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 __InstancedEntity_H__ |
---|
29 | #define __InstancedEntity_H__ |
---|
30 | |
---|
31 | #include "OgreMovableObject.h" |
---|
32 | #include "OgreNode.h" |
---|
33 | #include "OgreHeaderPrefix.h" |
---|
34 | |
---|
35 | namespace Ogre |
---|
36 | { |
---|
37 | /** \addtogroup Core |
---|
38 | * @{ |
---|
39 | */ |
---|
40 | /** \addtogroup Scene |
---|
41 | * @{ |
---|
42 | */ |
---|
43 | |
---|
44 | /** @see InstanceBatch to understand how instancing works. |
---|
45 | |
---|
46 | Instanced entities work in a very similar way as how an Entity works, as this interface |
---|
47 | tries to mimic it as most as possible to make the transition between Entity and InstancedEntity |
---|
48 | as straightforward and simple as possible. |
---|
49 | There are a couple inherent limitations, for example setRenderQueueGroup only works on |
---|
50 | the InstanceBatch level, not the individual instance. This limits Z sorting for alpha blending |
---|
51 | quite significantly |
---|
52 | An InstancedEntity won't appear in scene until a SceneNode is attached to them. Once the |
---|
53 | InstancedEntity is no longer needed, call InstanceBatch::removeInstancedEntity to put them |
---|
54 | back into a queue so the batch can return it back again when a new instance is requested. |
---|
55 | @par |
---|
56 | Internally, instanced entities that are not visible (i.e. by setting setVisible(false) or |
---|
57 | when they don't have a SceneNode attached to them) a Zero world matrix is sent to the vertex shader |
---|
58 | which in turn causes a zero area triangle. |
---|
59 | This obviously means no Vertex shader benefit, but saves a bit of pixel shader processing power. |
---|
60 | Also this means this object won't be considered when sizing the InstanceBatch's bounding box. |
---|
61 | @par |
---|
62 | Each instance has an instance ID unique within the batch, which matches the ID sent to the vertex |
---|
63 | shader by some techniques (like InstanceBatchShader). |
---|
64 | @par |
---|
65 | Differences between Entity and InstancedEntity: |
---|
66 | * Setting RenderQueueGroup and other Renderable stuff works at InstanceBatch level, not |
---|
67 | InstancedEntity. This is obviously a limitation from instancing in general, not this particular |
---|
68 | implementation |
---|
69 | |
---|
70 | @remarks |
---|
71 | Design discussion webpage |
---|
72 | @author |
---|
73 | Matias N. Goldberg ("dark_sylinc") |
---|
74 | @version |
---|
75 | 1.0 |
---|
76 | */ |
---|
77 | class _OgreExport InstancedEntity : public Ogre::MovableObject |
---|
78 | { |
---|
79 | friend class InstanceBatch; |
---|
80 | friend class InstanceBatchShader; |
---|
81 | friend class InstanceBatchHW; |
---|
82 | friend class InstanceBatchHW_VTF; |
---|
83 | friend class BaseInstanceBatchVTF; |
---|
84 | protected: |
---|
85 | uint16 mInstanceId; //Note it may change after defragmenting! |
---|
86 | bool mInUse; |
---|
87 | InstanceBatch *mBatchOwner; |
---|
88 | |
---|
89 | AnimationStateSet *mAnimationState; |
---|
90 | SkeletonInstance *mSkeletonInstance; |
---|
91 | Matrix4 *mBoneMatrices; //Local space |
---|
92 | Matrix4 *mBoneWorldMatrices; //World space |
---|
93 | unsigned long mFrameAnimationLastUpdated; |
---|
94 | |
---|
95 | InstancedEntity* mSharedTransformEntity; //When not null, another InstancedEntity controls the skeleton |
---|
96 | |
---|
97 | /** Used in conjunction with bone matrix lookup. Tells the number of the transform for |
---|
98 | as arranged in the vertex texture */ |
---|
99 | uint16 mTransformLookupNumber; |
---|
100 | |
---|
101 | /// Stores the master when we're the slave, store our slaves when we're the master |
---|
102 | typedef vector<InstancedEntity*>::type InstancedEntityVec; |
---|
103 | InstancedEntityVec mSharingPartners; |
---|
104 | |
---|
105 | ////////////////////////////////////////////////////////////////////////// |
---|
106 | // Parameters used for local transformation offset information |
---|
107 | // The |
---|
108 | ////////////////////////////////////////////////////////////////////////// |
---|
109 | |
---|
110 | /// Object position |
---|
111 | Vector3 mPosition; |
---|
112 | Vector3 mDerivedLocalPosition; |
---|
113 | /// Object orientation |
---|
114 | Quaternion mOrientation; |
---|
115 | /// Object scale |
---|
116 | Vector3 mScale; |
---|
117 | /// The maximum absolute scale for all dimension |
---|
118 | Real mMaxScaleLocal; |
---|
119 | /// Full world transform |
---|
120 | Matrix4 mFullLocalTransform; |
---|
121 | /// Tells if mFullTransform needs an updated |
---|
122 | bool mNeedTransformUpdate; |
---|
123 | /// Tells if the animation world transform needs an update |
---|
124 | bool mNeedAnimTransformUpdate; |
---|
125 | /// Tells whether to use the local transform parameters |
---|
126 | bool mUseLocalTransform; |
---|
127 | |
---|
128 | |
---|
129 | /// Returns number of matrices written to transform, assumes transform has enough space |
---|
130 | size_t getTransforms( Matrix4 *xform ) const; |
---|
131 | /// Returns number of 32-bit values written |
---|
132 | size_t getTransforms3x4( float *xform ) const; |
---|
133 | |
---|
134 | /// Returns true if this InstancedObject is visible to the current camera |
---|
135 | bool findVisible( Camera *camera ) const; |
---|
136 | |
---|
137 | /// Creates/destroys our own skeleton, also tells slaves to unlink if we're destroying |
---|
138 | void createSkeletonInstance(); |
---|
139 | void destroySkeletonInstance(); |
---|
140 | |
---|
141 | /// When this entity is a slave, stopSharingTransform delegates to this function. |
---|
142 | /// nofityMaster = false is used to prevent iterator invalidation in specific cases. |
---|
143 | void stopSharingTransformAsSlave( bool notifyMaster ); |
---|
144 | |
---|
145 | /// Just unlinks, and tells our master we're no longer sharing |
---|
146 | void unlinkTransform( bool notifyMaster=true ); |
---|
147 | |
---|
148 | /// Called when a slave has unlinked from us |
---|
149 | void notifyUnlink( const InstancedEntity *slave ); |
---|
150 | |
---|
151 | /// Mark the transformation matrixes as dirty |
---|
152 | inline void markTransformDirty(); |
---|
153 | |
---|
154 | /// Incremented count for next name extension |
---|
155 | static NameGenerator msNameGenerator; |
---|
156 | |
---|
157 | public: |
---|
158 | InstancedEntity( InstanceBatch *batchOwner, uint32 instanceID, InstancedEntity* sharedTransformEntity = NULL); |
---|
159 | virtual ~InstancedEntity(); |
---|
160 | |
---|
161 | /** Shares the entire transformation with another InstancedEntity. This is useful when a mesh |
---|
162 | has more than one submeshes, therefore creating multiple InstanceManagers (one for each |
---|
163 | submesh). With this function, sharing makes the skeleton to be shared (less memory) and |
---|
164 | updated once (performance optimization). |
---|
165 | Note that one InstancedEntity (i.e. submesh 0) must be chosen as "master" which will share |
---|
166 | with the other instanced entities (i.e. submeshes 1-N) which are called "slaves" |
---|
167 | @par |
---|
168 | Requirements to share trasnformations: |
---|
169 | * Both InstancedEntities must have use the same skeleton |
---|
170 | * An InstancedEntity can't be both "master" and "slave" at the same time |
---|
171 | @remarks |
---|
172 | Sharing does nothing if the original mesh doesn't have a skeleton |
---|
173 | When an InstancedEntity is removed (@see InstanceBatch::removeInstancedEntity), it stops |
---|
174 | sharing the transform. If the instanced entity was the master one, all it's slaves stop |
---|
175 | sharing and start having their own transform too. |
---|
176 | @param slave The InstancedEntity that should share with us and become our slave |
---|
177 | @return true if successfully shared (may fail if they aren't skeletally animated) |
---|
178 | */ |
---|
179 | bool shareTransformWith( InstancedEntity *slave ); |
---|
180 | |
---|
181 | /** @see shareTransformWith |
---|
182 | Stops sharing the transform if this is a slave, and notifies the master we're no longer |
---|
183 | a slave. |
---|
184 | If this is a master, tells all it's slave to stop sharing |
---|
185 | @remarks |
---|
186 | This function is automatically called in InstanceBatch::removeInstancedEntity |
---|
187 | */ |
---|
188 | void stopSharingTransform(); |
---|
189 | |
---|
190 | InstanceBatch* _getOwner() const { return mBatchOwner; } |
---|
191 | |
---|
192 | const String& getMovableType(void) const; |
---|
193 | |
---|
194 | const AxisAlignedBox& getBoundingBox(void) const; |
---|
195 | Real getBoundingRadius(void) const; |
---|
196 | |
---|
197 | /** This is used by our batch owner to get the closest entity's depth, returns infinity |
---|
198 | when not attached to a scene node */ |
---|
199 | Real getSquaredViewDepth( const Camera* cam ) const; |
---|
200 | |
---|
201 | /// Overridden so we can tell the InstanceBatch it needs to update it's bounds |
---|
202 | void _notifyMoved(void); |
---|
203 | void _notifyAttached( Node* parent, bool isTagPoint = false ); |
---|
204 | |
---|
205 | /// Do nothing, InstanceBatch takes care of this. |
---|
206 | void _updateRenderQueue( RenderQueue* queue ) {} |
---|
207 | void visitRenderables( Renderable::Visitor* visitor, bool debugRenderables = false ) {} |
---|
208 | |
---|
209 | /** @see Entity::hasSkeleton */ |
---|
210 | bool hasSkeleton(void) const { return mSkeletonInstance != 0; } |
---|
211 | /** @see Entity::getSkeleton */ |
---|
212 | SkeletonInstance* getSkeleton(void) const { return mSkeletonInstance; } |
---|
213 | |
---|
214 | /** @see Entity::getAnimationState */ |
---|
215 | AnimationState* getAnimationState(const String& name) const; |
---|
216 | /** @see Entity::getAllAnimationStates */ |
---|
217 | AnimationStateSet* getAllAnimationStates(void) const; |
---|
218 | |
---|
219 | /** Called by InstanceBatch in <i>his</i> _updateRenderQueue to tell us we need |
---|
220 | to calculate our bone matrices. |
---|
221 | @remarks Assumes it has a skeleton (mSkeletonInstance != 0) |
---|
222 | @return true if something was actually updated |
---|
223 | */ |
---|
224 | virtual bool _updateAnimation(void); |
---|
225 | |
---|
226 | /** Sets the transformation look up number */ |
---|
227 | void setTransformLookupNumber(uint16 num) { mTransformLookupNumber = num;} |
---|
228 | |
---|
229 | /** Retrieve the position */ |
---|
230 | const Vector3& getPosition() const { return mPosition; } |
---|
231 | /** Set the position or the offset from the parent node if a parent node exists */ |
---|
232 | void setPosition(const Vector3& position, bool doUpdate = true); |
---|
233 | |
---|
234 | /** Retrieve the orientation */ |
---|
235 | const Quaternion& getOrientation() const { return mOrientation; } |
---|
236 | /** Set the orientation or the offset from the parent node if a parent node exists */ |
---|
237 | void setOrientation(const Quaternion& orientation, bool doUpdate = true); |
---|
238 | |
---|
239 | /** Retrieve the local scale */ |
---|
240 | const Vector3& getScale() const { return mScale; } |
---|
241 | /** Set the scale or the offset from the parent node if a parent node exists */ |
---|
242 | void setScale(const Vector3& scale, bool doUpdate = true); |
---|
243 | |
---|
244 | /** Returns the maximum derived scale coefficient among the xyz values */ |
---|
245 | Real getMaxScaleCoef() const; |
---|
246 | |
---|
247 | /** Update the world transform and derived values */ |
---|
248 | void updateTransforms(); |
---|
249 | |
---|
250 | /** Tells if the entity is in use. */ |
---|
251 | bool isInUse() const { return mInUse; } |
---|
252 | /** Sets whether the entity is in use. */ |
---|
253 | void setInUse(bool used); |
---|
254 | |
---|
255 | /** Returns the world transform of the instanced entity including local transform */ |
---|
256 | virtual const Matrix4& _getParentNodeFullTransform(void) const { |
---|
257 | assert((!mNeedTransformUpdate || !mUseLocalTransform) && "Transform data should be updated at this point"); |
---|
258 | return mUseLocalTransform ? mFullLocalTransform : |
---|
259 | mParentNode ? mParentNode->_getFullTransform() : Matrix4::IDENTITY; |
---|
260 | } |
---|
261 | |
---|
262 | /** Returns the derived position of the instanced entity including local transform */ |
---|
263 | const Vector3& _getDerivedPosition() const { |
---|
264 | assert((!mNeedTransformUpdate || !mUseLocalTransform) && "Transform data should be updated at this point"); |
---|
265 | return mUseLocalTransform ? mDerivedLocalPosition : |
---|
266 | mParentNode ? mParentNode->_getDerivedPosition() : Vector3::ZERO; |
---|
267 | } |
---|
268 | |
---|
269 | /** @copydoc MovableObject::isInScene. */ |
---|
270 | virtual bool isInScene(void) const |
---|
271 | { |
---|
272 | //We assume that the instanced entity is in the scene if it is in use |
---|
273 | //It is in the scene whether it has a parent node or not |
---|
274 | return mInUse; |
---|
275 | } |
---|
276 | |
---|
277 | /** Sets the custom parameter for this instance @see InstanceManager::setNumCustomParams |
---|
278 | Because not all techniques support custom params, and some users may not need it while |
---|
279 | using millions of InstancedEntities, the params have been detached from InstancedEntity |
---|
280 | and stored in it's InstanceBatch instead, to reduce memory overhead. |
---|
281 | @remarks |
---|
282 | If this function is never called, all instances default to Vector4::ZERO. Watch out! |
---|
283 | If you destroy an instanced entity and then create it again (remember! Instanced entities |
---|
284 | are pre-allocated) it's custom param will contain the old value when it was destroyed. |
---|
285 | @param idx of the param. In the range [0; InstanceManager::getNumCustomParams()) |
---|
286 | @param newParam New parameter |
---|
287 | */ |
---|
288 | void setCustomParam( unsigned char idx, const Vector4 &newParam ); |
---|
289 | const Vector4& getCustomParam( unsigned char idx ); |
---|
290 | }; |
---|
291 | } |
---|
292 | |
---|
293 | #include "OgreHeaderSuffix.h" |
---|
294 | |
---|
295 | #endif |
---|