/* ----------------------------------------------------------------------------- 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 __SubMesh_H_ #define __SubMesh_H_ #include "OgrePrerequisites.h" #include "OgreVertexIndexData.h" #include "OgreMaterial.h" #include "OgreRenderOperation.h" #include "OgreVertexBoneAssignment.h" #include "OgreProgressiveMesh.h" namespace Ogre { /** Defines a part of a complete mesh. @remarks Meshes which make up the definition of a discrete 3D object are made up of potentially multiple parts. This is because different parts of the mesh may use different materials or use different vertex formats, such that a rendering state change is required between them. @par Like the Mesh class, instatiations of 3D objects in the scene share the SubMesh instances, and have the option of overriding their material differences on a per-object basis if required. See the SubEntity class for more information. */ class _OgreExport SubMesh { friend class Mesh; friend class MeshSerializerImpl; friend class MeshSerializerImpl_v1_2; friend class MeshSerializerImpl_v1_1; public: SubMesh(); ~SubMesh(); /// Indicates if this submesh shares vertex data with other meshes or whether it has it's own vertices. bool useSharedVertices; /// The render operation type used to render this submesh RenderOperation::OperationType operationType; /** Dedicated vertex data (only valid if useSharedVertices = false). @remarks This data is completely owned by this submesh. @par The use of shared or non-shared buffers is determined when model data is converted to the OGRE .mesh format. */ VertexData *vertexData; /// Face index data IndexData *indexData; ProgressiveMesh::LODFaceList mLodFaceList; /// Reference to parent Mesh (not a smart pointer so child does not keep parent alive). Mesh* parent; /// Sets the name of the Material which this SubMesh will use void setMaterialName(const String& matName); const String& getMaterialName(void) const; /** Returns true if a material has been assigned to the submesh, otherwise returns false. */ bool isMatInitialised(void) const; /** Returns a RenderOperation structure required to render this mesh. @param rend Reference to a RenderOperation structure to populate. @param lodIndex The index of the LOD to use. */ void _getRenderOperation(RenderOperation& rend, ushort lodIndex = 0); /** Assigns a vertex to a bone with a given weight, for skeletal animation. @remarks This method is only valid after calling setSkeletonName. Since this is a one-off process there exists only 'addBoneAssignment' and 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need to modify bone assignments during rendering (only the positions of bones) and OGRE reserves the right to do some internal data reformatting of this information, depending on render system requirements. @par This method is for assigning weights to the dedicated geometry of the SubMesh. To assign weights to the shared Mesh geometry, see the equivalent methods on Mesh. */ void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign); /** Removes all bone assignments for this mesh. @par This method is for assigning weights to the dedicated geometry of the SubMesh. To assign weights to the shared Mesh geometry, see the equivalent methods on Mesh. */ void clearBoneAssignments(void); /// Multimap of verex bone assignments (orders by vertex index) typedef std::multimap VertexBoneAssignmentList; typedef MapIterator BoneAssignmentIterator; /** Gets an iterator for access all bone assignments. @remarks Only valid if this SubMesh has dedicated geometry. */ BoneAssignmentIterator getBoneAssignmentIterator(void); /** Must be called once to compile bone assignments into geometry buffer. */ void _compileBoneAssignments(void); protected: /// Name of the material this SubMesh uses. String mMaterialName; /// Is there a material yet? bool mMatInitialised; VertexBoneAssignmentList mBoneAssignments; /// Flag indicating that bone assignments need to be recompiled bool mBoneAssignmentsOutOfDate; /// Internal method for removing LOD data void removeLodLevels(void); }; } // namespace #endif