[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 | #ifndef __MeshManager_H__
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| 26 | #define __MeshManager_H__
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 |
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| 30 | #include "OgreResourceManager.h"
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| 31 | #include "OgreSingleton.h"
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| 32 | #include "OgreVector3.h"
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| 33 | #include "OgreHardwareBuffer.h"
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| 34 | #include "OgreMesh.h"
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| 35 | #include "OgrePatchMesh.h"
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| 36 |
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| 37 | namespace Ogre {
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| 38 |
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| 39 | /** Handles the management of mesh resources.
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| 40 | @remarks
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| 41 | This class deals with the runtime management of
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| 42 | mesh data; like other resource managers it handles
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| 43 | the creation of resources (in this case mesh data),
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| 44 | working within a fixed memory budget.
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| 45 | */
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| 46 | class _OgreExport MeshManager: public ResourceManager, public Singleton<MeshManager>,
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| 47 | public ManualResourceLoader
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| 48 | {
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| 49 | public:
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| 50 | MeshManager();
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| 51 | ~MeshManager();
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| 52 |
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| 53 | /** Initialises the manager, only to be called by OGRE internally. */
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| 54 | void _initialise(void);
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| 55 |
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| 56 | /** Loads a mesh from a file, making it immediately available for use.
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| 57 | @note
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| 58 | If the model has already been loaded, the existing instance
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| 59 | will be returned.
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| 60 | @remarks
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| 61 | Ogre loads model files from it's own proprietary
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| 62 | format called .mesh. This is because having a single file
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| 63 | format is better for runtime performance, and we also have
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| 64 | control over pre-processed data (such as
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| 65 | collision boxes, LOD reductions etc).
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| 66 | @param filename The name of the .mesh file
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| 67 | @param groupName The name of the resource group to assign the mesh to
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| 68 | @param vertexBufferUsage The usage flags with which the vertex buffer(s)
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| 69 | will be created
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| 70 | @param indexBufferUsage The usage flags with which the index buffer(s) created for
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| 71 | this mesh will be created with.
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| 72 | @param vertexBufferShadowed If true, the vertex buffers will be shadowed by system memory
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| 73 | copies for faster read access
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| 74 | @param indexBufferShadowed If true, the index buffers will be shadowed by system memory
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| 75 | copies for faster read access
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| 76 | @param priority The priority of this mesh in the resource system
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| 77 | */
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| 78 | MeshPtr load( const String& filename, const String& groupName,
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| 79 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 80 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 81 | bool vertexBufferShadowed = true, bool indexBufferShadowed = true);
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| 82 |
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| 83 |
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| 84 | /** Creates a new Mesh specifically for manual definition rather
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| 85 | than loading from an object file.
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| 86 | @remarks
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| 87 | Note that once you've defined your mesh, you must call Mesh::_setBounds and
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| 88 | Mesh::_setBoundingRadius in order to define the bounds of your mesh. In previous
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| 89 | versions of OGRE you could call Mesh::_updateBounds, but OGRE's support of
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| 90 | write-only vertex buffers makes this no longer appropriate.
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| 91 | @param name The name to give the new mesh
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| 92 | @param groupName The name of the resource group to assign the mesh to
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| 93 | @param loader ManualResourceLoader which will be called to load this mesh
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| 94 | when the time comes. It is recommended that you populate this field
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| 95 | in order that the mesh can be rebuilt should the need arise
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| 96 | */
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| 97 | MeshPtr createManual( const String& name, const String& groupName,
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| 98 | ManualResourceLoader* loader = 0);
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| 99 |
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| 100 | /** Creates a basic plane, by default majoring on the x/y axes facing positive Z.
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| 101 | @param
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| 102 | name The name to give the resulting mesh
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| 103 | @param
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| 104 | groupName The name of the resource group to assign the mesh to
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| 105 | @param
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| 106 | plane The orientation of the plane and distance from the origin
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| 107 | @param
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| 108 | width The width of the plane in world coordinates
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| 109 | @param
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| 110 | height The height of the plane in world coordinates
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| 111 | @param
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| 112 | xsegments The number of segements to the plane in the x direction
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| 113 | @param
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| 114 | ysegments The number of segements to the plane in the y direction
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| 115 | @param
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| 116 | normals If true, normals are created perpendicular to the plane
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| 117 | @param
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| 118 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners
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| 119 | are created to be the corner of the texture.
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| 120 | @param
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| 121 | uTile The number of times the texture should be repeated in the u direction
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| 122 | @param
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| 123 | vTile The number of times the texture should be repeated in the v direction
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| 124 | @param
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| 125 | upVector The 'Up' direction of the plane.
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| 126 | @param
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| 127 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created
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| 128 | @param
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| 129 | indexBufferUsage The usage flag with which the index buffer for this plane will be created
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| 130 | @param
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| 131 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created
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| 132 | with a system memory shadow buffer,
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| 133 | allowing you to read it back more efficiently than if it is in hardware
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| 134 | @param
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| 135 | indexShadowBuffer If this flag is set to true, the index buffer will be
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| 136 | created with a system memory shadow buffer,
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| 137 | allowing you to read it back more efficiently than if it is in hardware
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| 138 | */
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| 139 | MeshPtr createPlane(
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| 140 | const String& name, const String& groupName, const Plane& plane,
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| 141 | Real width, Real height,
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| 142 | int xsegments = 1, int ysegments = 1,
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| 143 | bool normals = true, int numTexCoordSets = 1,
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| 144 | Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y,
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| 145 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 146 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 147 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true);
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| 148 |
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| 149 |
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| 150 | /** Creates a plane, which because of it's texture coordinates looks like a curved
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| 151 | surface, useful for skies in a skybox.
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| 152 | @param
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| 153 | name The name to give the resulting mesh
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| 154 | @param
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| 155 | groupName The name of the resource group to assign the mesh to
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| 156 | @param
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| 157 | plane The orientation of the plane and distance from the origin
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| 158 | @param
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| 159 | width The width of the plane in world coordinates
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| 160 | @param
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| 161 | height The height of the plane in world coordinates
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| 162 | @param
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| 163 | curvature The curvature of the plane. Good values are
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| 164 | between 2 and 65. Higher values are more curved leading to
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| 165 | a smoother effect, lower values are less curved meaning
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| 166 | more distortion at the horizons but a better distance effect.
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| 167 | @param
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| 168 | xsegments The number of segements to the plane in the x direction
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| 169 | @param
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| 170 | ysegments The number of segements to the plane in the y direction
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| 171 | @param
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| 172 | normals If true, normals are created perpendicular to the plane
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| 173 | @param
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| 174 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners
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| 175 | are created to be the corner of the texture.
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| 176 | @param
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| 177 | uTile The number of times the texture should be repeated in the u direction
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| 178 | @param
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| 179 | vTile The number of times the texture should be repeated in the v direction
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| 180 | @param
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| 181 | upVector The 'Up' direction of the plane.
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| 182 | @param
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| 183 | orientation The orientation of the overall sphere that's used to create the illusion
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| 184 | @param
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| 185 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created
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| 186 | @param
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| 187 | indexBufferUsage The usage flag with which the index buffer for this plane will be created
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| 188 | @param
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| 189 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created
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| 190 | with a system memory shadow buffer,
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| 191 | allowing you to read it back more efficiently than if it is in hardware
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| 192 | @param
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| 193 | indexShadowBuffer If this flag is set to true, the index buffer will be
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| 194 | created with a system memory shadow buffer,
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| 195 | allowing you to read it back more efficiently than if it is in hardware
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| 196 | @param ySegmentsToKeep The number of segments from the top of the dome
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| 197 | downwards to keep. -1 keeps all of them. This can save fillrate if
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| 198 | you cannot see much of the sky lower down.
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| 199 | */
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| 200 | MeshPtr createCurvedIllusionPlane(
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| 201 | const String& name, const String& groupName, const Plane& plane,
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| 202 | Real width, Real height, Real curvature,
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| 203 | int xsegments = 1, int ysegments = 1,
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| 204 | bool normals = true, int numTexCoordSets = 1,
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| 205 | Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y,
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| 206 | const Quaternion& orientation = Quaternion::IDENTITY,
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| 207 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 208 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 209 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true,
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| 210 | int ySegmentsToKeep = -1);
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| 211 |
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| 212 | /** Creates a genuinely curved plane, by default majoring on the x/y axes facing positive Z.
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| 213 | @param
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| 214 | name The name to give the resulting mesh
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| 215 | @param
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| 216 | groupName The name of the resource group to assign the mesh to
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| 217 | @param
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| 218 | plane The orientation of the plane and distance from the origin
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| 219 | @param
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| 220 | width The width of the plane in world coordinates
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| 221 | @param
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| 222 | height The height of the plane in world coordinates
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| 223 | @param
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| 224 | bow The amount of 'bow' in the curved plane. (Could also be concidered the depth.)
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| 225 | @param
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| 226 | xsegments The number of segements to the plane in the x direction
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| 227 | @param
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| 228 | ysegments The number of segements to the plane in the y direction
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| 229 | @param
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| 230 | normals If true, normals are created perpendicular to the plane
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| 231 | @param
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| 232 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners
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| 233 | are created to be the corner of the texture.
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| 234 | @param
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| 235 | uTile The number of times the texture should be repeated in the u direction
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| 236 | @param
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| 237 | vTile The number of times the texture should be repeated in the v direction
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| 238 | @param
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| 239 | upVector The 'Up' direction of the plane.
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| 240 | @param
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| 241 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created
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| 242 | @param
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| 243 | indexBufferUsage The usage flag with which the index buffer for this plane will be created
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| 244 | @param
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| 245 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created
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| 246 | with a system memory shadow buffer,
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| 247 | allowing you to read it back more efficiently than if it is in hardware
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| 248 | @param
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| 249 | indexShadowBuffer If this flag is set to true, the index buffer will be
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| 250 | created with a system memory shadow buffer,
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| 251 | allowing you to read it back more efficiently than if it is in hardware
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| 252 | */
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| 253 | MeshPtr createCurvedPlane(
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| 254 | const String& name, const String& groupName, const Plane& plane,
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| 255 | Real width, Real height, Real bow = 0.5f,
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| 256 | int xsegments = 1, int ysegments = 1,
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| 257 | bool normals = false, int numTexCoordSets = 1,
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| 258 | Real xTile = 1.0f, Real yTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y,
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| 259 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 260 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 261 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true);
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| 262 |
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| 263 | /** Creates a Bezier patch based on an array of control vertices.
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| 264 | @param
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| 265 | name The name to give the newly created mesh.
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| 266 | @param
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| 267 | groupName The name of the resource group to assign the mesh to
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| 268 | @param
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| 269 | controlPointBuffer A pointer to a buffer containing the vertex data which defines control points
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| 270 | of the curves rather than actual vertices. Note that you are expected to provide not
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| 271 | just position information, but potentially normals and texture coordinates too. The
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| 272 | format of the buffer is defined in the VertexDeclaration parameter
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| 273 | @param
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| 274 | decaration VertexDeclaration describing the contents of the buffer.
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| 275 | Note this declaration must _only_ draw on buffer source 0!
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| 276 | @param
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| 277 | width Specifies the width of the patch in control points.
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| 278 | Note this parameter must greater than or equal to 3.
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| 279 | @param
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| 280 | height Specifies the height of the patch in control points.
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| 281 | Note this parameter must greater than or equal to 3.
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| 282 | @param
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| 283 | uMaxSubdivisionLevel,vMaxSubdivisionLevel If you want to manually set the top level of subdivision,
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| 284 | do it here, otherwise let the system decide.
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| 285 | @param
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| 286 | visibleSide Determines which side of the patch (or both) triangles are generated for.
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| 287 | @param
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| 288 | vbUsage Vertex buffer usage flags. Recommend the default since vertex buffer should be static.
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| 289 | @param
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| 290 | ibUsage Index buffer usage flags. Recommend the default since index buffer should
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| 291 | be dynamic to change levels but not readable.
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| 292 | @param
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| 293 | vbUseShadow Flag to determine if a shadow buffer is generated for the vertex buffer. See
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| 294 | HardwareBuffer for full details.
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| 295 | @param
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| 296 | ibUseShadow Flag to determine if a shadow buffer is generated for the index buffer. See
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| 297 | HardwareBuffer for full details.
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| 298 | */
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| 299 | PatchMeshPtr createBezierPatch(
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| 300 | const String& name, const String& groupName, void* controlPointBuffer,
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| 301 | VertexDeclaration *declaration, size_t width, size_t height,
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| 302 | size_t uMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL,
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| 303 | size_t vMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL,
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| 304 | PatchSurface::VisibleSide visibleSide = PatchSurface::VS_FRONT,
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| 305 | HardwareBuffer::Usage vbUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 306 | HardwareBuffer::Usage ibUsage = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY,
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| 307 | bool vbUseShadow = true, bool ibUseShadow = true);
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| 308 |
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| 309 | /** Tells the mesh manager that all future meshes should prepare themselves for
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| 310 | shadow volumes on loading.
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| 311 | */
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| 312 | void setPrepareAllMeshesForShadowVolumes(bool enable);
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| 313 | /** Retrieves whether all Meshes should prepare themselves for shadow volumes. */
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| 314 | bool getPrepareAllMeshesForShadowVolumes(void);
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| 315 |
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| 316 | /** Override standard Singleton retrieval.
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| 317 | @remarks
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| 318 | Why do we do this? Well, it's because the Singleton
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| 319 | implementation is in a .h file, which means it gets compiled
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| 320 | into anybody who includes it. This is needed for the
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| 321 | Singleton template to work, but we actually only want it
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| 322 | compiled into the implementation of the class based on the
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| 323 | Singleton, not all of them. If we don't change this, we get
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| 324 | link errors when trying to use the Singleton-based class from
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| 325 | an outside dll.
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| 326 | @par
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| 327 | This method just delegates to the template version anyway,
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| 328 | but the implementation stays in this single compilation unit,
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| 329 | preventing link errors.
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| 330 | */
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| 331 | static MeshManager& getSingleton(void);
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| 332 | /** Override standard Singleton retrieval.
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| 333 | @remarks
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| 334 | Why do we do this? Well, it's because the Singleton
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| 335 | implementation is in a .h file, which means it gets compiled
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| 336 | into anybody who includes it. This is needed for the
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| 337 | Singleton template to work, but we actually only want it
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| 338 | compiled into the implementation of the class based on the
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| 339 | Singleton, not all of them. If we don't change this, we get
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| 340 | link errors when trying to use the Singleton-based class from
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| 341 | an outside dll.
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| 342 | @par
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| 343 | This method just delegates to the template version anyway,
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| 344 | but the implementation stays in this single compilation unit,
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| 345 | preventing link errors.
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| 346 | */
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| 347 | static MeshManager* getSingletonPtr(void);
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| 348 |
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| 349 | /** Gets the factor by which the bounding box of an entity is padded.
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| 350 | Default is 0.01
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| 351 | */
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| 352 | Real getBoundsPaddingFactor(void);
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| 353 |
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| 354 | /** Sets the factor by which the bounding box of an entity is padded
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| 355 | */
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| 356 | void setBoundsPaddingFactor(Real paddingFactor);
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| 357 |
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| 358 | /** @see ManualResourceLoader::loadResource */
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| 359 | void loadResource(Resource* res);
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| 360 |
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| 361 | protected:
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| 362 | /// @copydoc ResourceManager::createImpl
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| 363 | Resource* createImpl(const String& name, ResourceHandle handle,
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| 364 | const String& group, bool isManual, ManualResourceLoader* loader,
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| 365 | const NameValuePairList* createParams);
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| 366 |
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| 367 | /** Utility method for tesselating 2D meshes.
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| 368 | */
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| 369 | void tesselate2DMesh(SubMesh* pSub, int meshWidth, int meshHeight,
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| 370 | bool doubleSided = false,
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| 371 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 372 | bool indexSysMem = false);
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| 373 |
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| 374 | void createPrefabPlane(void);
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| 375 |
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| 376 | /** Enum identifying the types of manual mesh built by this manager */
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| 377 | enum MeshBuildType
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| 378 | {
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| 379 | MBT_PLANE,
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| 380 | MBT_CURVED_ILLUSION_PLANE,
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| 381 | MBT_CURVED_PLANE
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| 382 | };
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| 383 | /** Saved parameters used to (re)build a manual mesh built by this class */
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| 384 | struct MeshBuildParams
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| 385 | {
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| 386 | MeshBuildType type;
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| 387 | Plane plane;
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| 388 | Real width;
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| 389 | Real height;
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| 390 | Real curvature;
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| 391 | int xsegments;
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| 392 | int ysegments;
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| 393 | bool normals;
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| 394 | int numTexCoordSets;
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| 395 | Real xTile;
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| 396 | Real yTile;
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| 397 | Vector3 upVector;
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| 398 | Quaternion orientation;
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| 399 | HardwareBuffer::Usage vertexBufferUsage;
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| 400 | HardwareBuffer::Usage indexBufferUsage;
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| 401 | bool vertexShadowBuffer;
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| 402 | bool indexShadowBuffer;
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| 403 | int ySegmentsToKeep;
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| 404 | };
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| 405 | /** Map from resource pointer to parameter set */
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| 406 | typedef std::map<Resource*, MeshBuildParams> MeshBuildParamsMap;
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| 407 | MeshBuildParamsMap mMeshBuildParams;
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| 408 |
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| 409 | /** Utility method for manual loading a plane */
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| 410 | void loadManualPlane(Mesh* pMesh, MeshBuildParams& params);
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| 411 | /** Utility method for manual loading a curved plane */
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| 412 | void loadManualCurvedPlane(Mesh* pMesh, MeshBuildParams& params);
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| 413 | /** Utility method for manual loading a curved illusion plane */
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| 414 | void loadManualCurvedIllusionPlane(Mesh* pMesh, MeshBuildParams& params);
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| 415 |
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| 416 | bool mPrepAllMeshesForShadowVolumes;
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| 417 |
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| 418 | //the factor by which the bounding box of an entity is padded
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| 419 | Real mBoundsPaddingFactor;
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| 420 | };
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| 421 |
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| 422 |
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| 423 | } //namespace
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| 424 |
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| 425 | #endif
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