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) 2000-2005 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 __Mesh_H__
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26 | #define __Mesh_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 |
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30 | #include "OgreResource.h"
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31 | #include "OgreVertexIndexData.h"
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32 | #include "OgreAxisAlignedBox.h"
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33 | #include "OgreVertexBoneAssignment.h"
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34 | #include "OgreAnimationState.h"
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35 | #include "OgreIteratorWrappers.h"
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36 | #include "OgreProgressiveMesh.h"
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37 | #include "OgreHardwareVertexBuffer.h"
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38 | #include "OgreSkeleton.h"
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39 |
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40 |
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41 | namespace Ogre {
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42 |
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43 |
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44 | /** Resource holding data about 3D mesh.
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45 | @remarks
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46 | This class holds the data used to represent a discrete
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47 | 3-dimensional object. Mesh data usually contains more
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48 | than just vertices and triangle information; it also
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49 | includes references to materials (and the faces which use them),
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50 | level-of-detail reduction information, convex hull definition,
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51 | skeleton/bones information, keyframe animation etc.
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52 | However, it is important to note the emphasis on the word
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53 | 'discrete' here. This class does not cover the large-scale
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54 | sprawling geometry found in level / landscape data.
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55 | @par
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56 | Multiple world objects can (indeed should) be created from a
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57 | single mesh object - see the Entity class for more info.
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58 | The mesh object will have it's own default
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59 | material properties, but potentially each world instance may
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60 | wish to customise the materials from the original. When the object
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61 | is instantiated into a scene node, the mesh material properties
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62 | will be taken by default but may be changed. These properties
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63 | are actually held at the SubMesh level since a single mesh may
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64 | have parts with different materials.
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65 | @par
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66 | As described above, because the mesh may have sections of differing
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67 | material properties, a mesh is inherently a compound contruct,
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68 | consisting of one or more SubMesh objects.
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69 | However, it strongly 'owns' it's SubMeshes such that they
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70 | are loaded / unloaded at the same time. This is contrary to
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71 | the approach taken to hierarchically related (but loosely owned)
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72 | scene nodes, where data is loaded / unloaded separately. Note
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73 | also that mesh sub-sections (when used in an instantiated object)
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74 | share the same scene node as the parent.
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75 | */
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76 |
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77 |
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78 | struct MeshLodUsage;
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79 |
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80 | class _OgreExport Mesh: public Resource
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81 | {
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82 | friend class SubMesh;
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83 | friend class MeshSerializerImpl;
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84 | friend class MeshSerializerImpl_v1_2;
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85 | friend class MeshSerializerImpl_v1_1;
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86 |
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87 | public:
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88 | typedef std::vector<Real> LodDistanceList;
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89 | /// Multimap of vertex bone assignments (orders by vertex index)
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90 | typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
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91 | typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
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92 | typedef std::vector<SubMesh*> SubMeshList;
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93 |
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94 | protected:
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95 | /** A list of submeshes which make up this mesh.
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96 | Each mesh is made up of 1 or more submeshes, which
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97 | are each based on a single material and can have their
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98 | own vertex data (they may not - they can share vertex data
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99 | from the Mesh, depending on preference).
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100 | */
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101 | SubMeshList mSubMeshList;
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102 |
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103 | /** Internal method for making the space for a 3D texture coord buffer to hold tangents. */
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104 | void organiseTangentsBuffer(VertexData *vertexData, unsigned short destCoordSet);
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105 |
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106 | public:
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107 | /** A hashmap used to store optional SubMesh names.
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108 | Translates a name into SubMesh index
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109 | */
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110 | typedef HashMap<String, ushort> SubMeshNameMap ;
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111 | protected:
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112 | SubMeshNameMap mSubMeshNameMap ;
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113 |
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114 | /// Local bounding box volume
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115 | AxisAlignedBox mAABB;
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116 | /// Local bounding sphere radius (centered on object)
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117 | Real mBoundRadius;
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118 |
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119 | /// Optional linked skeleton
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120 | String mSkeletonName;
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121 | SkeletonPtr mSkeleton;
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122 |
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123 |
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124 | VertexBoneAssignmentList mBoneAssignments;
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125 |
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126 | /// Flag indicating that bone assignments need to be recompiled
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127 | bool mBoneAssignmentsOutOfDate;
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128 |
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129 | /** Compile bone assignments into blend index and weight buffers. */
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130 | void compileBoneAssignments(const VertexBoneAssignmentList& boneAssignments,
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131 | unsigned short numBlendWeightsPerVertex,
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132 | VertexData* targetVertexData);
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133 | /** Software blending oriented bone assignment compilation */
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134 | void compileBoneAssignmentsSoftware(const VertexBoneAssignmentList& boneAssignments,
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135 | unsigned short numBlendWeightsPerVertex, VertexData* targetVertexData);
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136 |
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137 |
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138 | bool mIsLodManual;
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139 | ushort mNumLods;
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140 | typedef std::vector<MeshLodUsage> MeshLodUsageList;
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141 | MeshLodUsageList mMeshLodUsageList;
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142 |
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143 | HardwareBuffer::Usage mVertexBufferUsage;
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144 | HardwareBuffer::Usage mIndexBufferUsage;
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145 | bool mVertexBufferShadowBuffer;
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146 | bool mIndexBufferShadowBuffer;
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147 |
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148 |
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149 | bool mPreparedForShadowVolumes;
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150 | bool mEdgeListsBuilt;
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151 | bool mAutoBuildEdgeLists;
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152 |
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153 | /// @copydoc Resource::loadImpl
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154 | void loadImpl(void);
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155 | /// @copydoc Resource::unloadImpl
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156 | void unloadImpl(void);
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157 | /// @copydoc Resource::calculateSize
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158 | size_t calculateSize(void) const;
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159 |
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160 | public:
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161 | /** Default constructor - used by MeshManager
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162 | @warning
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163 | Do not call this method directly.
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164 | */
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165 | Mesh(ResourceManager* creator, const String& name, ResourceHandle handle,
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166 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
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167 | ~Mesh();
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168 |
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169 | /// @copydoc Resource::load
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170 | void load(void);
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171 |
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172 | // NB All methods below are non-virtual since they will be
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173 | // called in the rendering loop - speed is of the essence.
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174 |
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175 | /** Creates a new SubMesh.
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176 | @remarks
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177 | Method for manually creating geometry for the mesh.
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178 | Note - use with extreme caution - you must be sure that
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179 | you have set up the geometry properly.
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180 | */
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181 | SubMesh* createSubMesh(void);
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182 |
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183 | /** Creates a new SubMesh and gives it a name
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184 | */
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185 | SubMesh* createSubMesh(const String& name);
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186 |
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187 | /** Gives a name to a SubMesh
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188 | */
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189 | void nameSubMesh(const String& name, ushort index);
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190 |
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191 | /** Gets the index of a submesh with a given name.
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192 | @remarks
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193 | Useful if you identify the SubMeshes by name (using nameSubMesh)
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194 | but wish to have faster repeat access.
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195 | */
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196 | ushort _getSubMeshIndex(const String& name) const;
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197 |
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198 | /** Gets the number of sub meshes which comprise this mesh.
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199 | */
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200 | unsigned short getNumSubMeshes(void) const;
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201 |
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202 | /** Gets a pointer to the submesh indicated by the index.
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203 | */
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204 | SubMesh* getSubMesh(unsigned short index) const;
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205 |
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206 | /** Gets a SubMesh by name
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207 | */
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208 | SubMesh* getSubMesh(const String& name) const ;
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209 |
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210 | typedef VectorIterator<SubMeshList> SubMeshIterator;
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211 | /// Gets an iterator over the available submeshes
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212 | SubMeshIterator getSubMeshIterator(void)
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213 | { return SubMeshIterator(mSubMeshList.begin(), mSubMeshList.end()); }
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214 |
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215 | /** Shared vertex data.
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216 | @remarks
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217 | This vertex data can be shared among multiple submeshes. SubMeshes may not have
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218 | their own VertexData, they may share this one.
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219 | @par
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220 | The use of shared or non-shared buffers is determined when
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221 | model data is converted to the OGRE .mesh format.
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222 | */
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223 | VertexData *sharedVertexData;
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224 |
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225 | /** Makes a copy of this mesh object and gives it a new name.
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226 | @remarks
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227 | This is useful if you want to tweak an existing mesh without affecting the original one. The
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228 | newly cloned mesh is registered with the MeshManager under the new name.
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229 | @param newName The name to give the clone
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230 | @param newGroup Optional name of the new group to assign the clone to;
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231 | if you leave this blank, the clone will be assigned to the same
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232 | group as this Mesh.
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233 | */
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234 | MeshPtr clone(const String& newName, const String& newGroup = StringUtil::BLANK);
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235 |
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236 | /** Get the axis-aligned bounding box for this mesh.
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237 | */
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238 | const AxisAlignedBox& getBounds(void) const;
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239 |
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240 | /** Gets the radius of the bounding sphere surrounding this mesh. */
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241 | Real getBoundingSphereRadius(void) const;
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242 |
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243 | /** Manually set the bounding box for this Mesh.
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244 | @remarks
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245 | Calling this method is required when building manual meshes now, because OGRE can no longer
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246 | update the bounds for you, because it cannot necessarily read vertex data back from
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247 | the vertex buffers which this mesh uses (they very well might be write-only, and even
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248 | if they are not, reading data from a hardware buffer is a bottleneck).
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249 | @param pad If true, a certain padding will be added to the bounding box to separate it from the mesh
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250 | */
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251 | void _setBounds(const AxisAlignedBox& bounds, bool pad = true);
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252 |
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253 | /** Manually set the bounding radius.
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254 | @remarks
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255 | Calling this method is required when building manual meshes now, because OGRE can no longer
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256 | update the bounds for you, because it cannot necessarily read vertex data back from
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257 | the vertex buffers which this mesh uses (they very well might be write-only, and even
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258 | if they are not, reading data from a hardware buffer is a bottleneck).
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259 | */
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260 | void _setBoundingSphereRadius(Real radius);
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261 |
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262 | /** Sets the name of the skeleton this Mesh uses for animation.
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263 | @remarks
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264 | Meshes can optionally be assigned a skeleton which can be used to animate
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265 | the mesh through bone assignments. The default is for the Mesh to use no
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266 | skeleton. Calling this method with a valid skeleton filename will cause the
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267 | skeleton to be loaded if it is not already (a single skeleton can be shared
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268 | by many Mesh objects).
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269 | @param skelName The name of the .skeleton file to use, or an empty string to use
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270 | no skeleton
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271 | */
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272 | void setSkeletonName(const String& skelName);
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273 |
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274 | /** Returns true if this Mesh has a linked Skeleton. */
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275 | bool hasSkeleton(void) const;
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276 |
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277 | /** Gets a pointer to any linked Skeleton.
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278 | @returns Weak reference to the skeleton - copy this if you want to hold a strong pointer.
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279 | */
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280 | const SkeletonPtr& getSkeleton(void) const;
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281 |
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282 | /** Gets the name of any linked Skeleton */
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283 | const String& getSkeletonName(void) const;
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284 | /** Initialise an animation set suitable for use with this mesh.
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285 | @remarks
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286 | Only recommended for use inside the engine, not by applications.
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287 | */
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288 | void _initAnimationState(AnimationStateSet* animSet);
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289 |
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290 | /** Assigns a vertex to a bone with a given weight, for skeletal animation.
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291 | @remarks
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292 | This method is only valid after calling setSkeletonName.
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293 | Since this is a one-off process there exists only 'addBoneAssignment' and
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294 | 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
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295 | to modify bone assignments during rendering (only the positions of bones) and OGRE
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296 | reserves the right to do some internal data reformatting of this information, depending
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297 | on render system requirements.
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298 | @par
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299 | This method is for assigning weights to the shared geometry of the Mesh. To assign
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300 | weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
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301 | */
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302 | void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
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303 |
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304 | /** Removes all bone assignments for this mesh.
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305 | @remarks
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306 | This method is for modifying weights to the shared geometry of the Mesh. To assign
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307 | weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
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308 | */
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309 | void clearBoneAssignments(void);
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310 |
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311 | /** Internal notification, used to tell the Mesh which Skeleton to use without loading it.
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312 | @remarks
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313 | This is only here for unusual situation where you want to manually set up a
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314 | Skeleton. Best to let OGRE deal with this, don't call it yourself unless you
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315 | really know what you're doing.
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316 | */
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317 | void _notifySkeleton(SkeletonPtr& pSkel);
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318 |
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319 |
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320 | /** Gets an iterator for access all bone assignments.
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321 | */
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322 | BoneAssignmentIterator getBoneAssignmentIterator(void);
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323 |
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324 |
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325 | /** Automatically generates lower level of detail versions of this mesh for use
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326 | when a simpler version of the model is acceptable for rendering.
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327 | @remarks
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328 | There are 2 ways that you can create level-of-detail (LOD) versions of a mesh;
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329 | the first is to call this method, which does fairly extensive calculations to
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330 | work out how to simplify the mesh whilst having the minimum affect on the model.
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331 | The alternative is to actually create simpler versions of the mesh yourself in
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332 | a modelling tool, and having exported them, tell the 'master' mesh to use these
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333 | alternative meshes for lower detail versions; this is done by calling the
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334 | createManualLodLevel method.
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335 | @par
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336 | As well as creating the lower detail versions of the mesh, this method will
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337 | also associate them with depth values. As soon as an object is at least as far
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338 | away from the camera as the depth value associated with it's LOD, it will drop
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339 | to that level of detail.
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340 | @par
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341 | I recommend calling this method before mesh export, not at runtime.
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342 | @param lodDistances A list of depth values indicating the distances at which new lods should be
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343 | generated.
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344 | @param reductionMethod The way to determine the number of vertices collapsed per LOD
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345 | @param reductionValue Meaning depends on reductionMethod, typically either the proportion
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346 | of remaining vertices to collapse or a fixed number of vertices.
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347 | */
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348 | void generateLodLevels(const LodDistanceList& lodDistances,
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349 | ProgressiveMesh::VertexReductionQuota reductionMethod, Real reductionValue);
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350 |
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351 | /** Returns the number of levels of detail that this mesh supports.
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352 | @remarks
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353 | This number includes the original model.
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354 | */
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355 | ushort getNumLodLevels(void) const;
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356 | /** Gets details of the numbered level of detail entry. */
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357 | const MeshLodUsage& getLodLevel(ushort index) const;
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358 | /** Adds a new manual level-of-detail entry to this Mesh.
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359 | @remarks
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360 | As an alternative to generating lower level of detail versions of a mesh, you can
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361 | use your own manually modelled meshes as lower level versions. This lets you
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362 | have complete control over the LOD, and in addition lets you scale down other
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363 | aspects of the model which cannot be done using the generated method; for example,
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364 | you could use less detailed materials and / or use less bones in the skeleton if
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365 | this is an animated mesh. Therefore for complex models you are likely to be better off
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366 | modelling your LODs yourself and using this method, whilst for models with fairly
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367 | simple materials and no animation you can just use the generateLodLevels method.
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368 | @param fromDepth The z value from which this Lod will apply.
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369 | @param meshName The name of the mesh which will be the lower level detail version.
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370 | */
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371 | void createManualLodLevel(Real fromDepth, const String& meshName);
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372 |
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373 | /** Changes the alternate mesh to use as a manual LOD at the given index.
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374 | @remarks
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375 | Note that the index of a LOD may change if you insert other LODs. If in doubt,
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376 | use getLodIndex().
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377 | @param index The index of the level to be changed
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378 | @param meshName The name of the mesh which will be the lower level detail version.
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379 | */
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380 | void updateManualLodLevel(ushort index, const String& meshName);
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381 |
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382 | /** Retrieves the level of detail index for the given depth value.
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383 | */
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384 | ushort getLodIndex(Real depth) const;
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385 |
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386 | /** Retrieves the level of detail index for the given squared depth value.
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387 | @remarks
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388 | Internally the lods are stored at squared depths to avoid having to perform
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389 | square roots when determining the lod. This method allows you to provide a
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390 | squared length depth value to avoid having to do your own square roots.
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391 | */
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392 | ushort getLodIndexSquaredDepth(Real squaredDepth) const;
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393 |
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394 | /** Returns true if this mesh is using manual LOD.
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395 | @remarks
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396 | A mesh can either use automatically generated LOD, or it can use alternative
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397 | meshes as provided by an artist. A mesh can only use either all manual LODs
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398 | or all generated LODs, not a mixture of both.
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399 | */
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400 | bool isLodManual(void) const { return mIsLodManual; }
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401 |
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402 | /** Internal methods for loading LOD, do not use. */
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403 | void _setLodInfo(unsigned short numLevels, bool isManual);
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404 | /** Internal methods for loading LOD, do not use. */
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405 | void _setLodUsage(unsigned short level, MeshLodUsage& usage);
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406 | /** Internal methods for loading LOD, do not use. */
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407 | void _setSubMeshLodFaceList(unsigned short subIdx, unsigned short level, IndexData* facedata);
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408 |
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409 | /** Removes all LOD data from this Mesh. */
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410 | void removeLodLevels(void);
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411 |
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412 | /** Sets the policy for the vertex buffers to be used when loading
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413 | this Mesh.
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414 | @remarks
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415 | By default, when loading the Mesh, static, write-only vertex and index buffers
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416 | will be used where possible in order to improve rendering performance.
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417 | However, such buffers
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418 | cannot be manipulated on the fly by CPU code (although shader code can). If you
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419 | wish to use the CPU to modify these buffers, you should call this method. Note,
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420 | however, that it only takes effect after the Mesh has been reloaded. Note that you
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421 | still have the option of manually repacing the buffers in this mesh with your
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422 | own if you see fit too, in which case you don't need to call this method since it
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423 | only affects buffers created by the mesh itself.
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424 | @par
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425 | You can define the approach to a Mesh by changing the default parameters to
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426 | MeshManager::load if you wish; this means the Mesh is loaded with those options
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427 | the first time instead of you having to reload the mesh after changing these options.
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428 | @param usage The usage flags, which by default are
|
---|
429 | HardwareBuffer::HBU_STATIC_WRITE_ONLY
|
---|
430 | @param shadowBuffer If set to true, the vertex buffers will be created with a
|
---|
431 | system memory shadow buffer. You should set this if you want to be able to
|
---|
432 | read from the buffer, because reading from a hardware buffer is a no-no.
|
---|
433 | */
|
---|
434 | void setVertexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
|
---|
435 | /** Sets the policy for the index buffers to be used when loading
|
---|
436 | this Mesh.
|
---|
437 | @remarks
|
---|
438 | By default, when loading the Mesh, static, write-only vertex and index buffers
|
---|
439 | will be used where possible in order to improve rendering performance.
|
---|
440 | However, such buffers
|
---|
441 | cannot be manipulated on the fly by CPU code (although shader code can). If you
|
---|
442 | wish to use the CPU to modify these buffers, you should call this method. Note,
|
---|
443 | however, that it only takes effect after the Mesh has been reloaded. Note that you
|
---|
444 | still have the option of manually repacing the buffers in this mesh with your
|
---|
445 | own if you see fit too, in which case you don't need to call this method since it
|
---|
446 | only affects buffers created by the mesh itself.
|
---|
447 | @par
|
---|
448 | You can define the approach to a Mesh by changing the default parameters to
|
---|
449 | MeshManager::load if you wish; this means the Mesh is loaded with those options
|
---|
450 | the first time instead of you having to reload the mesh after changing these options.
|
---|
451 | @param usage The usage flags, which by default are
|
---|
452 | HardwareBuffer::HBU_STATIC_WRITE_ONLY
|
---|
453 | @param shadowBuffer If set to true, the index buffers will be created with a
|
---|
454 | system memory shadow buffer. You should set this if you want to be able to
|
---|
455 | read from the buffer, because reading from a hardware buffer is a no-no.
|
---|
456 | */
|
---|
457 | void setIndexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
|
---|
458 | /** Gets the usage setting for this meshes vertex buffers. */
|
---|
459 | HardwareBuffer::Usage getVertexBufferUsage(void) const { return mVertexBufferUsage; }
|
---|
460 | /** Gets the usage setting for this meshes index buffers. */
|
---|
461 | HardwareBuffer::Usage getIndexBufferUsage(void) const { return mIndexBufferUsage; }
|
---|
462 | /** Gets whether or not this meshes vertex buffers are shadowed. */
|
---|
463 | bool isVertexBufferShadowed(void) const { return mVertexBufferShadowBuffer; }
|
---|
464 | /** Gets whether or not this meshes index buffers are shadowed. */
|
---|
465 | bool isIndexBufferShadowed(void) const { return mIndexBufferShadowBuffer; }
|
---|
466 |
|
---|
467 |
|
---|
468 | /** Rationalises the passed in bone assignment list.
|
---|
469 | @remarks
|
---|
470 | OGRE supports up to 4 bone assignments per vertex. The reason for this limit
|
---|
471 | is that this is the maximum number of assignments that can be passed into
|
---|
472 | a hardware-assisted blending algorithm. This method identifies where there are
|
---|
473 | more than 4 bone assignments for a given vertex, and eliminates the bone
|
---|
474 | assignments with the lowest weights to reduce to this limit. The remaining
|
---|
475 | weights are then re-balanced to ensure that they sum to 1.0.
|
---|
476 | @param vertexCount The number of vertices.
|
---|
477 | @param assignments The bone assignment list to rationalise. This list will be modified and
|
---|
478 | entries will be removed where the limits are exceeded.
|
---|
479 | @returns The maximum number of bone assignments per vertex found, clamped to [1-4]
|
---|
480 | */
|
---|
481 | unsigned short _rationaliseBoneAssignments(size_t vertexCount, VertexBoneAssignmentList& assignments);
|
---|
482 |
|
---|
483 | /** Internal method, be called once to compile bone assignments into geometry buffer.
|
---|
484 | @remarks
|
---|
485 | The OGRE engine calls this method automatically. It compiles the information
|
---|
486 | submitted as bone assignments into a format usable in realtime. It also
|
---|
487 | eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS)
|
---|
488 | and re-normalises the remaining assignments.
|
---|
489 | */
|
---|
490 | void _compileBoneAssignments(void);
|
---|
491 |
|
---|
492 | /** This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.
|
---|
493 | @remarks
|
---|
494 | Tangent vectors are vectors representing the local 'X' axis for a given vertex based
|
---|
495 | on the orientation of the 2D texture on the geometry. They are built from a combination
|
---|
496 | of existing normals, and from the 2D texture coordinates already baked into the model.
|
---|
497 | They can be used for a number of things, but most of all they are useful for
|
---|
498 | vertex and fragment programs, when you wish to arrive at a common space for doing
|
---|
499 | per-pixel calculations.
|
---|
500 | @par
|
---|
501 | The prerequisites for calling this method include that the vertex data used by every
|
---|
502 | SubMesh has both vertex normals and 2D texture coordinates.
|
---|
503 | @param sourceTexCoordSet The texture coordinate index which should be used as the source
|
---|
504 | of 2D texture coordinates, with which to calculate the tangents.
|
---|
505 | @param destTexCoordSet The texture coordinate set which should be used to store the 3D
|
---|
506 | coordinates representing a tangent vector per vertex. If this already exists, it
|
---|
507 | will be overwritten.
|
---|
508 | */
|
---|
509 | void buildTangentVectors(unsigned short sourceTexCoordSet = 0, unsigned short destTexCoordSet = 1);
|
---|
510 |
|
---|
511 | /** Ask the mesh to suggest parameters to a future buildTangentVectors call.
|
---|
512 | @remarks
|
---|
513 | This helper method will suggest source and destination texture coordinate sets
|
---|
514 | for a call to buildTangentVectors. It will detect when there are inappropriate
|
---|
515 | conditions (such as multiple geometry sets which don't agree).
|
---|
516 | Moreover, it will return 'true' if it detects that there are aleady 3D
|
---|
517 | coordinates in the mesh, and therefore tangents may have been prepared already.
|
---|
518 | @param outSourceCoordSet Reference to a source texture coordinate set which
|
---|
519 | will be populated
|
---|
520 | @param outDestCoordSet Reference to a destination texture coordinate set which
|
---|
521 | will be populated
|
---|
522 | */
|
---|
523 | bool suggestTangentVectorBuildParams(unsigned short& outSourceCoordSet, unsigned short& outDestCoordSet);
|
---|
524 |
|
---|
525 | /** Builds an edge list for this mesh, which can be used for generating a shadow volume
|
---|
526 | among other things.
|
---|
527 | */
|
---|
528 | void buildEdgeList(void);
|
---|
529 | /** Destroys and frees the edge lists this mesh has built. */
|
---|
530 | void freeEdgeList(void);
|
---|
531 |
|
---|
532 | /** This method prepares the mesh for generating a renderable shadow volume.
|
---|
533 | @remarks
|
---|
534 | Preparing a mesh to generate a shadow volume involves firstly ensuring that the
|
---|
535 | vertex buffer containing the positions for the mesh is a standalone vertex buffer,
|
---|
536 | with no other components in it. This method will therefore break apart any existing
|
---|
537 | vertex buffers this mesh holds if position is sharing a vertex buffer.
|
---|
538 | Secondly, it will double the size of this vertex buffer so that there are 2 copies of
|
---|
539 | the position data for the mesh. The first half is used for the original, and the second
|
---|
540 | half is used for the 'extruded' version of the mesh. The vertex count of the main
|
---|
541 | VertexData used to render the mesh will remain the same though, so as not to add any
|
---|
542 | overhead to regular rendering of the object.
|
---|
543 | Both copies of the position are required in one buffer because shadow volumes stretch
|
---|
544 | from the original mesh to the extruded version.
|
---|
545 | @par
|
---|
546 | Because shadow volumes are rendered in turn, no additional
|
---|
547 | index buffer space is allocated by this method, a shared index buffer allocated by the
|
---|
548 | shadow rendering algorithm is used for addressing this extended vertex buffer.
|
---|
549 | */
|
---|
550 | void prepareForShadowVolume(void);
|
---|
551 |
|
---|
552 | /** Return the edge list for this mesh, building it if required.
|
---|
553 | @remarks
|
---|
554 | You must ensure that the Mesh as been prepared for shadow volume
|
---|
555 | rendering if you intend to use this information for that purpose.
|
---|
556 | @lodIndex The LOD at which to get the edge list, 0 being the highest.
|
---|
557 | */
|
---|
558 | EdgeData* getEdgeList(unsigned int lodIndex = 0);
|
---|
559 |
|
---|
560 | /** Return the edge list for this mesh, building it if required.
|
---|
561 | @remarks
|
---|
562 | You must ensure that the Mesh as been prepared for shadow volume
|
---|
563 | rendering if you intend to use this information for that purpose.
|
---|
564 | @lodIndex The LOD at which to get the edge list, 0 being the highest.
|
---|
565 | */
|
---|
566 | const EdgeData* getEdgeList(unsigned int lodIndex = 0) const;
|
---|
567 |
|
---|
568 | /** Returns whether this mesh has already had it's geometry prepared for use in
|
---|
569 | rendering shadow volumes. */
|
---|
570 | bool isPreparedForShadowVolumes(void) const { return mPreparedForShadowVolumes; }
|
---|
571 |
|
---|
572 | /** Returns whether this mesh has an attached edge list. */
|
---|
573 | bool isEdgeListBuilt(void) const { return mEdgeListsBuilt; }
|
---|
574 |
|
---|
575 | /** Performs a software indexed vertex blend, of the kind used for
|
---|
576 | skeletal animation although it can be used for other purposes.
|
---|
577 | @remarks
|
---|
578 | This function is supplied to update vertex data with blends
|
---|
579 | done in software, either because no hardware support is available,
|
---|
580 | or that you need the results of the blend for some other CPU operations.
|
---|
581 | @param sourceVertexData VertexData class containing positions, normals,
|
---|
582 | blend indices and blend weights.
|
---|
583 | @param targetVertexData VertexData class containing target position
|
---|
584 | and normal buffers which will be updated with the blended versions.
|
---|
585 | Note that the layout of the source and target position / normal
|
---|
586 | buffers must be identical, ie they must use the same buffer indexes
|
---|
587 | @param pMatrices Pointer to an array of matrices to be used to blend
|
---|
588 | @param blendNormals If true, normals are blended as well as positions
|
---|
589 | */
|
---|
590 | static void softwareVertexBlend(const VertexData* sourceVertexData,
|
---|
591 | const VertexData* targetVertexData, const Matrix4* pMatrices,
|
---|
592 | bool blendNormals);
|
---|
593 |
|
---|
594 | /** Gets a reference to the optional name assignments of the SubMeshes. */
|
---|
595 | const SubMeshNameMap& getSubMeshNameMap(void) const { return mSubMeshNameMap; }
|
---|
596 |
|
---|
597 | /** Sets whether or not this Mesh should automatically build edge lists
|
---|
598 | when asked for them, or whether it should never build them if
|
---|
599 | they are not already provided.
|
---|
600 | @remarks
|
---|
601 | This allows you to create meshes which do not have edge lists calculated,
|
---|
602 | because you never want to use them. This value defaults to 'true'
|
---|
603 | for mesh formats which did not include edge data, and 'false' for
|
---|
604 | newer formats, where edge lists are expected to have been generated
|
---|
605 | in advance.
|
---|
606 | */
|
---|
607 | void setAutoBuildEdgeLists(bool autobuild) { mAutoBuildEdgeLists = autobuild; }
|
---|
608 | /** Sets whether or not this Mesh should automatically build edge lists
|
---|
609 | when asked for them, or whether it should never build them if
|
---|
610 | they are not already provided.
|
---|
611 | */
|
---|
612 | bool getAutoBuildEdgeLists(void) const { return mAutoBuildEdgeLists; }
|
---|
613 |
|
---|
614 |
|
---|
615 | };
|
---|
616 |
|
---|
617 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to MeshPtr
|
---|
618 | @note Has to be a subclass since we need operator=.
|
---|
619 | We could templatise this instead of repeating per Resource subclass,
|
---|
620 | except to do so requires a form VC6 does not support i.e.
|
---|
621 | ResourceSubclassPtr<T> : public SharedPtr<T>
|
---|
622 | */
|
---|
623 | class _OgreExport MeshPtr : public SharedPtr<Mesh>
|
---|
624 | {
|
---|
625 | public:
|
---|
626 | MeshPtr() : SharedPtr<Mesh>() {}
|
---|
627 | explicit MeshPtr(Mesh* rep) : SharedPtr<Mesh>(rep) {}
|
---|
628 | MeshPtr(const MeshPtr& r) : SharedPtr<Mesh>(r) {}
|
---|
629 | MeshPtr(const ResourcePtr& r);
|
---|
630 | /// Operator used to convert a ResourcePtr to a MeshPtr
|
---|
631 | MeshPtr& operator=(const ResourcePtr& r);
|
---|
632 | protected:
|
---|
633 | /// Override destroy since we need to delete Mesh after fully defined
|
---|
634 | void destroy(void);
|
---|
635 | };
|
---|
636 |
|
---|
637 | /** A way of recording the way each LODs is recorded this Mesh. */
|
---|
638 | struct MeshLodUsage
|
---|
639 | {
|
---|
640 | /// squared Z value from which this LOD will apply
|
---|
641 | Real fromDepthSquared;
|
---|
642 | /// Only relevant if mIsLodManual is true, the name of the alternative mesh to use
|
---|
643 | String manualName;
|
---|
644 | /// Hard link to mesh to avoid looking up each time
|
---|
645 | mutable MeshPtr manualMesh;
|
---|
646 | /// Edge list for this LOD level (may be derived from manual mesh)
|
---|
647 | mutable EdgeData* edgeData;
|
---|
648 | };
|
---|
649 |
|
---|
650 |
|
---|
651 |
|
---|
652 | } // namespace
|
---|
653 |
|
---|
654 | #endif
|
---|