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