 | */ |
---|
367 | SubEntity* getSubEntity( const String& name ) const; |
---|
368 | |
---|
369 | /** Retrieves the number of SubEntity objects making up this entity. |
---|
370 | */ |
---|
371 | unsigned int getNumSubEntities(void) const; |
---|
372 | |
---|
373 | /** Clones this entity and returns a pointer to the clone. |
---|
374 | @remarks |
---|
375 | Useful method for duplicating an entity. The new entity must be |
---|
376 | given a unique name, and is not attached to the scene in any way |
---|
377 | so must be attached to a SceneNode to be visible (exactly as |
---|
378 | entities returned from SceneManager::createEntity). |
---|
379 | @param newName |
---|
380 | Name for the new entity. |
---|
381 | */ |
---|
382 | Entity* clone( const String& newName ) const; |
---|
383 | |
---|
384 | /** Sets the material to use for the whole of this entity. |
---|
385 | @remarks |
---|
386 | This is a shortcut method to set all the materials for all |
---|
387 | subentities of this entity. Only use this method is you want to |
---|
388 | set the same material for all subentities or if you know there |
---|
389 | is only one. Otherwise call getSubEntity() and call the same |
---|
390 | method on the individual SubEntity. |
---|
391 | */ |
---|
392 | void setMaterialName( const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME ); |
---|
393 | |
---|
394 | |
---|
395 | /** Sets the material to use for the whole of this entity. |
---|
396 | @remarks |
---|
397 | This is a shortcut method to set all the materials for all |
---|
398 | subentities of this entity. Only use this method is you want to |
---|
399 | set the same material for all subentities or if you know there |
---|
400 | is only one. Otherwise call getSubEntity() and call the same |
---|
401 | method on the individual SubEntity. |
---|
402 | */ |
---|
403 | void setMaterial(const MaterialPtr& material); |
---|
404 | |
---|
405 | /** @copydoc MovableObject::_notifyCurrentCamera. |
---|
406 | */ |
---|
407 | void _notifyCurrentCamera(Camera* cam); |
---|
408 | |
---|
409 | /// @copydoc MovableObject::setRenderQueueGroup. |
---|
410 | void setRenderQueueGroup(uint8 queueID); |
---|
411 | |
---|
412 | /// @copydoc MovableObject::setRenderQueueGroupAndPriority. |
---|
413 | void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority); |
---|
414 | |
---|
415 | /** @copydoc MovableObject::getBoundingBox. |
---|
416 | */ |
---|
417 | const AxisAlignedBox& getBoundingBox(void) const; |
---|
418 | |
---|
419 | /// Merge all the child object Bounds a return it. |
---|
420 | AxisAlignedBox getChildObjectsBoundingBox(void) const; |
---|
421 | |
---|
422 | /** @copydoc MovableObject::_updateRenderQueue. |
---|
423 | */ |
---|
424 | void _updateRenderQueue(RenderQueue* queue); |
---|
425 | |
---|
426 | /** @copydoc MovableObject::getMovableType */ |
---|
427 | const String& getMovableType(void) const; |
---|
428 | |
---|
429 | /** For entities based on animated meshes, gets the AnimationState object for a single animation. |
---|
430 | @remarks |
---|
431 | You animate an entity by updating the animation state objects. Each of these represents the |
---|
432 | current state of each animation available to the entity. The AnimationState objects are |
---|
433 | initialised from the Mesh object. |
---|
434 | */ |
---|
435 | AnimationState* getAnimationState(const String& name) const; |
---|
436 | /** Returns whether the AnimationState with the given name exists. */ |
---|
437 | bool hasAnimationState(const String& name) const; |
---|
438 | /** For entities based on animated meshes, gets the AnimationState objects for all animations. |
---|
439 | @return |
---|
440 | In case the entity is animated, this functions returns the pointer to a AnimationStateSet |
---|
441 | containing all animations of the entries. If the entity is not animated, it returns 0. |
---|
442 | @remarks |
---|
443 | You animate an entity by updating the animation state objects. Each of these represents the |
---|
444 | current state of each animation available to the entity. The AnimationState objects are |
---|
445 | initialised from the Mesh object. |
---|
446 | */ |
---|
447 | AnimationStateSet* getAllAnimationStates(void) const; |
---|
448 | |
---|
449 | /** Tells the Entity whether or not it should display it's skeleton, if it has one. |
---|
450 | */ |
---|
451 | void setDisplaySkeleton(bool display); |
---|
452 | |
---|
453 | /** Returns whether or not the entity is currently displaying its skeleton. |
---|
454 | */ |
---|
455 | bool getDisplaySkeleton(void) const; |
---|
456 | |
---|
457 | |
---|
458 | /** Gets a pointer to the entity representing the numbered manual level of detail. |
---|
459 | @remarks |
---|
460 | The zero-based index never includes the original entity, unlike |
---|
461 | Mesh::getLodLevel. |
---|
462 | */ |
---|
463 | Entity* getManualLodLevel(size_t index) const; |
---|
464 | |
---|
465 | /** Returns the number of manual levels of detail that this entity supports. |
---|
466 | @remarks |
---|
467 | This number never includes the original entity, it is difference |
---|
468 | with Mesh::getNumLodLevels. |
---|
469 | */ |
---|
470 | size_t getNumManualLodLevels(void) const; |
---|
471 | |
---|
472 | /** Returns the current LOD used to render |
---|
473 | */ |
---|
474 | ushort getCurrentLodIndex() { return mMeshLodIndex; } |
---|
475 | |
---|
476 | /** Sets a level-of-detail bias for the mesh detail of this entity. |
---|
477 | @remarks |
---|
478 | Level of detail reduction is normally applied automatically based on the Mesh |
---|
479 | settings. However, it is possible to influence this behaviour for this entity |
---|
480 | by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this |
---|
481 | entity up or down depending on your requirements. You might want to use this |
---|
482 | if there was a particularly important entity in your scene which you wanted to |
---|
483 | detail better than the others, such as a player model. |
---|
484 | @par |
---|
485 | There are three parameters to this method; the first is a factor to apply; it |
---|
486 | defaults to 1.0 (no change), by increasing this to say 2.0, this model would |
---|
487 | take twice as long to reduce in detail, whilst at 0.5 this entity would use lower |
---|
488 | detail versions twice as quickly. The other 2 parameters are hard limits which |
---|
489 | let you set the maximum and minimum level-of-detail version to use, after all |
---|
490 | other calculations have been made. This lets you say that this entity should |
---|
491 | never be simplified, or that it can only use LODs below a certain level even |
---|
492 | when right next to the camera. |
---|
493 | @param factor |
---|
494 | Proportional factor to apply to the distance at which LOD is changed. |
---|
495 | Higher values increase the distance at which higher LODs are displayed (2.0 is |
---|
496 | twice the normal distance, 0.5 is half). |
---|
497 | @param maxDetailIndex |
---|
498 | The index of the maximum LOD this entity is allowed to use (lower |
---|
499 | indexes are higher detail: index 0 is the original full detail model). |
---|
500 | @param minDetailIndex |
---|
501 | The index of the minimum LOD this entity is allowed to use (higher |
---|
502 | indexes are lower detail). Use something like 99 if you want unlimited LODs (the actual |
---|
503 | LOD will be limited by the number in the Mesh). |
---|
504 | */ |
---|
505 | void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99); |
---|
506 | |
---|
507 | /** Sets a level-of-detail bias for the material detail of this entity. |
---|
508 | @remarks |
---|
509 | Level of detail reduction is normally applied automatically based on the Material |
---|
510 | settings. However, it is possible to influence this behaviour for this entity |
---|
511 | by adjusting the LOD bias. This 'nudges' the material level of detail used for this |
---|
512 | entity up or down depending on your requirements. You might want to use this |
---|
513 | if there was a particularly important entity in your scene which you wanted to |
---|
514 | detail better than the others, such as a player model. |
---|
515 | @par |
---|
516 | There are three parameters to this method; the first is a factor to apply; it |
---|
517 | defaults to 1.0 (no change), by increasing this to say 2.0, this entity would |
---|
518 | take twice as long to use a lower detail material, whilst at 0.5 this entity |
---|
519 | would use lower detail versions twice as quickly. The other 2 parameters are |
---|
520 | hard limits which let you set the maximum and minimum level-of-detail index |
---|
521 | to use, after all other calculations have been made. This lets you say that |
---|
522 | this entity should never be simplified, or that it can only use LODs below |
---|
523 | a certain level even when right next to the camera. |
---|
524 | @param factor |
---|
525 | Proportional factor to apply to the distance at which LOD is changed. |
---|
526 | Higher values increase the distance at which higher LODs are displayed (2.0 is |
---|
527 | twice the normal distance, 0.5 is half). |
---|
528 | @param maxDetailIndex |
---|
529 | The index of the maximum LOD this entity is allowed to use (lower |
---|
530 | indexes are higher detail: index 0 is the original full detail model). |
---|
531 | @param minDetailIndex |
---|
532 | The index of the minimum LOD this entity is allowed to use (higher |
---|
533 | indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual |
---|
534 | LOD will be limited by the number of LOD indexes used in the Material). |
---|
535 | */ |
---|
536 | void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99); |
---|
537 | |
---|
538 | /** Sets whether the polygon mode of this entire entity may be |
---|
539 | overridden by the camera detail settings. |
---|
540 | */ |
---|
541 | void setPolygonModeOverrideable(bool PolygonModeOverrideable); |
---|
542 | /** Attaches another object to a certain bone of the skeleton which this entity uses. |
---|
543 | @remarks |
---|
544 | This method can be used to attach another object to an animated part of this entity, |
---|
545 | by attaching it to a bone in the skeleton (with an offset if required). As this entity |
---|
546 | is animated, the attached object will move relative to the bone to which it is attached. |
---|
547 | @par |
---|
548 | An exception is thrown if the movable object is already attached to the bone, another bone or scenenode. |
---|
549 | If the entity has no skeleton or the bone name cannot be found then an exception is thrown. |
---|
550 | @param boneName |
---|
551 | The name of the bone (in the skeleton) to attach this object |
---|
552 | @param pMovable |
---|
553 | Pointer to the object to attach |
---|
554 | @param offsetOrientation |
---|
555 | An adjustment to the orientation of the attached object, relative to the bone. |
---|
556 | @param offsetPosition |
---|
557 | An adjustment to the position of the attached object, relative to the bone. |
---|
558 | @return |
---|
559 | The TagPoint to which the object has been attached |
---|
560 | */ |
---|
561 | TagPoint* attachObjectToBone(const String &boneName, |
---|
562 | MovableObject *pMovable, |
---|
563 | const Quaternion &offsetOrientation = Quaternion::IDENTITY, |
---|
564 | const Vector3 &offsetPosition = Vector3::ZERO); |
---|
565 | |
---|
566 | /** Detach a MovableObject previously attached using attachObjectToBone. |
---|
567 | If the movable object name is not found then an exception is raised. |
---|
568 | @param movableName |
---|
569 | The name of the movable object to be detached. |
---|
570 | */ |
---|
571 | MovableObject* detachObjectFromBone(const String &movableName); |
---|
572 | |
---|
573 | /** Detaches an object by pointer. |
---|
574 | @remarks |
---|
575 | Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. |
---|
576 | But sometimes the object may be not in the child object list because it is a LOD entity, |
---|
577 | this method can safely detect and ignore in this case and won't raise an exception. |
---|
578 | */ |
---|
579 | void detachObjectFromBone(MovableObject* obj); |
---|
580 | |
---|
581 | /// Detach all MovableObjects previously attached using attachObjectToBone |
---|
582 | void detachAllObjectsFromBone(void); |
---|
583 | |
---|
584 | typedef MapIterator<ChildObjectList> ChildObjectListIterator; |
---|
585 | /** Gets an iterator to the list of objects attached to bones on this entity. */ |
---|
586 | ChildObjectListIterator getAttachedObjectIterator(void); |
---|
587 | /** @copydoc MovableObject::getBoundingRadius */ |
---|
588 | Real getBoundingRadius(void) const; |
---|
589 | |
---|
590 | /** @copydoc MovableObject::getWorldBoundingBox */ |
---|
591 | const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const; |
---|
592 | /** @copydoc MovableObject::getWorldBoundingSphere */ |
---|
593 | const Sphere& getWorldBoundingSphere(bool derive = false) const; |
---|
594 | |
---|
595 | /** @copydoc ShadowCaster::getEdgeList. */ |
---|
596 | EdgeData* getEdgeList(void); |
---|
597 | /** @copydoc ShadowCaster::hasEdgeList. */ |
---|
598 | bool hasEdgeList(void); |
---|
599 | /** @copydoc ShadowCaster::getShadowVolumeRenderableIterator. */ |
---|
600 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
---|
601 | ShadowTechnique shadowTechnique, const Light* light, |
---|
602 | HardwareIndexBufferSharedPtr* indexBuffer, size_t* indexBufferUsedSize, |
---|
603 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); |
---|
604 | |
---|
605 | /** Internal method for retrieving bone matrix information. */ |
---|
606 | const Matrix4* _getBoneMatrices(void) const { return mBoneMatrices;} |
---|
607 | /** Internal method for retrieving bone matrix information. */ |
---|
608 | unsigned short _getNumBoneMatrices(void) const { return mNumBoneMatrices; } |
---|
609 | /** Returns whether or not this entity is skeletally animated. */ |
---|
610 | bool hasSkeleton(void) const { return mSkeletonInstance != 0; } |
---|
611 | /** Get this Entity's personal skeleton instance. */ |
---|
612 | SkeletonInstance* getSkeleton(void) const { return mSkeletonInstance; } |
---|
613 | /** Returns whether or not hardware animation is enabled. |
---|
614 | @remarks |
---|
615 | Because fixed-function indexed vertex blending is rarely supported |
---|
616 | by existing graphics cards, hardware animation can only be done if |
---|
617 | the vertex programs in the materials used to render an entity support |
---|
618 | it. Therefore, this method will only return true if all the materials |
---|
619 | assigned to this entity have vertex programs assigned, and all those |
---|
620 | vertex programs must support 'includes_morph_animation true' if using |
---|
621 | morph animation, 'includes_pose_animation true' if using pose animation |
---|
622 | and 'includes_skeletal_animation true' if using skeletal animation. |
---|
623 | |
---|
624 | Also note the the function returns value according to the current active |
---|
625 | scheme. This is due to the fact that RTSS schemes may be different in their |
---|
626 | handling of hardware animation. |
---|
627 | */ |
---|
628 | bool isHardwareAnimationEnabled(void); |
---|
629 | |
---|
630 | /** @copydoc MovableObject::_notifyAttached */ |
---|
631 | void _notifyAttached(Node* parent, bool isTagPoint = false); |
---|
632 | /** Returns the number of requests that have been made for software animation |
---|
633 | @remarks |
---|
634 | If non-zero then software animation will be performed in updateAnimation |
---|
635 | regardless of the current setting of isHardwareAnimationEnabled or any |
---|
636 | internal optimise for eliminate software animation. Requests for software |
---|
637 | animation are made by calling the addSoftwareAnimationRequest() method. |
---|
638 | */ |
---|
639 | int getSoftwareAnimationRequests(void) const { return mSoftwareAnimationRequests; } |
---|
640 | /** Returns the number of requests that have been made for software animation of normals |
---|
641 | @remarks |
---|
642 | If non-zero, and getSoftwareAnimationRequests() also returns non-zero, |
---|
643 | then software animation of normals will be performed in updateAnimation |
---|
644 | regardless of the current setting of isHardwareAnimationEnabled or any |
---|
645 | internal optimise for eliminate software animation. Currently it is not |
---|
646 | possible to force software animation of only normals. Consequently this |
---|
647 | value is always less than or equal to that returned by getSoftwareAnimationRequests(). |
---|
648 | Requests for software animation of normals are made by calling the |
---|
649 | addSoftwareAnimationRequest() method with 'true' as the parameter. |
---|
650 | */ |
---|
651 | int getSoftwareAnimationNormalsRequests(void) const { return mSoftwareAnimationNormalsRequests; } |
---|
652 | /** Add a request for software animation |
---|
653 | @remarks |
---|
654 | Tells the entity to perform animation calculations for skeletal/vertex |
---|
655 | animations in software, regardless of the current setting of |
---|
656 | isHardwareAnimationEnabled(). Software animation will be performed |
---|
657 | any time one or more requests have been made. If 'normalsAlso' is |
---|
658 | 'true', then the entity will also do software blending on normal |
---|
659 | vectors, in addition to positions. This advanced method useful for |
---|
660 | situations in which access to actual mesh vertices is required, |
---|
661 | such as accurate collision detection or certain advanced shading |
---|
662 | techniques. When software animation is no longer needed, |
---|
663 | the caller of this method should always remove the request by calling |
---|
664 | removeSoftwareAnimationRequest(), passing the same value for |
---|
665 | 'normalsAlso'. |
---|
666 | */ |
---|
667 | void addSoftwareAnimationRequest(bool normalsAlso); |
---|
668 | /** Removes a request for software animation |
---|
669 | @remarks |
---|
670 | Calling this decrements the entity's internal counter of the number |
---|
671 | of requests for software animation. If the counter is already zero |
---|
672 | then calling this method throws an exception. The 'normalsAlso' |
---|
673 | flag if set to 'true' will also decrement the internal counter of |
---|
674 | number of requests for software animation of normals. |
---|
675 | */ |
---|
676 | void removeSoftwareAnimationRequest(bool normalsAlso); |
---|
677 | |
---|
678 | /** Shares the SkeletonInstance with the supplied entity. |
---|
679 | Note that in order for this to work, both entities must have the same |
---|
680 | Skeleton. |
---|
681 | */ |
---|
682 | void shareSkeletonInstanceWith(Entity* entity); |
---|
683 | |
---|
684 | /** Returns whether or not this entity is either morph or pose animated. |
---|
685 | */ |
---|
686 | bool hasVertexAnimation(void) const; |
---|
687 | |
---|
688 | |
---|
689 | /** Stops sharing the SkeletonInstance with other entities. |
---|
690 | */ |
---|
691 | void stopSharingSkeletonInstance(); |
---|
692 | |
---|
693 | |
---|
694 | /** Returns whether this entity shares it's SkeltonInstance with other entity instances. |
---|
695 | */ |
---|
696 | inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; } |
---|
697 | |
---|
698 | /** Returns a pointer to the set of entities which share a SkeletonInstance. |
---|
699 | If this instance does not share it's SkeletonInstance with other instances @c NULL will be returned |
---|
700 | */ |
---|
701 | inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; } |
---|
702 | |
---|
703 | /** Updates the internal animation state set to include the latest |
---|
704 | available animations from the attached skeleton. |
---|
705 | @remarks |
---|
706 | Use this method if you manually add animations to a skeleton, or have |
---|
707 | linked the skeleton to another for animation purposes since creating |
---|
708 | this entity. |
---|
709 | @note |
---|
710 | If you have called getAnimationState prior to calling this method, |
---|
711 | the pointers will still remain valid. |
---|
712 | */ |
---|
713 | void refreshAvailableAnimationState(void); |
---|
714 | |
---|
715 | /** Advanced method to perform all the updates required for an animated entity. |
---|
716 | @remarks |
---|
717 | You don't normally need to call this, but it's here in case you wish |
---|
718 | to manually update the animation of an Entity at a specific point in |
---|
719 | time. Animation will not be updated more than once a frame no matter |
---|
720 | how many times you call this method. |
---|
721 | */ |
---|
722 | void _updateAnimation(void); |
---|
723 | |
---|
724 | /** Tests if any animation applied to this entity. |
---|
725 | @remarks |
---|
726 | An entity is animated if any animation state is enabled, or any manual bone |
---|
727 | applied to the skeleton. |
---|
728 | */ |
---|
729 | bool _isAnimated(void) const; |
---|
730 | |
---|
731 | /** Tests if skeleton was animated. |
---|
732 | */ |
---|
733 | bool _isSkeletonAnimated(void) const; |
---|
734 | |
---|
735 | /** Advanced method to get the temporarily blended skeletal vertex information |
---|
736 | for entities which are software skinned. |
---|
737 | @remarks |
---|
738 | Internal engine will eliminate software animation if possible, this |
---|
739 | information is unreliable unless added request for software animation |
---|
740 | via addSoftwareAnimationRequest. |
---|
741 | @note |
---|
742 | The positions/normals of the returned vertex data is in object space. |
---|
743 | */ |
---|
744 | VertexData* _getSkelAnimVertexData(void) const; |
---|
745 | /** Advanced method to get the temporarily blended software vertex animation information |
---|
746 | @remarks |
---|
747 | Internal engine will eliminate software animation if possible, this |
---|
748 | information is unreliable unless added request for software animation |
---|
749 | via addSoftwareAnimationRequest. |
---|
750 | @note |
---|
751 | The positions/normals of the returned vertex data is in object space. |
---|
752 | */ |
---|
753 | VertexData* _getSoftwareVertexAnimVertexData(void) const; |
---|
754 | /** Advanced method to get the hardware morph vertex information |
---|
755 | @note |
---|
756 | The positions/normals of the returned vertex data is in object space. |
---|
757 | */ |
---|
758 | VertexData* _getHardwareVertexAnimVertexData(void) const; |
---|
759 | /** Advanced method to get the temp buffer information for software |
---|
760 | skeletal animation. |
---|
761 | */ |
---|
762 | TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void); |
---|
763 | /** Advanced method to get the temp buffer information for software |
---|
764 | morph animation. |
---|
765 | */ |
---|
766 | TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void); |
---|
767 | /// Override to return specific type flag. |
---|
768 | uint32 getTypeFlags(void) const; |
---|
769 | /// Retrieve the VertexData which should be used for GPU binding. |
---|
770 | VertexData* getVertexDataForBinding(void); |
---|
771 | |
---|
772 | /// Identify which vertex data we should be sending to the renderer. |
---|
773 | enum VertexDataBindChoice |
---|
774 | { |
---|
775 | BIND_ORIGINAL, |
---|
776 | BIND_SOFTWARE_SKELETAL, |
---|
777 | BIND_SOFTWARE_MORPH, |
---|
778 | BIND_HARDWARE_MORPH |
---|
779 | }; |
---|
780 | /// Choose which vertex data to bind to the renderer. |
---|
781 | VertexDataBindChoice chooseVertexDataForBinding(bool hasVertexAnim); |
---|
782 | |
---|
783 | /** Are buffers already marked as vertex animated? */ |
---|
784 | bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; } |
---|
785 | /** Mark just this vertex data as animated. |
---|
786 | */ |
---|
787 | void _markBuffersUsedForAnimation(void); |
---|
788 | |
---|
789 | /** Has this Entity been initialised yet? |
---|
790 | @remarks |
---|
791 | If this returns false, it means this Entity hasn't been completely |
---|
792 | constructed yet from the underlying resources (Mesh, Skeleton), which |
---|
793 | probably means they were delay-loaded and aren't available yet. This |
---|
794 | Entity won't render until it has been successfully initialised, nor |
---|
795 | will many of the manipulation methods function. |
---|
796 | */ |
---|
797 | bool isInitialised(void) const { return mInitialised; } |
---|
798 | |
---|
799 | /** Try to initialise the Entity from the underlying resources. |
---|
800 | @remarks |
---|
801 | This method builds the internal structures of the Entity based on it |
---|
802 | resources (Mesh, Skeleton). This may or may not succeed if the |
---|
803 | resources it references have been earmarked for background loading, |
---|
804 | so you should check isInitialised afterwards to see if it was successful. |
---|
805 | @param forceReinitialise |
---|
806 | If @c true, this forces the Entity to tear down it's |
---|
807 | internal structures and try to rebuild them. Useful if you changed the |
---|
808 | content of a Mesh or Skeleton at runtime. |
---|
809 | */ |
---|
810 | void _initialise(bool forceReinitialise = false); |
---|
811 | /** Tear down the internal structures of this Entity, rendering it uninitialised. */ |
---|
812 | void _deinitialise(void); |
---|
813 | |
---|
814 | /** Resource::Listener hook to notify Entity that a delay-loaded Mesh is |
---|
815 | complete. |
---|
816 | */ |
---|
817 | void backgroundLoadingComplete(Resource* res); |
---|
818 | |
---|
819 | /// @copydoc MovableObject::visitRenderables |
---|
820 | void visitRenderables(Renderable::Visitor* visitor, |
---|
821 | bool debugRenderables = false); |
---|
822 | |
---|
823 | /** Get the LOD strategy transformation of the mesh LOD factor. */ |
---|
824 | Real _getMeshLodFactorTransformed() const; |
---|
825 | |
---|
826 | /** Entity's skeleton's AnimationState will not be automatically updated when set to true. |
---|
827 | Useful if you wish to handle AnimationState updates manually. |
---|
828 | */ |
---|
829 | void setSkipAnimationStateUpdate(bool skip) { |
---|
830 | mSkipAnimStateUpdates = skip; |
---|
831 | } |
---|
832 | |
---|
833 | /** Entity's skeleton's AnimationState will not be automatically updated when set to true. |
---|
834 | Useful if you wish to handle AnimationState updates manually. |
---|
835 | */ |
---|
836 | bool getSkipAnimationStateUpdate() const { |
---|
837 | return mSkipAnimStateUpdates; |
---|
838 | } |
---|
839 | |
---|
840 | /** The skeleton of the main entity will be updated even if the an LOD entity is being displayed. |
---|
841 | useful if you have entities attached to the main entity. Otherwise position of attached |
---|
842 | entities will not be updated. |
---|
843 | */ |
---|
844 | void setAlwaysUpdateMainSkeleton(bool update) { |
---|
845 | mAlwaysUpdateMainSkeleton = update; |
---|
846 | } |
---|
847 | |
---|
848 | /** The skeleton of the main entity will be updated even if the an LOD entity is being displayed. |
---|
849 | useful if you have entities attached to the main entity. Otherwise position of attached |
---|
850 | entities will not be updated. |
---|
851 | */ |
---|
852 | bool getAlwaysUpdateMainSkeleton() const { |
---|
853 | return mAlwaysUpdateMainSkeleton; |
---|
854 | } |
---|
855 | |
---|
856 | |
---|
857 | }; |
---|
858 | |
---|
859 | /** Factory object for creating Entity instances */ |
---|
860 | class _OgreExport EntityFactory : public MovableObjectFactory |
---|
861 | { |
---|
862 | protected: |
---|
863 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); |
---|
864 | public: |
---|
865 | EntityFactory() {} |
---|
866 | ~EntityFactory() {} |
---|
867 | |
---|
868 | static String FACTORY_TYPE_NAME; |
---|
869 | |
---|
870 | const String& getType(void) const; |
---|
871 | void destroyInstance( MovableObject* obj); |
---|
872 | |
---|
873 | }; |
---|
874 | /** @} */ |
---|
875 | /** @} */ |
---|
876 | |
---|
877 | } // namespace Ogre |
---|
878 | |
---|
879 | #include "OgreHeaderSuffix.h" |
---|
880 | |
---|
881 | #endif // __Entity_H__ |
---|