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://ogre.sourceforge.net/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __Entity_H__
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26 | #define __Entity_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 | #include "OgreCommon.h"
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30 |
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31 | #include "OgreString.h"
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32 | #include "OgreMovableObject.h"
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33 | #include "OgreAnimationState.h"
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34 | #include "OgreQuaternion.h"
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35 | #include "OgreVector3.h"
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36 | #include "OgreHardwareBufferManager.h"
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37 | #include "OgreMesh.h"
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38 |
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39 | namespace Ogre {
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40 | /** Defines an instance of a discrete, movable object based on a Mesh.
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41 | @remarks
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42 | Ogre generally divides renderable objects into 2 groups, discrete
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43 | (separate) and relatively small objects which move around the world,
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44 | and large, sprawling geometry which makes up generally immovable
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45 | scenery, aka 'level geometry'.
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46 | @par
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47 | The Mesh and SubMesh classes deal with the definition of the geometry
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48 | used by discrete movable objects. Entities are actual instances of
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49 | objects based on this geometry in the world. Therefore there is
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50 | usually a single set Mesh for a car, but there may be multiple
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51 | entities based on it in the world. Entities are able to override
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52 | aspects of the Mesh it is defined by, such as changing material
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53 | properties per instance (so you can have many cars using the same
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54 | geometry but different textures for example). Because a Mesh is split
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55 | into SubMeshes for this purpose, the Entity class is a grouping class
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56 | (much like the Mesh class) and much of the detail regarding
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57 | individual changes is kept in the SubEntity class. There is a 1:1
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58 | relationship between SubEntity instances and the SubMesh instances
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59 | associated with the Mesh the Entity is based on.
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60 | @par
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61 | Entity and SubEntity classes are never created directly. Use the
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62 | createEntity method of the SceneManager (passing a model name) to
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63 | create one.
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64 | @par
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65 | Entities are included in the scene by associating them with a
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66 | SceneNode, using the attachEntity method. See the SceneNode class
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67 | for full information.
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68 | @note
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69 | No functions were declared virtual to improve performance.
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70 | */
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71 | class _OgreExport Entity: public MovableObject
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72 | {
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73 | // Allow SceneManager full access
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74 | friend class SceneManager;
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75 | friend class SubEntity;
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76 | public:
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77 | typedef std::set<Entity*> EntitySet;
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78 |
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79 | protected:
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80 |
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81 | /** Private constructor (instances cannot be created directly).
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82 | */
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83 | Entity();
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84 | /** Private constructor - specify name (the usual constructor used).
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85 | */
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86 | Entity( const String& name, MeshPtr& mesh, SceneManager* creator);
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87 |
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88 | /** Name of the entity; used for location in the scene.
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89 | */
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90 | String mName;
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91 |
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92 | /** The Mesh that this Entity is based on.
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93 | */
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94 | MeshPtr mMesh;
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95 |
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96 | /** List of SubEntities (point to SubMeshes).
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97 | */
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98 | typedef std::vector<SubEntity*> SubEntityList;
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99 | SubEntityList mSubEntityList;
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100 |
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101 | /** Pointer back to the SceneManager that created this instance, for
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102 | notification purposes.
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103 | */
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104 | SceneManager* mCreatorSceneManager;
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105 |
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106 |
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107 | /// State of animation for animable meshes
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108 | AnimationStateSet* mAnimationState;
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109 |
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110 | /// Shared class-level name for Movable type
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111 | static String msMovableType;
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112 |
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113 |
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114 | /// Temp blend buffer details for shared geometry
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115 | TempBlendedBufferInfo mTempBlendedBuffer;
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116 | /// Temp blend buffer details for shared geometry
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117 | VertexData* mSharedBlendedVertexData;
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118 |
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119 | /** Internal method - given vertex data which could be from the Mesh or
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120 | any submesh, finds the temporary blend copy. */
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121 | const VertexData* findBlendedVertexData(const VertexData* orig);
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122 | /** Internal method - given vertex data which could be from the Mesh or
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123 | any SubMesh, finds the corresponding SubEntity. */
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124 | SubEntity* findSubEntityForVertexData(const VertexData* orig);
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125 |
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126 | /** Internal method for extracting metadata out of source vertex data
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127 | for fast assignment of temporary buffers later. */
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128 | void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info);
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129 | /** Internal method to clone vertex data definitions but to remove blend buffers. */
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130 | VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source);
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131 | /** Internal method for preparing this Entity for use in animation. */
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132 | void prepareTempBlendBuffers(void);
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133 |
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134 | /// Cached bone matrices, including any world transform
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135 | Matrix4 *mBoneMatrices;
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136 | unsigned short mNumBoneMatrices;
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137 | /// Records the last frame in which animation was updated
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138 | unsigned long mFrameAnimationLastUpdated;
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139 |
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140 | /// Perform all the updates required for an animated entity
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141 | void updateAnimation(void);
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142 |
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143 | /// Records the last frame in which the bones was updated
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144 | /// It's a pointer because it can be shared between different entities with
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145 | /// a shared skeleton.
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146 | unsigned long *mFrameBonesLastUpdated;
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147 |
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148 | /**
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149 | * A set of all the entities which shares a single SkeletonInstance.
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150 | * This is only created if the entity is in fact sharing it's SkeletonInstance with
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151 | * other Entities.
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152 | */
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153 | EntitySet* mSharedSkeletonEntities;
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154 |
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155 | /// Private method to cache bone matrices from skeleton
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156 | void cacheBoneMatrices(void);
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157 |
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158 | /// Flag determines whether or not to display skeleton
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159 | bool mDisplaySkeleton;
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160 | /// Flag indicating whether hardware skinning is supported by this entities materials
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161 | bool mHardwareSkinning;
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162 | /// Counter indicating number of requests for software skinning.
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163 | int mSoftwareSkinningRequests;
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164 | /// Counter indicating number of requests for software skinned normals.
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165 | int mSoftwareSkinningNormalsRequests;
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166 | /// Flag indicating whether we have a vertex program in use on any of our subentities
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167 | bool mVertexProgramInUse;
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168 |
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169 |
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170 | /// The LOD number of the mesh to use, calculated by _notifyCurrentCamera
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171 | ushort mMeshLodIndex;
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172 |
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173 | /// LOD bias factor, inverted for optimisation when calculating adjusted depth
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174 | Real mMeshLodFactorInv;
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175 | /// Index of minimum detail LOD (NB higher index is lower detail)
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176 | ushort mMinMeshLodIndex;
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177 | /// Index of maximum detail LOD (NB lower index is higher detail)
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178 | ushort mMaxMeshLodIndex;
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179 |
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180 | /// LOD bias factor, inverted for optimisation when calculating adjusted depth
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181 | Real mMaterialLodFactorInv;
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182 | /// Index of minimum detail LOD (NB higher index is lower detail)
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183 | ushort mMinMaterialLodIndex;
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184 | /// Index of maximum detail LOD (NB lower index is higher detail)
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185 | ushort mMaxMaterialLodIndex;
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186 |
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187 | /// Flag indicating that mesh uses manual LOD and so might have multiple SubEntity versions
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188 | bool mUsingManualLOD;
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189 | /** List of LOD Entity instances (for manual LODs).
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190 | We don't know when the mesh is using manual LODs whether one LOD to the next will have the
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191 | same number of SubMeshes, therefore we have to allow a separate Entity list
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192 | with each alternate one.
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193 | */
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194 | typedef std::vector<Entity*> LODEntityList;
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195 | LODEntityList mLodEntityList;
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196 |
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197 | /** This Entity's personal copy of the skeleton, if skeletally animated
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198 | */
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199 | SkeletonInstance* mSkeletonInstance;
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200 |
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201 | /** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */
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202 | void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist);
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203 |
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204 | /// internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity
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205 | void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint);
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206 |
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207 | /// internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
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208 | void detachObjectImpl(MovableObject* pObject);
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209 |
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210 | /// internal implementation of detaching all 'child' objects of this entity
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211 | void detachAllObjectsImpl(void);
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212 |
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213 | /// Trigger reevaluation of the kind of vertex processing in use
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214 | void reevaluateVertexProcessing(void);
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215 |
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216 | public:
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217 | /// Contains the child objects (attached to bones) indexed by name
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218 | typedef std::map<String, MovableObject*> ChildObjectList;
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219 | protected:
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220 | ChildObjectList mChildObjectList;
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221 |
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222 |
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223 | /// Bounding box that 'contains' all the mesh of each child entity
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224 | AxisAlignedBox *mFullBoundingBox;
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225 |
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226 | bool mNormaliseNormals;
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227 |
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228 | ShadowRenderableList mShadowRenderables;
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229 |
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230 | /** Nested class to allow entity shadows. */
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231 | class _OgreExport EntityShadowRenderable : public ShadowRenderable
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232 | {
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233 | protected:
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234 | Entity* mParent;
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235 | // Shared link to position buffer
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236 | HardwareVertexBufferSharedPtr mPositionBuffer;
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237 | // Shared link to w-coord buffer (optional)
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238 | HardwareVertexBufferSharedPtr mWBuffer;
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239 | // Link to original vertex data
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240 | const VertexData* mOriginalVertexData;
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241 | // Original position buffer source binding
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242 | unsigned short mOriginalPosBufferBinding;
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243 | /// Link to SubEntity, only present if SubEntity has it's own geometry
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244 | SubEntity* mSubEntity;
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245 |
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246 |
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247 | public:
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248 | EntityShadowRenderable(Entity* parent,
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249 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
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250 | bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false);
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251 | ~EntityShadowRenderable();
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252 | /// Overridden from ShadowRenderable
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253 | void getWorldTransforms(Matrix4* xform) const;
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254 | /// Overridden from ShadowRenderable
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255 | const Quaternion& getWorldOrientation(void) const;
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256 | /// Overridden from ShadowRenderable
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257 | const Vector3& getWorldPosition(void) const;
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258 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
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259 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
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260 | /// Rebind the source positions (for temp buffer users)
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261 | void rebindPositionBuffer(void);
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262 | /// Overridden from ShadowRenderable
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263 | bool isVisible(void) const;
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264 |
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265 | };
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266 | public:
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267 | /** Default destructor.
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268 | */
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269 | ~Entity();
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270 |
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271 | /** Gets the Mesh that this Entity is based on.
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272 | */
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273 | MeshPtr& getMesh(void);
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274 |
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275 | /** Gets a pointer to a SubEntity, ie a part of an Entity.
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276 | */
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277 | SubEntity* getSubEntity(unsigned int index);
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278 |
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279 | /** Gets a pointer to a SubEntity by name
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280 | @remarks - names should be initialized during a Mesh creation.
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281 | */
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282 | SubEntity* getSubEntity( const String& name );
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283 |
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284 | /** Retrieves the number of SubEntity objects making up this entity.
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285 | */
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286 | unsigned int getNumSubEntities(void) const;
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287 |
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288 | /** Clones this entity and returns a pointer to the clone.
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289 | @remarks
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290 | Useful method for duplicating an entity. The new entity must be
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291 | given a unique name, and is not attached to the scene in any way
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292 | so must be attached to a SceneNode to be visible (exactly as
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293 | entities returned from SceneManager::createEntity).
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294 | @param
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295 | newName Name for the new entity.
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296 | */
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297 | Entity* clone( const String& newName );
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298 |
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299 | /** Sets the material to use for the whole of this entity.
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300 | @remarks
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301 | This is a shortcut method to set all the materials for all
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302 | subentities of this entity. Only use this method is you want to
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303 | set the same material for all subentities or if you know there
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304 | is only one. Otherwise call getSubEntity() and call the same
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305 | method on the individual SubEntity.
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306 | */
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307 | void setMaterialName(const String& name);
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308 |
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309 | /** Overridden - see MovableObject.
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310 | */
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311 | void _notifyCurrentCamera(Camera* cam);
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312 |
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313 | /// Overridden - see MovableObject.
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314 | void setRenderQueueGroup(RenderQueueGroupID queueID);
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315 |
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316 | /** Overridden - see MovableObject.
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317 | */
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318 | const AxisAlignedBox& getBoundingBox(void) const;
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319 |
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320 | /// merge all the child object Bounds a return it
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321 | AxisAlignedBox getChildObjectsBoundingBox(void) const;
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322 |
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323 | /** Overridden - see MovableObject.
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324 | */
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325 | void _updateRenderQueue(RenderQueue* queue);
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326 |
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327 | /** Overridden from MovableObject */
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328 | const String& getName(void) const;
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329 |
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330 | /** Overridden from MovableObject */
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331 | const String& getMovableType(void) const;
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332 |
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333 | /** For entities based on animated meshes, gets the AnimationState object for a single animation.
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334 | @remarks
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335 | You animate an entity by updating the animation state objects. Each of these represents the
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336 | current state of each animation available to the entity. The AnimationState objects are
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337 | initialised from the Mesh object.
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338 | */
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339 | AnimationState* getAnimationState(const String& name);
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340 | /** For entities based on animated meshes, gets the AnimationState objects for all animations.
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341 | @returns
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342 | In case the entity is animated, this functions returns the pointer to a AnimationStateSet
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343 | containing all animations of the entries. If the entity is not animated, it returns 0.
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344 | @remarks
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345 | You animate an entity by updating the animation state objects. Each of these represents the
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346 | current state of each animation available to the entity. The AnimationState objects are
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347 | initialised from the Mesh object.
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348 | */
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349 | AnimationStateSet* getAllAnimationStates(void);
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350 |
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351 | /** Tells the Entity whether or not it should display it's skeleton, if it has one.
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352 | */
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353 | void setDisplaySkeleton(bool display);
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354 |
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355 | /** Returns whether or not the entity is currently displaying its skeleton.
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356 | */
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357 | bool getDisplaySkeleton(void) const;
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358 |
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359 |
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360 | /** Gets a pointer to the entity representing the numbered manual level of detail.
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361 | @remarks
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362 | The zero-based index never includes the original entity, unlike
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363 | Mesh::getLodLevel.
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364 | */
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365 | Entity* getManualLodLevel(size_t index) const;
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366 |
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367 | /** Returns the number of manual levels of detail that this entity supports.
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368 | @remarks
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369 | This number never includes the original entity, it is difference
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370 | with Mesh::getNumLodLevels.
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371 | */
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372 | size_t getNumManualLodLevels(void) const;
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373 |
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374 | /** Sets a level-of-detail bias for the mesh detail of this entity.
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375 | @remarks
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376 | Level of detail reduction is normally applied automatically based on the Mesh
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377 | settings. However, it is possible to influence this behaviour for this entity
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378 | by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this
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379 | entity up or down depending on your requirements. You might want to use this
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380 | if there was a particularly important entity in your scene which you wanted to
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381 | detail better than the others, such as a player model.
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382 | @par
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383 | There are three parameters to this method; the first is a factor to apply; it
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384 | defaults to 1.0 (no change), by increasing this to say 2.0, this model would
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385 | take twice as long to reduce in detail, whilst at 0.5 this entity would use lower
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386 | detail versions twice as quickly. The other 2 parameters are hard limits which
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387 | let you set the maximum and minimum level-of-detail version to use, after all
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388 | other calculations have been made. This lets you say that this entity should
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389 | never be simplified, or that it can only use LODs below a certain level even
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390 | when right next to the camera.
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391 | @param factor Proportional factor to apply to the distance at which LOD is changed.
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392 | Higher values increase the distance at which higher LODs are displayed (2.0 is
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393 | twice the normal distance, 0.5 is half).
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394 | @param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
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395 | indexes are higher detail: index 0 is the original full detail model).
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396 | @param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
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397 | indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
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398 | LOD will be limited by the number in the Mesh)
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399 | */
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400 | void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
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401 |
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402 | /** Sets a level-of-detail bias for the material detail of this entity.
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403 | @remarks
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404 | Level of detail reduction is normally applied automatically based on the Material
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405 | settings. However, it is possible to influence this behaviour for this entity
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406 | by adjusting the LOD bias. This 'nudges' the material level of detail used for this
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407 | entity up or down depending on your requirements. You might want to use this
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408 | if there was a particularly important entity in your scene which you wanted to
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409 | detail better than the others, such as a player model.
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410 | @par
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411 | There are three parameters to this method; the first is a factor to apply; it
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412 | defaults to 1.0 (no change), by increasing this to say 2.0, this entity would
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413 | take twice as long to use a lower detail material, whilst at 0.5 this entity
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414 | would use lower detail versions twice as quickly. The other 2 parameters are
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415 | hard limits which let you set the maximum and minimum level-of-detail index
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416 | to use, after all other calculations have been made. This lets you say that
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417 | this entity should never be simplified, or that it can only use LODs below
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418 | a certain level even when right next to the camera.
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419 | @param factor Proportional factor to apply to the distance at which LOD is changed.
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420 | Higher values increase the distance at which higher LODs are displayed (2.0 is
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421 | twice the normal distance, 0.5 is half).
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422 | @param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
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423 | indexes are higher detail: index 0 is the original full detail model).
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424 | @param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
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425 | indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
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426 | LOD will be limited by the number of lod indexes used in the Material)
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427 | */
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428 | void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
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429 |
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430 | /** Sets the rendering detail of this entire entity (solid, wireframe etc) */
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431 | void setRenderDetail(SceneDetailLevel renderDetail);
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432 |
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433 | /** Sets whether the rendering detail of this entire entity may be
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434 | overridden by the camera detail settings.
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435 | */
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436 | void setRenderDetailOverrideable(bool renderDetailOverrideable);
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437 | /** Attaches another object to a certain bone of the skeleton which this entity uses.
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438 | @remarks
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439 | This method can be used to attach another object to an animated part of this entity,
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440 | by attaching it to a bone in the skeleton (with an offset if required). As this entity
|
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441 | is animated, the attached object will move relative to the bone to which it is attached.
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442 | @param boneName The name of the bone (in the skeleton) to attach this object
|
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443 | @param pMovable Pointer to the object to attach
|
---|
444 | @param offsetOrientation An adjustment to the orientation of the attached object, relative to the bone.
|
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445 | @param offsetPosition An adjustment to the position of the attached object, relative to the bone.
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446 | */
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447 | void attachObjectToBone(const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation = Quaternion::IDENTITY, const Vector3 &offsetPosition = Vector3::ZERO);
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448 |
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449 | /// detach a MovableObject previously attached using attachObjectToBone
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450 | MovableObject* detachObjectFromBone(const String &movableName);
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451 |
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452 | /** Detaches an object by pointer.
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453 | @remarks
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454 | This method is need when destroy a MovableObject which attached to a bone of this entity.
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455 | But sometimes the object may be not in the child object list because it is a lod entity,
|
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456 | this method can safely detect and ignore in this case.
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457 | */
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458 | void detachObjectFromBone(MovableObject* obj);
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459 |
|
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460 | /// Detach all MovableObjects previously attached using attachObjectToBone
|
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461 | void detachAllObjectsFromBone(void);
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462 |
|
---|
463 | typedef MapIterator<ChildObjectList> ChildObjectListIterator;
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464 | /** Gets an iterator to the list of objects attached to bones on this entity. */
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465 | ChildObjectListIterator getAttachedObjectIterator(void);
|
---|
466 | /** @see MovableObject::getBoundingRadius */
|
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467 | Real getBoundingRadius(void) const;
|
---|
468 | /** @copy MovableObject::getWorldBoundingBox */
|
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469 | const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const;
|
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470 | /** @copy MovableObject::getWorldBoundingSphere */
|
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471 | const Sphere& getWorldBoundingSphere(bool derive = false) const;
|
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472 |
|
---|
473 | /** If set to true, this forces normals of this entity to be normalised
|
---|
474 | dynamically by the hardware.
|
---|
475 | @remarks
|
---|
476 | This option can be used to prevent lighting variations when scaling an
|
---|
477 | Entity using a SceneNode - normally because this scaling is hardware
|
---|
478 | based, the normals get scaled too which causes lighting to become inconsistent.
|
---|
479 | However, this has an overhead so only do this if you really need to.
|
---|
480 | */
|
---|
481 | void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; }
|
---|
482 |
|
---|
483 | /** Returns true if this entity has auto-normalisation of normals set. */
|
---|
484 | bool getNormaliseNormals(void) const {return mNormaliseNormals; }
|
---|
485 |
|
---|
486 |
|
---|
487 | /** Overridden member from ShadowCaster. */
|
---|
488 | EdgeData* getEdgeList(void);
|
---|
489 | /** Overridden member from ShadowCaster. */
|
---|
490 | ShadowRenderableListIterator getShadowVolumeRenderableIterator(
|
---|
491 | ShadowTechnique shadowTechnique, const Light* light,
|
---|
492 | HardwareIndexBufferSharedPtr* indexBuffer,
|
---|
493 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 );
|
---|
494 |
|
---|
495 | /** Internal method for retrieving bone matrix information. */
|
---|
496 | const Matrix4* _getBoneMatrices(void) { return mBoneMatrices;}
|
---|
497 | /** Internal method for retrieving bone matrix information. */
|
---|
498 | unsigned short _getNumBoneMatrices(void) { return mNumBoneMatrices; }
|
---|
499 | /** Returns whether or not this entity is skeletally animated. */
|
---|
500 | bool hasSkeleton(void) { return mSkeletonInstance != 0; }
|
---|
501 | /** Get this Entity's personal skeleton instance. */
|
---|
502 | SkeletonInstance* getSkeleton(void) { return mSkeletonInstance; }
|
---|
503 | /** Returns whether or not hardware skinning is enabled.
|
---|
504 | @remarks
|
---|
505 | Because fixed-function indexed vertex blending is rarely supported
|
---|
506 | by existing graphics cards, hardware skinning can only be done if
|
---|
507 | the vertex programs in the materials used to render an entity support
|
---|
508 | it. Therefore, this method will only return true if all the materials
|
---|
509 | assigned to this entity have vertex programs assigned, and all those
|
---|
510 | vertex programs must support 'include_skeletal_animation true'.
|
---|
511 | */
|
---|
512 | bool isHardwareSkinningEnabled(void) const { return mHardwareSkinning; }
|
---|
513 | /** Returns the number of requests that have been made for software skinning
|
---|
514 | @remarks
|
---|
515 | If non-zero then software skinning will be performed in updateAnimation
|
---|
516 | regardless of the current setting of isHardwareSkinningEnabled.
|
---|
517 | Requests for software skinning are made by calling the
|
---|
518 | addSoftwareSkinningRequest() method.
|
---|
519 | */
|
---|
520 | int getSoftwareSkinningRequests(void) const { return mSoftwareSkinningRequests; }
|
---|
521 | /** Returns the number of requests that have been made for software skinning of normals
|
---|
522 | @remarks
|
---|
523 | If non-zero, and getSoftwareSkinningRequests() also returns non-zero,
|
---|
524 | then software skinning of normals will be performed in updateAnimation
|
---|
525 | regardless of the current setting of isHardwareSkinningEnabled.
|
---|
526 | Currently it is not possible to force software skinning of only normals.
|
---|
527 | Consequently this value is always less than or equal to that returned
|
---|
528 | by getSoftwareSkinningRequests().
|
---|
529 | Requests for software skinning of normals are made by calling the
|
---|
530 | addSoftwareSkinningRequest() method with 'true' as the parameter.
|
---|
531 | */
|
---|
532 | int getSoftwareSkinningNormalsRequests(void) const { return mSoftwareSkinningNormalsRequests; }
|
---|
533 | /** Add a request for software skinning
|
---|
534 | @remarks
|
---|
535 | Tells the entity to perform skinning calculations for skeletal
|
---|
536 | animations in software, regardless of the current setting of
|
---|
537 | isHardwareSkinningEnabled(). Software skinning will be performed
|
---|
538 | any time one or more requests have been made. If 'normalsAlso' is
|
---|
539 | 'true', then the entity will also do software blending on normal
|
---|
540 | vectors, in addition to positions. This advanced method useful for
|
---|
541 | situations in which access to actual mesh vertices is required,
|
---|
542 | such as accurate collision detection or certain advanced shading
|
---|
543 | techniques. When software skinning is no longer needed,
|
---|
544 | the caller of this method should always remove the request by calling
|
---|
545 | removeSoftwareSkinningRequest(), passing the same value for
|
---|
546 | 'normalsAlso'.
|
---|
547 | */
|
---|
548 | void addSoftwareSkinningRequest(bool normalsAlso);
|
---|
549 | /** Removes a request for software skinning
|
---|
550 | @remarks
|
---|
551 | Calling this decrements the entity's internal counter of the number
|
---|
552 | of requests for software skinning. If the counter is already zero
|
---|
553 | then calling this method throws an exception. The 'normalsAlso'
|
---|
554 | flag if set to 'true' will also decrement the internal counter of
|
---|
555 | number of requests for software skinning of normals.
|
---|
556 | */
|
---|
557 | void removeSoftwareSkinningRequest(bool normalsAlso);
|
---|
558 |
|
---|
559 | /** Overridden from MovableObject */
|
---|
560 | void _notifyAttached(Node* parent, bool isTagPoint = false);
|
---|
561 |
|
---|
562 | /** Shares the SkeletonInstance with the supplied entity.
|
---|
563 | * Note that in order for this to work, both entities must have the same
|
---|
564 | * Skeleton.
|
---|
565 | */
|
---|
566 | void shareSkeletonInstanceWith(Entity* entity);
|
---|
567 |
|
---|
568 |
|
---|
569 | /** Stops sharing the SkeletonInstance with other entities.
|
---|
570 | */
|
---|
571 | void Entity::stopSharingSkeletonInstance();
|
---|
572 |
|
---|
573 |
|
---|
574 | /**
|
---|
575 | * Returns whether this entity shares it's SkeltonInstance with other entity instances.
|
---|
576 | */
|
---|
577 | inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; }
|
---|
578 |
|
---|
579 | /**
|
---|
580 | * Returns a pointer to the set of entities which share a SkeletonInstance.
|
---|
581 | * If this instance does not share it's SkeletonInstance with other instances NULL will be returned
|
---|
582 | */
|
---|
583 | inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; }
|
---|
584 |
|
---|
585 | /** Updates the internal animation state set to include the latest
|
---|
586 | available animations from the attached skeleton.
|
---|
587 | @remarks
|
---|
588 | Use this method if you manually add animations to a skeleton, or have
|
---|
589 | linked the skeleton to another for animation purposes since creating
|
---|
590 | this entity.
|
---|
591 | @note
|
---|
592 | If you have called getAnimationState prior to calling this method,
|
---|
593 | the pointers will still remain valid.
|
---|
594 | */
|
---|
595 | void refreshAvailableAnimationState(void);
|
---|
596 |
|
---|
597 | /** Advanced method to perform all the updates required for an animated entity.
|
---|
598 | @remarks
|
---|
599 | You don't normally need to call this, but it's here incase you wish
|
---|
600 | to manually update the animation of an Entity at a specific point in
|
---|
601 | time. Animation will not be updated more than once a frame no matter
|
---|
602 | how many times you call this method.
|
---|
603 | */
|
---|
604 | void _updateAnimation(void);
|
---|
605 |
|
---|
606 | /** Advanced method to get the temporarily blended vertex information
|
---|
607 | for entities which are software skinned.
|
---|
608 | */
|
---|
609 | const VertexData* _getSharedBlendedVertexData(void) const;
|
---|
610 |
|
---|
611 |
|
---|
612 |
|
---|
613 | };
|
---|
614 |
|
---|
615 | } // namespace
|
---|
616 |
|
---|
617 | #endif
|
---|