source: OGRE/trunk/ogrenew/OgreMain/include/OgreEntity.h @ 657

Revision 657, 29.3 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://ogre.sourceforge.net/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __Entity_H__
26#define __Entity_H__
27
28#include "OgrePrerequisites.h"
29#include "OgreCommon.h"
30
31#include "OgreString.h"
32#include "OgreMovableObject.h"
33#include "OgreAnimationState.h"
34#include "OgreQuaternion.h"
35#include "OgreVector3.h"
36#include "OgreHardwareBufferManager.h"
37#include "OgreMesh.h"
38
39namespace Ogre {
40    /** Defines an instance of a discrete, movable object based on a Mesh.
41        @remarks
42            Ogre generally divides renderable objects into 2 groups, discrete
43            (separate) and relatively small objects which move around the world,
44            and large, sprawling geometry which makes up generally immovable
45            scenery, aka 'level geometry'.
46        @par
47            The Mesh and SubMesh classes deal with the definition of the geometry
48            used by discrete movable objects. Entities are actual instances of
49            objects based on this geometry in the world. Therefore there is
50            usually a single set Mesh for a car, but there may be multiple
51            entities based on it in the world. Entities are able to override
52            aspects of the Mesh it is defined by, such as changing material
53            properties per instance (so you can have many cars using the same
54            geometry but different textures for example). Because a Mesh is split
55            into SubMeshes for this purpose, the Entity class is a grouping class
56            (much like the Mesh class) and much of the detail regarding
57            individual changes is kept in the SubEntity class. There is a 1:1
58            relationship between SubEntity instances and the SubMesh instances
59            associated with the Mesh the Entity is based on.
60        @par
61            Entity and SubEntity classes are never created directly. Use the
62            createEntity method of the SceneManager (passing a model name) to
63            create one.
64        @par
65            Entities are included in the scene by associating them with a
66            SceneNode, using the attachEntity method. See the SceneNode class
67            for full information.
68        @note
69            No functions were declared virtual to improve performance.
70    */
71    class _OgreExport Entity: public MovableObject
72    {
73        // Allow SceneManager full access
74        friend class SceneManager;
75        friend class SubEntity;
76    public:
77        typedef std::set<Entity*> EntitySet;
78   
79    protected:
80
81        /** Private constructor (instances cannot be created directly).
82        */
83        Entity();
84        /** Private constructor - specify name (the usual constructor used).
85        */
86        Entity( const String& name, MeshPtr& mesh, SceneManager* creator);
87
88        /** Name of the entity; used for location in the scene.
89        */
90        String mName;
91
92        /** The Mesh that this Entity is based on.
93        */
94        MeshPtr mMesh;
95
96        /** List of SubEntities (point to SubMeshes).
97        */
98        typedef std::vector<SubEntity*> SubEntityList;
99        SubEntityList mSubEntityList;
100
101        /** Pointer back to the SceneManager that created this instance, for
102            notification purposes.
103        */
104        SceneManager* mCreatorSceneManager;
105
106
107        /// State of animation for animable meshes
108        AnimationStateSet* mAnimationState;
109
110        /// Shared class-level name for Movable type
111        static String msMovableType;
112
113
114        /// Temp blend buffer details for shared geometry
115        TempBlendedBufferInfo mTempBlendedBuffer;
116        /// Temp blend buffer details for shared geometry
117        VertexData* mSharedBlendedVertexData;
118
119        /** Internal method - given vertex data which could be from the Mesh or
120            any submesh, finds the temporary blend copy. */
121        const VertexData* findBlendedVertexData(const VertexData* orig);
122        /** Internal method - given vertex data which could be from the Mesh or
123        any SubMesh, finds the corresponding SubEntity. */
124        SubEntity* findSubEntityForVertexData(const VertexData* orig);
125
126        /** Internal method for extracting metadata out of source vertex data
127            for fast assignment of temporary buffers later. */
128        void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info);
129        /** Internal method to clone vertex data definitions but to remove blend buffers. */
130        VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source);
131        /** Internal method for preparing this Entity for use in animation. */
132        void prepareTempBlendBuffers(void);
133
134        /// Cached bone matrices, including any world transform
135        Matrix4 *mBoneMatrices;
136        unsigned short mNumBoneMatrices;
137        /// Records the last frame in which animation was updated
138        unsigned long mFrameAnimationLastUpdated;
139
140         /// Perform all the updates required for an animated entity
141        void updateAnimation(void);
142
143        /// Records the last frame in which the bones was updated
144        /// It's a pointer because it can be shared between different entities with
145        /// a shared skeleton.
146        unsigned long *mFrameBonesLastUpdated;
147
148        /**
149        * A set of all the entities which shares a single SkeletonInstance.
150        * This is only created if the entity is in fact sharing it's SkeletonInstance with
151        * other Entities.
152        */
153        EntitySet* mSharedSkeletonEntities;
154       
155        /// Private method to cache bone matrices from skeleton
156        void cacheBoneMatrices(void);
157
158        /// Flag determines whether or not to display skeleton
159        bool mDisplaySkeleton;
160        /// Flag indicating whether hardware skinning is supported by this entities materials
161        bool mHardwareSkinning;
162        /// Counter indicating number of requests for software skinning.
163        int mSoftwareSkinningRequests;
164        /// Counter indicating number of requests for software skinned normals.
165        int mSoftwareSkinningNormalsRequests;
166        /// Flag indicating whether we have a vertex program in use on any of our subentities
167        bool mVertexProgramInUse;
168
169
170                /// The LOD number of the mesh to use, calculated by _notifyCurrentCamera
171                ushort mMeshLodIndex;
172
173                /// LOD bias factor, inverted for optimisation when calculating adjusted depth
174                Real mMeshLodFactorInv;
175                /// Index of minimum detail LOD (NB higher index is lower detail)
176                ushort mMinMeshLodIndex;
177                /// Index of maximum detail LOD (NB lower index is higher detail)
178                ushort mMaxMeshLodIndex;
179
180                /// LOD bias factor, inverted for optimisation when calculating adjusted depth
181                Real mMaterialLodFactorInv;
182                /// Index of minimum detail LOD (NB higher index is lower detail)
183                ushort mMinMaterialLodIndex;
184                /// Index of maximum detail LOD (NB lower index is higher detail)
185                ushort mMaxMaterialLodIndex;
186
187        /// Flag indicating that mesh uses manual LOD and so might have multiple SubEntity versions
188                bool mUsingManualLOD;
189                /** List of LOD Entity instances (for manual LODs).
190                        We don't know when the mesh is using manual LODs whether one LOD to the next will have the
191                        same number of SubMeshes, therefore we have to allow a separate Entity list
192            with each alternate one.
193                */
194                typedef std::vector<Entity*> LODEntityList;
195                LODEntityList mLodEntityList;
196
197        /** This Entity's personal copy of the skeleton, if skeletally animated
198        */
199        SkeletonInstance* mSkeletonInstance;
200
201                /** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */
202                void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist);
203
204                /// internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity
205                void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint);
206
207        /// internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
208        void detachObjectImpl(MovableObject* pObject);
209
210        /// internal implementation of detaching all 'child' objects of this entity
211        void detachAllObjectsImpl(void);
212
213        /// Trigger reevaluation of the kind of vertex processing in use
214        void reevaluateVertexProcessing(void);
215
216    public:
217        /// Contains the child objects (attached to bones) indexed by name
218        typedef std::map<String, MovableObject*> ChildObjectList;
219    protected:
220        ChildObjectList mChildObjectList;
221
222
223                /// Bounding box that 'contains' all the mesh of each child entity
224                AxisAlignedBox *mFullBoundingBox;
225
226        bool mNormaliseNormals;
227
228        ShadowRenderableList mShadowRenderables;
229
230        /** Nested class to allow entity shadows. */
231        class _OgreExport EntityShadowRenderable : public ShadowRenderable
232        {
233        protected:
234            Entity* mParent;
235            // Shared link to position buffer
236            HardwareVertexBufferSharedPtr mPositionBuffer;
237            // Shared link to w-coord buffer (optional)
238            HardwareVertexBufferSharedPtr mWBuffer;
239            // Link to original vertex data
240            const VertexData* mOriginalVertexData;
241            // Original position buffer source binding
242            unsigned short mOriginalPosBufferBinding;
243            /// Link to SubEntity, only present if SubEntity has it's own geometry
244            SubEntity* mSubEntity;
245
246
247        public:
248            EntityShadowRenderable(Entity* parent,
249                HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
250                bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false);
251            ~EntityShadowRenderable();
252            /// Overridden from ShadowRenderable
253            void getWorldTransforms(Matrix4* xform) const;
254            /// Overridden from ShadowRenderable
255            const Quaternion& getWorldOrientation(void) const;
256            /// Overridden from ShadowRenderable
257            const Vector3& getWorldPosition(void) const;
258            HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
259            HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
260            /// Rebind the source positions (for temp buffer users)
261            void rebindPositionBuffer(void);
262            /// Overridden from ShadowRenderable
263            bool isVisible(void) const;
264
265        };
266    public:
267        /** Default destructor.
268        */
269        ~Entity();
270
271        /** Gets the Mesh that this Entity is based on.
272        */
273        MeshPtr& getMesh(void);
274
275        /** Gets a pointer to a SubEntity, ie a part of an Entity.
276        */
277        SubEntity* getSubEntity(unsigned int index);
278       
279                /** Gets a pointer to a SubEntity by name
280                        @remarks - names should be initialized during a Mesh creation.
281                */
282                SubEntity* getSubEntity( const String& name );
283
284        /** Retrieves the number of SubEntity objects making up this entity.
285        */
286        unsigned int getNumSubEntities(void) const;
287
288        /** Clones this entity and returns a pointer to the clone.
289            @remarks
290                Useful method for duplicating an entity. The new entity must be
291                given a unique name, and is not attached to the scene in any way
292                so must be attached to a SceneNode to be visible (exactly as
293                entities returned from SceneManager::createEntity).
294            @param
295                newName Name for the new entity.
296        */
297        Entity* clone( const String& newName );
298
299        /** Sets the material to use for the whole of this entity.
300            @remarks
301                This is a shortcut method to set all the materials for all
302                subentities of this entity. Only use this method is you want to
303                set the same material for all subentities or if you know there
304                is only one. Otherwise call getSubEntity() and call the same
305                method on the individual SubEntity.
306        */
307        void setMaterialName(const String& name);
308
309        /** Overridden - see MovableObject.
310        */
311        void _notifyCurrentCamera(Camera* cam);
312
313        /// Overridden - see MovableObject.
314        void setRenderQueueGroup(RenderQueueGroupID queueID);
315       
316        /** Overridden - see MovableObject.
317        */
318        const AxisAlignedBox& getBoundingBox(void) const;
319
320        /// merge all the child object Bounds a return it
321                AxisAlignedBox getChildObjectsBoundingBox(void) const;
322
323        /** Overridden - see MovableObject.
324        */
325        void _updateRenderQueue(RenderQueue* queue);
326
327        /** Overridden from MovableObject */
328        const String& getName(void) const;
329
330        /** Overridden from MovableObject */
331        const String& getMovableType(void) const;
332
333        /** For entities based on animated meshes, gets the AnimationState object for a single animation.
334        @remarks
335            You animate an entity by updating the animation state objects. Each of these represents the
336            current state of each animation available to the entity. The AnimationState objects are
337            initialised from the Mesh object.
338        */
339        AnimationState* getAnimationState(const String& name);
340        /** For entities based on animated meshes, gets the AnimationState objects for all animations.
341        @returns
342            In case the entity is animated, this functions returns the pointer to a AnimationStateSet
343            containing all animations of the entries. If the entity is not animated, it returns 0.
344        @remarks
345            You animate an entity by updating the animation state objects. Each of these represents the
346            current state of each animation available to the entity. The AnimationState objects are
347            initialised from the Mesh object.
348        */
349        AnimationStateSet* getAllAnimationStates(void);
350
351        /** Tells the Entity whether or not it should display it's skeleton, if it has one.
352        */
353        void setDisplaySkeleton(bool display);
354
355        /** Returns whether or not the entity is currently displaying its skeleton.
356         */
357        bool getDisplaySkeleton(void) const;
358
359
360        /** Gets a pointer to the entity representing the numbered manual level of detail.
361        @remarks
362            The zero-based index never includes the original entity, unlike
363                        Mesh::getLodLevel.
364        */
365        Entity* getManualLodLevel(size_t index) const;
366
367        /** Returns the number of manual levels of detail that this entity supports.
368        @remarks
369            This number never includes the original entity, it is difference
370            with Mesh::getNumLodLevels.
371        */
372        size_t getNumManualLodLevels(void) const;
373
374                /** Sets a level-of-detail bias for the mesh detail of this entity.
375                @remarks
376                        Level of detail reduction is normally applied automatically based on the Mesh
377                        settings. However, it is possible to influence this behaviour for this entity
378                        by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this
379                        entity up or down depending on your requirements. You might want to use this
380                        if there was a particularly important entity in your scene which you wanted to
381                        detail better than the others, such as a player model.
382                @par
383                        There are three parameters to this method; the first is a factor to apply; it
384                        defaults to 1.0 (no change), by increasing this to say 2.0, this model would
385                        take twice as long to reduce in detail, whilst at 0.5 this entity would use lower
386                        detail versions twice as quickly. The other 2 parameters are hard limits which
387                        let you set the maximum and minimum level-of-detail version to use, after all
388                        other calculations have been made. This lets you say that this entity should
389                        never be simplified, or that it can only use LODs below a certain level even
390                        when right next to the camera.
391                @param factor Proportional factor to apply to the distance at which LOD is changed.
392                        Higher values increase the distance at which higher LODs are displayed (2.0 is
393                        twice the normal distance, 0.5 is half).
394                @param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
395                        indexes are higher detail: index 0 is the original full detail model).
396                @param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
397                        indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
398                        LOD will be limited by the number in the Mesh)
399                */
400                void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
401
402                /** Sets a level-of-detail bias for the material detail of this entity.
403                @remarks
404                        Level of detail reduction is normally applied automatically based on the Material
405                        settings. However, it is possible to influence this behaviour for this entity
406                        by adjusting the LOD bias. This 'nudges' the material level of detail used for this
407                        entity up or down depending on your requirements. You might want to use this
408                        if there was a particularly important entity in your scene which you wanted to
409                        detail better than the others, such as a player model.
410                @par
411                        There are three parameters to this method; the first is a factor to apply; it
412                        defaults to 1.0 (no change), by increasing this to say 2.0, this entity would
413                        take twice as long to use a lower detail material, whilst at 0.5 this entity
414            would use lower detail versions twice as quickly. The other 2 parameters are
415            hard limits which let you set the maximum and minimum level-of-detail index
416            to use, after all other calculations have been made. This lets you say that
417            this entity should never be simplified, or that it can only use LODs below
418            a certain level even when right next to the camera.
419                @param factor Proportional factor to apply to the distance at which LOD is changed.
420                        Higher values increase the distance at which higher LODs are displayed (2.0 is
421                        twice the normal distance, 0.5 is half).
422                @param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
423                        indexes are higher detail: index 0 is the original full detail model).
424                @param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
425                        indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
426                        LOD will be limited by the number of lod indexes used in the Material)
427                */
428        void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
429                       
430        /** Sets the rendering detail of this entire entity (solid, wireframe etc) */
431        void setRenderDetail(SceneDetailLevel renderDetail);
432
433                /** Sets whether the rendering detail of this entire entity may be
434                        overridden by the camera detail settings.
435                */
436                void setRenderDetailOverrideable(bool renderDetailOverrideable);
437                /** Attaches another object to a certain bone of the skeleton which this entity uses.
438        @remarks
439            This method can be used to attach another object to an animated part of this entity,
440            by attaching it to a bone in the skeleton (with an offset if required). As this entity
441            is animated, the attached object will move relative to the bone to which it is attached.
442        @param boneName The name of the bone (in the skeleton) to attach this object
443        @param pMovable Pointer to the object to attach
444        @param offsetOrientation An adjustment to the orientation of the attached object, relative to the bone.
445        @param offsetPosition An adjustment to the position of the attached object, relative to the bone.
446        */
447                void attachObjectToBone(const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation = Quaternion::IDENTITY, const Vector3 &offsetPosition = Vector3::ZERO);
448
449                /// detach a MovableObject previously attached using attachObjectToBone
450                MovableObject* detachObjectFromBone(const String &movableName);
451
452        /** Detaches an object by pointer.
453        @remarks
454            This method is need when destroy a MovableObject which attached to a bone of this entity.
455            But sometimes the object may be not in the child object list because it is a lod entity,
456            this method can safely detect and ignore in this case.
457        */
458        void detachObjectFromBone(MovableObject* obj);
459
460        /// Detach all MovableObjects previously attached using attachObjectToBone
461        void detachAllObjectsFromBone(void);
462
463        typedef MapIterator<ChildObjectList> ChildObjectListIterator;
464        /** Gets an iterator to the list of objects attached to bones on this entity. */
465        ChildObjectListIterator getAttachedObjectIterator(void);
466        /** @see MovableObject::getBoundingRadius */
467                Real getBoundingRadius(void) const;
468                /** @copy MovableObject::getWorldBoundingBox */
469                const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const;
470                /** @copy MovableObject::getWorldBoundingSphere */
471                const Sphere& getWorldBoundingSphere(bool derive = false) const;
472
473        /** If set to true, this forces normals of this entity to be normalised
474            dynamically by the hardware.
475        @remarks
476            This option can be used to prevent lighting variations when scaling an
477            Entity using a SceneNode - normally because this scaling is hardware
478            based, the normals get scaled too which causes lighting to become inconsistent.
479            However, this has an overhead so only do this if you really need to.
480        */
481        void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; }
482
483        /** Returns true if this entity has auto-normalisation of normals set. */
484        bool getNormaliseNormals(void) const {return mNormaliseNormals; }
485
486
487        /** Overridden member from ShadowCaster. */
488        EdgeData* getEdgeList(void);
489        /** Overridden member from ShadowCaster. */
490        ShadowRenderableListIterator getShadowVolumeRenderableIterator(
491            ShadowTechnique shadowTechnique, const Light* light,
492            HardwareIndexBufferSharedPtr* indexBuffer,
493            bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 );
494
495                /** Internal method for retrieving bone matrix information. */
496                const Matrix4* _getBoneMatrices(void) { return mBoneMatrices;}
497                /** Internal method for retrieving bone matrix information. */
498        unsigned short _getNumBoneMatrices(void) { return mNumBoneMatrices; }
499        /** Returns whether or not this entity is skeletally animated. */
500        bool hasSkeleton(void) { return mSkeletonInstance != 0; }
501        /** Get this Entity's personal skeleton instance. */
502        SkeletonInstance* getSkeleton(void) { return mSkeletonInstance; }
503        /** Returns whether or not hardware skinning is enabled.
504        @remarks
505            Because fixed-function indexed vertex blending is rarely supported
506            by existing graphics cards, hardware skinning can only be done if
507            the vertex programs in the materials used to render an entity support
508            it. Therefore, this method will only return true if all the materials
509            assigned to this entity have vertex programs assigned, and all those
510            vertex programs must support 'include_skeletal_animation true'.
511        */
512        bool isHardwareSkinningEnabled(void) const { return mHardwareSkinning; }
513        /** Returns the number of requests that have been made for software skinning
514        @remarks
515            If non-zero then software skinning will be performed in updateAnimation
516            regardless of the current setting of isHardwareSkinningEnabled.
517            Requests for software skinning are made by calling the
518            addSoftwareSkinningRequest() method.
519        */
520        int getSoftwareSkinningRequests(void) const { return mSoftwareSkinningRequests; }
521        /** Returns the number of requests that have been made for software skinning of normals
522        @remarks
523            If non-zero, and getSoftwareSkinningRequests() also returns non-zero,
524            then software skinning of normals will be performed in updateAnimation
525            regardless of the current setting of isHardwareSkinningEnabled.
526            Currently it is not possible to force software skinning of only normals.
527            Consequently this value is always less than or equal to that returned
528            by getSoftwareSkinningRequests().
529            Requests for software skinning of normals are made by calling the
530            addSoftwareSkinningRequest() method with 'true' as the parameter.
531        */
532        int getSoftwareSkinningNormalsRequests(void) const { return mSoftwareSkinningNormalsRequests; }
533        /** Add a request for software skinning
534        @remarks
535            Tells the entity to perform skinning calculations for skeletal
536            animations in software, regardless of the current setting of
537            isHardwareSkinningEnabled().  Software skinning will be performed
538            any time one or more requests have been made.  If 'normalsAlso' is
539            'true', then the entity will also do software blending on normal
540            vectors, in addition to positions. This advanced method useful for
541            situations in which access to actual mesh vertices is required,
542            such as accurate collision detection or certain advanced shading
543            techniques.  When software skinning is no longer needed,
544            the caller of this method should always remove the request by calling
545            removeSoftwareSkinningRequest(), passing the same value for
546            'normalsAlso'.
547        */
548        void addSoftwareSkinningRequest(bool normalsAlso);
549        /** Removes a request for software skinning
550        @remarks
551            Calling this decrements the entity's internal counter of the number
552            of requests for software skinning.  If the counter is already zero
553            then calling this method throws an exception.  The 'normalsAlso'
554            flag if set to 'true' will also decrement the internal counter of
555            number of requests for software skinning of normals.
556        */
557        void removeSoftwareSkinningRequest(bool normalsAlso);
558
559        /** Overridden from MovableObject */
560        void _notifyAttached(Node* parent, bool isTagPoint = false);
561
562        /** Shares the SkeletonInstance with the supplied entity.
563        *   Note that in order for this to work, both entities must have the same
564        *   Skeleton.
565        */
566        void shareSkeletonInstanceWith(Entity* entity);
567
568       
569        /** Stops sharing the SkeletonInstance with other entities.
570        */
571        void Entity::stopSharingSkeletonInstance();
572
573
574        /**
575        * Returns whether this entity shares it's SkeltonInstance with other entity instances.
576        */
577        inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; }
578
579        /**
580        * Returns a pointer to the set of entities which share a SkeletonInstance.
581        * If this instance does not share it's SkeletonInstance with other instances NULL will be returned
582        */
583        inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; }
584
585                /** Updates the internal animation state set to include the latest
586                        available animations from the attached skeleton.
587                @remarks
588                        Use this method if you manually add animations to a skeleton, or have
589                        linked the skeleton to another for animation purposes since creating
590                        this entity.
591                @note
592                        If you have called getAnimationState prior to calling this method,
593                        the pointers will still remain valid.
594                */
595                void refreshAvailableAnimationState(void);
596
597                /** Advanced method to perform all the updates required for an animated entity.
598                @remarks
599                        You don't normally need to call this, but it's here incase you wish
600                        to manually update the animation of an Entity at a specific point in
601                        time. Animation will not be updated more than once a frame no matter
602                        how many times you call this method.
603                */
604                void _updateAnimation(void);
605
606                /** Advanced method to get the temporarily blended vertex information
607                        for entities which are software skinned.
608                */
609                const VertexData* _getSharedBlendedVertexData(void) const;
610
611
612
613    };
614
615} // namespace
616
617#endif
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