source: GTP/trunk/App/Demos/Geom/OgreStuff/include/OgreMovableObject.h @ 1812

Revision 1812, 19.5 KB checked in by gumbau, 18 years ago (diff)
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25
26#ifndef __MovableObject_H__
27#define __MovableObject_H__
28
29// Precompiler options
30#include "OgrePrerequisites.h"
31#include "OgreRenderQueue.h"
32#include "OgreAxisAlignedBox.h"
33#include "OgreSphere.h"
34#include "OgreShadowCaster.h"
35#include "OgreFactoryObj.h"
36#include "OgreAnimable.h"
37#include "OgreAny.h"
38#include "OgreUserDefinedObject.h"
39
40namespace Ogre {
41
42        // Forward declaration
43        class MovableObjectFactory;
44
45    /** Abstract class definining a movable object in a scene.
46        @remarks
47            Instances of this class are discrete, relatively small, movable objects
48            which are attached to SceneNode objects to define their position.
49    */
50    class _OgreExport MovableObject : public ShadowCaster, public AnimableObject
51    {
52    protected:
53                /// Name of this object
54                String mName;
55                /// Creator of this object (if created by a factory)
56                MovableObjectFactory* mCreator;
57                /// SceneManager holding this object (if applicable)
58                SceneManager* mManager;
59        /// node to which this object is attached
60        Node* mParentNode;
61        bool mParentIsTagPoint;
62        /// Is this object visible?
63        bool mVisible;
64                /// Upper distance to still render
65                Real mUpperDistance;
66                Real mSquaredUpperDistance;
67                /// Hidden because of distance?
68                bool mBeyondFarDistance;
69                /// User defined link to another object / value / whatever
70                Any mUserAny;
71        /// The render queue to use when rendering this object
72        uint8 mRenderQueueID;
73                /// Flags whether the RenderQueue's default should be used.
74                bool mRenderQueueIDSet;
75        /// Flags determining whether this object is included / excluded from scene queries
76        uint32 mQueryFlags;
77        /// Flags determining whether this object is visible (compared to SceneManager mask)
78        uint32 mVisibilityFlags;
79        /// Cached world AABB of this object
80        mutable AxisAlignedBox mWorldAABB;
81                // Cached world bounding sphere
82                mutable Sphere mWorldBoundingSphere;
83        /// World space AABB of this object's dark cap
84        mutable AxisAlignedBox mWorldDarkCapBounds;
85        /// Does this object cast shadows?
86        bool mCastShadows;
87
88                // Static members
89                /// Default query flags
90                static uint32 msDefaultQueryFlags;
91                /// Default visibility flags
92                static uint32 msDefaultVisibilityFlags;
93
94
95
96    public:
97        /// Constructor
98        MovableObject();
99
100                /// Named constructor
101                MovableObject(const String& name);
102        /** Virtual destructor - read Scott Meyers if you don't know why this is needed.
103        */
104        virtual ~MovableObject();
105
106                /** Notify the object of it's creator (internal use only) */
107                virtual void _notifyCreator(MovableObjectFactory* fact) { mCreator = fact; }
108                /** Get the creator of this object, if any (internal use only) */
109                virtual MovableObjectFactory*  _getCreator(void) const { return mCreator; }
110                /** Notify the object of it's manager (internal use only) */
111                virtual void _notifyManager(SceneManager* man) { mManager = man; }
112                /** Get the manager of this object, if any (internal use only) */
113                virtual SceneManager* _getManager(void) const { return mManager; }
114
115        /** Returns the name of this object. */
116                virtual const String& getName(void) const { return mName; }
117
118        /** Returns the type name of this object. */
119        virtual const String& getMovableType(void) const = 0;
120
121        /** Returns the node to which this object is attached.
122        @remarks
123            A MovableObject may be attached to either a SceneNode or to a TagPoint,
124            the latter case if it's attached to a bone on an animated entity.
125            Both are Node subclasses so this method will return either.
126        */
127        virtual Node* getParentNode(void) const;
128
129        /** Returns the scene node to which this object is attached.
130        @remarks
131            A MovableObject may be attached to either a SceneNode or to a TagPoint,
132            the latter case if it's attached to a bone on an animated entity.
133            This method will return the scene node of the parent entity
134            if the latter is true.
135        */
136        virtual SceneNode* getParentSceneNode(void) const;
137
138        /** Internal method called to notify the object that it has been attached to a node.
139        */
140        virtual void _notifyAttached(Node* parent, bool isTagPoint = false);
141
142        /** Returns true if this object is attached to a SceneNode or TagPoint. */
143        virtual bool isAttached(void) const;
144
145        /** Returns true if this object is attached to a SceneNode or TagPoint,
146                        and this SceneNode / TagPoint is currently in an active part of the
147                        scene graph. */
148        virtual bool isInScene(void) const;
149
150                /** Internal method to notify the object of the camera to be used for the next rendering operation.
151            @remarks
152                Certain objects may want to do specific processing based on the camera position. This method notifies
153                them incase they wish to do this.
154        */
155        virtual void _notifyCurrentCamera(Camera* cam);
156
157        /** Retrieves the local axis-aligned bounding box for this object.
158            @remarks
159                This bounding box is in local coordinates.
160        */
161        virtual const AxisAlignedBox& getBoundingBox(void) const = 0;
162
163                /** Retrieves the radius of the origin-centered bounding sphere
164                         for this object.
165                */
166                virtual Real getBoundingRadius(void) const = 0;
167
168        /** Retrieves the axis-aligned bounding box for this object in world coordinates. */
169        virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const;
170                /** Retrieves the worldspace bounding sphere for this object. */
171        virtual const Sphere& getWorldBoundingSphere(bool derive = false) const;
172        /** Internal method by which the movable object must add Renderable subclass instances to the rendering queue.
173            @remarks
174                The engine will call this method when this object is to be rendered. The object must then create one or more
175                Renderable subclass instances which it places on the passed in Queue for rendering.
176        */
177        virtual void _updateRenderQueue(RenderQueue* queue) = 0;
178
179        /** Tells this object whether to be visible or not, if it has a renderable component.
180                @note An alternative approach of making an object invisible is to detach it
181                        from it's SceneNode, or to remove the SceneNode entirely.
182                        Detaching a node means that structurally the scene graph changes.
183                        Once this change has taken place, the objects / nodes that have been
184                        removed have less overhead to the visbility detection pass than simply
185                        making the object invisible, so if you do this and leave the objects
186                        out of the tree for a long time, it's faster. However, the act of
187                        detaching / reattaching nodes is in itself more expensive than
188                        setting an object visibility flag, since in the latter case
189                        structural changes are not made. Therefore, small or frequent visbility
190                        changes are best done using this method; large or more longer term
191                        changes are best done by detaching.
192                */
193        virtual void setVisible(bool visible);
194
195        /** Gets this object whether to be visible or not, if it has a renderable component.
196        @remarks
197            Returns the value set by MovableObject::setVisible only.
198        */
199        virtual bool getVisible(void) const;
200
201        /** Returns whether or not this object is supposed to be visible or not.
202                @remarks
203                        Takes into account both upper rendering distance and visible flag.
204                */
205        virtual bool isVisible(void) const;
206
207                /** Sets the distance at which the object is no longer rendered.
208                @param dist Distance beyond which the object will not be rendered
209                        (the default is 0, which means objects are always rendered).
210                */
211                virtual void setRenderingDistance(Real dist) {
212                        mUpperDistance = dist;
213                        mSquaredUpperDistance = mUpperDistance * mUpperDistance;
214                }
215
216                /** Gets the distance at which batches are no longer rendered. */
217                virtual Real getRenderingDistance(void) const { return mUpperDistance; }
218
219        /** Call this to associate your own custom user object instance with this MovableObject.
220        @remarks
221            By simply making your game / application object a subclass of UserDefinedObject, you
222            can establish a link between an OGRE instance of MovableObject and your own application
223            classes. Call this method to establish the link.
224        */
225        virtual void setUserObject(UserDefinedObject* obj) { mUserAny = Any(obj); }
226        /** Retrieves a pointer to a custom application object associated with this movable by an earlier
227            call to setUserObject.
228        */
229        virtual UserDefinedObject* getUserObject(void)
230                {
231                        return mUserAny.isEmpty() ? 0 : any_cast<UserDefinedObject*>(mUserAny);
232                }
233
234                /** Sets any kind of user value on this object.
235                @remarks
236                        This method allows you to associate any user value you like with
237                        this MovableObject. This can be a pointer back to one of your own
238                        classes for instance.
239                @note This value is shared with setUserObject so don't use both!
240                */
241                virtual void setUserAny(const Any& anything) { mUserAny = anything; }
242
243                /** Retrieves the custom user value associated with this object.
244                */
245                virtual const Any& getUserAny(void) const { return mUserAny; }
246
247        /** Sets the render queue group this entity will be rendered through.
248        @remarks
249            Render queues are grouped to allow you to more tightly control the ordering
250            of rendered objects. If you do not call this method, all Entity objects default
251            to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this
252            if you want this entity to always appear in front of other objects, e.g. for
253            a 3D menu system or such.
254        @par
255            See RenderQueue for more details.
256        @param queueID Enumerated value of the queue group to use.
257        */
258        virtual void setRenderQueueGroup(uint8 queueID);
259
260        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
261        virtual uint8 getRenderQueueGroup(void) const;
262
263                /// return the full transformation of the parent sceneNode or the attachingPoint node
264                virtual const Matrix4& _getParentNodeFullTransform(void) const;
265
266        /** Sets the query flags for this object.
267        @remarks
268            When performing a scene query, this object will be included or excluded according
269            to flags on the object and flags on the query. This is a bitwise value, so only when
270            a bit on these flags is set, will it be included in a query asking for that flag. The
271            meaning of the bits is application-specific.
272        */
273        virtual void setQueryFlags(uint32 flags) { mQueryFlags = flags; }
274
275        /** As setQueryFlags, except the flags passed as parameters are appended to the
276        existing flags on this object. */
277        virtual void addQueryFlags(uint32 flags) { mQueryFlags |= flags; }
278           
279        /** As setQueryFlags, except the flags passed as parameters are removed from the
280        existing flags on this object. */
281        virtual void removeQueryFlags(unsigned long flags) { mQueryFlags &= ~flags; }
282       
283        /// Returns the query flags relevant for this object
284        virtual uint32 getQueryFlags(void) const { return mQueryFlags; }
285
286                /** Set the default query flags for all future MovableObject instances.
287                */
288                static void setDefaultQueryFlags(uint32 flags) { msDefaultQueryFlags = flags; }
289
290                /** Get the default query flags for all future MovableObject instances.
291                */
292                static uint32 getDefaultQueryFlags(uint32 flags) { return msDefaultQueryFlags; }
293
294               
295        /** Sets the visiblity flags for this object.
296        @remarks
297                        As well as a simple true/false value for visibility (as seen in setVisible),
298                        you can also set visiblity flags which when 'and'ed with the SceneManager's
299                        visibility mask can also make an object invisible.
300        */
301        virtual void setVisibilityFlags(uint32 flags) { mVisibilityFlags = flags; }
302
303        /** As setVisibilityFlags, except the flags passed as parameters are appended to the
304        existing flags on this object. */
305        virtual void addVisibilityFlags(uint32 flags) { mVisibilityFlags |= flags; }
306           
307        /** As setVisibilityFlags, except the flags passed as parameters are removed from the
308        existing flags on this object. */
309        virtual void removeVisibilityFlags(uint32 flags) { mVisibilityFlags &= ~flags; }
310       
311        /// Returns the visibility flags relevant for this object
312        virtual uint32 getVisibilityFlags(void) const { return mVisibilityFlags; }
313
314                /** Set the default visibility flags for all future MovableObject instances.
315                */
316                static void setDefaultVisibilityFlags(uint32 flags) { msDefaultVisibilityFlags = flags; }
317               
318                /** Get the default visibility flags for all future MovableObject instances.
319                */
320                static uint32 getDefaultVisibilityFlags(uint32 flags) { return msDefaultVisibilityFlags; }
321
322                /// Define a default implementation of method from ShadowCaster which implements no shadows
323        EdgeData* getEdgeList(void) { return NULL; }
324        /// Define a default implementation of method from ShadowCaster which implements no shadows
325        ShadowRenderableListIterator getShadowVolumeRenderableIterator(
326            ShadowTechnique shadowTechnique, const Light* light,
327            HardwareIndexBufferSharedPtr* indexBuffer,
328            bool extrudeVertices, Real extrusionDist, unsigned long flags = 0);
329               
330        /** Overridden member from ShadowCaster. */
331        const AxisAlignedBox& getLightCapBounds(void) const;
332        /** Overridden member from ShadowCaster. */
333        const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const;
334        /** Sets whether or not this object will cast shadows.
335        @remarks
336        This setting simply allows you to turn on/off shadows for a given object.
337        An object will not cast shadows unless the scene supports it in any case
338        (see SceneManager::setShadowTechnique), and also the material which is
339        in use must also have shadow casting enabled. By default all entities cast
340        shadows. If, however, for some reason you wish to disable this for a single
341        object then you can do so using this method.
342        @note This method normally refers to objects which block the light, but
343        since Light is also a subclass of MovableObject, in that context it means
344        whether the light causes shadows itself.
345        */
346        void setCastShadows(bool enabled) { mCastShadows = enabled; }
347        /** Returns whether shadow casting is enabled for this object. */
348        bool getCastShadows(void) const { return mCastShadows; }
349        /** Get the distance to extrude for a point/spot light */
350        Real getPointExtrusionDistance(const Light* l) const;
351                /** Get the 'type flags' for this MovableObject.
352                @remarks
353                        A type flag identifies the type of the MovableObject as a bitpattern.
354                        This is used for categorical inclusion / exclusion in SceneQuery
355                        objects. By default, this method returns all ones for objects not
356                        created by a MovableObjectFactory (hence always including them);
357                        otherwise it returns the value assigned to the MovableObjectFactory.
358                        Custom objects which don't use MovableObjectFactory will need to
359                        override this if they want to be included in queries.
360                */
361                virtual uint32 getTypeFlags(void) const;
362
363
364
365
366
367    };
368
369        /** Interface definition for a factory class which produces a certain
370                kind of MovableObject, and can be registered with Root in order
371                to allow all clients to produce new instances of this object, integrated
372                with the standard Ogre processing.
373        */
374        class _OgreExport MovableObjectFactory
375        {
376        protected:
377                /// Type flag, allocated if requested
378                unsigned long mTypeFlag;
379
380                /// Internal implementation of create method - must be overridden
381                virtual MovableObject* createInstanceImpl(
382                        const String& name, const NameValuePairList* params = 0) = 0;
383        public:
384                MovableObjectFactory() : mTypeFlag(0xFFFFFFFF) {}
385                virtual ~MovableObjectFactory() {}
386                /// Get the type of the object to be created
387                virtual const String& getType(void) const = 0;
388
389                /** Create a new instance of the object.
390                @param name The name of the new object
391                @param manager The SceneManager instance that will be holding the
392                        instance once created.
393                @param params Name/value pair list of additional parameters required to
394                        construct the object (defined per subtype). Optional.
395                */
396                virtual MovableObject* createInstance(
397                        const String& name, SceneManager* manager,
398                        const NameValuePairList* params = 0);
399                /** Destroy an instance of the object */
400                virtual void destroyInstance(MovableObject* obj) = 0;
401
402                /** Does this factory require the allocation of a 'type flag', used to
403                        selectively include / exclude this type from scene queries?
404                @remarks
405                        The default implementation here is to return 'false', ie not to
406                        request a unique type mask from Root. For objects that
407                        never need to be excluded in SceneQuery results, that's fine, since
408                        the default implementation of MovableObject::getTypeFlags is to return
409                        all ones, hence matching any query type mask. However, if you want the
410                        objects created by this factory to be filterable by queries using a
411                        broad type, you have to give them a (preferably unique) type mask -
412                        and given that you don't know what other MovableObject types are
413                        registered, Root will allocate you one.
414                */
415                virtual bool requestTypeFlags(void) const { return false; }
416                /** Notify this factory of the type mask to apply.
417                @remarks
418                        This should normally only be called by Root in response to
419                        a 'true' result from requestTypeMask. However, you can actually use
420                        it yourself if you're careful; for example to assign the same mask
421                        to a number of different types of object, should you always wish them
422                        to be treated the same in queries.
423                */
424                void _notifyTypeFlags(unsigned long flag) { mTypeFlag = flag; }
425
426                /** Gets the type flag for this factory.
427                @remarks
428                        A type flag is like a query flag, except that it applies to all instances
429                        of a certain type of object.
430                */
431                unsigned long getTypeFlags(void) const { return mTypeFlag; }
432
433        };
434
435}
436#endif
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