source: OGRE/trunk/ogrenew/OgreMain/include/OgreMesh.h @ 692

Revision 692, 40.3 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

RevLine 
[692]1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
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 __Mesh_H__
26#define __Mesh_H__
27
28#include "OgrePrerequisites.h"
29
30#include "OgreResource.h"
31#include "OgreVertexIndexData.h"
32#include "OgreAxisAlignedBox.h"
33#include "OgreVertexBoneAssignment.h"
34#include "OgreIteratorWrappers.h"
35#include "OgreProgressiveMesh.h"
36#include "OgreHardwareVertexBuffer.h"
37#include "OgreSkeleton.h"
38#include "OgreAnimationTrack.h"
39#include "OgrePose.h"
40
41
42namespace Ogre {
43
44
45    /** Resource holding data about 3D mesh.
46        @remarks
47            This class holds the data used to represent a discrete
48            3-dimensional object. Mesh data usually contains more
49            than just vertices and triangle information; it also
50            includes references to materials (and the faces which use them),
51            level-of-detail reduction information, convex hull definition,
52            skeleton/bones information, keyframe animation etc.
53            However, it is important to note the emphasis on the word
54            'discrete' here. This class does not cover the large-scale
55            sprawling geometry found in level / landscape data.
56        @par
57            Multiple world objects can (indeed should) be created from a
58            single mesh object - see the Entity class for more info.
59            The mesh object will have it's own default
60            material properties, but potentially each world instance may
61            wish to customise the materials from the original. When the object
62            is instantiated into a scene node, the mesh material properties
63            will be taken by default but may be changed. These properties
64            are actually held at the SubMesh level since a single mesh may
65            have parts with different materials.
66        @par
67            As described above, because the mesh may have sections of differing
68            material properties, a mesh is inherently a compound contruct,
69            consisting of one or more SubMesh objects.
70            However, it strongly 'owns' it's SubMeshes such that they
71            are loaded / unloaded at the same time. This is contrary to
72            the approach taken to hierarchically related (but loosely owned)
73            scene nodes, where data is loaded / unloaded separately. Note
74            also that mesh sub-sections (when used in an instantiated object)
75            share the same scene node as the parent.
76    */
77
78
79    struct MeshLodUsage;
80
81    class _OgreExport Mesh: public Resource
82    {
83        friend class SubMesh;
84        friend class MeshSerializerImpl;
85        friend class MeshSerializerImpl_v1_2;
86        friend class MeshSerializerImpl_v1_1;
87
88    public:
89                typedef std::vector<Real> LodDistanceList;
90        /// Multimap of vertex bone assignments (orders by vertex index)
91        typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
92        typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
93        typedef std::vector<SubMesh*> SubMeshList;
94        typedef std::vector<unsigned short> IndexMap;
95
96    protected:
97        /** A list of submeshes which make up this mesh.
98            Each mesh is made up of 1 or more submeshes, which
99            are each based on a single material and can have their
100            own vertex data (they may not - they can share vertex data
101            from the Mesh, depending on preference).
102        */
103        SubMeshList mSubMeshList;
104       
105        /** Internal method for making the space for a 3D texture coord buffer to hold tangents. */
106        void organiseTangentsBuffer(VertexData *vertexData, unsigned short destCoordSet);
107
108    public:
109                /** A hashmap used to store optional SubMesh names.
110                        Translates a name into SubMesh index
111                */
112                typedef HashMap<String, ushort> SubMeshNameMap ;
113
114               
115    protected:
116                SubMeshNameMap mSubMeshNameMap ;
117
118        /// Local bounding box volume
119        AxisAlignedBox mAABB;
120                /// Local bounding sphere radius (centered on object)
121                Real mBoundRadius;
122
123        /// Optional linked skeleton
124        String mSkeletonName;
125        SkeletonPtr mSkeleton;
126
127       
128        VertexBoneAssignmentList mBoneAssignments;
129
130        /// Flag indicating that bone assignments need to be recompiled
131        bool mBoneAssignmentsOutOfDate;
132
133        /** Build the index map between bone index and blend index */
134        void buildIndexMap(const VertexBoneAssignmentList& boneAssignments,
135            IndexMap& boneIndexToBlendIndexMap, IndexMap& blendIndexToBoneIndexMap);
136        /** Compile bone assignments into blend index and weight buffers. */
137        void compileBoneAssignments(const VertexBoneAssignmentList& boneAssignments,
138            unsigned short numBlendWeightsPerVertex,
139            IndexMap& blendIndexToBoneIndexMap,
140            VertexData* targetVertexData);
141
142                bool mIsLodManual;
143                ushort mNumLods;
144                typedef std::vector<MeshLodUsage> MeshLodUsageList;
145                MeshLodUsageList mMeshLodUsageList;
146
147                HardwareBuffer::Usage mVertexBufferUsage;
148                HardwareBuffer::Usage mIndexBufferUsage;
149                bool mVertexBufferShadowBuffer;
150                bool mIndexBufferShadowBuffer;
151
152
153        bool mPreparedForShadowVolumes;
154        bool mEdgeListsBuilt;
155        bool mAutoBuildEdgeLists;
156
157                /// Storage of morph animations, lookup by name
158                typedef std::map<String, Animation*> AnimationList;
159                AnimationList mAnimationsList;
160                /// The vertex animation type associated with the shared vertex data
161                mutable VertexAnimationType mSharedVertexDataAnimationType;
162                /// Do we need to scan animations for animation types?
163                mutable bool mAnimationTypesDirty;
164
165                /// List of available poses for shared and dedicated geometryPoseList
166                PoseList mPoseList;
167
168
169        /// @copydoc Resource::loadImpl
170        void loadImpl(void);
171        /// @copydoc Resource::unloadImpl
172        void unloadImpl(void);
173                /// @copydoc Resource::calculateSize
174                size_t calculateSize(void) const;
175
176
177
178    public:
179        /** Default constructor - used by MeshManager
180            @warning
181                Do not call this method directly.
182        */
183        Mesh(ResourceManager* creator, const String& name, ResourceHandle handle,
184            const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
185        ~Mesh();
186
187                /// @copydoc Resource::load
188                void load(void);
189
190                // NB All methods below are non-virtual since they will be
191        // called in the rendering loop - speed is of the essence.
192
193        /** Creates a new SubMesh.
194            @remarks
195                Method for manually creating geometry for the mesh.
196                Note - use with extreme caution - you must be sure that
197                you have set up the geometry properly.
198        */
199        SubMesh* createSubMesh(void);
200
201                /** Creates a new SubMesh and gives it a name
202                */
203                SubMesh* createSubMesh(const String& name);
204               
205                /** Gives a name to a SubMesh
206                */
207                void nameSubMesh(const String& name, ushort index);
208               
209                /** Gets the index of a submesh with a given name.
210        @remarks
211            Useful if you identify the SubMeshes by name (using nameSubMesh)
212            but wish to have faster repeat access.
213        */
214                ushort _getSubMeshIndex(const String& name) const;
215
216        /** Gets the number of sub meshes which comprise this mesh.
217        */
218        unsigned short getNumSubMeshes(void) const;
219
220        /** Gets a pointer to the submesh indicated by the index.
221        */
222        SubMesh* getSubMesh(unsigned short index) const;
223
224                /** Gets a SubMesh by name
225                */
226                SubMesh* getSubMesh(const String& name) const ;
227
228        typedef VectorIterator<SubMeshList> SubMeshIterator;
229        /// Gets an iterator over the available submeshes
230        SubMeshIterator getSubMeshIterator(void)
231        { return SubMeshIterator(mSubMeshList.begin(), mSubMeshList.end()); }
232     
233        /** Shared vertex data.
234            @remarks
235                This vertex data can be shared among multiple submeshes. SubMeshes may not have
236                their own VertexData, they may share this one.
237            @par
238                The use of shared or non-shared buffers is determined when
239                model data is converted to the OGRE .mesh format.
240        */
241        VertexData *sharedVertexData;
242
243        /** Shared index map for translating blend index to bone index.
244            @remarks
245                This index map can be shared among multiple submeshes. SubMeshes might not have
246                their own IndexMap, they might share this one.
247            @par
248                We collect actually used bones of all bone assignments, and build the
249                blend index in 'packed' form, then the range of the blend index in vertex
250                data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by
251                minimising the world matrix array constants passing to GPU, we can support
252                more bones for a mesh when hardware skinning is used. The hardware skinning
253                support limit is applied to each set of vertex data in the mesh, in other words, the
254                hardware skinning support limit is applied only to the actually used bones of each
255                SubMeshes, not all bones across the entire Mesh.
256            @par
257                Because the blend index is different to the bone index, therefore, we use
258                the index map to translate the blend index to bone index.
259            @par
260                The use of shared or non-shared index map is determined when
261                model data is converted to the OGRE .mesh format.
262        */
263        IndexMap sharedBlendIndexToBoneIndexMap;
264
265        /** Makes a copy of this mesh object and gives it a new name.
266            @remarks
267                This is useful if you want to tweak an existing mesh without affecting the original one. The
268                newly cloned mesh is registered with the MeshManager under the new name.
269            @param newName The name to give the clone
270            @param newGroup Optional name of the new group to assign the clone to;
271                if you leave this blank, the clone will be assigned to the same
272                group as this Mesh.
273        */
274        MeshPtr clone(const String& newName, const String& newGroup = StringUtil::BLANK);
275
276        /** Get the axis-aligned bounding box for this mesh.
277        */
278        const AxisAlignedBox& getBounds(void) const;
279
280                /** Gets the radius of the bounding sphere surrounding this mesh. */
281                Real getBoundingSphereRadius(void) const;
282
283        /** Manually set the bounding box for this Mesh.
284            @remarks
285            Calling this method is required when building manual meshes now, because OGRE can no longer
286            update the bounds for you, because it cannot necessarily read vertex data back from
287            the vertex buffers which this mesh uses (they very well might be write-only, and even
288            if they are not, reading data from a hardware buffer is a bottleneck).
289            @param pad If true, a certain padding will be added to the bounding box to separate it from the mesh
290        */
291        void _setBounds(const AxisAlignedBox& bounds, bool pad = true);
292
293        /** Manually set the bounding radius.
294        @remarks
295            Calling this method is required when building manual meshes now, because OGRE can no longer
296            update the bounds for you, because it cannot necessarily read vertex data back from
297            the vertex buffers which this mesh uses (they very well might be write-only, and even
298            if they are not, reading data from a hardware buffer is a bottleneck).
299        */
300        void _setBoundingSphereRadius(Real radius);
301
302        /** Sets the name of the skeleton this Mesh uses for animation.
303        @remarks
304            Meshes can optionally be assigned a skeleton which can be used to animate
305            the mesh through bone assignments. The default is for the Mesh to use no
306            skeleton. Calling this method with a valid skeleton filename will cause the
307            skeleton to be loaded if it is not already (a single skeleton can be shared
308            by many Mesh objects).
309        @param skelName The name of the .skeleton file to use, or an empty string to use
310            no skeleton
311        */
312        void setSkeletonName(const String& skelName);
313
314        /** Returns true if this Mesh has a linked Skeleton. */
315        bool hasSkeleton(void) const;
316
317                /** Returns whether or not this mesh has some kind of vertex animation.
318                */
319                bool hasVertexAnimation(void) const;
320
321                /** Gets a pointer to any linked Skeleton.
322        @returns Weak reference to the skeleton - copy this if you want to hold a strong pointer.
323        */
324        const SkeletonPtr& getSkeleton(void) const;
325
326        /** Gets the name of any linked Skeleton */
327        const String& getSkeletonName(void) const;
328        /** Initialise an animation set suitable for use with this mesh.
329        @remarks
330            Only recommended for use inside the engine, not by applications.
331        */
332        void _initAnimationState(AnimationStateSet* animSet);
333
334        /** Assigns a vertex to a bone with a given weight, for skeletal animation.
335        @remarks   
336            This method is only valid after calling setSkeletonName.
337            Since this is a one-off process there exists only 'addBoneAssignment' and
338            'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
339            to modify bone assignments during rendering (only the positions of bones) and OGRE
340            reserves the right to do some internal data reformatting of this information, depending
341            on render system requirements.
342        @par
343            This method is for assigning weights to the shared geometry of the Mesh. To assign
344            weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
345        */
346        void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
347
348        /** Removes all bone assignments for this mesh.
349        @remarks
350            This method is for modifying weights to the shared geometry of the Mesh. To assign
351            weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
352        */
353        void clearBoneAssignments(void);
354
355        /** Internal notification, used to tell the Mesh which Skeleton to use without loading it.
356        @remarks
357            This is only here for unusual situation where you want to manually set up a
358            Skeleton. Best to let OGRE deal with this, don't call it yourself unless you
359            really know what you're doing.
360        */
361        void _notifySkeleton(SkeletonPtr& pSkel);
362
363
364        /** Gets an iterator for access all bone assignments.
365        */
366        BoneAssignmentIterator getBoneAssignmentIterator(void);
367
368
369                /** Automatically generates lower level of detail versions of this mesh for use
370                        when a simpler version of the model is acceptable for rendering.
371                @remarks
372                        There are 2 ways that you can create level-of-detail (LOD) versions of a mesh;
373                        the first is to call this method, which does fairly extensive calculations to
374                        work out how to simplify the mesh whilst having the minimum affect on the model.
375                        The alternative is to actually create simpler versions of the mesh yourself in
376                        a modelling tool, and having exported them, tell the 'master' mesh to use these
377                        alternative meshes for lower detail versions; this is done by calling the
378                        createManualLodLevel method.
379                @par
380                        As well as creating the lower detail versions of the mesh, this method will
381                        also associate them with depth values. As soon as an object is at least as far
382                        away from the camera as the depth value associated with it's LOD, it will drop
383                        to that level of detail.
384                @par
385                        I recommend calling this method before mesh export, not at runtime.
386                @param lodDistances A list of depth values indicating the distances at which new lods should be
387                        generated.
388                @param reductionMethod The way to determine the number of vertices collapsed per LOD
389                @param reductionValue Meaning depends on reductionMethod, typically either the proportion
390                        of remaining vertices to collapse or a fixed number of vertices.
391                */
392                void generateLodLevels(const LodDistanceList& lodDistances,
393                        ProgressiveMesh::VertexReductionQuota reductionMethod, Real reductionValue);
394
395                /** Returns the number of levels of detail that this mesh supports.
396                @remarks
397                        This number includes the original model.
398                */
399                ushort getNumLodLevels(void) const;
400                /** Gets details of the numbered level of detail entry. */
401                const MeshLodUsage& getLodLevel(ushort index) const;
402                /** Adds a new manual level-of-detail entry to this Mesh.
403                @remarks
404                        As an alternative to generating lower level of detail versions of a mesh, you can
405                        use your own manually modelled meshes as lower level versions. This lets you
406                        have complete control over the LOD, and in addition lets you scale down other
407                        aspects of the model which cannot be done using the generated method; for example,
408                        you could use less detailed materials and / or use less bones in the skeleton if
409                        this is an animated mesh. Therefore for complex models you are likely to be better off
410                        modelling your LODs yourself and using this method, whilst for models with fairly
411                        simple materials and no animation you can just use the generateLodLevels method.
412                @param fromDepth The z value from which this Lod will apply.
413                @param meshName The name of the mesh which will be the lower level detail version.
414                */
415                void createManualLodLevel(Real fromDepth, const String& meshName);
416
417                /** Changes the alternate mesh to use as a manual LOD at the given index.
418                @remarks
419                        Note that the index of a LOD may change if you insert other LODs. If in doubt,
420                        use getLodIndex().
421                @param index The index of the level to be changed
422                @param meshName The name of the mesh which will be the lower level detail version.
423                */
424                void updateManualLodLevel(ushort index, const String& meshName);
425
426                /** Retrieves the level of detail index for the given depth value.
427                */
428                ushort getLodIndex(Real depth) const;
429
430                /** Retrieves the level of detail index for the given squared depth value.
431                @remarks
432                        Internally the lods are stored at squared depths to avoid having to perform
433                        square roots when determining the lod. This method allows you to provide a
434                        squared length depth value to avoid having to do your own square roots.
435                */
436                ushort getLodIndexSquaredDepth(Real squaredDepth) const;
437
438                /** Returns true if this mesh is using manual LOD.
439                @remarks
440                        A mesh can either use automatically generated LOD, or it can use alternative
441                        meshes as provided by an artist. A mesh can only use either all manual LODs
442                        or all generated LODs, not a mixture of both.
443                */
444                bool isLodManual(void) const { return mIsLodManual; }
445
446                /** Internal methods for loading LOD, do not use. */
447                void _setLodInfo(unsigned short numLevels, bool isManual);
448                /** Internal methods for loading LOD, do not use. */
449                void _setLodUsage(unsigned short level, MeshLodUsage& usage);
450                /** Internal methods for loading LOD, do not use. */
451                void _setSubMeshLodFaceList(unsigned short subIdx, unsigned short level, IndexData* facedata);
452
453        /** Removes all LOD data from this Mesh. */
454        void removeLodLevels(void);
455
456                /** Sets the policy for the vertex buffers to be used when loading
457                        this Mesh.
458                @remarks
459                        By default, when loading the Mesh, static, write-only vertex and index buffers
460                        will be used where possible in order to improve rendering performance.
461                        However, such buffers
462                        cannot be manipulated on the fly by CPU code (although shader code can). If you
463                        wish to use the CPU to modify these buffers, you should call this method. Note,
464                        however, that it only takes effect after the Mesh has been reloaded. Note that you
465                        still have the option of manually repacing the buffers in this mesh with your
466                        own if you see fit too, in which case you don't need to call this method since it
467                        only affects buffers created by the mesh itself.
468                @par
469                        You can define the approach to a Mesh by changing the default parameters to
470                        MeshManager::load if you wish; this means the Mesh is loaded with those options
471                        the first time instead of you having to reload the mesh after changing these options.
472                @param usage The usage flags, which by default are
473                        HardwareBuffer::HBU_STATIC_WRITE_ONLY
474                @param shadowBuffer If set to true, the vertex buffers will be created with a
475            system memory shadow buffer. You should set this if you want to be able to
476                        read from the buffer, because reading from a hardware buffer is a no-no.
477                */
478                void setVertexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
479                /** Sets the policy for the index buffers to be used when loading
480                        this Mesh.
481                @remarks
482                        By default, when loading the Mesh, static, write-only vertex and index buffers
483                        will be used where possible in order to improve rendering performance.
484                        However, such buffers
485                        cannot be manipulated on the fly by CPU code (although shader code can). If you
486                        wish to use the CPU to modify these buffers, you should call this method. Note,
487                        however, that it only takes effect after the Mesh has been reloaded. Note that you
488                        still have the option of manually repacing the buffers in this mesh with your
489                        own if you see fit too, in which case you don't need to call this method since it
490                        only affects buffers created by the mesh itself.
491                @par
492                        You can define the approach to a Mesh by changing the default parameters to
493                        MeshManager::load if you wish; this means the Mesh is loaded with those options
494                        the first time instead of you having to reload the mesh after changing these options.
495                @param usage The usage flags, which by default are
496                        HardwareBuffer::HBU_STATIC_WRITE_ONLY
497                @param shadowBuffer If set to true, the index buffers will be created with a
498            system memory shadow buffer. You should set this if you want to be able to
499                        read from the buffer, because reading from a hardware buffer is a no-no.
500                */
501                void setIndexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
502        /** Gets the usage setting for this meshes vertex buffers. */
503        HardwareBuffer::Usage getVertexBufferUsage(void) const { return mVertexBufferUsage; }
504        /** Gets the usage setting for this meshes index buffers. */
505        HardwareBuffer::Usage getIndexBufferUsage(void) const { return mIndexBufferUsage; }
506        /** Gets whether or not this meshes vertex buffers are shadowed. */
507        bool isVertexBufferShadowed(void) const { return mVertexBufferShadowBuffer; }
508        /** Gets whether or not this meshes index buffers are shadowed. */
509        bool isIndexBufferShadowed(void) const { return mIndexBufferShadowBuffer; }
510       
511
512        /** Rationalises the passed in bone assignment list.
513        @remarks
514            OGRE supports up to 4 bone assignments per vertex. The reason for this limit
515            is that this is the maximum number of assignments that can be passed into
516            a hardware-assisted blending algorithm. This method identifies where there are
517            more than 4 bone assignments for a given vertex, and eliminates the bone
518            assignments with the lowest weights to reduce to this limit. The remaining
519            weights are then re-balanced to ensure that they sum to 1.0.
520        @param vertexCount The number of vertices.
521        @param assignments The bone assignment list to rationalise. This list will be modified and
522            entries will be removed where the limits are exceeded.
523        @returns The maximum number of bone assignments per vertex found, clamped to [1-4]
524        */
525        unsigned short _rationaliseBoneAssignments(size_t vertexCount, VertexBoneAssignmentList& assignments);
526
527        /** Internal method, be called once to compile bone assignments into geometry buffer.
528        @remarks
529            The OGRE engine calls this method automatically. It compiles the information
530            submitted as bone assignments into a format usable in realtime. It also
531            eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS)
532            and re-normalises the remaining assignments.
533        */
534        void _compileBoneAssignments(void);
535
536        /** Internal method, be called once to update the compiled bone assignments.
537        @remarks
538            The OGRE engine calls this method automatically. It updates the compiled bone
539            assignments if requested.
540        */
541        void _updateCompiledBoneAssignments(void);
542
543        /** This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.
544        @remarks
545            Tangent vectors are vectors representing the local 'X' axis for a given vertex based
546            on the orientation of the 2D texture on the geometry. They are built from a combination
547            of existing normals, and from the 2D texture coordinates already baked into the model.
548            They can be used for a number of things, but most of all they are useful for
549            vertex and fragment programs, when you wish to arrive at a common space for doing
550            per-pixel calculations.
551        @par
552            The prerequisites for calling this method include that the vertex data used by every
553            SubMesh has both vertex normals and 2D texture coordinates.
554        @param sourceTexCoordSet The texture coordinate index which should be used as the source
555            of 2D texture coordinates, with which to calculate the tangents.
556        @param destTexCoordSet The texture coordinate set which should be used to store the 3D
557            coordinates representing a tangent vector per vertex. If this already exists, it
558            will be overwritten.
559        */
560        void buildTangentVectors(unsigned short sourceTexCoordSet = 0, unsigned short destTexCoordSet = 1);
561
562        /** Ask the mesh to suggest parameters to a future buildTangentVectors call.
563        @remarks
564            This helper method will suggest source and destination texture coordinate sets
565            for a call to buildTangentVectors. It will detect when there are inappropriate
566            conditions (such as multiple geometry sets which don't agree).
567            Moreover, it will return 'true' if it detects that there are aleady 3D
568            coordinates in the mesh, and therefore tangents may have been prepared already.
569        @param outSourceCoordSet Reference to a source texture coordinate set which
570            will be populated
571        @param outDestCoordSet Reference to a destination texture coordinate set which
572            will be populated
573        */
574        bool suggestTangentVectorBuildParams(unsigned short& outSourceCoordSet, unsigned short& outDestCoordSet);
575
576        /** Builds an edge list for this mesh, which can be used for generating a shadow volume
577            among other things.
578        */
579        void buildEdgeList(void);
580        /** Destroys and frees the edge lists this mesh has built. */
581        void freeEdgeList(void);
582
583        /** This method prepares the mesh for generating a renderable shadow volume.
584        @remarks
585            Preparing a mesh to generate a shadow volume involves firstly ensuring that the
586            vertex buffer containing the positions for the mesh is a standalone vertex buffer,
587            with no other components in it. This method will therefore break apart any existing
588            vertex buffers this mesh holds if position is sharing a vertex buffer.
589            Secondly, it will double the size of this vertex buffer so that there are 2 copies of
590            the position data for the mesh. The first half is used for the original, and the second
591            half is used for the 'extruded' version of the mesh. The vertex count of the main
592            VertexData used to render the mesh will remain the same though, so as not to add any
593            overhead to regular rendering of the object.
594            Both copies of the position are required in one buffer because shadow volumes stretch
595            from the original mesh to the extruded version.
596        @par
597            Because shadow volumes are rendered in turn, no additional
598            index buffer space is allocated by this method, a shared index buffer allocated by the
599            shadow rendering algorithm is used for addressing this extended vertex buffer.
600        */
601        void prepareForShadowVolume(void);
602
603        /** Return the edge list for this mesh, building it if required.
604        @remarks
605            You must ensure that the Mesh as been prepared for shadow volume
606            rendering if you intend to use this information for that purpose.
607        @lodIndex The LOD at which to get the edge list, 0 being the highest.
608        */
609        EdgeData* getEdgeList(unsigned int lodIndex = 0);
610
611        /** Return the edge list for this mesh, building it if required.
612        @remarks
613            You must ensure that the Mesh as been prepared for shadow volume
614            rendering if you intend to use this information for that purpose.
615        @lodIndex The LOD at which to get the edge list, 0 being the highest.
616        */
617        const EdgeData* getEdgeList(unsigned int lodIndex = 0) const;
618
619        /** Returns whether this mesh has already had it's geometry prepared for use in
620            rendering shadow volumes. */
621        bool isPreparedForShadowVolumes(void) const { return mPreparedForShadowVolumes; }
622
623                /** Returns whether this mesh has an attached edge list. */
624                bool isEdgeListBuilt(void) const { return mEdgeListsBuilt; }
625
626        /** Performs a software indexed vertex blend, of the kind used for
627            skeletal animation although it can be used for other purposes.
628        @remarks
629        This function is supplied to update vertex data with blends
630        done in software, either because no hardware support is available,
631        or that you need the results of the blend for some other CPU operations.
632        @param sourceVertexData VertexData class containing positions, normals,
633            blend indices and blend weights.
634        @param targetVertexData VertexData class containing target position
635            and normal buffers which will be updated with the blended versions.
636            Note that the layout of the source and target position / normal
637            buffers must be identical, ie they must use the same buffer indexes
638        @param pMatrices Pointer to an array of matrices to be used to blend
639        @param pIndexMap Pointer to an array of indices to translate blend indices
640            in the sourceVertexData to the index of pMatrices
641        @param blendNormals If true, normals are blended as well as positions
642        */
643        static void softwareVertexBlend(const VertexData* sourceVertexData,
644            const VertexData* targetVertexData, const Matrix4* pMatrices,
645            const unsigned short* pIndexMap,
646            bool blendNormals);
647
648        /** Performs a software vertex morph, of the kind used for
649            morph animation although it can be used for other purposes.
650        @remarks
651                        This function will linearly interpolate positions between two
652                        source buffers, into a third buffer.
653        @param t Parametric distance between the start and end buffer positions
654        @param b1 Vertex buffer containing VET_FLOAT3 entries for the start positions
655                @param b2 Vertex buffer containing VET_FLOAT3 entries for the end positions
656                @param targetVertexData VertexData destination; assumed to have a separate position
657                        buffer already bound, and the number of vertices must agree with the
658                        number in start and end
659                */
660        static void softwareVertexMorph(Real t,
661            const HardwareVertexBufferSharedPtr& b1,
662                        const HardwareVertexBufferSharedPtr& b2,
663                        VertexData* targetVertexData);
664
665        /** Performs a software vertex pose blend, of the kind used for
666            morph animation although it can be used for other purposes.
667        @remarks
668                        This function will apply a weighted offset to the positions in the
669                        incoming vertex data (therefore this is a read/write operation, and
670                        if you expect to call it more than once with the same data, then
671                        you would be best to suppress hardware uploads of the position buffer
672                        for the duration)
673        @param weight Parametric weight to scale the offsets by
674                @param vertexOffsetMap Potentially sparse map of vertex index -> offset
675                @param targetVertexData VertexData destination; assumed to have a separate position
676                        buffer already bound, and the number of vertices must agree with the
677                        number in start and end
678                */
679                static void softwareVertexPoseBlend(Real weight,
680                        const std::map<size_t, Vector3>& vertexOffsetMap,
681                        VertexData* targetVertexData);
682        /** Gets a reference to the optional name assignments of the SubMeshes. */
683        const SubMeshNameMap& getSubMeshNameMap(void) const { return mSubMeshNameMap; }
684
685        /** Sets whether or not this Mesh should automatically build edge lists
686            when asked for them, or whether it should never build them if
687            they are not already provided.
688        @remarks
689            This allows you to create meshes which do not have edge lists calculated,
690            because you never want to use them. This value defaults to 'true'
691            for mesh formats which did not include edge data, and 'false' for
692            newer formats, where edge lists are expected to have been generated
693            in advance.
694        */
695        void setAutoBuildEdgeLists(bool autobuild) { mAutoBuildEdgeLists = autobuild; }
696        /** Sets whether or not this Mesh should automatically build edge lists
697            when asked for them, or whether it should never build them if
698            they are not already provided.
699        */
700        bool getAutoBuildEdgeLists(void) const { return mAutoBuildEdgeLists; }
701
702                /** Gets the type of vertex animation the shared vertex data of this mesh supports.
703                */
704                virtual VertexAnimationType getSharedVertexDataAnimationType(void) const;
705
706                /** Creates a new Animation object for vertex animating this mesh.
707        @param name The name of this animation
708        @param length The length of the animation in seconds
709        */
710        virtual Animation* createAnimation(const String& name, Real length);
711
712        /** Returns the named vertex Animation object.
713                @param name The name of the animation
714                */
715        virtual Animation* getAnimation(const String& name) const;
716
717                /** Internal access to the named vertex Animation object - returns null
718                        if it does not exist.
719                @param name The name of the animation
720                */
721                virtual Animation* _getAnimationImpl(const String& name) const;
722
723                /** Returns whether this mesh contains the named vertex animation. */
724                virtual bool hasAnimation(const String& name);
725
726        /** Removes vertex Animation from this mesh. */
727        virtual void removeAnimation(const String& name);
728
729                /** Gets the number of morph animations in this mesh. */
730                virtual unsigned short getNumAnimations(void) const;
731
732                /** Gets a single morph animation by index.
733                */
734                virtual Animation* getAnimation(unsigned short index) const;
735
736                /** Removes all morph Animations from this mesh. */
737                virtual void removeAllAnimations(void);
738                /** Gets a pointer to a vertex data element based on a morph animation
739                        track handle.
740                @remarks
741                        0 means the shared vertex data, 1+ means a submesh vertex data (index+1)
742                */
743                VertexData* getVertexDataByTrackHandle(unsigned short handle);
744        /** Iterates through all submeshes and requests them
745            to apply their texture aliases to the material they use.
746        @remarks
747            The submesh will only apply texture aliases to the material if matching
748            texture alias names are found in the material.  If a match is found, the
749            submesh will automatically clone the original material and then apply its
750            texture to the new material.
751        @par
752            This method is normally called by the protected method loadImpl when a
753            mesh if first loaded.
754        */
755                void updateMaterialForAllSubMeshes(void);
756
757                /** Internal method which, if animation types have not been determined,
758                        scans any vertex animations and determines the type for each set of
759                        vertex data (cannot have 2 different types).
760                */
761                void _determineAnimationTypes(void) const;
762                /** Are the derived animation types out of date? */
763                bool _getAnimationTypesDirty(void) const { return mAnimationTypesDirty; }
764
765                /** Create a new Pose for this mesh or one of its submeshes.
766            @param target The target geometry index; 0 is the shared Mesh geometry, 1+ is the
767                        dedicated SubMesh geometry belonging to submesh index + 1.
768                @param name Name to give the pose, which is optional
769                @returns A new Pose ready for population
770                */
771                Pose* createPose(ushort target, const String& name = StringUtil::BLANK);
772                /** Get the number of poses.*/
773                size_t getPoseCount(void) const { return mPoseList.size(); }
774                /** Retrieve an existing Pose by index.*/
775                Pose* getPose(ushort index);
776                /** Retrieve an existing Pose by name.*/
777                Pose* getPose(const String& name);
778                /** Destroy a pose by index.
779                @note This will invalidate any animation tracks referring to this pose or those after it.
780                */
781                void removePose(ushort index);
782                /** Destroy a pose by name.
783                @note This will invalidate any animation tracks referring to this pose or those after it.
784                */
785                void removePose(const String& name);
786                /** Destroy all poses */
787                void removeAllPoses(void);
788
789                typedef VectorIterator<PoseList> PoseIterator;
790                typedef ConstVectorIterator<PoseList> ConstPoseIterator;
791
792                /** Get an iterator over all the poses defined. */
793                PoseIterator getPoseIterator(void);
794                /** Get an iterator over all the poses defined. */
795                ConstPoseIterator getPoseIterator(void) const;
796                /** Get pose list */
797                const PoseList& getPoseList(void) const;
798
799    };
800
801    /** Specialisation of SharedPtr to allow SharedPtr to be assigned to MeshPtr
802    @note Has to be a subclass since we need operator=.
803    We could templatise this instead of repeating per Resource subclass,
804    except to do so requires a form VC6 does not support i.e.
805    ResourceSubclassPtr<T> : public SharedPtr<T>
806    */
807    class _OgreExport MeshPtr : public SharedPtr<Mesh>
808    {
809    public:
810        MeshPtr() : SharedPtr<Mesh>() {}
811        explicit MeshPtr(Mesh* rep) : SharedPtr<Mesh>(rep) {}
812        MeshPtr(const MeshPtr& r) : SharedPtr<Mesh>(r) {}
813        MeshPtr(const ResourcePtr& r);
814        /// Operator used to convert a ResourcePtr to a MeshPtr
815        MeshPtr& operator=(const ResourcePtr& r);
816    protected:
817        /// Override destroy since we need to delete Mesh after fully defined
818        void destroy(void);
819    };
820
821        /** A way of recording the way each LODs is recorded this Mesh. */
822        struct MeshLodUsage
823        {
824                /// squared Z value from which this LOD will apply
825                Real fromDepthSquared;
826                /// Only relevant if mIsLodManual is true, the name of the alternative mesh to use
827                String manualName;
828                /// Hard link to mesh to avoid looking up each time
829                mutable MeshPtr manualMesh;
830        /// Edge list for this LOD level (may be derived from manual mesh)
831        mutable EdgeData* edgeData;
832        };
833
834
835
836} // namespace
837
838#endif
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