/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __MovableObject_H__ #define __MovableObject_H__ // Precompiler options #include "OgrePrerequisites.h" #include "OgreRenderQueue.h" #include "OgreAxisAlignedBox.h" #include "OgreSphere.h" #include "OgreShadowCaster.h" namespace Ogre { /** Abstract class definining a movable object in a scene. @remarks Instances of this class are discrete, relatively small, movable objects which are attached to SceneNode objects to define their position. */ class _OgreExport MovableObject : public ShadowCaster { protected: /// node to which this object is attached Node* mParentNode; bool mParentIsTagPoint; /// Is this object visible? bool mVisible; /// User defined object which is linked to this object UserDefinedObject *mUserObject; /// The render queue to use when rendering this object RenderQueueGroupID mRenderQueueID; /// Flags whether the RenderQueue's default should be used. bool mRenderQueueIDSet; /// Flags determining whether this object is included / excluded from scene queries unsigned long mQueryFlags; /// Cached world AABB of this object mutable AxisAlignedBox mWorldAABB; // Cached world bounding sphere mutable Sphere mWorldBoundingSphere; /// World space AABB of this object's dark cap mutable AxisAlignedBox mWorldDarkCapBounds; /// Does this object cast shadows? bool mCastShadows; public: /// Constructor MovableObject(); /** Virtual destructor - read Scott Meyers if you don't know why this is needed. */ virtual ~MovableObject(); /** Returns the name of this object. */ virtual const String& getName(void) const = 0; /** Returns the type name of this object. */ virtual const String& getMovableType(void) const = 0; /** Returns the node to which this object is attached. @remarks A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. Both are Node subclasses so this method will return either. */ virtual Node* getParentNode(void) const; /** Returns the scene node to which this object is attached. @remarks A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. This method will return the scene node of the parent entity if the latter is true. */ virtual SceneNode* getParentSceneNode(void) const; /** Internal method called to notify the object that it has been attached to a node. */ virtual void _notifyAttached(Node* parent, bool isTagPoint = false); /** Returns true if this object is attached to a SceneNode or TagPoint. */ virtual bool isAttached(void) const; /** Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. */ virtual bool isInScene(void) const; /** Internal method to notify the object of the camera to be used for the next rendering operation. @remarks Certain objects may want to do specific processing based on the camera position. This method notifies them incase they wish to do this. */ virtual void _notifyCurrentCamera(Camera* cam) = 0; /** Retrieves the local axis-aligned bounding box for this object. @remarks This bounding box is in local coordinates. */ virtual const AxisAlignedBox& getBoundingBox(void) const = 0; /** Retrieves the radius of the origin-centered bounding sphere for this object. */ virtual Real getBoundingRadius(void) const = 0; /** Retrieves the axis-aligned bounding box for this object in world coordinates. */ virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const; /** Retrieves the worldspace bounding sphere for this object. */ virtual const Sphere& getWorldBoundingSphere(bool derive = false) const; /** Internal method by which the movable object must add Renderable subclass instances to the rendering queue. @remarks The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering. */ virtual void _updateRenderQueue(RenderQueue* queue) = 0; /** Tells this object whether to be visible or not, if it has a renderable component. @note An alternative approach of making an object invisible is to detach it from it's SceneNode, or to remove the SceneNode entirely. Detaching a node means that structurally the scene graph changes. Once this change has taken place, the objects / nodes that have been removed have less overhead to the visbility detection pass than simply making the object invisible, so if you do this and leave the objects out of the tree for a long time, it's faster. However, the act of detaching / reattaching nodes is in itself more expensive than setting an object visibility flag, since in the latter case structural changes are not made. Therefore, small or frequent visbility changes are best done using this method; large or more longer term changes are best done by detaching. */ virtual void setVisible(bool visible); /** Returns whether or not this object is supposed to be visible or not. */ virtual bool isVisible(void) const; /** Call this to associate your own custom user object instance with this MovableObject. @remarks By simply making your game / application object a subclass of UserDefinedObject, you can establish a link between an OGRE instance of MovableObject and your own application classes. Call this method to establish the link. */ virtual void setUserObject(UserDefinedObject* obj) { mUserObject = obj; } /** Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject. */ virtual UserDefinedObject* getUserObject(void) { return mUserObject; } /** Sets the render queue group this entity will be rendered through. @remarks Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all Entity objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such. @par See RenderQueue for more details. @param queueID Enumerated value of the queue group to use. */ virtual void setRenderQueueGroup(RenderQueueGroupID queueID); /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ virtual RenderQueueGroupID getRenderQueueGroup(void) const; /// return the full transformation of the parent sceneNode or the attachingPoint node virtual Matrix4 _getParentNodeFullTransform(void) const; /** Sets the query flags for this object. @remarks When performing a scene query, this object will be included or excluded according to flags on the object and flags on the query. This is a bitwise value, so only when a bit on these flags is set, will it be included in a query asking for that flag. The meaning of the bits is application-specific. */ virtual void setQueryFlags(unsigned long flags) { mQueryFlags = flags; } /** As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. */ virtual void addQueryFlags(unsigned long flags) { mQueryFlags |= flags; } /** As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. */ virtual void removeQueryFlags(unsigned long flags) { mQueryFlags &= ~flags; } /// Returns the query flags relevant for this object virtual unsigned long getQueryFlags(void) const { return mQueryFlags; } /// Define a default implementation of method from ShadowCaster which implements no shadows EdgeData* getEdgeList(void) { return NULL; } /// Define a default implementation of method from ShadowCaster which implements no shadows ShadowRenderableListIterator getShadowVolumeRenderableIterator( ShadowTechnique shadowTechnique, const Light* light, HardwareIndexBufferSharedPtr* indexBuffer, bool extrudeVertices, Real extrusionDist, unsigned long flags = 0); /** Overridden member from ShadowCaster. */ const AxisAlignedBox& getLightCapBounds(void) const; /** Overridden member from ShadowCaster. */ const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const; /** Sets whether or not this object will cast shadows. @remarks This setting simply allows you to turn on/off shadows for a given object. An object will not cast shadows unless the scene supports it in any case (see SceneManager::setShadowTechnique), and also the material which is in use must also have shadow casting enabled. By default all entities cast shadows. If, however, for some reason you wish to disable this for a single object then you can do so using this method. @note This method normally refers to objects which block the light, but since Light is also a subclass of MovableObject, in that context it means whether the light causes shadows itself. */ void setCastShadows(bool enabled) { mCastShadows = enabled; } /** Returns whether shadow casting is enabled for this object. */ bool getCastShadows(void) const { return mCastShadows; } /** Get the distance to extrude for a point/spot light */ Real getPointExtrusionDistance(const Light* l) const; }; } #endif