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) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | #ifndef __Mesh_H__ |
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29 | #define __Mesh_H__ |
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30 | |
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31 | #include "OgrePrerequisites.h" |
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32 | |
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33 | #include "OgreResource.h" |
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34 | #include "OgreVertexIndexData.h" |
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35 | #include "OgreAxisAlignedBox.h" |
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36 | #include "OgreVertexBoneAssignment.h" |
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37 | #include "OgreIteratorWrappers.h" |
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38 | #include "OgreHardwareVertexBuffer.h" |
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39 | #include "OgreSkeleton.h" |
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40 | #include "OgreAnimation.h" |
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41 | #include "OgreAnimationTrack.h" |
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42 | #include "OgrePose.h" |
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43 | #include "OgreDataStream.h" |
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44 | #include "OgreHeaderPrefix.h" |
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45 | |
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46 | |
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47 | namespace Ogre { |
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48 | |
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49 | |
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50 | /** \addtogroup Core |
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51 | * @{ |
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52 | */ |
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53 | /** \addtogroup Resources |
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54 | * @{ |
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55 | */ |
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56 | |
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57 | struct MeshLodUsage; |
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58 | struct LodConfig; |
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59 | class LodStrategy; |
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60 | |
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61 | /** Resource holding data about 3D mesh. |
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62 | @remarks |
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63 | This class holds the data used to represent a discrete |
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64 | 3-dimensional object. Mesh data usually contains more |
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65 | than just vertices and triangle information; it also |
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66 | includes references to materials (and the faces which use them), |
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67 | level-of-detail reduction information, convex hull definition, |
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68 | skeleton/bones information, keyframe animation etc. |
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69 | However, it is important to note the emphasis on the word |
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70 | 'discrete' here. This class does not cover the large-scale |
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71 | sprawling geometry found in level / landscape data. |
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72 | @par |
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73 | Multiple world objects can (indeed should) be created from a |
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74 | single mesh object - see the Entity class for more info. |
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75 | The mesh object will have it's own default |
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76 | material properties, but potentially each world instance may |
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77 | wish to customise the materials from the original. When the object |
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78 | is instantiated into a scene node, the mesh material properties |
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79 | will be taken by default but may be changed. These properties |
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80 | are actually held at the SubMesh level since a single mesh may |
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81 | have parts with different materials. |
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82 | @par |
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83 | As described above, because the mesh may have sections of differing |
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84 | material properties, a mesh is inherently a compound construct, |
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85 | consisting of one or more SubMesh objects. |
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86 | However, it strongly 'owns' it's SubMeshes such that they |
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87 | are loaded / unloaded at the same time. This is contrary to |
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88 | the approach taken to hierarchically related (but loosely owned) |
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89 | scene nodes, where data is loaded / unloaded separately. Note |
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90 | also that mesh sub-sections (when used in an instantiated object) |
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91 | share the same scene node as the parent. |
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92 | */ |
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93 | class _OgreExport Mesh: public Resource, public AnimationContainer |
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94 | { |
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95 | friend class SubMesh; |
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96 | friend class MeshSerializerImpl; |
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97 | friend class MeshSerializerImpl_v1_4; |
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98 | friend class MeshSerializerImpl_v1_2; |
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99 | friend class MeshSerializerImpl_v1_1; |
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100 | |
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101 | public: |
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102 | typedef vector<Real>::type LodValueList; |
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103 | typedef vector<MeshLodUsage>::type MeshLodUsageList; |
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104 | /// Multimap of vertex bone assignments (orders by vertex index). |
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105 | typedef multimap<size_t, VertexBoneAssignment>::type VertexBoneAssignmentList; |
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106 | typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator; |
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107 | typedef vector<SubMesh*>::type SubMeshList; |
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108 | typedef vector<unsigned short>::type IndexMap; |
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109 | |
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110 | protected: |
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111 | /** A list of submeshes which make up this mesh. |
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112 | Each mesh is made up of 1 or more submeshes, which |
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113 | are each based on a single material and can have their |
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114 | own vertex data (they may not - they can share vertex data |
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115 | from the Mesh, depending on preference). |
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116 | */ |
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117 | SubMeshList mSubMeshList; |
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118 | |
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119 | /** Internal method for making the space for a vertex element to hold tangents. */ |
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120 | void organiseTangentsBuffer(VertexData *vertexData, |
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121 | VertexElementSemantic targetSemantic, unsigned short index, |
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122 | unsigned short sourceTexCoordSet); |
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123 | |
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124 | public: |
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125 | /** A hashmap used to store optional SubMesh names. |
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126 | Translates a name into SubMesh index. |
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127 | */ |
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128 | typedef HashMap<String, ushort> SubMeshNameMap ; |
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129 | |
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130 | |
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131 | protected: |
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132 | |
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133 | DataStreamPtr mFreshFromDisk; |
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134 | |
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135 | SubMeshNameMap mSubMeshNameMap ; |
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136 | |
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137 | /// Local bounding box volume. |
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138 | AxisAlignedBox mAABB; |
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139 | /// Local bounding sphere radius (centered on object). |
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140 | Real mBoundRadius; |
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141 | |
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142 | /// Optional linked skeleton. |
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143 | String mSkeletonName; |
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144 | SkeletonPtr mSkeleton; |
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145 | |
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146 | |
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147 | VertexBoneAssignmentList mBoneAssignments; |
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148 | |
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149 | /// Flag indicating that bone assignments need to be recompiled. |
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150 | bool mBoneAssignmentsOutOfDate; |
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151 | |
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152 | /** Build the index map between bone index and blend index. */ |
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153 | void buildIndexMap(const VertexBoneAssignmentList& boneAssignments, |
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154 | IndexMap& boneIndexToBlendIndexMap, IndexMap& blendIndexToBoneIndexMap); |
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155 | /** Compile bone assignments into blend index and weight buffers. */ |
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156 | void compileBoneAssignments(const VertexBoneAssignmentList& boneAssignments, |
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157 | unsigned short numBlendWeightsPerVertex, |
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158 | IndexMap& blendIndexToBoneIndexMap, |
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159 | VertexData* targetVertexData); |
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160 | |
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161 | const LodStrategy *mLodStrategy; |
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162 | bool mIsLodManual; |
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163 | ushort mNumLods; |
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164 | MeshLodUsageList mMeshLodUsageList; |
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165 | |
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166 | HardwareBuffer::Usage mVertexBufferUsage; |
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167 | HardwareBuffer::Usage mIndexBufferUsage; |
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168 | bool mVertexBufferShadowBuffer; |
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169 | bool mIndexBufferShadowBuffer; |
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170 | |
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171 | |
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172 | bool mPreparedForShadowVolumes; |
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173 | bool mEdgeListsBuilt; |
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174 | bool mAutoBuildEdgeLists; |
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175 | |
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176 | /// Storage of morph animations, lookup by name |
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177 | typedef map<String, Animation*>::type AnimationList; |
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178 | AnimationList mAnimationsList; |
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179 | /// The vertex animation type associated with the shared vertex data |
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180 | mutable VertexAnimationType mSharedVertexDataAnimationType; |
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181 | /// Whether vertex animation includes normals |
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182 | mutable bool mSharedVertexDataAnimationIncludesNormals; |
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183 | /// Do we need to scan animations for animation types? |
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184 | mutable bool mAnimationTypesDirty; |
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185 | |
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186 | /// List of available poses for shared and dedicated geometryPoseList |
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187 | PoseList mPoseList; |
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188 | mutable bool mPosesIncludeNormals; |
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189 | |
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190 | |
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191 | /** Loads the mesh from disk. This call only performs IO, it |
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192 | does not parse the bytestream or check for any errors therein. |
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193 | It also does not set up submeshes, etc. You have to call load() |
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194 | to do that. |
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195 | */ |
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196 | void prepareImpl(void); |
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197 | /** Destroys data cached by prepareImpl. |
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198 | */ |
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199 | void unprepareImpl(void); |
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200 | /// @copydoc Resource::loadImpl |
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201 | void loadImpl(void); |
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202 | /// @copydoc Resource::postLoadImpl |
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203 | void postLoadImpl(void); |
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204 | /// @copydoc Resource::unloadImpl |
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205 | void unloadImpl(void); |
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206 | /// @copydoc Resource::calculateSize |
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207 | size_t calculateSize(void) const; |
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208 | |
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209 | void mergeAdjacentTexcoords( unsigned short finalTexCoordSet, |
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210 | unsigned short texCoordSetToDestroy, VertexData *vertexData ); |
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211 | |
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212 | |
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213 | public: |
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214 | /** Default constructor - used by MeshManager |
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215 | @warning |
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216 | Do not call this method directly. |
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217 | */ |
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218 | Mesh(ResourceManager* creator, const String& name, ResourceHandle handle, |
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219 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0); |
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220 | ~Mesh(); |
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221 | |
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222 | // NB All methods below are non-virtual since they will be |
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223 | // called in the rendering loop - speed is of the essence. |
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224 | |
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225 | /** Creates a new SubMesh. |
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226 | @remarks |
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227 | Method for manually creating geometry for the mesh. |
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228 | Note - use with extreme caution - you must be sure that |
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229 | you have set up the geometry properly. |
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230 | */ |
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231 | SubMesh* createSubMesh(void); |
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232 | |
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233 | /** Creates a new SubMesh and gives it a name |
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234 | */ |
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235 | SubMesh* createSubMesh(const String& name); |
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236 | |
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237 | /** Gives a name to a SubMesh |
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238 | */ |
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239 | void nameSubMesh(const String& name, ushort index); |
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240 | |
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241 | /** Removes a name from a SubMesh |
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242 | */ |
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243 | void unnameSubMesh(const String& name); |
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244 | |
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245 | /** Gets the index of a submesh with a given name. |
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246 | @remarks |
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247 | Useful if you identify the SubMeshes by name (using nameSubMesh) |
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248 | but wish to have faster repeat access. |
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249 | */ |
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250 | ushort _getSubMeshIndex(const String& name) const; |
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251 | |
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252 | /** Gets the number of sub meshes which comprise this mesh. |
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253 | */ |
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254 | unsigned short getNumSubMeshes(void) const; |
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255 | |
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256 | /** Gets a pointer to the submesh indicated by the index. |
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257 | */ |
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258 | SubMesh* getSubMesh(unsigned short index) const; |
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259 | |
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260 | /** Gets a SubMesh by name |
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261 | */ |
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262 | SubMesh* getSubMesh(const String& name) const ; |
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263 | |
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264 | /** Destroy a SubMesh with the given index. |
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265 | @note |
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266 | This will invalidate the contents of any existing Entity, or |
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267 | any other object that is referring to the SubMesh list. Entity will |
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268 | detect this and reinitialise, but it is still a disruptive action. |
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269 | */ |
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270 | void destroySubMesh(unsigned short index); |
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271 | |
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272 | /** Destroy a SubMesh with the given name. |
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273 | @note |
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274 | This will invalidate the contents of any existing Entity, or |
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275 | any other object that is referring to the SubMesh list. Entity will |
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276 | detect this and reinitialise, but it is still a disruptive action. |
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277 | */ |
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278 | void destroySubMesh(const String& name); |
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279 | |
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280 | typedef VectorIterator<SubMeshList> SubMeshIterator; |
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281 | /// Gets an iterator over the available submeshes |
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282 | SubMeshIterator getSubMeshIterator(void) |
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283 | { return SubMeshIterator(mSubMeshList.begin(), mSubMeshList.end()); } |
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284 | |
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285 | /** Shared vertex data. |
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286 | @remarks |
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287 | This vertex data can be shared among multiple submeshes. SubMeshes may not have |
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288 | their own VertexData, they may share this one. |
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289 | @par |
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290 | The use of shared or non-shared buffers is determined when |
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291 | model data is converted to the OGRE .mesh format. |
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292 | */ |
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293 | VertexData *sharedVertexData; |
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294 | |
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295 | /** Shared index map for translating blend index to bone index. |
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296 | @remarks |
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297 | This index map can be shared among multiple submeshes. SubMeshes might not have |
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298 | their own IndexMap, they might share this one. |
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299 | @par |
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300 | We collect actually used bones of all bone assignments, and build the |
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301 | blend index in 'packed' form, then the range of the blend index in vertex |
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302 | data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by |
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303 | minimising the world matrix array constants passing to GPU, we can support |
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304 | more bones for a mesh when hardware skinning is used. The hardware skinning |
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305 | support limit is applied to each set of vertex data in the mesh, in other words, the |
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306 | hardware skinning support limit is applied only to the actually used bones of each |
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307 | SubMeshes, not all bones across the entire Mesh. |
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308 | @par |
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309 | Because the blend index is different to the bone index, therefore, we use |
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310 | the index map to translate the blend index to bone index. |
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311 | @par |
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312 | The use of shared or non-shared index map is determined when |
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313 | model data is converted to the OGRE .mesh format. |
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314 | */ |
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315 | IndexMap sharedBlendIndexToBoneIndexMap; |
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316 | |
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317 | /** Makes a copy of this mesh object and gives it a new name. |
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318 | @remarks |
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319 | This is useful if you want to tweak an existing mesh without affecting the original one. The |
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320 | newly cloned mesh is registered with the MeshManager under the new name. |
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321 | @param newName |
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322 | The name to give the clone. |
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323 | @param newGroup |
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324 | Optional name of the new group to assign the clone to; |
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325 | if you leave this blank, the clone will be assigned to the same |
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326 | group as this Mesh. |
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327 | */ |
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328 | MeshPtr clone(const String& newName, const String& newGroup = StringUtil::BLANK); |
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329 | |
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330 | /** Get the axis-aligned bounding box for this mesh. |
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331 | */ |
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332 | const AxisAlignedBox& getBounds(void) const; |
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333 | |
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334 | /** Gets the radius of the bounding sphere surrounding this mesh. */ |
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335 | Real getBoundingSphereRadius(void) const; |
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336 | |
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337 | /** Manually set the bounding box for this Mesh. |
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338 | @remarks |
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339 | Calling this method is required when building manual meshes now, because OGRE can no longer |
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340 | update the bounds for you, because it cannot necessarily read vertex data back from |
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341 | the vertex buffers which this mesh uses (they very well might be write-only, and even |
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342 | if they are not, reading data from a hardware buffer is a bottleneck). |
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343 | @param pad If true, a certain padding will be added to the bounding box to separate it from the mesh |
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344 | */ |
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345 | void _setBounds(const AxisAlignedBox& bounds, bool pad = true); |
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346 | |
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347 | /** Manually set the bounding radius. |
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348 | @remarks |
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349 | Calling this method is required when building manual meshes now, because OGRE can no longer |
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350 | update the bounds for you, because it cannot necessarily read vertex data back from |
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351 | the vertex buffers which this mesh uses (they very well might be write-only, and even |
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352 | if they are not, reading data from a hardware buffer is a bottleneck). |
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353 | */ |
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354 | void _setBoundingSphereRadius(Real radius); |
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355 | |
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356 | /** Sets the name of the skeleton this Mesh uses for animation. |
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357 | @remarks |
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358 | Meshes can optionally be assigned a skeleton which can be used to animate |
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359 | the mesh through bone assignments. The default is for the Mesh to use no |
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360 | skeleton. Calling this method with a valid skeleton filename will cause the |
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361 | skeleton to be loaded if it is not already (a single skeleton can be shared |
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362 | by many Mesh objects). |
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363 | @param skelName |
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364 | The name of the .skeleton file to use, or an empty string to use |
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365 | no skeleton |
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366 | */ |
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367 | void setSkeletonName(const String& skelName); |
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368 | |
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369 | /** Returns true if this Mesh has a linked Skeleton. */ |
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370 | bool hasSkeleton(void) const; |
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371 | |
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372 | /** Returns whether or not this mesh has some kind of vertex animation. |
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373 | */ |
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374 | bool hasVertexAnimation(void) const; |
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375 | |
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376 | /** Gets a pointer to any linked Skeleton. |
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377 | @return |
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378 | Weak reference to the skeleton - copy this if you want to hold a strong pointer. |
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379 | */ |
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380 | const SkeletonPtr& getSkeleton(void) const; |
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381 | |
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382 | /** Gets the name of any linked Skeleton */ |
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383 | const String& getSkeletonName(void) const; |
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384 | /** Initialise an animation set suitable for use with this mesh. |
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385 | @remarks |
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386 | Only recommended for use inside the engine, not by applications. |
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387 | */ |
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388 | void _initAnimationState(AnimationStateSet* animSet); |
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389 | |
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390 | /** Refresh an animation set suitable for use with this mesh. |
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391 | @remarks |
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392 | Only recommended for use inside the engine, not by applications. |
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393 | */ |
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394 | void _refreshAnimationState(AnimationStateSet* animSet); |
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395 | /** Assigns a vertex to a bone with a given weight, for skeletal animation. |
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396 | @remarks |
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397 | This method is only valid after calling setSkeletonName. |
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398 | Since this is a one-off process there exists only 'addBoneAssignment' and |
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399 | 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need |
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400 | to modify bone assignments during rendering (only the positions of bones) and OGRE |
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401 | reserves the right to do some internal data reformatting of this information, depending |
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402 | on render system requirements. |
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403 | @par |
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404 | This method is for assigning weights to the shared geometry of the Mesh. To assign |
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405 | weights to the per-SubMesh geometry, see the equivalent methods on SubMesh. |
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406 | */ |
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407 | void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign); |
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408 | |
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409 | /** Removes all bone assignments for this mesh. |
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410 | @remarks |
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411 | This method is for modifying weights to the shared geometry of the Mesh. To assign |
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412 | weights to the per-SubMesh geometry, see the equivalent methods on SubMesh. |
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413 | */ |
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414 | void clearBoneAssignments(void); |
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415 | |
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416 | /** Internal notification, used to tell the Mesh which Skeleton to use without loading it. |
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417 | @remarks |
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418 | This is only here for unusual situation where you want to manually set up a |
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419 | Skeleton. Best to let OGRE deal with this, don't call it yourself unless you |
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420 | really know what you're doing. |
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421 | */ |
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422 | void _notifySkeleton(SkeletonPtr& pSkel); |
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423 | |
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424 | |
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425 | /** Gets an iterator for access all bone assignments. |
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426 | */ |
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427 | BoneAssignmentIterator getBoneAssignmentIterator(void); |
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428 | |
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429 | /** Gets a const reference to the list of bone assignments |
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430 | */ |
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431 | const VertexBoneAssignmentList& getBoneAssignments() const { return mBoneAssignments; } |
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432 | |
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433 | |
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434 | /** Returns the number of levels of detail that this mesh supports. |
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435 | @remarks |
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436 | This number includes the original model. |
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437 | */ |
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438 | ushort getNumLodLevels(void) const; |
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439 | /** Gets details of the numbered level of detail entry. */ |
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440 | const MeshLodUsage& getLodLevel(ushort index) const; |
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441 | /** Adds a new manual level-of-detail entry to this Mesh. |
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442 | @remarks |
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443 | As an alternative to generating lower level of detail versions of a mesh, you can |
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444 | use your own manually modelled meshes as lower level versions. This lets you |
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445 | have complete control over the LOD, and in addition lets you scale down other |
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446 | aspects of the model which cannot be done using the generated method; for example, |
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447 | you could use less detailed materials and / or use less bones in the skeleton if |
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448 | this is an animated mesh. Therefore for complex models you are likely to be better off |
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449 | modelling your LODs yourself and using this method, whilst for models with fairly |
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450 | simple materials and no animation you can just use the generateLodLevels method. |
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451 | @param value |
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452 | The value from which this LOD will apply. |
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453 | @param meshName |
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454 | The name of the mesh which will be the lower level detail version. |
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455 | */ |
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456 | void createManualLodLevel(Real value, const String& meshName, const String& groupName = Ogre::String()); |
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457 | |
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458 | /** Changes the alternate mesh to use as a manual LOD at the given index. |
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459 | @remarks |
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460 | Note that the index of a LOD may change if you insert other LODs. If in doubt, |
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461 | use getLodIndex(). |
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462 | @param index |
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463 | The index of the level to be changed. |
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464 | @param meshName |
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465 | The name of the mesh which will be the lower level detail version. |
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466 | */ |
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467 | void updateManualLodLevel(ushort index, const String& meshName); |
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468 | |
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469 | /** Retrieves the level of detail index for the given LOD value. |
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470 | @note |
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471 | The value passed in is the 'transformed' value. If you are dealing with |
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472 | an original source value (e.g. distance), use LodStrategy::transformUserValue |
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473 | to turn this into a lookup value. |
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474 | */ |
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475 | ushort getLodIndex(Real value) const; |
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476 | |
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477 | /** Returns true if this mesh is using manual LOD. |
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478 | @remarks |
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479 | A mesh can either use automatically generated LOD, or it can use alternative |
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480 | meshes as provided by an artist. A mesh can only use either all manual LODs |
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481 | or all generated LODs, not a mixture of both. |
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482 | */ |
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483 | bool isLodManual(void) const { return mIsLodManual; } |
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484 | |
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485 | /** Internal methods for loading LOD, do not use. */ |
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486 | void _setLodInfo(unsigned short numLevels, bool isManual); |
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487 | /** Internal methods for loading LOD, do not use. */ |
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488 | void _setLodUsage(unsigned short level, MeshLodUsage& usage); |
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489 | /** Internal methods for loading LOD, do not use. */ |
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490 | void _setSubMeshLodFaceList(unsigned short subIdx, unsigned short level, IndexData* facedata); |
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491 | |
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492 | /** Removes all LOD data from this Mesh. */ |
---|
493 | void removeLodLevels(void); |
---|
494 | |
---|
495 | /** Sets the policy for the vertex buffers to be used when loading |
---|
496 | this Mesh. |
---|
497 | @remarks |
---|
498 | By default, when loading the Mesh, static, write-only vertex and index buffers |
---|
499 | will be used where possible in order to improve rendering performance. |
---|
500 | However, such buffers |
---|
501 | cannot be manipulated on the fly by CPU code (although shader code can). If you |
---|
502 | wish to use the CPU to modify these buffers, you should call this method. Note, |
---|
503 | however, that it only takes effect after the Mesh has been reloaded. Note that you |
---|
504 | still have the option of manually repacing the buffers in this mesh with your |
---|
505 | own if you see fit too, in which case you don't need to call this method since it |
---|
506 | only affects buffers created by the mesh itself. |
---|
507 | @par |
---|
508 | You can define the approach to a Mesh by changing the default parameters to |
---|
509 | MeshManager::load if you wish; this means the Mesh is loaded with those options |
---|
510 | the first time instead of you having to reload the mesh after changing these options. |
---|
511 | @param usage |
---|
512 | The usage flags, which by default are |
---|
513 | HardwareBuffer::HBU_STATIC_WRITE_ONLY |
---|
514 | @param shadowBuffer |
---|
515 | If set to @c true, the vertex buffers will be created with a |
---|
516 | system memory shadow buffer. You should set this if you want to be able to |
---|
517 | read from the buffer, because reading from a hardware buffer is a no-no. |
---|
518 | */ |
---|
519 | void setVertexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false); |
---|
520 | /** Sets the policy for the index buffers to be used when loading |
---|
521 | this Mesh. |
---|
522 | @remarks |
---|
523 | By default, when loading the Mesh, static, write-only vertex and index buffers |
---|
524 | will be used where possible in order to improve rendering performance. |
---|
525 | However, such buffers |
---|
526 | cannot be manipulated on the fly by CPU code (although shader code can). If you |
---|
527 | wish to use the CPU to modify these buffers, you should call this method. Note, |
---|
528 | however, that it only takes effect after the Mesh has been reloaded. Note that you |
---|
529 | still have the option of manually repacing the buffers in this mesh with your |
---|
530 | own if you see fit too, in which case you don't need to call this method since it |
---|
531 | only affects buffers created by the mesh itself. |
---|
532 | @par |
---|
533 | You can define the approach to a Mesh by changing the default parameters to |
---|
534 | MeshManager::load if you wish; this means the Mesh is loaded with those options |
---|
535 | the first time instead of you having to reload the mesh after changing these options. |
---|
536 | @param usage |
---|
537 | The usage flags, which by default are |
---|
538 | HardwareBuffer::HBU_STATIC_WRITE_ONLY |
---|
539 | @param shadowBuffer |
---|
540 | If set to @c true, the index buffers will be created with a |
---|
541 | system memory shadow buffer. You should set this if you want to be able to |
---|
542 | read from the buffer, because reading from a hardware buffer is a no-no. |
---|
543 | */ |
---|
544 | void setIndexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false); |
---|
545 | /** Gets the usage setting for this meshes vertex buffers. */ |
---|
546 | HardwareBuffer::Usage getVertexBufferUsage(void) const { return mVertexBufferUsage; } |
---|
547 | /** Gets the usage setting for this meshes index buffers. */ |
---|
548 | HardwareBuffer::Usage getIndexBufferUsage(void) const { return mIndexBufferUsage; } |
---|
549 | /** Gets whether or not this meshes vertex buffers are shadowed. */ |
---|
550 | bool isVertexBufferShadowed(void) const { return mVertexBufferShadowBuffer; } |
---|
551 | /** Gets whether or not this meshes index buffers are shadowed. */ |
---|
552 | bool isIndexBufferShadowed(void) const { return mIndexBufferShadowBuffer; } |
---|
553 | |
---|
554 | |
---|
555 | /** Rationalises the passed in bone assignment list. |
---|
556 | @remarks |
---|
557 | OGRE supports up to 4 bone assignments per vertex. The reason for this limit |
---|
558 | is that this is the maximum number of assignments that can be passed into |
---|
559 | a hardware-assisted blending algorithm. This method identifies where there are |
---|
560 | more than 4 bone assignments for a given vertex, and eliminates the bone |
---|
561 | assignments with the lowest weights to reduce to this limit. The remaining |
---|
562 | weights are then re-balanced to ensure that they sum to 1.0. |
---|
563 | @param vertexCount |
---|
564 | The number of vertices. |
---|
565 | @param assignments |
---|
566 | The bone assignment list to rationalise. This list will be modified and |
---|
567 | entries will be removed where the limits are exceeded. |
---|
568 | @return |
---|
569 | The maximum number of bone assignments per vertex found, clamped to [1-4] |
---|
570 | */ |
---|
571 | unsigned short _rationaliseBoneAssignments(size_t vertexCount, VertexBoneAssignmentList& assignments); |
---|
572 | |
---|
573 | /** Internal method, be called once to compile bone assignments into geometry buffer. |
---|
574 | @remarks |
---|
575 | The OGRE engine calls this method automatically. It compiles the information |
---|
576 | submitted as bone assignments into a format usable in realtime. It also |
---|
577 | eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS) |
---|
578 | and re-normalises the remaining assignments. |
---|
579 | */ |
---|
580 | void _compileBoneAssignments(void); |
---|
581 | |
---|
582 | /** Internal method, be called once to update the compiled bone assignments. |
---|
583 | @remarks |
---|
584 | The OGRE engine calls this method automatically. It updates the compiled bone |
---|
585 | assignments if requested. |
---|
586 | */ |
---|
587 | void _updateCompiledBoneAssignments(void); |
---|
588 | |
---|
589 | /** This method collapses two texcoords into one for all submeshes where this is possible. |
---|
590 | @remarks |
---|
591 | Often a submesh can have two tex. coords. (i.e. TEXCOORD0 & TEXCOORD1), being both |
---|
592 | composed of two floats. There are many practical reasons why it would be more convenient |
---|
593 | to merge both of them into one TEXCOORD0 of 4 floats. This function does exactly that |
---|
594 | The finalTexCoordSet must have enough space for the merge, or else the submesh will be |
---|
595 | skipped. (i.e. you can't merge a tex. coord with 3 floats with one having 2 floats) |
---|
596 | |
---|
597 | finalTexCoordSet & texCoordSetToDestroy must be in the same buffer source, and must |
---|
598 | be adjacent. |
---|
599 | @param finalTexCoordSet The tex. coord index to merge to. Should have enough space to |
---|
600 | actually work. |
---|
601 | @param texCoordSetToDestroy The texture coordinate index that will disappear on |
---|
602 | successful merges. |
---|
603 | */ |
---|
604 | void mergeAdjacentTexcoords( unsigned short finalTexCoordSet, unsigned short texCoordSetToDestroy ); |
---|
605 | |
---|
606 | void _configureMeshLodUsage(const LodConfig& lodConfig); |
---|
607 | |
---|
608 | /** This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer. |
---|
609 | @remarks |
---|
610 | Tangent vectors are vectors representing the local 'X' axis for a given vertex based |
---|
611 | on the orientation of the 2D texture on the geometry. They are built from a combination |
---|
612 | of existing normals, and from the 2D texture coordinates already baked into the model. |
---|
613 | They can be used for a number of things, but most of all they are useful for |
---|
614 | vertex and fragment programs, when you wish to arrive at a common space for doing |
---|
615 | per-pixel calculations. |
---|
616 | @par |
---|
617 | The prerequisites for calling this method include that the vertex data used by every |
---|
618 | SubMesh has both vertex normals and 2D texture coordinates. |
---|
619 | @param targetSemantic |
---|
620 | The semantic to store the tangents in. Defaults to |
---|
621 | the explicit tangent binding, but note that this is only usable on more |
---|
622 | modern hardware (Shader Model 2), so if you need portability with older |
---|
623 | cards you should change this to a texture coordinate binding instead. |
---|
624 | @param sourceTexCoordSet |
---|
625 | The texture coordinate index which should be used as the source |
---|
626 | of 2D texture coordinates, with which to calculate the tangents. |
---|
627 | @param index |
---|
628 | The element index, ie the texture coordinate set which should be used to store the 3D |
---|
629 | coordinates representing a tangent vector per vertex, if targetSemantic is |
---|
630 | VES_TEXTURE_COORDINATES. If this already exists, it will be overwritten. |
---|
631 | @param splitMirrored |
---|
632 | Sets whether or not to split vertices when a mirrored tangent space |
---|
633 | transition is detected (matrix parity differs). @see TangentSpaceCalc::setSplitMirrored |
---|
634 | @param splitRotated |
---|
635 | Sets whether or not to split vertices when a rotated tangent space |
---|
636 | is detected. @see TangentSpaceCalc::setSplitRotated |
---|
637 | @param storeParityInW |
---|
638 | If @c true, store tangents as a 4-vector and include parity in w. |
---|
639 | */ |
---|
640 | void buildTangentVectors(VertexElementSemantic targetSemantic = VES_TANGENT, |
---|
641 | unsigned short sourceTexCoordSet = 0, unsigned short index = 0, |
---|
642 | bool splitMirrored = false, bool splitRotated = false, bool storeParityInW = false); |
---|
643 | |
---|
644 | /** Ask the mesh to suggest parameters to a future buildTangentVectors call, |
---|
645 | should you wish to use texture coordinates to store the tangents. |
---|
646 | @remarks |
---|
647 | This helper method will suggest source and destination texture coordinate sets |
---|
648 | for a call to buildTangentVectors. It will detect when there are inappropriate |
---|
649 | conditions (such as multiple geometry sets which don't agree). |
---|
650 | Moreover, it will return 'true' if it detects that there are aleady 3D |
---|
651 | coordinates in the mesh, and therefore tangents may have been prepared already. |
---|
652 | @param targetSemantic |
---|
653 | The semantic you intend to use to store the tangents |
---|
654 | if they are not already present; |
---|
655 | most likely options are VES_TEXTURE_COORDINATES or VES_TANGENT; you should |
---|
656 | use texture coordinates if you want compatibility with older, pre-SM2 |
---|
657 | graphics cards, and the tangent binding otherwise. |
---|
658 | @param outSourceCoordSet |
---|
659 | Reference to a source texture coordinate set which |
---|
660 | will be populated. |
---|
661 | @param outIndex |
---|
662 | Reference to a destination element index (e.g. texture coord set) |
---|
663 | which will be populated |
---|
664 | */ |
---|
665 | bool suggestTangentVectorBuildParams(VertexElementSemantic targetSemantic, |
---|
666 | unsigned short& outSourceCoordSet, unsigned short& outIndex); |
---|
667 | |
---|
668 | /** Builds an edge list for this mesh, which can be used for generating a shadow volume |
---|
669 | among other things. |
---|
670 | */ |
---|
671 | void buildEdgeList(void); |
---|
672 | /** Destroys and frees the edge lists this mesh has built. */ |
---|
673 | void freeEdgeList(void); |
---|
674 | |
---|
675 | /** This method prepares the mesh for generating a renderable shadow volume. |
---|
676 | @remarks |
---|
677 | Preparing a mesh to generate a shadow volume involves firstly ensuring that the |
---|
678 | vertex buffer containing the positions for the mesh is a standalone vertex buffer, |
---|
679 | with no other components in it. This method will therefore break apart any existing |
---|
680 | vertex buffers this mesh holds if position is sharing a vertex buffer. |
---|
681 | Secondly, it will double the size of this vertex buffer so that there are 2 copies of |
---|
682 | the position data for the mesh. The first half is used for the original, and the second |
---|
683 | half is used for the 'extruded' version of the mesh. The vertex count of the main |
---|
684 | VertexData used to render the mesh will remain the same though, so as not to add any |
---|
685 | overhead to regular rendering of the object. |
---|
686 | Both copies of the position are required in one buffer because shadow volumes stretch |
---|
687 | from the original mesh to the extruded version. |
---|
688 | @par |
---|
689 | Because shadow volumes are rendered in turn, no additional |
---|
690 | index buffer space is allocated by this method, a shared index buffer allocated by the |
---|
691 | shadow rendering algorithm is used for addressing this extended vertex buffer. |
---|
692 | */ |
---|
693 | void prepareForShadowVolume(void); |
---|
694 | |
---|
695 | /** Return the edge list for this mesh, building it if required. |
---|
696 | @remarks |
---|
697 | You must ensure that the Mesh as been prepared for shadow volume |
---|
698 | rendering if you intend to use this information for that purpose. |
---|
699 | @param lodIndex |
---|
700 | The LOD at which to get the edge list, 0 being the highest. |
---|
701 | */ |
---|
702 | EdgeData* getEdgeList(unsigned short lodIndex = 0); |
---|
703 | |
---|
704 | /** Return the edge list for this mesh, building it if required. |
---|
705 | @remarks |
---|
706 | You must ensure that the Mesh as been prepared for shadow volume |
---|
707 | rendering if you intend to use this information for that purpose. |
---|
708 | @param lodIndex |
---|
709 | The LOD at which to get the edge list, 0 being the highest. |
---|
710 | */ |
---|
711 | const EdgeData* getEdgeList(unsigned short lodIndex = 0) const; |
---|
712 | |
---|
713 | /** Returns whether this mesh has already had it's geometry prepared for use in |
---|
714 | rendering shadow volumes. */ |
---|
715 | bool isPreparedForShadowVolumes(void) const { return mPreparedForShadowVolumes; } |
---|
716 | |
---|
717 | /** Returns whether this mesh has an attached edge list. */ |
---|
718 | bool isEdgeListBuilt(void) const { return mEdgeListsBuilt; } |
---|
719 | |
---|
720 | /** Prepare matrices for software indexed vertex blend. |
---|
721 | @remarks |
---|
722 | This function organise bone indexed matrices to blend indexed matrices, |
---|
723 | so software vertex blending can access to the matrix via blend index |
---|
724 | directly. |
---|
725 | @param blendMatrices |
---|
726 | Pointer to an array of matrix pointers to store |
---|
727 | prepared results, which indexed by blend index. |
---|
728 | @param boneMatrices |
---|
729 | Pointer to an array of matrices to be used to blend, |
---|
730 | which indexed by bone index. |
---|
731 | @param indexMap |
---|
732 | The index map used to translate blend index to bone index. |
---|
733 | */ |
---|
734 | static void prepareMatricesForVertexBlend(const Matrix4** blendMatrices, |
---|
735 | const Matrix4* boneMatrices, const IndexMap& indexMap); |
---|
736 | |
---|
737 | /** Performs a software indexed vertex blend, of the kind used for |
---|
738 | skeletal animation although it can be used for other purposes. |
---|
739 | @remarks |
---|
740 | This function is supplied to update vertex data with blends |
---|
741 | done in software, either because no hardware support is available, |
---|
742 | or that you need the results of the blend for some other CPU operations. |
---|
743 | @param sourceVertexData |
---|
744 | VertexData class containing positions, normals, |
---|
745 | blend indices and blend weights. |
---|
746 | @param targetVertexData |
---|
747 | VertexData class containing target position |
---|
748 | and normal buffers which will be updated with the blended versions. |
---|
749 | Note that the layout of the source and target position / normal |
---|
750 | buffers must be identical, ie they must use the same buffer indexes |
---|
751 | @param blendMatrices |
---|
752 | Pointer to an array of matrix pointers to be used to blend, |
---|
753 | indexed by blend indices in the sourceVertexData |
---|
754 | @param numMatrices |
---|
755 | Number of matrices in the blendMatrices, it might be used |
---|
756 | as a hint for optimisation. |
---|
757 | @param blendNormals |
---|
758 | If @c true, normals are blended as well as positions. |
---|
759 | */ |
---|
760 | static void softwareVertexBlend(const VertexData* sourceVertexData, |
---|
761 | const VertexData* targetVertexData, |
---|
762 | const Matrix4* const* blendMatrices, size_t numMatrices, |
---|
763 | bool blendNormals); |
---|
764 | |
---|
765 | /** Performs a software vertex morph, of the kind used for |
---|
766 | morph animation although it can be used for other purposes. |
---|
767 | @remarks |
---|
768 | This function will linearly interpolate positions between two |
---|
769 | source buffers, into a third buffer. |
---|
770 | @param t |
---|
771 | Parametric distance between the start and end buffer positions. |
---|
772 | @param b1 |
---|
773 | Vertex buffer containing VET_FLOAT3 entries for the start positions. |
---|
774 | @param b2 |
---|
775 | Vertex buffer containing VET_FLOAT3 entries for the end positions. |
---|
776 | @param targetVertexData |
---|
777 | VertexData destination; assumed to have a separate position |
---|
778 | buffer already bound, and the number of vertices must agree with the |
---|
779 | number in start and end |
---|
780 | */ |
---|
781 | static void softwareVertexMorph(Real t, |
---|
782 | const HardwareVertexBufferSharedPtr& b1, |
---|
783 | const HardwareVertexBufferSharedPtr& b2, |
---|
784 | VertexData* targetVertexData); |
---|
785 | |
---|
786 | /** Performs a software vertex pose blend, of the kind used for |
---|
787 | morph animation although it can be used for other purposes. |
---|
788 | @remarks |
---|
789 | This function will apply a weighted offset to the positions in the |
---|
790 | incoming vertex data (therefore this is a read/write operation, and |
---|
791 | if you expect to call it more than once with the same data, then |
---|
792 | you would be best to suppress hardware uploads of the position buffer |
---|
793 | for the duration). |
---|
794 | @param weight |
---|
795 | Parametric weight to scale the offsets by. |
---|
796 | @param vertexOffsetMap |
---|
797 | Potentially sparse map of vertex index -> offset. |
---|
798 | @param normalsMap |
---|
799 | Potentially sparse map of vertex index -> normal. |
---|
800 | @param targetVertexData |
---|
801 | VertexData destination; assumed to have a separate position |
---|
802 | buffer already bound, and the number of vertices must agree with the |
---|
803 | number in start and end. |
---|
804 | */ |
---|
805 | static void softwareVertexPoseBlend(Real weight, |
---|
806 | const map<size_t, Vector3>::type& vertexOffsetMap, |
---|
807 | const map<size_t, Vector3>::type& normalsMap, |
---|
808 | VertexData* targetVertexData); |
---|
809 | /** Gets a reference to the optional name assignments of the SubMeshes. */ |
---|
810 | const SubMeshNameMap& getSubMeshNameMap(void) const { return mSubMeshNameMap; } |
---|
811 | |
---|
812 | /** Sets whether or not this Mesh should automatically build edge lists |
---|
813 | when asked for them, or whether it should never build them if |
---|
814 | they are not already provided. |
---|
815 | @remarks |
---|
816 | This allows you to create meshes which do not have edge lists calculated, |
---|
817 | because you never want to use them. This value defaults to 'true' |
---|
818 | for mesh formats which did not include edge data, and 'false' for |
---|
819 | newer formats, where edge lists are expected to have been generated |
---|
820 | in advance. |
---|
821 | */ |
---|
822 | void setAutoBuildEdgeLists(bool autobuild) { mAutoBuildEdgeLists = autobuild; } |
---|
823 | /** Sets whether or not this Mesh should automatically build edge lists |
---|
824 | when asked for them, or whether it should never build them if |
---|
825 | they are not already provided. |
---|
826 | */ |
---|
827 | bool getAutoBuildEdgeLists(void) const { return mAutoBuildEdgeLists; } |
---|
828 | |
---|
829 | /** Gets the type of vertex animation the shared vertex data of this mesh supports. |
---|
830 | */ |
---|
831 | virtual VertexAnimationType getSharedVertexDataAnimationType(void) const; |
---|
832 | |
---|
833 | /// Returns whether animation on shared vertex data includes normals. |
---|
834 | bool getSharedVertexDataAnimationIncludesNormals() const { return mSharedVertexDataAnimationIncludesNormals; } |
---|
835 | |
---|
836 | /** Creates a new Animation object for vertex animating this mesh. |
---|
837 | @param name |
---|
838 | The name of this animation. |
---|
839 | @param length |
---|
840 | The length of the animation in seconds. |
---|
841 | */ |
---|
842 | virtual Animation* createAnimation(const String& name, Real length); |
---|
843 | |
---|
844 | /** Returns the named vertex Animation object. |
---|
845 | @param name |
---|
846 | The name of the animation. |
---|
847 | */ |
---|
848 | virtual Animation* getAnimation(const String& name) const; |
---|
849 | |
---|
850 | /** Internal access to the named vertex Animation object - returns null |
---|
851 | if it does not exist. |
---|
852 | @param name |
---|
853 | The name of the animation. |
---|
854 | */ |
---|
855 | virtual Animation* _getAnimationImpl(const String& name) const; |
---|
856 | |
---|
857 | /** Returns whether this mesh contains the named vertex animation. */ |
---|
858 | virtual bool hasAnimation(const String& name) const; |
---|
859 | |
---|
860 | /** Removes vertex Animation from this mesh. */ |
---|
861 | virtual void removeAnimation(const String& name); |
---|
862 | |
---|
863 | /** Gets the number of morph animations in this mesh. */ |
---|
864 | virtual unsigned short getNumAnimations(void) const; |
---|
865 | |
---|
866 | /** Gets a single morph animation by index. |
---|
867 | */ |
---|
868 | virtual Animation* getAnimation(unsigned short index) const; |
---|
869 | |
---|
870 | /** Removes all morph Animations from this mesh. */ |
---|
871 | virtual void removeAllAnimations(void); |
---|
872 | /** Gets a pointer to a vertex data element based on a morph animation |
---|
873 | track handle. |
---|
874 | @remarks |
---|
875 | 0 means the shared vertex data, 1+ means a submesh vertex data (index+1) |
---|
876 | */ |
---|
877 | VertexData* getVertexDataByTrackHandle(unsigned short handle); |
---|
878 | /** Iterates through all submeshes and requests them |
---|
879 | to apply their texture aliases to the material they use. |
---|
880 | @remarks |
---|
881 | The submesh will only apply texture aliases to the material if matching |
---|
882 | texture alias names are found in the material. If a match is found, the |
---|
883 | submesh will automatically clone the original material and then apply its |
---|
884 | texture to the new material. |
---|
885 | @par |
---|
886 | This method is normally called by the protected method loadImpl when a |
---|
887 | mesh if first loaded. |
---|
888 | */ |
---|
889 | void updateMaterialForAllSubMeshes(void); |
---|
890 | |
---|
891 | /** Internal method which, if animation types have not been determined, |
---|
892 | scans any vertex animations and determines the type for each set of |
---|
893 | vertex data (cannot have 2 different types). |
---|
894 | */ |
---|
895 | void _determineAnimationTypes(void) const; |
---|
896 | /** Are the derived animation types out of date? */ |
---|
897 | bool _getAnimationTypesDirty(void) const { return mAnimationTypesDirty; } |
---|
898 | |
---|
899 | /** Create a new Pose for this mesh or one of its submeshes. |
---|
900 | @param target |
---|
901 | The target geometry index; 0 is the shared Mesh geometry, 1+ is the |
---|
902 | dedicated SubMesh geometry belonging to submesh index + 1. |
---|
903 | @param name |
---|
904 | Name to give the pose, which is optional. |
---|
905 | @return |
---|
906 | A new Pose ready for population. |
---|
907 | */ |
---|
908 | Pose* createPose(ushort target, const String& name = StringUtil::BLANK); |
---|
909 | /** Get the number of poses.*/ |
---|
910 | size_t getPoseCount(void) const { return mPoseList.size(); } |
---|
911 | /** Retrieve an existing Pose by index.*/ |
---|
912 | Pose* getPose(ushort index); |
---|
913 | /** Retrieve an existing Pose by name.*/ |
---|
914 | Pose* getPose(const String& name); |
---|
915 | /** Destroy a pose by index. |
---|
916 | @note |
---|
917 | This will invalidate any animation tracks referring to this pose or those after it. |
---|
918 | */ |
---|
919 | void removePose(ushort index); |
---|
920 | /** Destroy a pose by name. |
---|
921 | @note |
---|
922 | This will invalidate any animation tracks referring to this pose or those after it. |
---|
923 | */ |
---|
924 | void removePose(const String& name); |
---|
925 | /** Destroy all poses. */ |
---|
926 | void removeAllPoses(void); |
---|
927 | |
---|
928 | typedef VectorIterator<PoseList> PoseIterator; |
---|
929 | typedef ConstVectorIterator<PoseList> ConstPoseIterator; |
---|
930 | |
---|
931 | /** Get an iterator over all the poses defined. */ |
---|
932 | PoseIterator getPoseIterator(void); |
---|
933 | /** Get an iterator over all the poses defined. */ |
---|
934 | ConstPoseIterator getPoseIterator(void) const; |
---|
935 | /** Get pose list. */ |
---|
936 | const PoseList& getPoseList(void) const; |
---|
937 | |
---|
938 | /** Get LOD strategy used by this mesh. */ |
---|
939 | const LodStrategy *getLodStrategy() const; |
---|
940 | /** Set the LOD strategy used by this mesh. */ |
---|
941 | void setLodStrategy(LodStrategy *lodStrategy); |
---|
942 | |
---|
943 | }; |
---|
944 | |
---|
945 | /** A way of recording the way each LODs is recorded this Mesh. */ |
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946 | struct MeshLodUsage |
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947 | { |
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948 | /** User-supplied values used to determine when th is LOD applies. |
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949 | @remarks |
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950 | This is required in case the LOD strategy changes. |
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951 | */ |
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952 | Real userValue; |
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953 | |
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954 | /** Value used by to determine when this LOD applies. |
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955 | @remarks |
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956 | May be interpretted differently by different strategies. |
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957 | Transformed from user-supplied values with LodStrategy::transformUserValue. |
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958 | */ |
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959 | Real value; |
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960 | |
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961 | /// Only relevant if mIsLodManual is true, the name of the alternative mesh to use. |
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962 | String manualName; |
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963 | /// Only relevant if mIsLodManual is true, the name of the group of the alternative mesh. |
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964 | String manualGroup; |
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965 | /// Hard link to mesh to avoid looking up each time. |
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966 | mutable MeshPtr manualMesh; |
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967 | /// Edge list for this LOD level (may be derived from manual mesh). |
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968 | mutable EdgeData* edgeData; |
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969 | |
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970 | MeshLodUsage() : userValue(0.0), value(0.0), edgeData(0) {} |
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971 | }; |
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972 | |
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973 | /** @} */ |
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974 | /** @} */ |
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975 | |
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976 | |
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977 | } // namespace Ogre |
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978 | |
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979 | #include "OgreHeaderSuffix.h" |
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980 | |
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981 | #endif // __Mesh_H__ |
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