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 | |
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29 | #ifndef __MovableObject_H__ |
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30 | #define __MovableObject_H__ |
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31 | |
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32 | // Precompiler options |
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33 | #include "OgrePrerequisites.h" |
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34 | #include "OgreRenderQueue.h" |
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35 | #include "OgreAxisAlignedBox.h" |
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36 | #include "OgreSphere.h" |
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37 | #include "OgreShadowCaster.h" |
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38 | #include "OgreFactoryObj.h" |
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39 | #include "OgreAnimable.h" |
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40 | #include "OgreAny.h" |
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41 | #include "OgreUserObjectBindings.h" |
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42 | #include "OgreHeaderPrefix.h" |
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43 | |
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44 | namespace Ogre { |
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45 | |
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46 | // Forward declaration |
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47 | class MovableObjectFactory; |
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48 | |
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49 | /** \addtogroup Core |
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50 | * @{ |
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51 | */ |
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52 | /** \addtogroup Scene |
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53 | * @{ |
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54 | */ |
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55 | /** Abstract class defining a movable object in a scene. |
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56 | @remarks |
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57 | Instances of this class are discrete, relatively small, movable objects |
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58 | which are attached to SceneNode objects to define their position. |
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59 | */ |
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60 | class _OgreExport MovableObject : public ShadowCaster, public AnimableObject, public MovableAlloc |
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61 | { |
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62 | public: |
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63 | /** Listener which gets called back on MovableObject events. |
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64 | */ |
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65 | class _OgreExport Listener |
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66 | { |
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67 | public: |
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68 | Listener(void) {} |
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69 | virtual ~Listener() {} |
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70 | /** MovableObject is being destroyed */ |
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71 | virtual void objectDestroyed(MovableObject*) {} |
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72 | /** MovableObject has been attached to a node */ |
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73 | virtual void objectAttached(MovableObject*) {} |
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74 | /** MovableObject has been detached from a node */ |
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75 | virtual void objectDetached(MovableObject*) {} |
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76 | /** MovableObject has been moved */ |
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77 | virtual void objectMoved(MovableObject*) {} |
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78 | /** Called when the movable object of the camera to be used for rendering. |
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79 | @return |
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80 | true if allows queue for rendering, false otherwise. |
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81 | */ |
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82 | virtual bool objectRendering(const MovableObject*, const Camera*) { return true; } |
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83 | /** Called when the movable object needs to query a light list. |
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84 | @remarks |
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85 | If you want to customize light finding for this object, you should override |
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86 | this method and hook into MovableObject via MovableObject::setListener. |
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87 | Be aware that the default method caches results within a frame to |
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88 | prevent unnecessary recalculation, so if you override this you |
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89 | should provide your own caching to maintain performance. |
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90 | @note |
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91 | If you use texture shadows, there is an additional restriction - |
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92 | since the lights which should have shadow textures rendered for |
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93 | them are determined based on the entire frustum, and not per-object, |
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94 | it is important that the lights returned at the start of this |
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95 | list (up to the number of shadow textures available) are the same |
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96 | lights that were used to generate the shadow textures, |
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97 | and they are in the same order (particularly for additive effects). |
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98 | @note |
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99 | This method will not be called for additive stencil shadows since the |
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100 | light list cannot be varied per object with this technique. |
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101 | @return |
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102 | A pointer to a light list if you populated the light list yourself, or |
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103 | NULL to fall back on the default finding process. |
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104 | */ |
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105 | virtual const LightList* objectQueryLights(const MovableObject*) { return 0; } |
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106 | }; |
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107 | |
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108 | protected: |
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109 | /// Name of this object |
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110 | String mName; |
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111 | /// Creator of this object (if created by a factory) |
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112 | MovableObjectFactory* mCreator; |
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113 | /// SceneManager holding this object (if applicable) |
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114 | SceneManager* mManager; |
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115 | /// node to which this object is attached |
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116 | Node* mParentNode; |
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117 | bool mParentIsTagPoint; |
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118 | /// Is this object visible? |
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119 | bool mVisible; |
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120 | /// Is debug display enabled? |
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121 | bool mDebugDisplay; |
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122 | /// Upper distance to still render |
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123 | Real mUpperDistance; |
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124 | Real mSquaredUpperDistance; |
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125 | // Minimum pixel size to still render |
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126 | Real mMinPixelSize; |
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127 | /// Hidden because of distance? |
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128 | bool mBeyondFarDistance; |
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129 | /// User objects binding. |
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130 | UserObjectBindings mUserObjectBindings; |
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131 | /// The render queue to use when rendering this object |
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132 | uint8 mRenderQueueID; |
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133 | /// Flags whether the RenderQueue's default should be used. |
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134 | bool mRenderQueueIDSet; |
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135 | /// The render queue group to use when rendering this object |
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136 | ushort mRenderQueuePriority; |
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137 | /// Flags whether the RenderQueue's default should be used. |
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138 | bool mRenderQueuePrioritySet; |
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139 | /// Flags determining whether this object is included / excluded from scene queries |
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140 | uint32 mQueryFlags; |
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141 | /// Flags determining whether this object is visible (compared to SceneManager mask) |
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142 | uint32 mVisibilityFlags; |
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143 | /// Cached world AABB of this object |
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144 | mutable AxisAlignedBox mWorldAABB; |
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145 | // Cached world bounding sphere |
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146 | mutable Sphere mWorldBoundingSphere; |
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147 | /// World space AABB of this object's dark cap |
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148 | mutable AxisAlignedBox mWorldDarkCapBounds; |
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149 | /// Does this object cast shadows? |
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150 | bool mCastShadows; |
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151 | |
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152 | /// Does rendering this object disabled by listener? |
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153 | bool mRenderingDisabled; |
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154 | /// MovableObject listener - only one allowed (no list) for size & performance reasons. */ |
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155 | Listener* mListener; |
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156 | |
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157 | /// List of lights for this object |
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158 | mutable LightList mLightList; |
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159 | /// The last frame that this light list was updated in |
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160 | mutable ulong mLightListUpdated; |
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161 | |
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162 | /// the light mask defined for this movable. This will be taken into consideration when deciding which light should affect this movable |
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163 | uint32 mLightMask; |
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164 | |
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165 | // Static members |
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166 | /// Default query flags |
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167 | static uint32 msDefaultQueryFlags; |
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168 | /// Default visibility flags |
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169 | static uint32 msDefaultVisibilityFlags; |
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170 | |
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171 | |
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172 | |
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173 | public: |
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174 | /// Constructor |
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175 | MovableObject(); |
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176 | |
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177 | /// Named constructor |
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178 | MovableObject(const String& name); |
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179 | /** Virtual destructor - read Scott Meyers if you don't know why this is needed. |
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180 | */ |
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181 | virtual ~MovableObject(); |
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182 | |
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183 | /** Notify the object of it's creator (internal use only) */ |
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184 | virtual void _notifyCreator(MovableObjectFactory* fact) { mCreator = fact; } |
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185 | /** Get the creator of this object, if any (internal use only) */ |
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186 | virtual MovableObjectFactory* _getCreator(void) const { return mCreator; } |
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187 | /** Notify the object of it's manager (internal use only) */ |
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188 | virtual void _notifyManager(SceneManager* man) { mManager = man; } |
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189 | /** Get the manager of this object, if any (internal use only) */ |
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190 | virtual SceneManager* _getManager(void) const { return mManager; } |
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191 | |
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192 | /** Returns the name of this object. */ |
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193 | virtual const String& getName(void) const { return mName; } |
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194 | |
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195 | /** Returns the type name of this object. */ |
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196 | virtual const String& getMovableType(void) const = 0; |
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197 | |
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198 | /** Returns the node to which this object is attached. |
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199 | @remarks |
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200 | A MovableObject may be attached to either a SceneNode or to a TagPoint, |
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201 | the latter case if it's attached to a bone on an animated entity. |
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202 | Both are Node subclasses so this method will return either. |
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203 | */ |
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204 | virtual Node* getParentNode(void) const; |
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205 | |
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206 | /** Returns the scene node to which this object is attached. |
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207 | @remarks |
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208 | A MovableObject may be attached to either a SceneNode or to a TagPoint, |
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209 | the latter case if it's attached to a bone on an animated entity. |
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210 | This method will return the scene node of the parent entity |
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211 | if the latter is true. |
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212 | */ |
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213 | virtual SceneNode* getParentSceneNode(void) const; |
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214 | |
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215 | /// Gets whether the parent node is a TagPoint (or a SceneNode) |
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216 | virtual bool isParentTagPoint() const { return mParentIsTagPoint; } |
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217 | |
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218 | /** Internal method called to notify the object that it has been attached to a node. |
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219 | */ |
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220 | virtual void _notifyAttached(Node* parent, bool isTagPoint = false); |
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221 | |
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222 | /** Returns true if this object is attached to a SceneNode or TagPoint. */ |
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223 | virtual bool isAttached(void) const; |
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224 | |
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225 | /** Detaches an object from a parent SceneNode or TagPoint, if attached. */ |
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226 | virtual void detachFromParent(void); |
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227 | |
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228 | /** Returns true if this object is attached to a SceneNode or TagPoint, |
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229 | and this SceneNode / TagPoint is currently in an active part of the |
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230 | scene graph. */ |
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231 | virtual bool isInScene(void) const; |
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232 | |
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233 | /** Internal method called to notify the object that it has been moved. |
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234 | */ |
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235 | virtual void _notifyMoved(void); |
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236 | |
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237 | /** Internal method to notify the object of the camera to be used for the next rendering operation. |
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238 | @remarks |
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239 | Certain objects may want to do specific processing based on the camera position. This method notifies |
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240 | them in case they wish to do this. |
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241 | */ |
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242 | virtual void _notifyCurrentCamera(Camera* cam); |
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243 | |
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244 | /** Retrieves the local axis-aligned bounding box for this object. |
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245 | @remarks |
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246 | This bounding box is in local coordinates. |
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247 | */ |
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248 | virtual const AxisAlignedBox& getBoundingBox(void) const = 0; |
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249 | |
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250 | /** Retrieves the radius of the origin-centered bounding sphere |
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251 | for this object. |
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252 | */ |
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253 | virtual Real getBoundingRadius(void) const = 0; |
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254 | |
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255 | /** Retrieves the axis-aligned bounding box for this object in world coordinates. */ |
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256 | virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const; |
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257 | /** Retrieves the worldspace bounding sphere for this object. */ |
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258 | virtual const Sphere& getWorldBoundingSphere(bool derive = false) const; |
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259 | /** Internal method by which the movable object must add Renderable subclass instances to the rendering queue. |
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260 | @remarks |
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261 | The engine will call this method when this object is to be rendered. The object must then create one or more |
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262 | Renderable subclass instances which it places on the passed in Queue for rendering. |
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263 | */ |
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264 | virtual void _updateRenderQueue(RenderQueue* queue) = 0; |
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265 | |
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266 | /** Tells this object whether to be visible or not, if it has a renderable component. |
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267 | @note An alternative approach of making an object invisible is to detach it |
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268 | from it's SceneNode, or to remove the SceneNode entirely. |
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269 | Detaching a node means that structurally the scene graph changes. |
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270 | Once this change has taken place, the objects / nodes that have been |
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271 | removed have less overhead to the visibility detection pass than simply |
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272 | making the object invisible, so if you do this and leave the objects |
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273 | out of the tree for a long time, it's faster. However, the act of |
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274 | detaching / reattaching nodes is in itself more expensive than |
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275 | setting an object visibility flag, since in the latter case |
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276 | structural changes are not made. Therefore, small or frequent visibility |
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277 | changes are best done using this method; large or more longer term |
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278 | changes are best done by detaching. |
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279 | */ |
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280 | virtual void setVisible(bool visible); |
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281 | |
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282 | /** Gets this object whether to be visible or not, if it has a renderable component. |
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283 | @remarks |
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284 | Returns the value set by MovableObject::setVisible only. |
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285 | */ |
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286 | virtual bool getVisible(void) const; |
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287 | |
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288 | /** Returns whether or not this object is supposed to be visible or not. |
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289 | @remarks |
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290 | Takes into account both upper rendering distance and visible flag. |
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291 | */ |
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292 | virtual bool isVisible(void) const; |
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293 | |
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294 | /** Sets the distance at which the object is no longer rendered. |
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295 | @note Camera::setUseRenderingDistance() needs to be called for this parameter to be used. |
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296 | @param dist Distance beyond which the object will not be rendered |
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297 | (the default is 0, which means objects are always rendered). |
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298 | */ |
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299 | virtual void setRenderingDistance(Real dist) { |
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300 | mUpperDistance = dist; |
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301 | mSquaredUpperDistance = mUpperDistance * mUpperDistance; |
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302 | } |
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303 | |
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304 | /** Gets the distance at which batches are no longer rendered. */ |
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305 | virtual Real getRenderingDistance(void) const { return mUpperDistance; } |
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306 | |
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307 | /** Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered |
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308 | @note Camera::setUseMinPixelSize() needs to be called for this parameter to be used. |
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309 | @param pixelSize Number of minimum pixels |
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310 | (the default is 0, which means objects are always rendered). |
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311 | */ |
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312 | virtual void setRenderingMinPixelSize(Real pixelSize) { |
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313 | mMinPixelSize = pixelSize; |
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314 | } |
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315 | |
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316 | /** Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered |
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317 | */ |
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318 | virtual Real getRenderingMinPixelSize() const { |
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319 | return mMinPixelSize; |
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320 | } |
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321 | |
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322 | /** @deprecated use UserObjectBindings::setUserAny via getUserObjectBindings() instead. |
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323 | Sets any kind of user value on this object. |
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324 | @remarks |
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325 | This method allows you to associate any user value you like with |
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326 | this MovableObject. This can be a pointer back to one of your own |
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327 | classes for instance. |
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328 | */ |
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329 | OGRE_DEPRECATED virtual void setUserAny(const Any& anything) { getUserObjectBindings().setUserAny(anything); } |
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330 | |
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331 | /** @deprecated use UserObjectBindings::getUserAny via getUserObjectBindings() instead. |
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332 | Retrieves the custom user value associated with this object. |
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333 | */ |
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334 | OGRE_DEPRECATED virtual const Any& getUserAny(void) const { return getUserObjectBindings().getUserAny(); } |
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335 | |
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336 | /** Return an instance of user objects binding associated with this class. |
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337 | You can use it to associate one or more custom objects with this class instance. |
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338 | @see UserObjectBindings::setUserAny. |
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339 | */ |
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340 | UserObjectBindings& getUserObjectBindings() { return mUserObjectBindings; } |
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341 | |
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342 | /** Return an instance of user objects binding associated with this class. |
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343 | You can use it to associate one or more custom objects with this class instance. |
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344 | @see UserObjectBindings::setUserAny. |
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345 | */ |
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346 | const UserObjectBindings& getUserObjectBindings() const { return mUserObjectBindings; } |
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347 | |
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348 | /** Sets the render queue group this entity will be rendered through. |
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349 | @remarks |
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350 | Render queues are grouped to allow you to more tightly control the ordering |
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351 | of rendered objects. If you do not call this method, all Entity objects default |
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352 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this |
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353 | if you want this entity to always appear in front of other objects, e.g. for |
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354 | a 3D menu system or such. |
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355 | @par |
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356 | See RenderQueue for more details. |
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357 | @param queueID Enumerated value of the queue group to use. See the |
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358 | enum RenderQueueGroupID for what kind of values can be used here. |
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359 | */ |
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360 | virtual void setRenderQueueGroup(uint8 queueID); |
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361 | |
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362 | /** Sets the render queue group and group priority this entity will be rendered through. |
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363 | @remarks |
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364 | Render queues are grouped to allow you to more tightly control the ordering |
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365 | of rendered objects. Within a single render group there another type of grouping |
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366 | called priority which allows further control. If you do not call this method, |
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367 | all Entity objects default to the default queue and priority |
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368 | (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority), |
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369 | which is fine for most objects. You may want to alter this if you want this entity |
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370 | to always appear in front of other objects, e.g. for a 3D menu system or such. |
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371 | @par |
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372 | See RenderQueue for more details. |
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373 | @param queueID Enumerated value of the queue group to use. See the |
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374 | enum RenderQueueGroupID for what kind of values can be used here. |
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375 | @param priority The priority within a group to use. |
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376 | */ |
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377 | virtual void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority); |
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378 | |
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379 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ |
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380 | virtual uint8 getRenderQueueGroup(void) const; |
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381 | |
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382 | /// return the full transformation of the parent sceneNode or the attachingPoint node |
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383 | virtual const Matrix4& _getParentNodeFullTransform(void) const; |
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384 | |
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385 | /** Sets the query flags for this object. |
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386 | @remarks |
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387 | When performing a scene query, this object will be included or excluded according |
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388 | to flags on the object and flags on the query. This is a bitwise value, so only when |
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389 | a bit on these flags is set, will it be included in a query asking for that flag. The |
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390 | meaning of the bits is application-specific. |
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391 | */ |
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392 | virtual void setQueryFlags(uint32 flags) { mQueryFlags = flags; } |
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393 | |
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394 | /** As setQueryFlags, except the flags passed as parameters are appended to the |
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395 | existing flags on this object. */ |
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396 | virtual void addQueryFlags(uint32 flags) { mQueryFlags |= flags; } |
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397 | |
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398 | /** As setQueryFlags, except the flags passed as parameters are removed from the |
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399 | existing flags on this object. */ |
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400 | virtual void removeQueryFlags(uint32 flags) { mQueryFlags &= ~flags; } |
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401 | |
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402 | /// Returns the query flags relevant for this object |
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403 | virtual uint32 getQueryFlags(void) const { return mQueryFlags; } |
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404 | |
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405 | /** Set the default query flags for all future MovableObject instances. |
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406 | */ |
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407 | static void setDefaultQueryFlags(uint32 flags) { msDefaultQueryFlags = flags; } |
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408 | |
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409 | /** Get the default query flags for all future MovableObject instances. |
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410 | */ |
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411 | static uint32 getDefaultQueryFlags() { return msDefaultQueryFlags; } |
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412 | |
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413 | |
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414 | /** Sets the visibility flags for this object. |
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415 | @remarks |
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416 | As well as a simple true/false value for visibility (as seen in setVisible), |
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417 | you can also set visibility flags which when 'and'ed with the SceneManager's |
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418 | visibility mask can also make an object invisible. |
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419 | */ |
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420 | virtual void setVisibilityFlags(uint32 flags) { mVisibilityFlags = flags; } |
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421 | |
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422 | /** As setVisibilityFlags, except the flags passed as parameters are appended to the |
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423 | existing flags on this object. */ |
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424 | virtual void addVisibilityFlags(uint32 flags) { mVisibilityFlags |= flags; } |
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425 | |
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426 | /** As setVisibilityFlags, except the flags passed as parameters are removed from the |
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427 | existing flags on this object. */ |
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428 | virtual void removeVisibilityFlags(uint32 flags) { mVisibilityFlags &= ~flags; } |
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429 | |
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430 | /// Returns the visibility flags relevant for this object |
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431 | virtual uint32 getVisibilityFlags(void) const { return mVisibilityFlags; } |
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432 | |
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433 | /** Set the default visibility flags for all future MovableObject instances. |
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434 | */ |
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435 | static void setDefaultVisibilityFlags(uint32 flags) { msDefaultVisibilityFlags = flags; } |
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436 | |
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437 | /** Get the default visibility flags for all future MovableObject instances. |
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438 | */ |
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439 | static uint32 getDefaultVisibilityFlags() { return msDefaultVisibilityFlags; } |
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440 | |
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441 | /** Sets a listener for this object. |
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442 | @remarks |
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443 | Note for size and performance reasons only one listener per object |
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444 | is allowed. |
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445 | */ |
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446 | virtual void setListener(Listener* listener) { mListener = listener; } |
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447 | |
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448 | /** Gets the current listener for this object. |
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449 | */ |
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450 | virtual Listener* getListener(void) const { return mListener; } |
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451 | |
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452 | /** Gets a list of lights, ordered relative to how close they are to this movable object. |
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453 | @remarks |
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454 | By default, this method gives the listener a chance to populate light list first, |
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455 | if there is no listener or Listener::objectQueryLights returns NULL, it'll |
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456 | query the light list from parent entity if it is present, or returns |
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457 | SceneNode::findLights if it has parent scene node, otherwise it just returns |
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458 | an empty list. |
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459 | @par |
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460 | The object internally caches the light list, so it will recalculate |
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461 | it only when object is moved, or lights that affect the frustum have |
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462 | been changed (@see SceneManager::_getLightsDirtyCounter), |
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463 | but if listener exists, it will be called each time, so the listener |
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464 | should implement their own cache mechanism to optimise performance. |
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465 | @par |
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466 | This method can be useful when implementing Renderable::getLights in case |
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467 | the renderable is a part of the movable. |
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468 | @return The list of lights use to lighting this object. |
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469 | */ |
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470 | virtual const LightList& queryLights(void) const; |
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471 | |
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472 | /** Get a bitwise mask which will filter the lights affecting this object |
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473 | @remarks |
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474 | By default, this mask is fully set meaning all lights will affect this object |
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475 | */ |
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476 | virtual uint32 getLightMask()const { return mLightMask; } |
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477 | /** Set a bitwise mask which will filter the lights affecting this object |
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478 | @remarks |
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479 | This mask will be compared against the mask held against Light to determine |
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480 | if a light should affect a given object. |
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481 | By default, this mask is fully set meaning all lights will affect this object |
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482 | */ |
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483 | virtual void setLightMask(uint32 lightMask); |
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484 | |
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485 | /** Returns a pointer to the current list of lights for this object. |
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486 | @remarks |
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487 | You should not modify this list outside of MovableObject::Listener::objectQueryLights |
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488 | (say if you want to use it to implement this method, and use the pointer |
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489 | as a return value) and for reading it's only accurate as at the last frame. |
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490 | */ |
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491 | virtual LightList* _getLightList() { return &mLightList; } |
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492 | |
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493 | /// Define a default implementation of method from ShadowCaster which implements no shadows |
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494 | EdgeData* getEdgeList(void) { return NULL; } |
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495 | /// Define a default implementation of method from ShadowCaster which implements no shadows |
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496 | bool hasEdgeList(void) { return false; } |
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497 | /// Define a default implementation of method from ShadowCaster which implements no shadows |
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498 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
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499 | ShadowTechnique shadowTechnique, const Light* light, |
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500 | HardwareIndexBufferSharedPtr* indexBuffer, size_t* indexBufferUsedSize, |
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501 | bool extrudeVertices, Real extrusionDist, unsigned long flags = 0); |
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502 | |
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503 | /** Overridden member from ShadowCaster. */ |
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504 | const AxisAlignedBox& getLightCapBounds(void) const; |
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505 | /** Overridden member from ShadowCaster. */ |
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506 | const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const; |
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507 | /** Sets whether or not this object will cast shadows. |
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508 | @remarks |
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509 | This setting simply allows you to turn on/off shadows for a given object. |
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510 | An object will not cast shadows unless the scene supports it in any case |
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511 | (see SceneManager::setShadowTechnique), and also the material which is |
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512 | in use must also have shadow casting enabled. By default all entities cast |
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513 | shadows. If, however, for some reason you wish to disable this for a single |
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514 | object then you can do so using this method. |
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515 | @note This method normally refers to objects which block the light, but |
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516 | since Light is also a subclass of MovableObject, in that context it means |
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517 | whether the light causes shadows itself. |
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518 | */ |
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519 | void setCastShadows(bool enabled) { mCastShadows = enabled; } |
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520 | /** Returns whether shadow casting is enabled for this object. */ |
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521 | bool getCastShadows(void) const { return mCastShadows; } |
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522 | /** Returns whether the Material of any Renderable that this MovableObject will add to |
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523 | the render queue will receive shadows. |
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524 | */ |
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525 | bool getReceivesShadows(); |
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526 | |
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527 | /** Get the distance to extrude for a point/spot light */ |
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528 | Real getPointExtrusionDistance(const Light* l) const; |
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529 | /** Get the 'type flags' for this MovableObject. |
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530 | @remarks |
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531 | A type flag identifies the type of the MovableObject as a bitpattern. |
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532 | This is used for categorical inclusion / exclusion in SceneQuery |
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533 | objects. By default, this method returns all ones for objects not |
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534 | created by a MovableObjectFactory (hence always including them); |
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535 | otherwise it returns the value assigned to the MovableObjectFactory. |
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536 | Custom objects which don't use MovableObjectFactory will need to |
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537 | override this if they want to be included in queries. |
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538 | */ |
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539 | virtual uint32 getTypeFlags(void) const; |
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540 | |
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541 | /** Method to allow a caller to abstractly iterate over the Renderable |
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542 | instances that this MovableObject will add to the render queue when |
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543 | asked, if any. |
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544 | @param visitor Pointer to a class implementing the Renderable::Visitor |
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545 | interface which will be called back for each Renderable which will |
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546 | be queued. Bear in mind that the state of the Renderable instances |
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547 | may not be finalised depending on when you call this. |
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548 | @param debugRenderables If false, only regular renderables will be visited |
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549 | (those for normal display). If true, debug renderables will be |
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550 | included too. |
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551 | */ |
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552 | virtual void visitRenderables(Renderable::Visitor* visitor, |
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553 | bool debugRenderables = false) = 0; |
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554 | |
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555 | /** Sets whether or not the debug display of this object is enabled. |
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556 | @remarks |
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557 | Some objects aren't visible themselves but it can be useful to display |
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558 | a debug representation of them. Or, objects may have an additional |
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559 | debug display on top of their regular display. This option enables / |
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560 | disables that debug display. Objects that are not visible never display |
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561 | debug geometry regardless of this setting. |
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562 | */ |
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563 | virtual void setDebugDisplayEnabled(bool enabled) { mDebugDisplay = enabled; } |
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564 | /// Gets whether debug display of this object is enabled. |
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565 | virtual bool isDebugDisplayEnabled(void) const { return mDebugDisplay; } |
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566 | |
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567 | |
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568 | |
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569 | |
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570 | |
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571 | }; |
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572 | |
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573 | /** Interface definition for a factory class which produces a certain |
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574 | kind of MovableObject, and can be registered with Root in order |
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575 | to allow all clients to produce new instances of this object, integrated |
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576 | with the standard Ogre processing. |
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577 | */ |
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578 | class _OgreExport MovableObjectFactory : public MovableAlloc |
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579 | { |
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580 | protected: |
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581 | /// Type flag, allocated if requested |
---|
582 | uint32 mTypeFlag; |
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583 | |
---|
584 | /// Internal implementation of create method - must be overridden |
---|
585 | virtual MovableObject* createInstanceImpl( |
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586 | const String& name, const NameValuePairList* params = 0) = 0; |
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587 | public: |
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588 | MovableObjectFactory() : mTypeFlag(0xFFFFFFFF) {} |
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589 | virtual ~MovableObjectFactory() {} |
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590 | /// Get the type of the object to be created |
---|
591 | virtual const String& getType(void) const = 0; |
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592 | |
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593 | /** Create a new instance of the object. |
---|
594 | @param name The name of the new object |
---|
595 | @param manager The SceneManager instance that will be holding the |
---|
596 | instance once created. |
---|
597 | @param params Name/value pair list of additional parameters required to |
---|
598 | construct the object (defined per subtype). Optional. |
---|
599 | */ |
---|
600 | virtual MovableObject* createInstance( |
---|
601 | const String& name, SceneManager* manager, |
---|
602 | const NameValuePairList* params = 0); |
---|
603 | /** Destroy an instance of the object */ |
---|
604 | virtual void destroyInstance(MovableObject* obj) = 0; |
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605 | |
---|
606 | /** Does this factory require the allocation of a 'type flag', used to |
---|
607 | selectively include / exclude this type from scene queries? |
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608 | @remarks |
---|
609 | The default implementation here is to return 'false', ie not to |
---|
610 | request a unique type mask from Root. For objects that |
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611 | never need to be excluded in SceneQuery results, that's fine, since |
---|
612 | the default implementation of MovableObject::getTypeFlags is to return |
---|
613 | all ones, hence matching any query type mask. However, if you want the |
---|
614 | objects created by this factory to be filterable by queries using a |
---|
615 | broad type, you have to give them a (preferably unique) type mask - |
---|
616 | and given that you don't know what other MovableObject types are |
---|
617 | registered, Root will allocate you one. |
---|
618 | */ |
---|
619 | virtual bool requestTypeFlags(void) const { return false; } |
---|
620 | /** Notify this factory of the type mask to apply. |
---|
621 | @remarks |
---|
622 | This should normally only be called by Root in response to |
---|
623 | a 'true' result from requestTypeMask. However, you can actually use |
---|
624 | it yourself if you're careful; for example to assign the same mask |
---|
625 | to a number of different types of object, should you always wish them |
---|
626 | to be treated the same in queries. |
---|
627 | */ |
---|
628 | void _notifyTypeFlags(uint32 flag) { mTypeFlag = flag; } |
---|
629 | |
---|
630 | /** Gets the type flag for this factory. |
---|
631 | @remarks |
---|
632 | A type flag is like a query flag, except that it applies to all instances |
---|
633 | of a certain type of object. |
---|
634 | */ |
---|
635 | uint32 getTypeFlags(void) const { return mTypeFlag; } |
---|
636 | |
---|
637 | }; |
---|
638 | /** @} */ |
---|
639 | /** @} */ |
---|
640 | |
---|
641 | } |
---|
642 | |
---|
643 | #include "OgreHeaderSuffix.h" |
---|
644 | |
---|
645 | #endif |
---|