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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreSubEntity.h @ 151

Last change on this file since 151 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 12.8 KB
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __SubEntity_H__
29#define __SubEntity_H__
30
31#include "OgrePrerequisites.h"
32
33#include "OgreString.h"
34#include "OgreRenderable.h"
35#include "OgreHardwareBufferManager.h"
36#include "OgreResourceGroupManager.h"
37#include "OgreHeaderPrefix.h"
38
39namespace Ogre {
40
41        /** \addtogroup Core
42        *  @{
43        */
44        /** \addtogroup Scene
45        *  @{
46        */
47        /** Utility class which defines the sub-parts of an Entity.
48        @remarks
49            Just as meshes are split into submeshes, an Entity is made up of
50            potentially multiple SubMeshes. These are mainly here to provide the
51            link between the Material which the SubEntity uses (which may be the
52            default Material for the SubMesh or may have been changed for this
53            object) and the SubMesh data.
54        @par
55            The SubEntity also allows the application some flexibility in the
56            material properties for this section of a particular instance of this
57            Mesh, e.g. tinting the windows on a car model.
58        @par
59            SubEntity instances are never created manually. They are created at
60            the same time as their parent Entity by the SceneManager method
61            createEntity.
62    */
63    class _OgreExport SubEntity: public Renderable, public SubEntityAlloc
64    {
65        // Note no virtual functions for efficiency
66        friend class Entity;
67        friend class SceneManager;
68    protected:
69        /** Private constructor - don't allow creation by anybody else.
70        */
71        SubEntity(Entity* parent, SubMesh* subMeshBasis);
72
73        /** Private destructor.
74        */
75        virtual ~SubEntity();
76
77        /// Pointer to parent.
78        Entity* mParentEntity;
79
80        /// Cached pointer to material.
81        MaterialPtr mMaterialPtr;
82
83        /// Pointer to the SubMesh defining geometry.
84        SubMesh* mSubMesh;
85
86                /// override the start index for the RenderOperation
87        size_t mIndexStart;
88
89        /// override the end index for the RenderOperation
90        size_t mIndexEnd;
91
92        /// Is this SubEntity visible?
93        bool mVisible;
94
95        /// The render queue to use when rendering this renderable
96        uint8 mRenderQueueID;
97        /// Flags whether the RenderQueue's default should be used.
98        bool mRenderQueueIDSet;
99        /// The render queue priority to use when rendering this renderable
100        ushort mRenderQueuePriority;
101        /// Flags whether the RenderQueue's default should be used.
102        bool mRenderQueuePrioritySet;
103
104                /// The LOD number of the material to use, calculated by Entity::_notifyCurrentCamera
105                unsigned short mMaterialLodIndex;
106
107        /// Blend buffer details for dedicated geometry
108        VertexData* mSkelAnimVertexData;
109        /// Quick lookup of buffers
110        TempBlendedBufferInfo mTempSkelAnimInfo;
111                /// Temp buffer details for software Vertex anim geometry
112                TempBlendedBufferInfo mTempVertexAnimInfo;
113                /// Vertex data details for software Vertex anim of shared geometry
114                VertexData* mSoftwareVertexAnimVertexData;
115                /// Vertex data details for hardware Vertex anim of shared geometry
116                /// - separate since we need to s/w anim for shadows whilst still altering
117                ///   the vertex data for hardware morphing (pos2 binding)
118                VertexData* mHardwareVertexAnimVertexData;
119                /// Have we applied any vertex animation to geometry?
120                bool mVertexAnimationAppliedThisFrame;
121                /// Number of hardware blended poses supported by material
122                ushort mHardwarePoseCount;
123                /// Cached distance to last camera for getSquaredViewDepth
124                mutable Real mCachedCameraDist;
125                /// The camera for which the cached distance is valid
126                mutable const Camera *mCachedCamera;
127
128        /** Internal method for preparing this Entity for use in animation. */
129        void prepareTempBlendBuffers(void);
130
131    public:
132        /** Gets the name of the Material in use by this instance.
133        */
134        const String& getMaterialName() const;
135
136        /** Sets the name of the Material to be used.
137            @remarks
138                By default a SubEntity uses the default Material that the SubMesh
139                uses. This call can alter that so that the Material is different
140                for this instance.
141        */
142        void setMaterialName( const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME );
143
144                /** Sets a Material to be used.
145                        @remarks
146                                By default a SubEntity uses the default Material that the SubMesh
147                                uses. This call can alter that so that the Material is different
148                                for this instance.
149                */
150                void setMaterial( const MaterialPtr& material );
151
152        /** Tells this SubEntity whether to be visible or not. */
153        virtual void setVisible(bool visible);
154
155        /** Returns whether or not this SubEntity is supposed to be visible. */
156        virtual bool isVisible(void) const;
157
158        /** Sets the render queue group this SubEntity will be rendered through.
159        @remarks
160            Render queues are grouped to allow you to more tightly control the ordering
161            of rendered objects. If you do not call this method, the SubEntity will use
162            either the Entity's queue or it will use the default
163            (RenderQueue::getDefaultQueueGroup).
164        @par
165            See Entity::setRenderQueueGroup for more details.
166        @param queueID Enumerated value of the queue group to use. See the
167            enum RenderQueueGroupID for what kind of values can be used here.
168        */
169        virtual void setRenderQueueGroup(uint8 queueID);
170
171        /** Sets the render queue group and group priority this SubEntity will be rendered through.
172        @remarks
173            Render queues are grouped to allow you to more tightly control the ordering
174            of rendered objects. Within a single render group there another type of grouping
175            called priority which allows further control.  If you do not call this method,
176            all Entity objects default to the default queue and priority
177            (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority).
178        @par
179            See Entity::setRenderQueueGroupAndPriority for more details.
180        @param queueID Enumerated value of the queue group to use. See the
181            enum RenderQueueGroupID for what kind of values can be used here.
182        @param priority The priority within a group to use.
183        */
184        virtual void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority);
185
186        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
187        virtual uint8 getRenderQueueGroup(void) const;
188
189        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
190        virtual ushort getRenderQueuePriority(void) const;
191
192        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
193        virtual bool isRenderQueueGroupSet(void) const;
194
195        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
196        virtual bool isRenderQueuePrioritySet(void) const;
197
198        /** Accessor method to read mesh data.
199        */
200        SubMesh* getSubMesh(void);
201
202                /** Accessor to get parent Entity */
203                Entity* getParent(void) const { return mParentEntity; }
204
205        /** Overridden - see Renderable.
206        */
207        const MaterialPtr& getMaterial(void) const;
208
209        /** Overridden - see Renderable.
210        */
211        Technique* getTechnique(void) const;
212
213        /** Overridden - see Renderable.
214        */
215        void getRenderOperation(RenderOperation& op);
216
217                /** Tells this SubEntity to draw a subset of the SubMesh by adjusting the index buffer extents.
218         * Default value is zero so that the entire index buffer is used when drawing.
219         * Valid values are zero to getIndexDataEndIndex()
220        */
221        void setIndexDataStartIndex(size_t start_index);
222
223        /** Returns the current value of the start index used for drawing.
224         * \see setIndexDataStartIndex
225        */
226        size_t getIndexDataStartIndex() const;
227
228        /** Tells this SubEntity to draw a subset of the SubMesh by adjusting the index buffer extents.
229         * Default value is SubMesh::indexData::indexCount so that the entire index buffer is used when drawing.
230         * Valid values are mStartIndex to SubMesh::indexData::indexCount
231        */
232        void setIndexDataEndIndex(size_t end_index);
233
234        /** Returns the current value of the start index used for drawing.
235                */
236        size_t getIndexDataEndIndex() const;
237
238                /** Reset the custom start/end index to the default values.
239                */
240        void resetIndexDataStartEndIndex();
241
242        /** Overridden - see Renderable.
243        */
244        void getWorldTransforms(Matrix4* xform) const;
245        /** Overridden - see Renderable.
246        */
247        unsigned short getNumWorldTransforms(void) const;
248        /** Overridden, see Renderable */
249        Real getSquaredViewDepth(const Camera* cam) const;
250        /** @copydoc Renderable::getLights */
251        const LightList& getLights(void) const;
252        /** @copydoc Renderable::getCastsShadows */
253        bool getCastsShadows(void) const;
254                /** Advanced method to get the temporarily blended vertex information
255                for entities which are software skinned.
256        @remarks
257            Internal engine will eliminate software animation if possible, this
258            information is unreliable unless added request for software animation
259            via Entity::addSoftwareAnimationRequest.
260        @note
261            The positions/normals of the returned vertex data is in object space.
262                */
263                VertexData* _getSkelAnimVertexData(void);
264                /** Advanced method to get the temporarily blended software morph vertex information
265        @remarks
266            Internal engine will eliminate software animation if possible, this
267            information is unreliable unless added request for software animation
268            via Entity::addSoftwareAnimationRequest.
269        @note
270            The positions/normals of the returned vertex data is in object space.
271                */
272                VertexData* _getSoftwareVertexAnimVertexData(void);
273                /** Advanced method to get the hardware morph vertex information
274        @note
275            The positions/normals of the returned vertex data is in object space.
276                */
277                VertexData* _getHardwareVertexAnimVertexData(void);
278                /** Advanced method to get the temp buffer information for software
279                skeletal animation.
280                */
281                TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void);
282                /** Advanced method to get the temp buffer information for software
283                morph animation.
284                */
285                TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void);
286                /// Retrieve the VertexData which should be used for GPU binding
287                VertexData* getVertexDataForBinding(void);
288
289                /** Mark all vertex data as so far unanimated.
290                */
291                void _markBuffersUnusedForAnimation(void);
292                /** Mark all vertex data as animated.
293                */
294                void _markBuffersUsedForAnimation(void);
295                /** Are buffers already marked as vertex animated? */
296                bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; }
297                /** Internal method to copy original vertex data to the morph structures
298                should there be no active animation in use.
299                */
300                void _restoreBuffersForUnusedAnimation(bool hardwareAnimation);
301
302                /** Overridden from Renderable to provide some custom behaviour. */
303                void _updateCustomGpuParameter(
304                        const GpuProgramParameters::AutoConstantEntry& constantEntry,
305                        GpuProgramParameters* params) const;
306
307                /** Invalidate the camera distance cache */
308                void _invalidateCameraCache ()
309                { mCachedCamera = 0; }
310    };
311        /** @} */
312        /** @} */
313
314}
315
316#include "OgreHeaderSuffix.h"
317
318#endif
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