1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __SubEntity_H__
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26 | #define __SubEntity_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 |
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30 | #include "OgreString.h"
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31 | #include "OgreRenderable.h"
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32 | #include "OgreHardwareBufferManager.h"
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33 |
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34 | namespace Ogre {
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35 |
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36 | /** Utility class which defines the sub-parts of an Entity.
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37 | @remarks
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38 | Just as meshes are split into submeshes, an Entity is made up of
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39 | potentially multiple SubMeshes. These are mainly here to provide the
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40 | link between the Material which the SubEntity uses (which may be the
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41 | default Material for the SubMesh or may have been changed for this
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42 | object) and the SubMesh data.
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43 | @par
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44 | The SubEntity also allows the application some flexibility in the
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45 | material properties for this section of a particular instance of this
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46 | Mesh, e.g. tinting the windows on a car model.
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47 | @par
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48 | SubEntity instances are never created manually. They are created at
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49 | the same time as their parent Entity by the SceneManager method
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50 | createEntity.
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51 | */
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52 | class _OgreExport SubEntity: public Renderable
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53 | {
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54 | // Note no virtual functions for efficiency
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55 | friend class Entity;
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56 | friend class SceneManager;
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57 | protected:
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58 | /** Private constructor - don't allow creation by anybody else.
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59 | */
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60 | SubEntity(Entity* parent, SubMesh* subMeshBasis);
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61 |
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62 | /** Private destructor.
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63 | */
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64 | virtual ~SubEntity();
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65 |
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66 | /// Pointer to parent.
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67 | Entity* mParentEntity;
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68 |
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69 | /// Name of Material in use by this SubEntity.
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70 | String mMaterialName;
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71 |
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72 | /// Cached pointer to material.
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73 | MaterialPtr mpMaterial;
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74 |
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75 | // Pointer to the SubMesh defining geometry.
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76 | SubMesh* mSubMesh;
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77 |
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78 | /// Is this SubEntity visible?
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79 | bool mVisible;
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80 |
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81 | /// The LOD number of the material to use, calculated by Entity::_notifyCurrentCamera
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82 | unsigned short mMaterialLodIndex;
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83 |
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84 | /// blend buffer details for dedicated geometry
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85 | VertexData* mSkelAnimVertexData;
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86 | /// Quick lookup of buffers
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87 | TempBlendedBufferInfo mTempSkelAnimInfo;
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88 | /// Temp buffer details for software Vertex anim geometry
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89 | TempBlendedBufferInfo mTempVertexAnimInfo;
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90 | /// Vertex data details for software Vertex anim of shared geometry
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91 | VertexData* mSoftwareVertexAnimVertexData;
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92 | /// Vertex data details for hardware Vertex anim of shared geometry
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93 | /// - separate since we need to s/w anim for shadows whilst still altering
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94 | /// the vertex data for hardware morphing (pos2 binding)
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95 | VertexData* mHardwareVertexAnimVertexData;
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96 | /// Have we applied any vertex animation to geometry?
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97 | bool mVertexAnimationAppliedThisFrame;
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98 | /// Number of hardware blended poses supported by material
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99 | ushort mHardwarePoseCount;
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100 |
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101 | /** Internal method for preparing this Entity for use in animation. */
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102 | void prepareTempBlendBuffers(void);
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103 |
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104 | public:
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105 | /** Gets the name of the Material in use by this instance.
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106 | */
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107 | const String& getMaterialName() const;
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108 |
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109 | /** Sets the name of the Material to be used.
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110 | @remarks
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111 | By default a SubEntity uses the default Material that the SubMesh
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112 | uses. This call can alter that so that the Material is different
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113 | for this instance.
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114 | */
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115 | void setMaterialName( const String& name );
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116 |
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117 | /** Tells this SubEntity whether to be visible or not. */
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118 | virtual void setVisible(bool visible);
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119 |
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120 | /** Returns whether or not this SubEntity is supposed to be visible. */
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121 | virtual bool isVisible(void) const;
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122 |
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123 | /** Accessor method to read mesh data.
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124 | */
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125 | SubMesh* getSubMesh(void);
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126 |
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127 | /** Overridden - see Renderable.
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128 | */
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129 | const MaterialPtr& getMaterial(void) const;
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130 |
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131 | /** Overridden - see Renderable.
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132 | */
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133 | Technique* getTechnique(void) const;
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134 |
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135 | /** Overridden - see Renderable.
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136 | */
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137 | void getRenderOperation(RenderOperation& op);
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138 |
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139 | /** Overridden - see Renderable.
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140 | */
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141 | void getWorldTransforms(Matrix4* xform) const;
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142 | /** @copydoc Renderable::getWorldOrientation */
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143 | const Quaternion& getWorldOrientation(void) const;
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144 | /** @copydoc Renderable::getWorldPosition */
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145 | const Vector3& getWorldPosition(void) const;
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146 | /** Overridden - see Renderable.
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147 | */
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148 | bool getNormaliseNormals(void) const;
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149 | /** Overridden - see Renderable.
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150 | */
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151 | unsigned short getNumWorldTransforms(void) const;
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152 | /** Overridden, see Renderable */
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153 | Real getSquaredViewDepth(const Camera* cam) const;
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154 | /** @copydoc Renderable::getLights */
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155 | const LightList& getLights(void) const;
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156 | /** @copydoc Renderable::getCastsShadows */
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157 | bool getCastsShadows(void) const;
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158 | /** Advanced method to get the temporarily blended vertex information
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159 | for entities which are software skinned.
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160 | @remarks
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161 | Internal engine will eliminate software animation if possible, this
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162 | information is unreliable unless added request for software animation
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163 | via Entity::addSoftwareAnimationRequest.
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164 | @note
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165 | The positions/normals of the returned vertex data is in object space.
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166 | */
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167 | VertexData* _getSkelAnimVertexData(void);
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168 | /** Advanced method to get the temporarily blended software morph vertex information
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169 | @remarks
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170 | Internal engine will eliminate software animation if possible, this
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171 | information is unreliable unless added request for software animation
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172 | via Entity::addSoftwareAnimationRequest.
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173 | @note
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174 | The positions/normals of the returned vertex data is in object space.
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175 | */
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176 | VertexData* _getSoftwareVertexAnimVertexData(void);
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177 | /** Advanced method to get the hardware morph vertex information
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178 | @note
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179 | The positions/normals of the returned vertex data is in object space.
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180 | */
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181 | VertexData* _getHardwareVertexAnimVertexData(void);
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182 | /** Advanced method to get the temp buffer information for software
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183 | skeletal animation.
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184 | */
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185 | TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void);
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186 | /** Advanced method to get the temp buffer information for software
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187 | morph animation.
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188 | */
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189 | TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void);
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190 | /// Retrieve the VertexData which should be used for GPU binding
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191 | VertexData* getVertexDataForBinding(void);
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192 |
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193 | /** Mark all vertex data as so far unanimated.
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194 | */
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195 | void _markBuffersUnusedForAnimation(void);
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196 | /** Mark all vertex data as animated.
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197 | */
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198 | void _markBuffersUsedForAnimation(void);
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199 | /** Are buffers already marked as vertex animated? */
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200 | bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; }
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201 | /** Internal method to copy original vertex data to the morph structures
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202 | should there be no active animation in use.
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203 | */
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204 | void _restoreBuffersForUnusedAnimation(bool hardwareAnimation);
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205 |
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206 | /** Overridden from Renderble to provide some custom behaviour. */
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207 | void _updateCustomGpuParameter(
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208 | const GpuProgramParameters::AutoConstantEntry& constantEntry,
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209 | GpuProgramParameters* params) const;
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210 | };
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211 |
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212 | }
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213 |
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214 |
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215 | #endif
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