[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef __SubMesh_H_
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| 26 | #define __SubMesh_H_
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 |
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| 30 | #include "OgreVertexIndexData.h"
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| 31 | #include "OgreMaterial.h"
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| 32 | #include "OgreRenderOperation.h"
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| 33 | #include "OgreVertexBoneAssignment.h"
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| 34 | #include "OgreProgressiveMesh.h"
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| 35 | #include "OgreAnimationTrack.h"
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| 36 |
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| 37 | namespace Ogre {
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| 38 |
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| 39 | /** Defines a part of a complete mesh.
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| 40 | @remarks
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| 41 | Meshes which make up the definition of a discrete 3D object
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| 42 | are made up of potentially multiple parts. This is because
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| 43 | different parts of the mesh may use different materials or
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| 44 | use different vertex formats, such that a rendering state
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| 45 | change is required between them.
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| 46 | @par
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| 47 | Like the Mesh class, instatiations of 3D objects in the scene
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| 48 | share the SubMesh instances, and have the option of overriding
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| 49 | their material differences on a per-object basis if required.
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| 50 | See the SubEntity class for more information.
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| 51 | */
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| 52 | class _OgreExport SubMesh
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| 53 | {
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| 54 | friend class Mesh;
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| 55 | friend class MeshSerializerImpl;
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| 56 | friend class MeshSerializerImpl_v1_2;
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| 57 | friend class MeshSerializerImpl_v1_1;
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| 58 | public:
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| 59 | SubMesh();
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| 60 | ~SubMesh();
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| 61 |
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| 62 |
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| 63 | /// Indicates if this submesh shares vertex data with other meshes or whether it has it's own vertices.
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| 64 | bool useSharedVertices;
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| 65 |
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| 66 | /// The render operation type used to render this submesh
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| 67 | RenderOperation::OperationType operationType;
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| 68 |
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| 69 | /** Dedicated vertex data (only valid if useSharedVertices = false).
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| 70 | @remarks
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| 71 | This data is completely owned by this submesh.
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| 72 | @par
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| 73 | The use of shared or non-shared buffers is determined when
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| 74 | model data is converted to the OGRE .mesh format.
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| 75 | */
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| 76 | VertexData *vertexData;
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| 77 |
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| 78 | /// Face index data
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| 79 | IndexData *indexData;
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| 80 |
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| 81 | /** Dedicated index map for translate blend index to bone index (only valid if useSharedVertices = false).
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| 82 | @remarks
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| 83 | This data is completely owned by this submesh.
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| 84 | @par
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| 85 | We collect actually used bones of all bone assignments, and build the
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| 86 | blend index in 'packed' form, then the range of the blend index in vertex
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| 87 | data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by
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| 88 | minimising the world matrix array constants passing to GPU, we can support
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| 89 | more bones for a mesh when hardware skinning is used. The hardware skinning
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| 90 | support limit is applied to each set of vertex data in the mesh, in other words, the
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| 91 | hardware skinning support limit is applied only to the actually used bones of each
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| 92 | SubMeshes, not all bones across the entire Mesh.
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| 93 | @par
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| 94 | Because the blend index is different to the bone index, therefore, we use
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| 95 | the index map to translate the blend index to bone index.
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| 96 | @par
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| 97 | The use of shared or non-shared index map is determined when
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| 98 | model data is converted to the OGRE .mesh format.
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| 99 | */
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| 100 | typedef std::vector<unsigned short> IndexMap;
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| 101 | IndexMap blendIndexToBoneIndexMap;
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| 102 |
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| 103 | ProgressiveMesh::LODFaceList mLodFaceList;
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| 104 |
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| 105 | /// Reference to parent Mesh (not a smart pointer so child does not keep parent alive).
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| 106 | Mesh* parent;
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| 107 |
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| 108 | /// Sets the name of the Material which this SubMesh will use
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| 109 | void setMaterialName(const String& matName);
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| 110 | const String& getMaterialName(void) const;
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| 111 |
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| 112 | /** Returns true if a material has been assigned to the submesh, otherwise returns false.
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| 113 | */
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| 114 | bool isMatInitialised(void) const;
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| 115 |
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| 116 | /** Returns a RenderOperation structure required to render this mesh.
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| 117 | @param
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| 118 | rend Reference to a RenderOperation structure to populate.
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| 119 | @param
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| 120 | lodIndex The index of the LOD to use.
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| 121 | */
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| 122 | void _getRenderOperation(RenderOperation& rend, ushort lodIndex = 0);
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| 123 |
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| 124 | /** Assigns a vertex to a bone with a given weight, for skeletal animation.
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| 125 | @remarks
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| 126 | This method is only valid after calling setSkeletonName.
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| 127 | Since this is a one-off process there exists only 'addBoneAssignment' and
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| 128 | 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
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| 129 | to modify bone assignments during rendering (only the positions of bones) and OGRE
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| 130 | reserves the right to do some internal data reformatting of this information, depending
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| 131 | on render system requirements.
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| 132 | @par
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| 133 | This method is for assigning weights to the dedicated geometry of the SubMesh. To assign
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| 134 | weights to the shared Mesh geometry, see the equivalent methods on Mesh.
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| 135 | */
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| 136 | void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
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| 137 |
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| 138 | /** Removes all bone assignments for this mesh.
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| 139 | @par
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| 140 | This method is for assigning weights to the dedicated geometry of the SubMesh. To assign
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| 141 | weights to the shared Mesh geometry, see the equivalent methods on Mesh.
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| 142 | */
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| 143 | void clearBoneAssignments(void);
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| 144 |
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| 145 | /// Multimap of verex bone assignments (orders by vertex index)
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| 146 | typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
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| 147 | typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
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| 148 |
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| 149 | /** Gets an iterator for access all bone assignments.
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| 150 | @remarks
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| 151 | Only valid if this SubMesh has dedicated geometry.
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| 152 | */
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| 153 | BoneAssignmentIterator getBoneAssignmentIterator(void);
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| 154 |
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| 155 | /** Must be called once to compile bone assignments into geometry buffer. */
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| 156 | void _compileBoneAssignments(void);
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| 157 |
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| 158 | typedef ConstMapIterator<AliasTextureNamePairList> AliasTextureIterator;
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| 159 | /** Gets an constant iterator to access all texture alias names assigned to this submesh.
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| 160 |
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| 161 | */
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| 162 | AliasTextureIterator getAliasTextureIterator(void) const;
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| 163 | /** Adds the alias or replaces an existing one and associates the texture name to it.
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| 164 | @remarks
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| 165 | The submesh uses the texture alias to replace textures used in the material applied
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| 166 | to the submesh.
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| 167 | @param
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| 168 | aliasName is the name of the alias.
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| 169 | @param
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| 170 | textureName is the name of the texture to be associated with the alias
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| 171 |
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| 172 | */
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| 173 | void addTextureAlias(const String& aliasName, const String& textureName);
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| 174 | /** Remove a specific texture alias name from the sub mesh
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| 175 | @param
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| 176 | aliasName is the name of the alias to be removed. If it is not found
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| 177 | then it is ignored.
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| 178 | */
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| 179 | void removeTextureAlias(const String& aliasName);
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| 180 | /** removes all texture aliases from the sub mesh
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| 181 | */
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| 182 | void removeAllTextureAliases(void);
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| 183 | /** returns true if the sub mesh has texture aliases
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| 184 | */
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| 185 | bool hasTextureAliases(void) const { return !mTextureAliases.empty(); }
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| 186 | /** Gets the number of texture aliases assigned to the sub mesh.
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| 187 | */
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| 188 | size_t getTextureAliasCount(void) const { return mTextureAliases.size(); }
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| 189 |
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| 190 | /** The current material used by the submesh is copied into a new material
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| 191 | and the submesh's texture aliases are applied if the current texture alias
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| 192 | names match those found in the original material.
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| 193 | @remarks
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| 194 | The submesh's texture aliases must be setup prior to calling this method.
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| 195 | If a new material has to be created, the subMesh autogenerates the new name.
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| 196 | The new name is the old name + "_" + number.
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| 197 | @return
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| 198 | True if texture aliases were applied and a new material was created.
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| 199 | */
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| 200 | bool updateMaterialUsingTextureAliases(void);
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| 201 |
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| 202 | /** Get the type of any vertex animation used by dedicated geometry.
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| 203 | */
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| 204 | VertexAnimationType getVertexAnimationType(void) const;
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| 205 |
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| 206 | protected:
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| 207 |
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| 208 | /// Name of the material this SubMesh uses.
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| 209 | String mMaterialName;
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| 210 |
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| 211 | /// Is there a material yet?
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| 212 | bool mMatInitialised;
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| 213 |
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| 214 | /// paired list of texture aliases and texture names
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| 215 | AliasTextureNamePairList mTextureAliases;
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| 216 |
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| 217 | VertexBoneAssignmentList mBoneAssignments;
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| 218 |
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| 219 | /// Flag indicating that bone assignments need to be recompiled
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| 220 | bool mBoneAssignmentsOutOfDate;
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| 221 |
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| 222 | /// Type of vertex animation for dedicated vertex data (populated by Mesh)
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| 223 | mutable VertexAnimationType mVertexAnimationType;
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| 224 |
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| 225 |
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| 226 | /// Internal method for removing LOD data
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| 227 | void removeLodLevels(void);
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| 228 |
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| 229 |
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| 230 |
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| 231 | };
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| 232 |
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| 233 | } // namespace
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| 234 |
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| 235 | #endif
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| 236 |
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