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 __SubMesh_H_
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26 | #define __SubMesh_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 "OgreVertexIndexData.h"
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31 | #include "OgreMaterial.h"
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32 | #include "OgreRenderOperation.h"
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33 | #include "OgreVertexBoneAssignment.h"
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34 | #include "OgreProgressiveMesh.h"
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35 | #include "OgreAnimationTrack.h"
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36 |
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37 | namespace Ogre {
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38 |
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39 | /** Defines a part of a complete mesh.
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40 | @remarks
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41 | Meshes which make up the definition of a discrete 3D object
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42 | are made up of potentially multiple parts. This is because
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43 | different parts of the mesh may use different materials or
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44 | use different vertex formats, such that a rendering state
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45 | change is required between them.
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46 | @par
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47 | Like the Mesh class, instatiations of 3D objects in the scene
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48 | share the SubMesh instances, and have the option of overriding
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49 | their material differences on a per-object basis if required.
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50 | See the SubEntity class for more information.
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51 | */
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52 | class _OgreExport SubMesh
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53 | {
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54 | friend class Mesh;
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55 | friend class MeshSerializerImpl;
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56 | friend class MeshSerializerImpl_v1_2;
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57 | friend class MeshSerializerImpl_v1_1;
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58 | public:
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59 | SubMesh();
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60 | ~SubMesh();
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61 |
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62 |
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63 | /// Indicates if this submesh shares vertex data with other meshes or whether it has it's own vertices.
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64 | bool useSharedVertices;
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65 |
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66 | /// The render operation type used to render this submesh
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67 | RenderOperation::OperationType operationType;
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68 |
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69 | /** Dedicated vertex data (only valid if useSharedVertices = false).
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70 | @remarks
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71 | This data is completely owned by this submesh.
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72 | @par
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73 | The use of shared or non-shared buffers is determined when
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74 | model data is converted to the OGRE .mesh format.
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75 | */
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76 | VertexData *vertexData;
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77 |
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78 | /// Face index data
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79 | IndexData *indexData;
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80 |
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81 | /** Dedicated index map for translate blend index to bone index (only valid if useSharedVertices = false).
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82 | @remarks
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83 | This data is completely owned by this submesh.
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84 | @par
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85 | We collect actually used bones of all bone assignments, and build the
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86 | blend index in 'packed' form, then the range of the blend index in vertex
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87 | data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by
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88 | minimising the world matrix array constants passing to GPU, we can support
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89 | more bones for a mesh when hardware skinning is used. The hardware skinning
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90 | support limit is applied to each set of vertex data in the mesh, in other words, the
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91 | hardware skinning support limit is applied only to the actually used bones of each
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92 | SubMeshes, not all bones across the entire Mesh.
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93 | @par
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94 | Because the blend index is different to the bone index, therefore, we use
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95 | the index map to translate the blend index to bone index.
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96 | @par
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97 | The use of shared or non-shared index map is determined when
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98 | model data is converted to the OGRE .mesh format.
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99 | */
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100 | typedef std::vector<unsigned short> IndexMap;
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101 | IndexMap blendIndexToBoneIndexMap;
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102 |
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103 | ProgressiveMesh::LODFaceList mLodFaceList;
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104 |
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105 | /// Reference to parent Mesh (not a smart pointer so child does not keep parent alive).
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106 | Mesh* parent;
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107 |
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108 | /// Sets the name of the Material which this SubMesh will use
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109 | void setMaterialName(const String& matName);
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110 | const String& getMaterialName(void) const;
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111 |
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112 | /** Returns true if a material has been assigned to the submesh, otherwise returns false.
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113 | */
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114 | bool isMatInitialised(void) const;
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115 |
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116 | /** Returns a RenderOperation structure required to render this mesh.
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117 | @param
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118 | rend Reference to a RenderOperation structure to populate.
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119 | @param
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120 | lodIndex The index of the LOD to use.
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121 | */
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122 | void _getRenderOperation(RenderOperation& rend, ushort lodIndex = 0);
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123 |
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124 | /** Assigns a vertex to a bone with a given weight, for skeletal animation.
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125 | @remarks
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126 | This method is only valid after calling setSkeletonName.
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127 | Since this is a one-off process there exists only 'addBoneAssignment' and
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128 | 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
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129 | to modify bone assignments during rendering (only the positions of bones) and OGRE
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130 | reserves the right to do some internal data reformatting of this information, depending
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131 | on render system requirements.
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132 | @par
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133 | This method is for assigning weights to the dedicated geometry of the SubMesh. To assign
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134 | weights to the shared Mesh geometry, see the equivalent methods on Mesh.
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135 | */
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136 | void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
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137 |
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138 | /** Removes all bone assignments for this mesh.
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139 | @par
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140 | This method is for assigning weights to the dedicated geometry of the SubMesh. To assign
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141 | weights to the shared Mesh geometry, see the equivalent methods on Mesh.
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142 | */
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143 | void clearBoneAssignments(void);
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144 |
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145 | /// Multimap of verex bone assignments (orders by vertex index)
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146 | typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
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147 | typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
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148 |
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149 | /** Gets an iterator for access all bone assignments.
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150 | @remarks
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151 | Only valid if this SubMesh has dedicated geometry.
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152 | */
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153 | BoneAssignmentIterator getBoneAssignmentIterator(void);
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154 |
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155 | /** Must be called once to compile bone assignments into geometry buffer. */
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156 | void _compileBoneAssignments(void);
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157 |
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158 | typedef ConstMapIterator<AliasTextureNamePairList> AliasTextureIterator;
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159 | /** Gets an constant iterator to access all texture alias names assigned to this submesh.
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160 |
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161 | */
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162 | AliasTextureIterator getAliasTextureIterator(void) const;
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163 | /** Adds the alias or replaces an existing one and associates the texture name to it.
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164 | @remarks
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165 | The submesh uses the texture alias to replace textures used in the material applied
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166 | to the submesh.
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167 | @param
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168 | aliasName is the name of the alias.
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169 | @param
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170 | textureName is the name of the texture to be associated with the alias
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171 |
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172 | */
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173 | void addTextureAlias(const String& aliasName, const String& textureName);
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174 | /** Remove a specific texture alias name from the sub mesh
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175 | @param
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176 | aliasName is the name of the alias to be removed. If it is not found
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177 | then it is ignored.
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178 | */
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179 | void removeTextureAlias(const String& aliasName);
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180 | /** removes all texture aliases from the sub mesh
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181 | */
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182 | void removeAllTextureAliases(void);
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183 | /** returns true if the sub mesh has texture aliases
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184 | */
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185 | bool hasTextureAliases(void) const { return !mTextureAliases.empty(); }
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186 | /** Gets the number of texture aliases assigned to the sub mesh.
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187 | */
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188 | size_t getTextureAliasCount(void) const { return mTextureAliases.size(); }
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189 |
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190 | /** The current material used by the submesh is copied into a new material
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191 | and the submesh's texture aliases are applied if the current texture alias
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192 | names match those found in the original material.
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193 | @remarks
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194 | The submesh's texture aliases must be setup prior to calling this method.
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195 | If a new material has to be created, the subMesh autogenerates the new name.
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196 | The new name is the old name + "_" + number.
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197 | @return
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198 | True if texture aliases were applied and a new material was created.
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199 | */
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200 | bool updateMaterialUsingTextureAliases(void);
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201 |
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202 | /** Get the type of any vertex animation used by dedicated geometry.
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203 | */
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204 | VertexAnimationType getVertexAnimationType(void) const;
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205 |
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206 | protected:
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207 |
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208 | /// Name of the material this SubMesh uses.
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209 | String mMaterialName;
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210 |
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211 | /// Is there a material yet?
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212 | bool mMatInitialised;
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213 |
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214 | /// paired list of texture aliases and texture names
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215 | AliasTextureNamePairList mTextureAliases;
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216 |
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217 | VertexBoneAssignmentList mBoneAssignments;
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218 |
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219 | /// Flag indicating that bone assignments need to be recompiled
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220 | bool mBoneAssignmentsOutOfDate;
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221 |
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222 | /// Type of vertex animation for dedicated vertex data (populated by Mesh)
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223 | mutable VertexAnimationType mVertexAnimationType;
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224 |
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225 |
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226 | /// Internal method for removing LOD data
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227 | void removeLodLevels(void);
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228 |
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229 |
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230 |
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231 | };
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232 |
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233 | } // namespace
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234 |
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235 | #endif
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236 |
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