[1809] | 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 |
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| 26 | #ifndef __OgreManualObject_H__
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| 27 | #define __OgreManualObject_H__
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| 28 |
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| 29 | #include "OgrePrerequisites.h"
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| 30 | #include "OgreMovableObject.h"
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| 31 | #include "OgreRenderable.h"
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| 32 | #include "OgreResourceGroupManager.h"
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| 33 |
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| 34 |
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| 35 | namespace Ogre
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| 36 | {
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| 37 | /** Class providing a much simplified interface to generating manual
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| 38 | objects with custom geometry.
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| 39 | @remarks
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| 40 | Building one-off geometry objects manually usually requires getting
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| 41 | down and dirty with the vertex buffer and vertex declaration API,
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| 42 | which some people find a steep learning curve. This class gives you
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| 43 | a simpler interface specifically for the purpose of building a one-off
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| 44 | 3D object simply and quickly. Note that if you intend to instance your
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| 45 | object you will still need to become familiar with the Mesh class.
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| 46 | @par
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| 47 | This class draws heavily on the interface for OpenGL
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| 48 | immediate-mode (glBegin, glVertex, glNormal etc), since this
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| 49 | is generally well-liked by people. There are a couple of differences
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| 50 | in the results though - internally this class still builds hardware
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| 51 | buffers which can be re-used, so you can render the resulting object
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| 52 | multiple times without re-issuing all the same commands again.
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| 53 | Secondly, the rendering is not immediate, it is still queued just like
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| 54 | all OGRE objects. This makes this object more efficient than the
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| 55 | equivalent GL immediate-mode commands, so it's feasible to use it for
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| 56 | large objects if you really want to.
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| 57 | @par
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| 58 | To construct some geometry with this object:
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| 59 | -# If you know roughly how many vertices (and indices, if you use them)
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| 60 | you're going to submit, call estimateVertexCount and estimateIndexCount.
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| 61 | This is not essential but will make the process more efficient by saving
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| 62 | memory reallocations.
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| 63 | -# Call begin() to begin entering data
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| 64 | -# For each vertex, call position(), normal(), textureCoord(), colour()
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| 65 | to define your vertex data. Note that each time you call position()
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| 66 | you start a new vertex. Note that the first vertex defines the
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| 67 | components of the vertex - you can't add more after that. For example
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| 68 | if you didn't call normal() in the first vertex, you cannot call it
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| 69 | in any others. You ought to call the same combination of methods per
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| 70 | vertex.
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| 71 | -# If you want to define triangles (or lines/points) by indexing into the vertex list,
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| 72 | you can call index() as many times as you need to define them.
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| 73 | If you don't do this, the class will assume you want triangles drawn
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| 74 | directly as defined by the vertex list, ie non-indexed geometry. Note
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| 75 | that stencil shadows are only supported on indexed geometry, and that
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| 76 | indexed geometry is a little faster; so you should try to use it.
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| 77 | -# Call end() to finish entering data.
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| 78 | -# Optionally repeat the begin-end cycle if you want more geometry
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| 79 | using different rendering operation types, or different materials
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| 80 | After calling end(), the class will organise the data for that section
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| 81 | internally and make it ready to render with. Like any other
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| 82 | MovableObject you should attach the object to a SceneNode to make it
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| 83 | visible. Other aspects like the relative render order can be controlled
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| 84 | using standard MovableObject methods like setRenderQueueGroup.
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| 85 | @par
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| 86 | Note that like all OGRE geometry, triangles should be specified in
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| 87 | anti-clockwise winding order (whether you're doing it with just
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| 88 | vertices, or using indexes too). That is to say that the front of the
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| 89 | face is the one where the vertices are listed in anti-clockwise order.
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| 90 | */
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| 91 | class _OgreExport ManualObject : public MovableObject
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| 92 | {
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| 93 | public:
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| 94 | ManualObject(const String& name);
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| 95 | virtual ~ManualObject();
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| 96 |
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| 97 | /** Completely clear the contents of the object.
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| 98 | @remarks
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| 99 | This class is not designed for dynamic vertex data, since the
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| 100 | translation it has to perform is not suitable for frame-by-frame
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| 101 | updates. However if you do want to modify the contents from time
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| 102 | to time you can do so by clearing and re-specifying the data.
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| 103 | */
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| 104 | virtual void clear(void);
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| 105 |
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| 106 | /** Estimate the number of vertices ahead of time.
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| 107 | @remarks
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| 108 | Calling this helps to avoid memory reallocation when you define
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| 109 | vertices.
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| 110 | */
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| 111 | virtual void estimateVertexCount(size_t vcount);
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| 112 |
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| 113 | /** Estimate the number of vertices ahead of time.
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| 114 | @remarks
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| 115 | Calling this helps to avoid memory reallocation when you define
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| 116 | indices.
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| 117 | */
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| 118 | virtual void estimateIndexCount(size_t icount);
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| 119 |
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| 120 | /** Start defining a part of the object.
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| 121 | @remarks
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| 122 | Each time you call this method, you start a new section of the
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| 123 | object with its own material and potentially its own type of
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| 124 | rendering operation (triangles, points or lines for example).
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| 125 | @param materialName The name of the material to render this part of the
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| 126 | object with.
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| 127 | @param opType The type of operation to use to render.
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| 128 | */
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| 129 | virtual void begin(const String& materialName,
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| 130 | RenderOperation::OperationType opType = RenderOperation::OT_TRIANGLE_LIST);
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| 131 | /** Add a vertex position, starting a new vertex at the same time.
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| 132 | @remarks A vertex position is slightly special among the other vertex data
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| 133 | methods like normal() and textureCoord(), since calling it indicates
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| 134 | the start of a new vertex. All other vertex data methods you call
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| 135 | after this are assumed to be adding more information (like normals or
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| 136 | texture coordinates) to the last vertex started with position().
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| 137 | */
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| 138 | virtual void position(const Vector3& pos);
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| 139 | /// @copydoc ManualObject::position(const Vector3&)
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| 140 | virtual void position(Real x, Real y, Real z);
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| 141 |
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| 142 | /** Add a vertex normal to the current vertex.
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| 143 | @remarks
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| 144 | Vertex normals are most often used for dynamic lighting, and
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| 145 | their components should be normalised.
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| 146 | */
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| 147 | virtual void normal(const Vector3& norm);
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| 148 | /// @copydoc ManualObject::normal(const Vector3&)
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| 149 | virtual void normal(Real x, Real y, Real z);
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| 150 |
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| 151 | /** Add a texture coordinate to the current vertex.
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| 152 | @remarks
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| 153 | You can call this method multiple times between position() calls
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| 154 | to add multiple texture coordinates to a vertex. Each one can have
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| 155 | between 1 and 3 dimensions, depending on your needs, although 2 is
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| 156 | most common. There are several versions of this method for the
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| 157 | variations in number of dimensions.
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| 158 | */
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| 159 | virtual void textureCoord(Real u);
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| 160 | /// @copydoc ManualObject::textureCoord(Real)
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| 161 | virtual void textureCoord(Real u, Real v);
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| 162 | /// @copydoc ManualObject::textureCoord(Real)
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| 163 | virtual void textureCoord(Real u, Real v, Real w);
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| 164 | /// @copydoc ManualObject::textureCoord(Real)
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| 165 | virtual void textureCoord(const Vector2& uv);
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| 166 | /// @copydoc ManualObject::textureCoord(Real)
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| 167 | virtual void textureCoord(const Vector3& uvw);
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| 168 |
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| 169 | /** Add a vertex colour to a vertex.
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| 170 | */
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| 171 | virtual void colour(const ColourValue& col);
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| 172 | /** Add a vertex colour to a vertex.
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| 173 | @param r,g,b,a Colour components expressed as floating point numbers from 0-1
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| 174 | */
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| 175 | virtual void colour(Real r, Real g, Real b, Real a = 1.0f);
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| 176 |
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| 177 | /** Add a vertex index to construct faces / lines / points via indexing
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| 178 | rather than just by a simple list of vertices.
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| 179 | @remarks
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| 180 | You will have to call this 3 times for each face for a triangle list,
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| 181 | or use the alternative 3-parameter version. Other operation types
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| 182 | require different numbers of indexes, @see RenderOperation::OperationType.
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| 183 | @note
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| 184 | 32-bit indexes are not supported on all cards which is why this
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| 185 | class only allows 16-bit indexes, for simplicity and ease of use.
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| 186 | @param idx A vertex index from 0 to 65535.
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| 187 | */
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| 188 | virtual void index(uint16 idx);
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| 189 | /** Add a set of 3 vertex indices to construct a triangle; this is a
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| 190 | shortcut to calling index() 3 times. It is only valid for triangle
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| 191 | lists.
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| 192 | @note
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| 193 | 32-bit indexes are not supported on all cards which is why this
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| 194 | class only allows 16-bit indexes, for simplicity and ease of use.
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| 195 | @param i1, i2, i3 3 vertex indices from 0 to 65535 defining a face.
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| 196 | */
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| 197 | virtual void triangle(uint16 i1, uint16 i2, uint16 i3);
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| 198 | /** Add a set of 4 vertex indices to construct a quad (out of 2
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| 199 | triangles); this is a shortcut to calling index() 6 times,
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| 200 | or triangle() twice. It's only valid for triangle list operations.
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| 201 | @note
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| 202 | 32-bit indexes are not supported on all cards which is why this
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| 203 | class only allows 16-bit indexes, for simplicity and ease of use.
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| 204 | @param i1, i2, i3 3 vertex indices from 0 to 65535 defining a face.
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| 205 | */
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| 206 | virtual void quad(uint16 i1, uint16 i2, uint16 i3, uint16 i4);
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| 207 |
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| 208 | /** Finish defining the object and compile the final renderable version. */
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| 209 | virtual void end(void);
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| 210 |
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| 211 | /** Convert this object to a Mesh.
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| 212 | @remarks
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| 213 | After you've finished building this object, you may convert it to
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| 214 | a Mesh if you want in order to be able to create many instances of
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| 215 | it in the world (via Entity). This is optional, since this instance
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| 216 | can be directly attached to a SceneNode itself, but of course only
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| 217 | one instance of it can exist that way.
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| 218 | @note Only objects which use indexed geometry may be converted to a mesh.
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| 219 | @param meshName The name to give the mesh
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| 220 | @param groupName The resource group to create the mesh in
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| 221 | */
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| 222 | virtual MeshPtr convertToMesh(const String& meshName,
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| 223 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 224 |
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| 225 | // MovableObject overrides
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| 226 |
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| 227 | /** @copydoc MovableObject::getMovableType. */
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| 228 | const String& getMovableType(void) const;
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| 229 | /** @copydoc MovableObject::getBoundingBox. */
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| 230 | const AxisAlignedBox& getBoundingBox(void) const;
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| 231 | /** @copydoc MovableObject::getBoundingRadius. */
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| 232 | Real getBoundingRadius(void) const;
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| 233 | /** @copydoc MovableObject::_updateRenderQueue. */
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| 234 | void _updateRenderQueue(RenderQueue* queue);
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| 235 | /** Implement this method to enable stencil shadows. */
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| 236 | EdgeData* getEdgeList(void);
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| 237 | /** Implement this method to enable stencil shadows. */
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| 238 | ShadowRenderableListIterator getShadowVolumeRenderableIterator(
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| 239 | ShadowTechnique shadowTechnique, const Light* light,
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| 240 | HardwareIndexBufferSharedPtr* indexBuffer,
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| 241 | bool extrudeVertices, Real extrusionDist, unsigned long flags = 0);
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| 242 |
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| 243 |
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| 244 | /// Built, renderable section of geometry
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| 245 | class _OgreExport ManualObjectSection : public Renderable
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| 246 | {
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| 247 | protected:
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| 248 | ManualObject* mParent;
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| 249 | String mMaterialName;
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| 250 | mutable MaterialPtr mMaterial;
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| 251 | RenderOperation mRenderOperation;
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| 252 |
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| 253 | public:
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| 254 | ManualObjectSection(ManualObject* parent, const String& materialName,
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| 255 | RenderOperation::OperationType opType);
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| 256 | virtual ~ManualObjectSection();
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| 257 |
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| 258 | /// Retrieve render operation for manipulation
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| 259 | RenderOperation* getRenderOperation(void);
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| 260 | /// Retrieve the material name in use
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| 261 | const String& getMaterialName(void) const { return mMaterialName; }
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| 262 |
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| 263 | // Renderable overrides
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| 264 | /** @copydoc Renderable::getMaterial. */
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| 265 | const MaterialPtr& getMaterial(void) const;
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| 266 | /** @copydoc Renderable::getRenderOperation. */
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| 267 | void getRenderOperation(RenderOperation& op);
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| 268 | /** @copydoc Renderable::getWorldTransforms. */
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| 269 | void getWorldTransforms(Matrix4* xform) const;
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| 270 | /** @copydoc Renderable::getWorldOrientation. */
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| 271 | const Quaternion& getWorldOrientation(void) const;
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| 272 | /** @copydoc Renderable::getWorldPosition. */
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| 273 | const Vector3& getWorldPosition(void) const;
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| 274 | /** @copydoc Renderable::getSquaredViewDepth. */
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| 275 | Real getSquaredViewDepth(const Ogre::Camera *) const;
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| 276 | /** @copydoc Renderable::getLights. */
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| 277 | const LightList &getLights(void) const;
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| 278 |
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| 279 | };
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| 280 | /** Nested class to allow shadows. */
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| 281 | class _OgreExport ManualObjectSectionShadowRenderable : public ShadowRenderable
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| 282 | {
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| 283 | protected:
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| 284 | ManualObject* mParent;
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| 285 | // Shared link to position buffer
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| 286 | HardwareVertexBufferSharedPtr mPositionBuffer;
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| 287 | // Shared link to w-coord buffer (optional)
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| 288 | HardwareVertexBufferSharedPtr mWBuffer;
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| 289 |
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| 290 | public:
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| 291 | ManualObjectSectionShadowRenderable(ManualObject* parent,
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| 292 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
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| 293 | bool createSeparateLightCap, bool isLightCap = false);
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| 294 | ~ManualObjectSectionShadowRenderable();
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| 295 | /// Overridden from ShadowRenderable
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| 296 | void getWorldTransforms(Matrix4* xform) const;
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| 297 | /// Overridden from ShadowRenderable
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| 298 | const Quaternion& getWorldOrientation(void) const;
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| 299 | /// Overridden from ShadowRenderable
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| 300 | const Vector3& getWorldPosition(void) const;
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| 301 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
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| 302 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
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| 303 |
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| 304 | };
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| 305 |
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| 306 | typedef std::vector<ManualObjectSection*> SectionList;
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| 307 |
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| 308 | protected:
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| 309 | /// List of subsections
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| 310 | SectionList mSectionList;
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| 311 | /// Current section
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| 312 | ManualObjectSection* mCurrentSection;
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| 313 | /// Temporary vertex structure
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| 314 | struct TempVertex
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| 315 | {
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| 316 | Vector3 position;
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| 317 | Vector3 normal;
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| 318 | Vector3 texCoord[OGRE_MAX_TEXTURE_COORD_SETS];
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| 319 | ushort texCoordDims[OGRE_MAX_TEXTURE_COORD_SETS];
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| 320 | ColourValue colour;
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| 321 | };
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| 322 | /// Temp storage
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| 323 | TempVertex mTempVertex;
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| 324 | /// First vertex indicator
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| 325 | bool mFirstVertex;
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| 326 | /// Temp vertex data to copy?
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| 327 | bool mTempVertexPending;
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| 328 | /// System-memory buffer whilst we establish the size required
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| 329 | char* mTempVertexBuffer;
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| 330 | /// System memory allocation size, in bytes
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| 331 | size_t mTempVertexSize;
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| 332 | /// System-memory buffer whilst we establish the size required
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| 333 | uint16* mTempIndexBuffer;
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| 334 | /// System memory allocation size, in bytes
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| 335 | size_t mTempIndexSize;
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| 336 | /// Current declaration vertex size
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| 337 | size_t mDeclSize;
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| 338 | /// Current texture coordinate
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| 339 | ushort mTexCoordIndex;
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| 340 | /// Bounding box
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| 341 | AxisAlignedBox mAABB;
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| 342 | /// Bounding sphere
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| 343 | Real mRadius;
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| 344 | /// Any indexed geoemtry on any sections?
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| 345 | bool mAnyIndexed;
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| 346 | /// Edge list, used if stencil shadow casting is enabled
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| 347 | EdgeData* mEdgeList;
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| 348 | /// List of shadow renderables
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| 349 | ShadowRenderableList mShadowRenderables;
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| 350 |
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| 351 |
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| 352 | /// Delete temp buffers and reset init counts
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| 353 | virtual void resetTempAreas(void);
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| 354 | /// Resize the temp vertex buffer?
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| 355 | virtual void resizeTempVertexBufferIfNeeded(size_t numVerts);
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| 356 | /// Resize the temp index buffer?
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| 357 | virtual void resizeTempIndexBufferIfNeeded(size_t numInds);
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| 358 |
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| 359 | /// Copy current temp vertex into buffer
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| 360 | virtual void copyTempVertexToBuffer(void);
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| 361 |
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| 362 | };
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| 363 |
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| 364 |
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| 365 | /** Factory object for creating ManualObject instances */
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| 366 | class _OgreExport ManualObjectFactory : public MovableObjectFactory
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| 367 | {
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| 368 | protected:
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| 369 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
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| 370 | public:
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| 371 | ManualObjectFactory() {}
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| 372 | ~ManualObjectFactory() {}
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| 373 |
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| 374 | static String FACTORY_TYPE_NAME;
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| 375 |
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| 376 | const String& getType(void) const;
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| 377 | void destroyInstance( MovableObject* obj);
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| 378 |
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| 379 | };
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| 380 | }
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| 381 |
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| 382 | #endif
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| 383 |
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