1 | #ifndef __SCENEENTITY_H
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2 | #define __SCENEENTITY_H
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3 |
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4 | #include "common.h"
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5 | #include "AxisAlignedBox3.h"
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6 | #include "Triangle3.h"
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7 | #include "LODInfo.h"
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8 |
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9 |
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10 | namespace CHCDemoEngine
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11 | {
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12 |
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13 | class Material;
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14 | class Geometry;
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15 | class RenderState;
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16 | class Transform3;
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17 | class Camera;
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18 |
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19 |
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20 | /** Class representing a scene entity.
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21 | A scene entity basically consists of one or more shapes and a transformation.
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22 | */
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23 | class SceneEntity
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24 | {
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25 | friend class RenderQueue;
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26 |
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27 | public:
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28 |
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29 | /** Creates a scene entity.
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30 | */
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31 | SceneEntity(Transform3 *trafo);
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32 | /** Destructor.
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33 | */
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34 | virtual ~SceneEntity();
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35 | /** Renders this node.
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36 | */
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37 | virtual void Render(RenderState *state);
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38 | /** Set pointer to the shape
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39 | */
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40 | void AddShape(Shape *shape);
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41 | /** See set
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42 | */
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43 | inline Shape *GetShape(int i) const;
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44 | /** Returns number of shapes in vector.
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45 | */
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46 | inline int GetNumShapes() const;
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47 | /** Set pointer to the geometry
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48 | */
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49 | void SetTransform(Transform3 *trafo);
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50 | /** set frame where we last rendered this node
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51 | */
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52 | void SetLastRenderedFrame(int lastRendered);
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53 | /** returns frame where we last visited this node
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54 | */
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55 | int GetLastRenderedFrame() const;
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56 | /** Returns the trafo of this scene entity.
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57 | */
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58 | inline Transform3 *GetTransform() const;
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59 | /** Counts number of triangles in this entity using the specified lod level
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60 | with 0 being the highest or the current lod level (if the argument is -1).
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61 | */
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62 | int CountNumTriangles(int lodLevel = -1);
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63 | /** Returns the local bounding box.
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64 | */
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65 | AxisAlignedBox3 GetBoundingBox() const;
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66 | /** Returns the transformed bounding box.
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67 | */
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68 | AxisAlignedBox3 GetWorldBoundingBox() const;
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69 | /** Only the scene entities are visible that match the global id.
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70 | */
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71 | void SetVisibleId(int id);
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72 | /** See set
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73 | */
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74 | int GetVisibleId(int id) const;
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75 | /** Returns true if this entity is visible.
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76 | */
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77 | bool IsVisible() const;
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78 |
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79 |
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80 | ////////////////
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81 |
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82 |
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83 | /** Returns shapes of specified lod level
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84 | */
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85 | void GetLODLevel(int level, ShapeContainer::iterator &start, ShapeContainer::iterator &end);
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86 | /** Returns shapes of current lod level
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87 | */
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88 | void GetCurrentLODLevel(ShapeContainer::iterator &start, ShapeContainer::iterator &end);
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89 | /** Adds a new lod level.
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90 | */
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91 | void AddLODLevel(const LODLevel &lod);
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92 | /** Returns numbers of lod levels.
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93 | */
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94 | int GetNumLODLevels() const;
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95 | /** Returns center point of this shape.
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96 | */
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97 | Vector3 GetCenter() const;
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98 | /** Returns transformed center point of this shape.
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99 | */
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100 | Vector3 GetWorldCenter() const;
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101 | /** Prepare this scene entity for rendering, i.e., sets the state and the transform.
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102 | This is used with the render queue. When a shape belonging to this scene entity
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103 | is rendered, this function is called in beforehand.
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104 | */
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105 | void Prepare(RenderState *state);
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106 |
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107 |
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108 | /////////////
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109 | //-- static functions
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110 |
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111 | /** If false, the highest (=most detailed) LOD level is used for all entities.
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112 | */
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113 | static void SetUseLODs(bool useLODs);
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114 | /** See set
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115 | */
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116 | static bool GetUseLODs();
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117 | /** Sets the global visible id. Scene entities are visible only if
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118 | this id is -1 or their id matches this id.
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119 | */
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120 | static void SetCurrentVisibleId(int id);
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121 | /** Returns the id that indicates a visible object.
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122 | */
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123 | static int GetCurrentVisibleId();
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124 |
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125 | static AxisAlignedBox3 ComputeBoundingBox(SceneEntity **entities, int numEntities);
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126 | static AxisAlignedBox3 ComputeBoundingBox(const SceneEntityContainer &entities);
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127 |
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128 |
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129 | protected:
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130 |
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131 | /** Internally updates current lod level.
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132 | */
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133 | void UpdateLODs(const Vector3 &viewPoint);
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134 | /** Returns updated index of current lod level.
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135 | */
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136 | int GetCurrentLODLevel();
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137 |
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138 |
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139 | /////////////////////
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140 |
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141 | /// the bounding box
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142 | AxisAlignedBox3 mBox;
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143 | /// describes a 3D transform
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144 | Transform3 *mTransform;
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145 | /// Stores information about the LOD levels
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146 | LODLevelArray mLODLevels;
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147 | /// the renderable shapes
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148 | ShapeContainer mShapes;
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149 | /// when this entity was last rendered
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150 | int mLastRenderedFrame;
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151 | /// the LOD level currently used for rendering
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152 | int mCurrentLODLevel;
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153 | /// frame number in which the LODs were last updated
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154 | int mLODLastUpdated;
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155 | /// the center of gravity of this entity
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156 | Vector3 mCenter;
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157 | /// generic id
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158 | int mId;
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159 | /// used to find out if this scene entity is in the current pvs
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160 | int mVisibleId;
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161 | static int sCurrentVisibleId;
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162 | /// if LODs are used for rendering: otherwise we always take the highest lod
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163 | static bool sUseLODs;
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164 | };
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165 |
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166 |
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167 | inline void SceneEntity::AddLODLevel(const LODLevel &lod)
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168 | {
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169 | mLODLevels.push_back(lod);
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170 | }
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171 |
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172 |
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173 | inline int SceneEntity::GetNumLODLevels() const
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174 | {
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175 | return (int)mLODLevels.size();
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176 | }
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177 |
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178 |
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179 | inline Vector3 SceneEntity::GetCenter() const
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180 | {
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181 | return mCenter;
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182 | }
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183 |
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184 |
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185 | inline void SceneEntity::SetUseLODs(bool useLODs)
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186 | {
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187 | sUseLODs = useLODs;
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188 | }
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189 |
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190 |
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191 | inline bool SceneEntity::GetUseLODs()
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192 | {
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193 | return sUseLODs;
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194 | }
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195 |
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196 |
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197 | inline Shape *SceneEntity::GetShape(int i) const
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198 | {
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199 | return mShapes[i];
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200 | }
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201 |
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202 |
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203 | inline int SceneEntity::GetNumShapes() const
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204 | {
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205 | return (int)mShapes.size();
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206 | }
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207 |
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208 |
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209 | inline Transform3 *SceneEntity::GetTransform() const
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210 | {
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211 | return mTransform;
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212 | }
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213 |
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214 |
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215 | inline void SceneEntity::SetVisibleId(int id)
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216 | {
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217 | mVisibleId = id;
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218 | }
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219 |
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220 |
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221 | inline void SceneEntity::SetCurrentVisibleId(int id)
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222 | {
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223 | sCurrentVisibleId = id;
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224 | }
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225 |
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226 |
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227 | inline int SceneEntity::GetCurrentVisibleId()
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228 | {
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229 | return sCurrentVisibleId;
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230 | }
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231 |
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232 |
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233 | inline int SceneEntity::GetVisibleId(int id) const
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234 | {
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235 | return mVisibleId;
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236 | }
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237 |
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238 |
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239 | inline bool SceneEntity::IsVisible() const
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240 | {
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241 | return (sCurrentVisibleId == -1) || (mVisibleId == sCurrentVisibleId);
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242 | }
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243 |
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244 |
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245 | }
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246 |
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247 | #endif // __SCENEENTITY_H |
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