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

Revision 692, 30.0 KB checked in by mattausch, 18 years ago (diff)

adding ogre 1.2 and dependencies

Line 
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 __StaticGeometry_H__
26#define __StaticGeometry_H__
27
28#include "OgrePrerequisites.h"
29#include "OgreMovableObject.h"
30#include "OgreRenderable.h"
31
32namespace Ogre {
33
34        /** Pre-transforms and batches up meshes for efficient use as static
35                geometry in a scene.
36        @remarks
37                Modern graphics cards (GPUs) prefer to receive geometry in large
38                batches. It is orders of magnitude faster to render 10 batches
39                of 10,000 triangles than it is to render 10,000 batches of 10
40                triangles, even though both result in the same number of on-screen
41                triangles.
42        @par
43                Therefore it is important when you are rendering a lot of geometry to
44                batch things up into as few rendering calls as possible. This
45                class allows you to build a batched object from a series of entities
46                in order to benefit from this behaviour.
47                Batching has implications of it's own though:
48                @li Batched geometry cannot be subdivided; that means that the whole
49                        group will be displayed, or none of it will. This obivously has
50                        culling issues.
51                @li A single world transform must apply to the entire batch. Therefore
52                        once you have batched things, you can't move them around relative to
53                        each other. That's why this class is most useful when dealing with
54                        static geometry (hence the name). In addition, geometry is
55                        effectively duplicated, so if you add 3 entities based on the same
56                        mesh in different positions, they will use 3 times the geometry
57                        space than the movable version (which re-uses the same geometry).
58                        So you trade memory     and flexibility of movement for pure speed when
59                        using this class.
60                @li A single material must apply for each batch. In fact this class
61                        allows you to use multiple materials, but you should be aware that
62                        internally this means that there is one batch per material.
63                        Therefore you won't gain as much benefit from the batching if you
64                        use many different materials; try to keep the number down.
65        @par
66                In order to retain some sort of culling, this class will batch up
67                meshes in localised regions. The size and shape of these blocks is
68                controlled by the SceneManager which contructs this object, since it
69                makes sense to batch things up in the most appropriate way given the
70                existing partitioning of the scene.
71        @par
72                The LOD settings of both the Mesh and the Materials used in
73                constructing this static geometry will be respected. This means that
74                if you use meshes/materials which have LOD, batches in the distance
75                will have a lower polygon count or material detail to those in the
76                foreground. Since each mesh might have different LOD distances, during
77                build the furthest distance at each LOD level from all meshes 
78                in that region is used. This means all the LOD levels change at the
79                same time, but at the furthest distance of any of them (so quality is
80                not degraded). Be aware that using Mesh LOD in this class will
81                further increase the memory required. Only generated LOD
82                is supported for meshes.
83        @par
84                There are 2 ways you can add geometry to this class; you can add
85                Entity objects directly with predetermined positions, scales and
86                orientations, or you can add an entire SceneNode and it's subtree,
87                including all the objects attached to it. Once you've added everthing
88                you need to, you have to call build() the fix the geometry in place.
89        @note
90                This class is not a replacement for world geometry (@see
91                SceneManager::setWorldGeometry). The single most efficient way to
92                render large amounts of static geometry is to use a SceneManager which
93                is specialised for dealing with that particular world structure.
94                However, this class does provide you with a good 'halfway house'
95                between generalised movable geometry (Entity) which works with all
96                SceneManagers but isn't efficient when using very large numbers, and
97                highly specialised world geometry which is extremely fast but not
98                generic and typically requires custom world editors.
99        @par
100                You should not construct instances of this class directly; instead, cal
101                SceneManager::createStaticGeometry, which gives the SceneManager the
102                option of providing you with a specialised version of this class if it
103                wishes, and also handles the memory management for you like other
104                classes.
105        */
106        class _OgreExport StaticGeometry
107        {
108        public:
109                /** Struct holding geometry optimised per SubMesh / lod level, ready
110                        for copying to instances.
111                @remarks
112                        Since we're going to be duplicating geometry lots of times, it's
113                        far more important that we don't have redundant vertex data. If a
114                        SubMesh uses shared geometry, or we're looking at a lower LOD, not
115                        all the vertices are being referenced by faces on that submesh.
116                        Therefore to duplicate them, potentially hundreds or even thousands
117                        of times, would be extremely wasteful. Therefore, if a SubMesh at
118                        a given LOD has wastage, we create an optimised version of it's
119                        geometry which is ready for copying with no wastage.
120                */
121                class _OgrePrivate OptimisedSubMeshGeometry
122                {
123                public:
124                        OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {}
125                        ~OptimisedSubMeshGeometry()
126                        {
127                                delete vertexData;
128                                delete indexData;
129                        }
130                        VertexData *vertexData;
131                        IndexData *indexData;
132                };
133                typedef std::list<OptimisedSubMeshGeometry*> OptimisedSubMeshGeometryList;
134                /// Saved link between SubMesh at a LOD and vertex/index data
135                /// May point to original or optimised geometry
136                struct SubMeshLodGeometryLink
137                {
138                        VertexData* vertexData;
139                        IndexData* indexData;
140                };
141                typedef std::vector<SubMeshLodGeometryLink> SubMeshLodGeometryLinkList;
142                typedef std::map<SubMesh*, SubMeshLodGeometryLinkList*> SubMeshGeometryLookup;
143                /// Structure recording a queued submesh for the build
144                struct QueuedSubMesh
145                {
146                        SubMesh* submesh;
147                        /// Link to LOD list of geometry, potentially optimised
148                        SubMeshLodGeometryLinkList* geometryLodList;
149                        String materialName;
150                        Vector3 position;
151                        Quaternion orientation;
152                        Vector3 scale;
153                        /// Pre-transformed world AABB
154                        AxisAlignedBox worldBounds;
155                };
156                typedef std::vector<QueuedSubMesh*> QueuedSubMeshList;
157                /// Structure recording a queued geometry for low level builds
158                struct QueuedGeometry
159                {
160                        SubMeshLodGeometryLink* geometry;
161                        Vector3 position;
162                        Quaternion orientation;
163                        Vector3 scale;
164                };
165                typedef std::vector<QueuedGeometry*> QueuedGeometryList;
166               
167                // forward declarations
168                class LODBucket;
169                class MaterialBucket;
170                class Region;
171
172                /** A GeometryBucket is a the lowest level bucket where geometry with
173                        the same vertex & index format is stored. It also acts as the
174                        renderable.
175                */
176                class _OgreExport GeometryBucket :      public Renderable
177                {
178                protected:
179                        /// Geometry which has been queued up pre-build (not for deallocation)
180                        QueuedGeometryList mQueuedGeometry;
181                        /// Pointer to parent bucket
182                        MaterialBucket* mParent;
183                        /// String identifying the vertex / index format
184                        String mFormatString;
185                        /// Vertex information, includes current number of vertices
186                        /// committed to be a part of this bucket
187                        VertexData* mVertexData;
188                        /// Index information, includes index type which limits the max
189                        /// number of vertices which are allowed in one bucket
190                        IndexData* mIndexData;
191                        /// Size of indexes
192                        HardwareIndexBuffer::IndexType mIndexType;
193                        /// Maximum vertex indexable
194                        size_t mMaxVertexIndex;
195
196                        template<typename T>
197                        void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset)
198                        {
199                                if (indexOffset == 0)
200                                {
201                                        memcpy(dst, src, sizeof(T) * count);
202                                }
203                                else
204                                {
205                                        while(count--)
206                                        {
207                                                *dst++ = static_cast<T>(*src++ + indexOffset);
208                                        }
209                                }
210                        }
211                public:
212                        GeometryBucket(MaterialBucket* parent, const String& formatString,
213                                const VertexData* vData, const IndexData* iData);
214                        virtual ~GeometryBucket();
215                        MaterialBucket* getParent(void) { return mParent; }
216                        /// Get the vertex data for this geometry
217                        const VertexData* getVertexData(void) const { return mVertexData; }
218                        /// Get the index data for this geometry
219                        const IndexData* getIndexData(void) const { return mIndexData; }
220                        /// @copydoc Renderable::getMaterial
221                        const MaterialPtr& getMaterial(void) const;
222                        Technique* getTechnique(void) const;
223                        void getRenderOperation(RenderOperation& op);
224                void getWorldTransforms(Matrix4* xform) const;
225                const Quaternion& getWorldOrientation(void) const;
226                const Vector3& getWorldPosition(void) const;
227                        Real getSquaredViewDepth(const Camera* cam) const;
228                const LightList& getLights(void) const;
229                        bool getCastsShadows(void) const;
230                       
231                        /** Try to assign geometry to this bucket.
232                        @returns false if there is no room left in this bucket
233                        */
234                        bool assign(QueuedGeometry* qsm);
235                        /// Build
236                        void build(bool stencilShadows);
237                        /// Dump contents for diagnostics
238                        void dump(std::ofstream& of) const;
239                };
240                /** A MaterialBucket is a collection of smaller buckets with the same
241                        Material (and implicitly the same LOD). */
242                class _OgreExport MaterialBucket
243                {
244                public:
245                        /// list of Geometry Buckets in this region
246                        typedef std::vector<GeometryBucket*> GeometryBucketList;
247                protected:
248                        /// Pointer to parent LODBucket
249                        LODBucket* mParent;
250                        /// Material being used
251                        String mMaterialName;
252                        /// Pointer to material being used
253                        MaterialPtr mMaterial;
254                        /// Active technique
255                        Technique* mTechnique;
256
257                        /// list of Geometry Buckets in this region
258                        GeometryBucketList mGeometryBucketList;
259                        // index to current Geometry Buckets for a given geometry format
260                        typedef std::map<String, GeometryBucket*> CurrentGeometryMap;
261                        CurrentGeometryMap mCurrentGeometryMap;
262                        /// Get a packed string identifying the geometry format
263                        String getGeometryFormatString(SubMeshLodGeometryLink* geom);
264                       
265                public:
266                        MaterialBucket(LODBucket* parent, const String& materialName);
267                        virtual ~MaterialBucket();
268                        LODBucket* getParent(void) { return mParent; }
269                        /// Get the material name
270                        const String& getMaterialName(void) const { return mMaterialName; }
271                        /// Assign geometry to this bucket
272                        void assign(QueuedGeometry* qsm);
273                        /// Build
274                        void build(bool stencilShadows);
275                        /// Add children to the render queue
276                        void addRenderables(RenderQueue* queue, uint8 group,
277                                Real camSquaredDist);
278                        /// Get the material for this bucket
279                        const MaterialPtr& getMaterial(void) const { return mMaterial; }
280                        /// Iterator over geometry
281                        typedef VectorIterator<GeometryBucketList> GeometryIterator;
282                        /// Get an iterator over the contained geometry
283                        GeometryIterator getGeometryIterator(void);
284                        /// Get the current Technique
285                        Technique* getCurrentTechnique(void) const { return mTechnique; }
286                        /// Dump contents for diagnostics
287                        void dump(std::ofstream& of) const;
288                };
289                /** A LODBucket is a collection of smaller buckets with the same LOD.
290                @remarks
291                        LOD refers to Mesh LOD here. Material LOD can change separately
292                        at the next bucket down from this.
293                */
294                class _OgreExport LODBucket
295                {
296                public:
297                        /// Lookup of Material Buckets in this region
298                        typedef std::map<String, MaterialBucket*> MaterialBucketMap;
299                protected:
300                        /// Pointer to parent region
301                        Region* mParent;
302                        /// LOD level (0 == full LOD)
303                        unsigned short mLod;
304                        /// distance at which this LOD starts to apply (squared)
305                        Real mSquaredDistance;
306                        /// Lookup of Material Buckets in this region
307                        MaterialBucketMap mMaterialBucketMap;
308                        /// Geometry queued for a single LOD (deallocated here)
309                        QueuedGeometryList mQueuedGeometryList;
310                public:
311                        LODBucket(Region* parent, unsigned short lod, Real lodDist);
312                        virtual ~LODBucket();
313                        Region* getParent(void) { return mParent; }
314                        /// Get the lod index
315                        ushort getLod(void) const { return mLod; }
316                        /// Get the lod squared distance
317                        Real getSquaredDistance(void) const { return mSquaredDistance; }
318                        /// Assign a queued submesh to this bucket, using specified mesh LOD
319                        void assign(QueuedSubMesh* qsm, ushort atLod);
320                        /// Build
321                        void build(bool stencilShadows);
322                        /// Add children to the render queue
323                        void addRenderables(RenderQueue* queue, uint8 group,
324                                Real camSquaredDistance);
325                        /// Iterator over the materials in this LOD
326                        typedef MapIterator<MaterialBucketMap> MaterialIterator;
327                        /// Get an iterator over the materials in this LOD
328                        MaterialIterator getMaterialIterator(void);
329                        /// Dump contents for diagnostics
330                        void dump(std::ofstream& of) const;
331                       
332                };
333                /** The details of a topological region which is the highest level of
334                        partitioning for this class.
335                @remarks
336                        The size & shape of regions entirely depends on the SceneManager
337                        specific implementation. It is a MovableObject since it will be
338                        attached to a node based on the local centre - in practice it
339                        won't actually move (although in theory it could).
340                */
341                class _OgreExport Region : public MovableObject
342                {
343                public:
344                        /// list of LOD Buckets in this region
345                        typedef std::vector<LODBucket*> LODBucketList;
346                protected:
347                        /** Nested class to allow region shadows. */
348                        class _OgreExport RegionShadowRenderable : public ShadowRenderable
349                        {
350                        protected:
351                                Region* mParent;
352                                // Shared link to position buffer
353                                HardwareVertexBufferSharedPtr mPositionBuffer;
354                                // Shared link to w-coord buffer (optional)
355                                HardwareVertexBufferSharedPtr mWBuffer;
356
357                        public:
358                                RegionShadowRenderable(Region* parent,
359                                        HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
360                                        bool createSeparateLightCap, bool isLightCap = false);
361                                ~RegionShadowRenderable();
362                                /// Overridden from ShadowRenderable
363                                void getWorldTransforms(Matrix4* xform) const;
364                                /// Overridden from ShadowRenderable
365                                const Quaternion& getWorldOrientation(void) const;
366                                /// Overridden from ShadowRenderable
367                                const Vector3& getWorldPosition(void) const;
368                                HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
369                                HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
370
371                        };
372                        /// Parent static geometry
373                        StaticGeometry* mParent;
374                        /// Scene manager link
375                        SceneManager* mSceneMgr;
376                        /// Scene node
377                        SceneNode* mNode;
378                        /// Local list of queued meshes (not used for deallocation)
379                        QueuedSubMeshList mQueuedSubMeshes;
380                        /// Unique identifier for the region
381                        uint32 mRegionID;
382                        /// Center of the region
383                        Vector3 mCentre;
384                        /// LOD distances (squared) as built up - use the max at each level
385                        std::vector<Real> mLodSquaredDistances;
386                        /// Local AABB relative to region centre
387                        AxisAlignedBox mAABB;
388                        /// Local bounding radius
389                        Real mBoundingRadius;
390                        /// The current lod level, as determined from the last camera
391                        ushort mCurrentLod;
392                        /// Current camera distance, passed on to do material lod later
393                        Real mCamDistanceSquared;
394                        /// List of LOD buckets                 
395                        LODBucketList mLodBucketList;
396                        /// List of lights for this region
397                        mutable LightList mLightList;
398                        /// The last frame that this light list was updated in
399                        mutable ulong mLightListUpdated;
400                        /// Edge list, used if stencil shadow casting is enabled
401                        EdgeData* mEdgeList;
402                        /// List of shadow renderables
403                        ShadowRenderableList mShadowRenderables;
404                        /// Is a vertex program in use somewhere in this region?
405                        bool mVertexProgramInUse;
406
407
408
409                public:
410                        Region(StaticGeometry* parent, const String& name, SceneManager* mgr,
411                                uint32 regionID, const Vector3& centre);
412                        virtual ~Region();
413                        // more fields can be added in subclasses
414                        StaticGeometry* getParent(void) const { return mParent;}
415                        /// Assign a queued mesh to this region, read for final build
416                        void assign(QueuedSubMesh* qmesh);
417                        /// Build this region
418                        void build(bool stencilShadows);
419                        /// Get the region ID of this region
420                        uint32 getID(void) const { return mRegionID; }
421                        /// Get the centre point of the region
422                        const Vector3& getCentre(void) const { return mCentre; }
423                        const String& getMovableType(void) const;
424                        void _notifyCurrentCamera(Camera* cam);
425                        const AxisAlignedBox& getBoundingBox(void) const;
426                        Real getBoundingRadius(void) const;
427                        void _updateRenderQueue(RenderQueue* queue);
428                        bool isVisible(void) const;
429                        uint32 getTypeFlags(void) const;
430
431                        typedef VectorIterator<LODBucketList> LODIterator;
432                        /// Get an iterator over the LODs in this region
433                        LODIterator getLODIterator(void);
434                        /// Shared set of lights for all GeometryBuckets
435                        const LightList& getLights(void) const;
436                        /// @copydoc ShadowCaster::getShadowVolumeRenderableIterator
437                        ShadowRenderableListIterator getShadowVolumeRenderableIterator(
438                                ShadowTechnique shadowTechnique, const Light* light,
439                                HardwareIndexBufferSharedPtr* indexBuffer,
440                                bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 );
441                        /// Overridden from MovableObject
442                        EdgeData* getEdgeList(void);
443
444
445                        /// Dump contents for diagnostics
446                        void dump(std::ofstream& of) const;
447                       
448                };
449                /** Indexed region map based on packed x/y/z region index, 10 bits for
450                        each axis.
451                @remarks
452                        Regions are indexed 0-1023 in all axes, where for example region
453                        0 in the x axis begins at mOrigin.x + (mRegionDimensions.x * -512),
454                        and region 1023 ends at mOrigin + (mRegionDimensions.x * 512).
455                */
456                typedef std::map<uint32, Region*> RegionMap;
457        protected:
458                // General state & settings
459                SceneManager* mOwner;
460                String mName;
461                bool mBuilt;
462                Real mUpperDistance;
463                Real mSquaredUpperDistance;
464                bool mCastShadows;
465                Vector3 mRegionDimensions;
466                Vector3 mHalfRegionDimensions;
467                Vector3 mOrigin;
468                bool mVisible;
469        /// The render queue to use when rendering this object
470        uint8 mRenderQueueID;
471                /// Flags whether the RenderQueue's default should be used.
472                bool mRenderQueueIDSet;
473
474                QueuedSubMeshList mQueuedSubMeshes;
475
476                /// List of geometry which has been optimised for SubMesh use
477                /// This is the primary storage used for cleaning up later
478                OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList;
479
480                /** Cached links from SubMeshes to (potentially optimised) geometry
481                        This is not used for deletion since the lookup may reference
482                        original vertex data
483                */
484                SubMeshGeometryLookup mSubMeshGeometryLookup;
485                       
486                /// Map of regions
487                RegionMap mRegionMap;
488
489                /** Virtual method for getting a region most suitable for the
490                        passed in bounds. Can be overridden by subclasses.
491                */
492                virtual Region* getRegion(const AxisAlignedBox& bounds, bool autoCreate);
493                /** Get the region within which a point lies */
494                virtual Region* getRegion(const Vector3& point, bool autoCreate);
495                /** Get the region using indexes */
496                virtual Region* getRegion(ushort x, ushort y, ushort z, bool autoCreate);
497                /** Get the region using a packed index, returns null if it doesn't exist. */
498                virtual Region* getRegion(uint32 index);
499                /** Get the region indexes for a point.
500                */
501                virtual void getRegionIndexes(const Vector3& point,
502                        ushort& x, ushort& y, ushort& z);
503                /** Pack 3 indexes into a single index value
504                */
505                virtual uint32 packIndex(ushort x, ushort y, ushort z);
506                /** Get the volume intersection for an indexed region with some bounds.
507                */
508                virtual Real getVolumeIntersection(const AxisAlignedBox& box, 
509                        ushort x, ushort y, ushort z);
510                /** Get the bounds of an indexed region.
511                */
512                virtual AxisAlignedBox getRegionBounds(ushort x, ushort y, ushort z);
513                /** Get the centre of an indexed region.
514                */
515                virtual Vector3 getRegionCentre(ushort x, ushort y, ushort z);
516                /** Calculate world bounds from a set of vertex data. */
517                virtual AxisAlignedBox calculateBounds(VertexData* vertexData,
518                        const Vector3& position, const Quaternion& orientation,
519                        const Vector3& scale);
520                /** Look up or calculate the geometry data to use for this SubMesh */
521                SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm);
522                /** Split some shared geometry into dedicated geometry. */
523                void splitGeometry(VertexData* vd, IndexData* id,
524                        SubMeshLodGeometryLink* targetGeomLink);
525
526                typedef std::map<size_t, size_t> IndexRemap;
527                /** Method for figuring out which vertices are used by an index buffer
528                        and calculating a remap lookup for a vertex buffer just containing
529                        those vertices.
530                */
531                template <typename T>
532                void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap)
533                {
534                        remap.clear();
535                        for (size_t i = 0; i < numIndexes; ++i)
536                        {
537                                // use insert since duplicates are silently discarded
538                                remap.insert(IndexRemap::value_type(*pBuffer++, remap.size()));
539                                // this will have mapped oldindex -> new index IF oldindex
540                                // wasn't already there
541                        }
542                }
543                /** Method for altering indexes based on a remap. */
544                template <typename T>
545                void remapIndexes(T* src, T* dst, const IndexRemap& remap,
546                                size_t numIndexes)
547                {
548                        for (size_t i = 0; i < numIndexes; ++i)
549                        {
550                                // look up original and map to target
551                                IndexRemap::const_iterator ix = remap.find(*src++);
552                                assert(ix != remap.end());
553                                *dst++ = static_cast<T>(ix->second);
554                        }
555                }
556               
557        public:
558                /// Constructor; do not use directly (@see SceneManager::createStaticGeometry)
559                StaticGeometry(SceneManager* owner, const String& name);
560                /// Destructor
561                virtual ~StaticGeometry();
562
563                /// Get the name of this object
564                const String& getName(void) const { return mName; }
565                /** Adds an Entity to the static geometry.
566                @remarks
567                        This method takes an existing Entity and adds its details to the
568                        list of elements to include when building. Note that the Entity
569                        itself is not copied or referenced in this method; an Entity is
570                        passed simply so that you can change the materials of attached
571                        SubEntity objects if you want. You can add the same Entity
572                        instance multiple times with different material settings
573                        completely safely, and destroy the Entity before destroying
574                        this StaticGeometry if you like. The Entity passed in is simply
575                        used as a definition.
576                @note Must be called before 'build'.
577                @param ent The Entity to use as a definition (the Mesh and Materials
578                        referenced will be recorded for the build call).
579                @param position The world position at which to add this Entity
580                @param orientation The world orientation at which to add this Entity
581                @param scale The scale at which to add this entity
582                */
583                virtual void addEntity(Entity* ent, const Vector3& position,
584                        const Quaternion& orientation = Quaternion::IDENTITY,
585                        const Vector3& scale = Vector3::UNIT_SCALE);
586
587                /** Adds all the Entity objects attached to a SceneNode and all it's
588                        children to the static geometry.
589                @remarks
590                        This method performs just like addEntity, except it adds all the
591                        entities attached to an entire sub-tree to the geometry.
592                        The position / orientation / scale parameters are taken from the
593                        node structure instead of being specified manually.
594                @note
595                        The SceneNode you pass in will not be automatically detached from
596                        it's parent, so if you have this node already attached to the scene
597                        graph, you will need to remove it if you wish to avoid the overhead
598                        of rendering <i>both</i> the original objects and their new static
599                        versions! We don't do this for you incase you are preparing this
600                        in advance and so don't want the originals detached yet.
601                @note Must be called before 'build'.
602                @param node Pointer to the node to use to provide a set of Entity
603                        templates
604                */
605                virtual void addSceneNode(const SceneNode* node);
606
607                /** Build the geometry.
608                @remarks
609                        Based on all the entities which have been added, and the batching
610                        options which have been set, this method constructs     the batched
611                        geometry structures required. The batches are added to the scene
612                        and will be rendered unless you specifically hide them.
613                @note
614                        Once you have called this method, you can no longer add any more
615                        entities.
616                */
617                virtual void build(void);
618
619                /** Destroys all the built geometry state (reverse of build).
620                @remarks
621                        You can call build() again after this and it will pick up all the
622                        same entities / nodes you queued last time.
623                */
624                virtual void destroy(void);
625
626                /** Clears any of the entities / nodes added to this geometry and
627                        destroys anything which has already been built.
628                */
629                virtual void reset(void);
630
631                /** Sets the distance at which batches are no longer rendered.
632                @remarks
633                        This lets you turn off batches at a given distance. This can be
634                        useful for things like detail meshes (grass, foliage etc) and could
635                        be combined with a shader which fades the geometry out beforehand
636                        to lessen the effect.
637                @param dist Distance beyond which the batches will not be rendered
638                        (the default is 0, which means batches are always rendered).
639                */
640                virtual void setRenderingDistance(Real dist) {
641                        mUpperDistance = dist;
642                        mSquaredUpperDistance = mUpperDistance * mUpperDistance;
643                }
644
645                /** Gets the distance at which batches are no longer rendered. */
646                virtual Real getRenderingDistance(void) const { return mUpperDistance; }
647
648                /** Gets the squared distance at which batches are no longer rendered. */
649                virtual Real getSquaredRenderingDistance(void) const
650                { return mSquaredUpperDistance; }
651
652                /** Hides or shows all the batches. */
653                virtual void setVisible(bool visible);
654
655                /** Are the batches visible? */
656                virtual bool isVisible(void) const { return mVisible; }
657
658                /** Sets whether this geometry should cast shadows.
659                @remarks
660                        No matter what the settings on the original entities,
661                        the StaticGeometry class defaults to not casting shadows.
662                        This is because, being static, unless you have moving lights
663                        you'd be better to use precalculated shadows of some sort.
664                        However, if you need them, you can enable them using this
665                        method. If the SceneManager is set up to use stencil shadows,
666                        edge lists will be copied from the underlying meshes on build.
667                        It is essential that all meshes support stencil shadows in this
668                        case.
669                @note If you intend to use stencil shadows, you must set this to
670                        true before calling 'build' as well as making sure you set the
671                        scene's shadow type (that should always be the first thing you do
672                        anyway). You can turn shadows off temporarily but they can never
673                        be turned on if they were not at the time of the build.
674                */
675                virtual void setCastShadows(bool castShadows);
676                /// Will the geometry from this object cast shadows?
677                virtual bool getCastShadows(void) { return mCastShadows; }
678
679                /** Sets the size of a single region of geometry.
680                @remarks
681                        This method allows you to configure the physical world size of
682                        each region, so you can balance culling against batch size. Entities
683                        will be fitted within the batch they most closely fit, and the
684                        eventual bounds of each batch may well be slightly larger than this
685                        if they overlap a little. The default is Vector3(1000, 1000, 1000).
686                @note Must be called before 'build'.
687                @param size Vector3 expressing the 3D size of each region.
688                */
689                virtual void setRegionDimensions(const Vector3& size) {
690                        mRegionDimensions = size;
691                        mHalfRegionDimensions = size * 0.5;
692                }
693                /** Gets the size of a single batch of geometry. */
694                virtual const Vector3& getRegionDimensions(void) const { return mRegionDimensions; }
695                /** Sets the origin of the geometry.
696                @remarks
697                        This method allows you to configure the world centre of the geometry,
698                        thus the place which all regions surround. You probably don't need
699                        to mess with this unless you have a seriously large world, since the
700                        default set up can handle an area 1024 * mRegionDimensions, and
701                        the sparseness of population is no issue when it comes to rendering.
702                        The default is Vector3(0,0,0).
703                @note Must be called before 'build'.
704                @param size Vector3 expressing the 3D origin of the geometry.
705                */
706                virtual void setOrigin(const Vector3& origin) { mOrigin = origin; }
707                /** Gets the origin of this geometry. */
708                virtual const Vector3& getOrigin(void) const { return mOrigin; }
709
710        /** Sets the render queue group this object will be rendered through.
711        @remarks
712            Render queues are grouped to allow you to more tightly control the ordering
713            of rendered objects. If you do not call this method, all  objects default
714            to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for
715                        most objects. You may want to alter this if you want to perform more complex
716                        rendering.
717        @par
718            See RenderQueue for more details.
719        @param queueID Enumerated value of the queue group to use.
720        */
721        virtual void setRenderQueueGroup(uint8 queueID);
722
723        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
724        virtual uint8 getRenderQueueGroup(void) const;
725               
726                /// Iterator for iterating over contained regions
727                typedef MapIterator<RegionMap> RegionIterator;
728                /// Get an iterator over the regions in this geometry
729                RegionIterator getRegionIterator(void);
730
731                /** Dump the contents of this StaticGeometry to a file for diagnostic
732                        purposes.
733                */
734                virtual void dump(const String& filename) const;
735
736
737        };
738
739}
740
741#endif
742
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