[657] | 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://ogre.sourceforge.net/
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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 | #include "OgreStableHeaders.h"
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| 26 | #include "OgreEntity.h"
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| 27 |
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| 28 | #include "OgreSubMesh.h"
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| 29 | #include "OgreSubEntity.h"
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| 30 | #include "OgreException.h"
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| 31 | #include "OgreSceneManager.h"
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| 32 | #include "OgreLogManager.h"
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| 33 | #include "OgreSkeleton.h"
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| 34 | #include "OgreBone.h"
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| 35 | #include "OgreCamera.h"
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| 36 | #include "OgreTagPoint.h"
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| 37 | #include "OgreAxisAlignedBox.h"
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| 38 | #include "OgreHardwareBufferManager.h"
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| 39 | #include "OgreVector4.h"
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| 40 | #include "OgreRoot.h"
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| 41 | #include "OgreTechnique.h"
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| 42 | #include "OgrePass.h"
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| 43 | #include "OgreSkeletonInstance.h"
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| 44 | #include "OgreEdgeListBuilder.h"
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| 45 | #include "OgreStringConverter.h"
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| 46 |
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| 47 | namespace Ogre {
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| 48 | String Entity::msMovableType = "Entity";
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| 49 | //-----------------------------------------------------------------------
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| 50 | Entity::Entity ()
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| 51 | {
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| 52 | mFullBoundingBox = new AxisAlignedBox;
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| 53 | mNormaliseNormals = false;
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| 54 | mFrameBonesLastUpdated = new unsigned long;
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| 55 | *mFrameBonesLastUpdated = std::numeric_limits<unsigned long>::max();
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| 56 | mFrameAnimationLastUpdated = std::numeric_limits<unsigned long>::max();
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| 57 | mHardwareSkinning = false;
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| 58 | mSoftwareSkinningRequests = 0;
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| 59 | mSoftwareSkinningNormalsRequests = 0;
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| 60 | mSkeletonInstance = 0;
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| 61 | }
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| 62 | //-----------------------------------------------------------------------
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| 63 | Entity::Entity( const String& name, MeshPtr& mesh, SceneManager* creator) :
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| 64 | mName(name),
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| 65 | mMesh(mesh),
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| 66 | mCreatorSceneManager(creator),
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| 67 | mSharedSkeletonEntities(NULL)
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| 68 | {
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| 69 | mFullBoundingBox = new AxisAlignedBox;
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| 70 | mHardwareSkinning = false;
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| 71 | mSoftwareSkinningRequests = 0;
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| 72 | mSoftwareSkinningNormalsRequests = 0;
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| 73 | mSharedBlendedVertexData = NULL;
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| 74 |
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| 75 | // Is mesh skeletally animated?
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| 76 | if (mMesh->hasSkeleton() && !mMesh->getSkeleton().isNull())
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| 77 | {
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| 78 | mSkeletonInstance = new SkeletonInstance(mMesh->getSkeleton());
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| 79 | mSkeletonInstance->load();
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| 80 | }
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| 81 | else
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| 82 | {
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| 83 | mSkeletonInstance = 0;
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| 84 | }
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| 85 |
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| 86 | // Build main subentity list
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| 87 | buildSubEntityList(mesh, &mSubEntityList);
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| 88 |
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| 89 | // Check if mesh is using manual LOD
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| 90 | if (mesh->isLodManual())
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| 91 | {
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| 92 | ushort i, numLod;
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| 93 | numLod = mesh->getNumLodLevels();
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| 94 | // NB skip LOD 0 which is the original
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| 95 | for (i = 1; i < numLod; ++i)
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| 96 | {
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| 97 | const MeshLodUsage& usage = mesh->getLodLevel(i);
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| 98 | // Manually create entity
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| 99 | Entity* lodEnt = new Entity(name + "Lod" + StringConverter::toString(i),
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| 100 | usage.manualMesh, mCreatorSceneManager);
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| 101 | mLodEntityList.push_back(lodEnt);
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| 102 | }
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| 103 |
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| 104 | }
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| 105 |
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| 106 |
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| 107 | // Initialise the AnimationState, if Mesh has animation
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| 108 | if (hasSkeleton())
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| 109 | {
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| 110 | mAnimationState = new AnimationStateSet();
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| 111 | mFrameBonesLastUpdated = new unsigned long;
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| 112 | *mFrameBonesLastUpdated = std::numeric_limits<unsigned long>::max();
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| 113 | mesh->_initAnimationState(mAnimationState);
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| 114 | mNumBoneMatrices = mSkeletonInstance->getNumBones();
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| 115 | mBoneMatrices = new Matrix4[mNumBoneMatrices];
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| 116 | prepareTempBlendBuffers();
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| 117 | }
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| 118 | else
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| 119 | {
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| 120 | mBoneMatrices = 0;
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| 121 | mNumBoneMatrices = 0;
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| 122 | mAnimationState = 0;
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| 123 | mFrameBonesLastUpdated = 0;
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| 124 |
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| 125 | }
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| 126 |
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| 127 | reevaluateVertexProcessing();
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| 128 |
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| 129 | mDisplaySkeleton = false;
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| 130 |
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| 131 | mMeshLodFactorInv = 1.0f;
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| 132 | mMeshLodIndex = 0;
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| 133 | mMaxMeshLodIndex = 0; // Backwards, remember low value = high detail
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| 134 | mMinMeshLodIndex = 99;
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| 135 |
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| 136 | mMaterialLodFactorInv = 1.0f;
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| 137 | mMaxMaterialLodIndex = 0; // Backwards, remember low value = high detail
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| 138 | mMinMaterialLodIndex = 99;
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| 139 |
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| 140 |
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| 141 | mFrameAnimationLastUpdated = std::numeric_limits<unsigned long>::max();
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| 142 |
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| 143 | // Do we have a mesh where edge lists are not going to be available?
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| 144 | if (!mesh->isEdgeListBuilt() && !mesh->getAutoBuildEdgeLists())
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| 145 | {
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| 146 | setCastShadows(false);
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| 147 | }
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| 148 | }
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| 149 | //-----------------------------------------------------------------------
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| 150 | Entity::~Entity()
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| 151 | {
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| 152 | // Delete submeshes
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| 153 | SubEntityList::iterator i, iend;
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| 154 | iend = mSubEntityList.end();
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| 155 | for (i = mSubEntityList.begin(); i != iend; ++i)
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| 156 | {
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| 157 | // Delete SubEntity
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| 158 | delete *i;
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| 159 | }
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| 160 | // Delete LOD entities
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| 161 | LODEntityList::iterator li, liend;
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| 162 | liend = mLodEntityList.end();
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| 163 | for (li = mLodEntityList.begin(); li != liend; ++li)
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| 164 | {
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| 165 | // Delete
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| 166 | delete (*li);
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| 167 | }
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| 168 |
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| 169 | delete mFullBoundingBox;
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| 170 |
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| 171 | // Delete shadow renderables
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| 172 | ShadowRenderableList::iterator si, siend;
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| 173 | siend = mShadowRenderables.end();
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| 174 | for (si = mShadowRenderables.begin(); si != siend; ++si)
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| 175 | {
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| 176 | delete *si;
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| 177 | }
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| 178 |
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| 179 | // Detach all child objects, do this manually to avoid needUpdate() call
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| 180 | // which can fail because of deleted items
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| 181 | detachAllObjectsImpl();
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| 182 |
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| 183 | if (mSkeletonInstance) {
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| 184 | if (mSharedSkeletonEntities) {
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| 185 | mSharedSkeletonEntities->erase(this);
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| 186 | if (mSharedSkeletonEntities->size() == 0) {
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| 187 | delete mSkeletonInstance;
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| 188 | delete [] mBoneMatrices;
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| 189 | delete mAnimationState;
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| 190 | delete mFrameBonesLastUpdated;
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| 191 | delete mSharedSkeletonEntities;
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| 192 | }
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| 193 | } else {
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| 194 | delete mSkeletonInstance;
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| 195 | delete [] mBoneMatrices;
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| 196 | delete mAnimationState;
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| 197 | delete mFrameBonesLastUpdated;
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| 198 | }
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| 199 | }
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| 200 |
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| 201 | delete mSharedBlendedVertexData;
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| 202 | }
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| 203 | //-----------------------------------------------------------------------
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| 204 | MeshPtr& Entity::getMesh(void)
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| 205 | {
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| 206 | return mMesh;
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| 207 | }
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| 208 | //-----------------------------------------------------------------------
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| 209 | const String& Entity::getName(void) const
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| 210 | {
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| 211 | return mName;
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| 212 | }
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| 213 | //-----------------------------------------------------------------------
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| 214 | SubEntity* Entity::getSubEntity(unsigned int index)
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| 215 | {
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| 216 | if (index >= mSubEntityList.size())
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| 217 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
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| 218 | "Index out of bounds.",
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| 219 | "Entity::getSubEntity");
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| 220 | return mSubEntityList[index];
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| 221 | }
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| 222 | //-----------------------------------------------------------------------
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| 223 | SubEntity* Entity::getSubEntity(const String& name)
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| 224 | {
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| 225 | ushort index = mMesh->_getSubMeshIndex(name);
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| 226 | return getSubEntity(index);
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| 227 | }
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| 228 | //-----------------------------------------------------------------------
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| 229 | unsigned int Entity::getNumSubEntities(void) const
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| 230 | {
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| 231 | return static_cast< unsigned int >( mSubEntityList.size() );
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| 232 | }
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| 233 | //-----------------------------------------------------------------------
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| 234 | Entity* Entity::clone( const String& newName)
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| 235 | {
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| 236 | Entity* newEnt;
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| 237 | newEnt = mCreatorSceneManager->createEntity( newName, getMesh()->getName() );
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| 238 | // Copy material settings
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| 239 | SubEntityList::iterator i;
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| 240 | unsigned int n = 0;
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| 241 | for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i, ++n)
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| 242 | {
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| 243 | newEnt->getSubEntity(n)->setMaterialName((*i)->getMaterialName());
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| 244 | }
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| 245 | if (mAnimationState)
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| 246 | {
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| 247 | newEnt->mAnimationState = new AnimationStateSet(*mAnimationState);
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| 248 | }
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| 249 | return newEnt;
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| 250 | }
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| 251 | //-----------------------------------------------------------------------
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| 252 | void Entity::setMaterialName(const String& name)
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| 253 | {
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| 254 | // Set for all subentities
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| 255 | SubEntityList::iterator i;
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| 256 | for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i)
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| 257 | {
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| 258 | (*i)->setMaterialName(name);
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| 259 | }
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| 260 |
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| 261 | }
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| 262 | //-----------------------------------------------------------------------
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| 263 | void Entity::_notifyCurrentCamera(Camera* cam)
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| 264 | {
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| 265 | // Calculate the LOD
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| 266 | if (mParentNode)
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| 267 | {
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| 268 | Real squaredDepth = mParentNode->getSquaredViewDepth(cam);
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| 269 |
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| 270 | // Do Mesh LOD
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| 271 | // Adjust this depth by the entity bias factor
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| 272 | Real tmp = squaredDepth * mMeshLodFactorInv;
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| 273 | // Now adjust it by the camera bias
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| 274 | tmp = tmp * cam->_getLodBiasInverse();
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| 275 | // Get the index at this biased depth
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| 276 | mMeshLodIndex = mMesh->getLodIndexSquaredDepth(tmp);
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| 277 | // Apply maximum detail restriction (remember lower = higher detail)
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| 278 | mMeshLodIndex = std::max(mMaxMeshLodIndex, mMeshLodIndex);
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| 279 | // Apply minimum detail restriction (remember higher = lower detail)
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| 280 | mMeshLodIndex = std::min(mMinMeshLodIndex, mMeshLodIndex);
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| 281 |
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| 282 | // Now do material LOD
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| 283 | // Adjust this depth by the entity bias factor
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| 284 | tmp = squaredDepth * mMaterialLodFactorInv;
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| 285 | // Now adjust it by the camera bias
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| 286 | tmp = tmp * cam->_getLodBiasInverse();
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| 287 | SubEntityList::iterator i, iend;
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| 288 | iend = mSubEntityList.end();
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| 289 | for (i = mSubEntityList.begin(); i != iend; ++i)
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| 290 | {
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| 291 | // Get the index at this biased depth
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| 292 | unsigned short idx = (*i)->mpMaterial->getLodIndexSquaredDepth(tmp);
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| 293 | // Apply maximum detail restriction (remember lower = higher detail)
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| 294 | idx = std::max(mMaxMaterialLodIndex, idx);
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| 295 | // Apply minimum detail restriction (remember higher = lower detail)
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| 296 | (*i)->mMaterialLodIndex = std::min(mMinMaterialLodIndex, idx);
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| 297 | }
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| 298 |
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| 299 |
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| 300 | }
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| 301 | // Notify any child objects
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| 302 | ChildObjectList::iterator child_itr = mChildObjectList.begin();
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| 303 | ChildObjectList::iterator child_itr_end = mChildObjectList.end();
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| 304 | for( ; child_itr != child_itr_end; child_itr++)
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| 305 | {
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| 306 | (*child_itr).second->_notifyCurrentCamera(cam);
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| 307 | }
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| 308 |
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| 309 |
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| 310 | }
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| 311 | //-----------------------------------------------------------------------
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| 312 | const AxisAlignedBox& Entity::getBoundingBox(void) const
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| 313 | {
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| 314 | // Get from Mesh
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| 315 | *mFullBoundingBox = mMesh->getBounds();
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| 316 | mFullBoundingBox->merge(getChildObjectsBoundingBox());
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| 317 |
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| 318 | // Don't scale here, this is taken into account when world BBox calculation is done
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| 319 |
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| 320 | return *mFullBoundingBox;
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| 321 | }
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| 322 | //-----------------------------------------------------------------------
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| 323 | AxisAlignedBox Entity::getChildObjectsBoundingBox(void) const
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| 324 | {
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| 325 | AxisAlignedBox aa_box;
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| 326 | AxisAlignedBox full_aa_box;
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| 327 | full_aa_box.setNull();
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| 328 |
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| 329 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
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| 330 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
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| 331 | for( ; child_itr != child_itr_end; child_itr++)
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| 332 | {
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| 333 | aa_box = child_itr->second->getBoundingBox();
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| 334 | TagPoint* tp = (TagPoint*)child_itr->second->getParentNode();
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| 335 | // Use transform local to skeleton since world xform comes later
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| 336 | aa_box.transform(tp->_getFullLocalTransform());
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| 337 |
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| 338 | full_aa_box.merge(aa_box);
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| 339 | }
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| 340 |
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| 341 | return full_aa_box;
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| 342 | }
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| 343 | //-----------------------------------------------------------------------
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| 344 | const AxisAlignedBox& Entity::getWorldBoundingBox(bool derive) const
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| 345 | {
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| 346 | if (derive)
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| 347 | {
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| 348 | // derive child bounding boxes
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| 349 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
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| 350 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
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| 351 | for( ; child_itr != child_itr_end; child_itr++)
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| 352 | {
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| 353 | child_itr->second->getWorldBoundingBox(true);
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| 354 | }
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| 355 | }
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| 356 | return MovableObject::getWorldBoundingBox(derive);
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| 357 | }
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| 358 | //-----------------------------------------------------------------------
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| 359 | const Sphere& Entity::getWorldBoundingSphere(bool derive) const
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| 360 | {
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| 361 | if (derive)
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| 362 | {
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| 363 | // derive child bounding boxes
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| 364 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
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| 365 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
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| 366 | for( ; child_itr != child_itr_end; child_itr++)
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| 367 | {
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| 368 | child_itr->second->getWorldBoundingSphere(true);
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| 369 | }
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| 370 | }
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| 371 | return MovableObject::getWorldBoundingSphere(derive);
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| 372 |
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| 373 | }
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| 374 | //-----------------------------------------------------------------------
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| 375 | void Entity::_updateRenderQueue(RenderQueue* queue)
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| 376 | {
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| 377 | // Check we're not using a manual LOD
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| 378 | if (mMeshLodIndex > 0 && mMesh->isLodManual())
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| 379 | {
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| 380 | // Use alternate entity
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| 381 | assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() &&
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| 382 | "No LOD EntityList - did you build the manual LODs after creating the entity?");
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| 383 | // index - 1 as we skip index 0 (original lod)
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| 384 | if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton())
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| 385 | {
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| 386 | // Copy the animation state set to lod entity, we assume the lod
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| 387 | // entity only has a subset animation states
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| 388 | CopyAnimationStateSubset(*mLodEntityList[mMeshLodIndex - 1]->mAnimationState, *mAnimationState);
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| 389 | }
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| 390 | mLodEntityList[mMeshLodIndex - 1]->_updateRenderQueue(queue);
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| 391 | return;
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| 392 | }
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| 393 |
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| 394 | // Add each visible SubEntity to the queue
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| 395 | SubEntityList::iterator i, iend;
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| 396 | iend = mSubEntityList.end();
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| 397 | for (i = mSubEntityList.begin(); i != iend; ++i)
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| 398 | {
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| 399 | if((*i)->isVisible())
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| 400 | {
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| 401 | if(mRenderQueueIDSet)
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| 402 | {
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| 403 | queue->addRenderable(*i, mRenderQueueID);
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| 404 | }
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| 405 | else
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| 406 | {
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| 407 | queue->addRenderable(*i);
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| 408 | }
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| 409 | }
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| 410 | }
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| 411 |
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| 412 | // Since we know we're going to be rendered, take this opportunity to
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| 413 | // update the animation
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| 414 | if (hasSkeleton())
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| 415 | {
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| 416 | updateAnimation();
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| 417 |
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| 418 | //--- pass this point, we are sure that the transformation matrix of each bone and tagPoint have been updated
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| 419 | ChildObjectList::iterator child_itr = mChildObjectList.begin();
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| 420 | ChildObjectList::iterator child_itr_end = mChildObjectList.end();
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| 421 | for( ; child_itr != child_itr_end; child_itr++)
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| 422 | {
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| 423 | if ((*child_itr).second->isVisible())
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| 424 | (*child_itr).second->_updateRenderQueue(queue);
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| 425 | }
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| 426 | }
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| 427 |
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| 428 | // HACK to display bones
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| 429 | // This won't work if the entity is not centered at the origin
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| 430 | // TODO work out a way to allow bones to be rendered when Entity not centered
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| 431 | if (mDisplaySkeleton && hasSkeleton())
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| 432 | {
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| 433 | int numBones = mSkeletonInstance->getNumBones();
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| 434 | for (int b = 0; b < numBones; ++b)
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| 435 | {
|
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| 436 | Bone* bone = mSkeletonInstance->getBone(b);
|
---|
| 437 | if(mRenderQueueIDSet)
|
---|
| 438 | {
|
---|
| 439 | queue->addRenderable(bone, mRenderQueueID);
|
---|
| 440 | } else {
|
---|
| 441 | queue->addRenderable(bone);
|
---|
| 442 | }
|
---|
| 443 | }
|
---|
| 444 | }
|
---|
| 445 |
|
---|
| 446 |
|
---|
| 447 |
|
---|
| 448 |
|
---|
| 449 | }
|
---|
| 450 | //-----------------------------------------------------------------------
|
---|
| 451 | AnimationState* Entity::getAnimationState(const String& name)
|
---|
| 452 | {
|
---|
| 453 | if (!mAnimationState)
|
---|
| 454 | {
|
---|
| 455 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Entity is not animated",
|
---|
| 456 | "Entity::getAnimationState");
|
---|
| 457 | }
|
---|
| 458 | AnimationStateSet::iterator i = mAnimationState->find(name);
|
---|
| 459 |
|
---|
| 460 | if (i == mAnimationState->end())
|
---|
| 461 | {
|
---|
| 462 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No animation entry found named " + name,
|
---|
| 463 | "Entity::getAnimationState");
|
---|
| 464 | }
|
---|
| 465 |
|
---|
| 466 | return &(i->second);
|
---|
| 467 | }
|
---|
| 468 | //-----------------------------------------------------------------------
|
---|
| 469 | AnimationStateSet* Entity::getAllAnimationStates(void)
|
---|
| 470 | {
|
---|
| 471 | return mAnimationState;
|
---|
| 472 | }
|
---|
| 473 | //-----------------------------------------------------------------------
|
---|
| 474 | const String& Entity::getMovableType(void) const
|
---|
| 475 | {
|
---|
| 476 | return msMovableType;
|
---|
| 477 | }
|
---|
| 478 | //-----------------------------------------------------------------------
|
---|
| 479 | void Entity::updateAnimation(void)
|
---|
| 480 | {
|
---|
| 481 | // We only do these tasks if they have not already been done for
|
---|
| 482 | // this frame
|
---|
| 483 | Root& root = Root::getSingleton();
|
---|
| 484 | unsigned long currentFrameNumber = root.getCurrentFrameNumber();
|
---|
| 485 | if (mFrameAnimationLastUpdated != currentFrameNumber)
|
---|
| 486 | {
|
---|
| 487 | cacheBoneMatrices();
|
---|
| 488 |
|
---|
| 489 | // Software blend?
|
---|
| 490 | bool hwSkinning = isHardwareSkinningEnabled();
|
---|
| 491 | bool forcedSwSkinning = getSoftwareSkinningRequests()>0;
|
---|
| 492 | bool forcedNormals = getSoftwareSkinningNormalsRequests()>0;
|
---|
| 493 | if (!hwSkinning || forcedSwSkinning ||
|
---|
| 494 | root._getCurrentSceneManager()->getShadowTechnique() == SHADOWTYPE_STENCIL_ADDITIVE ||
|
---|
| 495 | root._getCurrentSceneManager()->getShadowTechnique() == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
| 496 | {
|
---|
| 497 | bool blendNormals = !hwSkinning || forcedNormals;
|
---|
| 498 |
|
---|
| 499 | // Ok, we need to do a software blend
|
---|
| 500 | // Blend normals in s/w only if we're not using h/w skinning,
|
---|
| 501 | // since shadows only require positions
|
---|
| 502 | // Firstly, check out working vertex buffers
|
---|
| 503 | if (mSharedBlendedVertexData)
|
---|
| 504 | {
|
---|
| 505 | // Blend shared geometry
|
---|
| 506 | // NB we suppress hardware upload while doing blend if we're
|
---|
| 507 | // hardware skinned, because the only reason for doing this
|
---|
| 508 | // is for shadow, which need only be uploaded then
|
---|
| 509 | mTempBlendedBuffer.checkoutTempCopies(true, blendNormals);
|
---|
| 510 | mTempBlendedBuffer.bindTempCopies(mSharedBlendedVertexData,
|
---|
| 511 | mHardwareSkinning);
|
---|
| 512 | Mesh::softwareVertexBlend(mMesh->sharedVertexData,
|
---|
| 513 | mSharedBlendedVertexData, mBoneMatrices, blendNormals);
|
---|
| 514 | }
|
---|
| 515 | SubEntityList::iterator i, iend;
|
---|
| 516 | iend = mSubEntityList.end();
|
---|
| 517 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
| 518 | {
|
---|
| 519 | // Blend dedicated geometry
|
---|
| 520 | SubEntity* se = *i;
|
---|
| 521 | if (se->isVisible() && se->mBlendedVertexData)
|
---|
| 522 | {
|
---|
| 523 | se->mTempBlendedBuffer.checkoutTempCopies(true, blendNormals);
|
---|
| 524 | se->mTempBlendedBuffer.bindTempCopies(se->mBlendedVertexData,
|
---|
| 525 | mHardwareSkinning);
|
---|
| 526 | Mesh::softwareVertexBlend(se->mSubMesh->vertexData,
|
---|
| 527 | se->mBlendedVertexData, mBoneMatrices, blendNormals);
|
---|
| 528 | }
|
---|
| 529 |
|
---|
| 530 | }
|
---|
| 531 | }
|
---|
| 532 | // Trigger update of bounding box if necessary
|
---|
| 533 | if (!mChildObjectList.empty())
|
---|
| 534 | mParentNode->needUpdate();
|
---|
| 535 | mFrameAnimationLastUpdated = currentFrameNumber;
|
---|
| 536 | }
|
---|
| 537 | }
|
---|
| 538 | //-----------------------------------------------------------------------
|
---|
| 539 | void Entity::_updateAnimation(void)
|
---|
| 540 | {
|
---|
| 541 | // Externally visible method
|
---|
| 542 | if (hasSkeleton())
|
---|
| 543 | {
|
---|
| 544 | updateAnimation();
|
---|
| 545 | }
|
---|
| 546 | }
|
---|
| 547 | //-----------------------------------------------------------------------
|
---|
| 548 | const VertexData* Entity::_getSharedBlendedVertexData(void) const
|
---|
| 549 | {
|
---|
| 550 | assert (mSharedBlendedVertexData && "Not software skinned!");
|
---|
| 551 | return mSharedBlendedVertexData;
|
---|
| 552 | }
|
---|
| 553 | //-----------------------------------------------------------------------
|
---|
| 554 | void Entity::cacheBoneMatrices(void)
|
---|
| 555 | {
|
---|
| 556 | Root& root = Root::getSingleton();
|
---|
| 557 | unsigned long currentFrameNumber = root.getCurrentFrameNumber();
|
---|
| 558 | if (*mFrameBonesLastUpdated != currentFrameNumber) {
|
---|
| 559 |
|
---|
| 560 | // Get the appropriate meshes skeleton here
|
---|
| 561 | // Can use lower LOD mesh skeleton if mesh LOD is manual
|
---|
| 562 | // We make the assumption that lower LOD meshes will have
|
---|
| 563 | // fewer bones than the full LOD, therefore marix stack will be
|
---|
| 564 | // big enough.
|
---|
| 565 | Mesh* theMesh; // raw to avoid reference counting overhead (don't need it)
|
---|
| 566 | if (mMesh->isLodManual() && mMeshLodIndex > 1)
|
---|
| 567 | {
|
---|
| 568 | // Use lower detail skeleton
|
---|
| 569 | theMesh = mMesh->getLodLevel(mMeshLodIndex).manualMesh.getPointer();
|
---|
| 570 | // Lower detail may not have skeleton
|
---|
| 571 | if (!theMesh->hasSkeleton())
|
---|
| 572 | {
|
---|
| 573 | mNumBoneMatrices = 0;
|
---|
| 574 | return;
|
---|
| 575 | }
|
---|
| 576 | }
|
---|
| 577 | else
|
---|
| 578 | {
|
---|
| 579 | // Use normal mesh
|
---|
| 580 | theMesh = mMesh.getPointer();
|
---|
| 581 | }
|
---|
| 582 |
|
---|
| 583 | mSkeletonInstance->setAnimationState(*mAnimationState);
|
---|
| 584 | mSkeletonInstance->_getBoneMatrices(mBoneMatrices);
|
---|
| 585 | *mFrameBonesLastUpdated = currentFrameNumber;
|
---|
| 586 |
|
---|
| 587 | if (sharesSkeletonInstance()) {
|
---|
| 588 | //---- update all sharing entities child objects transforms now
|
---|
| 589 | EntitySet::const_iterator entity_itr = mSharedSkeletonEntities->begin();
|
---|
| 590 | EntitySet::const_iterator entity_itr_end = mSharedSkeletonEntities->end();
|
---|
| 591 | for( ; entity_itr != entity_itr_end; entity_itr++)
|
---|
| 592 | {
|
---|
| 593 | ChildObjectList::iterator child_itr = (*entity_itr)->mChildObjectList.begin();
|
---|
| 594 | ChildObjectList::iterator child_itr_end = (*entity_itr)->mChildObjectList.end();
|
---|
| 595 | for( ; child_itr != child_itr_end; child_itr++)
|
---|
| 596 | {
|
---|
| 597 | (*child_itr).second->getParentNode()->_update(true, true);
|
---|
| 598 | }
|
---|
| 599 | }
|
---|
| 600 | } else {
|
---|
| 601 | //--- Update the child object's transforms
|
---|
| 602 | ChildObjectList::iterator child_itr = mChildObjectList.begin();
|
---|
| 603 | ChildObjectList::iterator child_itr_end = mChildObjectList.end();
|
---|
| 604 | for( ; child_itr != child_itr_end; child_itr++)
|
---|
| 605 | {
|
---|
| 606 | (*child_itr).second->getParentNode()->_update(true, true);
|
---|
| 607 | }
|
---|
| 608 | }
|
---|
| 609 |
|
---|
| 610 | // Apply our current world transform to these too, since these are used as
|
---|
| 611 | // replacement world matrices
|
---|
| 612 | unsigned short i;
|
---|
| 613 | Matrix4 worldXform = _getParentNodeFullTransform();
|
---|
| 614 | assert (mNumBoneMatrices==mSkeletonInstance->getNumBones());
|
---|
| 615 | mNumBoneMatrices = mSkeletonInstance->getNumBones();
|
---|
| 616 |
|
---|
| 617 | for (i = 0; i < mNumBoneMatrices; ++i)
|
---|
| 618 | {
|
---|
| 619 | mBoneMatrices[i] = worldXform * mBoneMatrices[i];
|
---|
| 620 | }
|
---|
| 621 | }
|
---|
| 622 |
|
---|
| 623 |
|
---|
| 624 | }
|
---|
| 625 | //-----------------------------------------------------------------------
|
---|
| 626 | void Entity::setDisplaySkeleton(bool display)
|
---|
| 627 | {
|
---|
| 628 | mDisplaySkeleton = display;
|
---|
| 629 | }
|
---|
| 630 | //-----------------------------------------------------------------------
|
---|
| 631 | bool Entity::getDisplaySkeleton(void) const
|
---|
| 632 | {
|
---|
| 633 | return mDisplaySkeleton;
|
---|
| 634 | }
|
---|
| 635 | //-----------------------------------------------------------------------
|
---|
| 636 | Entity* Entity::getManualLodLevel(size_t index) const
|
---|
| 637 | {
|
---|
| 638 | assert(index < mLodEntityList.size());
|
---|
| 639 |
|
---|
| 640 | return mLodEntityList[index];
|
---|
| 641 | }
|
---|
| 642 | //-----------------------------------------------------------------------
|
---|
| 643 | size_t Entity::getNumManualLodLevels(void) const
|
---|
| 644 | {
|
---|
| 645 | return mLodEntityList.size();
|
---|
| 646 | }
|
---|
| 647 | //-----------------------------------------------------------------------
|
---|
| 648 | void Entity::setMeshLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex)
|
---|
| 649 | {
|
---|
| 650 | assert(factor > 0.0f && "Bias factor must be > 0!");
|
---|
| 651 | mMeshLodFactorInv = 1.0f / factor;
|
---|
| 652 | mMaxMeshLodIndex = maxDetailIndex;
|
---|
| 653 | mMinMeshLodIndex = minDetailIndex;
|
---|
| 654 |
|
---|
| 655 | }
|
---|
| 656 | //-----------------------------------------------------------------------
|
---|
| 657 | void Entity::setMaterialLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex)
|
---|
| 658 | {
|
---|
| 659 | assert(factor > 0.0f && "Bias factor must be > 0!");
|
---|
| 660 | mMaterialLodFactorInv = 1.0f / factor;
|
---|
| 661 | mMaxMaterialLodIndex = maxDetailIndex;
|
---|
| 662 | mMinMaterialLodIndex = minDetailIndex;
|
---|
| 663 |
|
---|
| 664 | }
|
---|
| 665 | //-----------------------------------------------------------------------
|
---|
| 666 | void Entity::buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist)
|
---|
| 667 | {
|
---|
| 668 | // Create SubEntities
|
---|
| 669 | unsigned short i, numSubMeshes;
|
---|
| 670 | SubMesh* subMesh;
|
---|
| 671 | SubEntity* subEnt;
|
---|
| 672 |
|
---|
| 673 | numSubMeshes = mesh->getNumSubMeshes();
|
---|
| 674 | for (i = 0; i < numSubMeshes; ++i)
|
---|
| 675 | {
|
---|
| 676 | subMesh = mesh->getSubMesh(i);
|
---|
| 677 | subEnt = new SubEntity(this, subMesh);
|
---|
| 678 | if (subMesh->isMatInitialised())
|
---|
| 679 | subEnt->setMaterialName(subMesh->getMaterialName());
|
---|
| 680 | sublist->push_back(subEnt);
|
---|
| 681 | }
|
---|
| 682 | }
|
---|
| 683 | //-----------------------------------------------------------------------
|
---|
| 684 | void Entity::setRenderDetail(SceneDetailLevel renderDetail)
|
---|
| 685 | {
|
---|
| 686 | SubEntityList::iterator i, iend;
|
---|
| 687 | iend = mSubEntityList.end();
|
---|
| 688 |
|
---|
| 689 | for( i = mSubEntityList.begin(); i != iend; ++i )
|
---|
| 690 | {
|
---|
| 691 | (*i)->setRenderDetail(renderDetail);
|
---|
| 692 | }
|
---|
| 693 | }
|
---|
| 694 | //-----------------------------------------------------------------------
|
---|
| 695 | void Entity::setRenderDetailOverrideable(bool renderDetailOverrideable)
|
---|
| 696 | {
|
---|
| 697 | SubEntityList::iterator i, iend;
|
---|
| 698 | iend = mSubEntityList.end();
|
---|
| 699 |
|
---|
| 700 | for( i = mSubEntityList.begin(); i != iend; ++i )
|
---|
| 701 | {
|
---|
| 702 | (*i)->setRenderDetailOverrideable(renderDetailOverrideable);
|
---|
| 703 | }
|
---|
| 704 | }
|
---|
| 705 |
|
---|
| 706 | //-----------------------------------------------------------------------
|
---|
| 707 | void Entity::attachObjectToBone(const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation, const Vector3 &offsetPosition)
|
---|
| 708 | {
|
---|
| 709 | if (mChildObjectList.find(pMovable->getName()) != mChildObjectList.end())
|
---|
| 710 | {
|
---|
| 711 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
| 712 | "An object with the name " + pMovable->getName() + " already attached",
|
---|
| 713 | "Entity::attachObjectToBone");
|
---|
| 714 | }
|
---|
| 715 | if(pMovable->isAttached())
|
---|
| 716 | {
|
---|
| 717 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object already attached to a sceneNode or a Bone",
|
---|
| 718 | "Entity::attachObjectToBone");
|
---|
| 719 | }
|
---|
| 720 | if (!hasSkeleton())
|
---|
| 721 | {
|
---|
| 722 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This entity's mesh has no skeleton to attach object to.",
|
---|
| 723 | "Entity::attachObjectToBone");
|
---|
| 724 | }
|
---|
| 725 | Bone* bone = mSkeletonInstance->getBone(boneName);
|
---|
| 726 | if (!bone)
|
---|
| 727 | {
|
---|
| 728 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Cannot locate bone named " + boneName,
|
---|
| 729 | "Entity::attachObjectToBone");
|
---|
| 730 | }
|
---|
| 731 |
|
---|
| 732 | TagPoint *tp = mSkeletonInstance->createTagPointOnBone(
|
---|
| 733 | bone, offsetOrientation, offsetPosition);
|
---|
| 734 | tp->setParentEntity(this);
|
---|
| 735 | tp->setChildObject(pMovable);
|
---|
| 736 |
|
---|
| 737 | attachObjectImpl(pMovable, tp);
|
---|
| 738 |
|
---|
| 739 | // Trigger update of bounding box if necessary
|
---|
| 740 | if (mParentNode)
|
---|
| 741 | mParentNode->needUpdate();
|
---|
| 742 | }
|
---|
| 743 |
|
---|
| 744 | //-----------------------------------------------------------------------
|
---|
| 745 | void Entity::attachObjectImpl(MovableObject *pObject, TagPoint *pAttachingPoint)
|
---|
| 746 | {
|
---|
| 747 | assert(mChildObjectList.find(pObject->getName()) == mChildObjectList.end());
|
---|
| 748 | mChildObjectList[pObject->getName()] = pObject;
|
---|
| 749 | pObject->_notifyAttached(pAttachingPoint, true);
|
---|
| 750 | }
|
---|
| 751 |
|
---|
| 752 | //-----------------------------------------------------------------------
|
---|
| 753 | MovableObject* Entity::detachObjectFromBone(const String &name)
|
---|
| 754 | {
|
---|
| 755 | ChildObjectList::iterator i = mChildObjectList.find(name);
|
---|
| 756 |
|
---|
| 757 | if (i == mChildObjectList.end())
|
---|
| 758 | {
|
---|
| 759 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No child object entry found named " + name,
|
---|
| 760 | "Entity::detachObjectFromBone");
|
---|
| 761 | }
|
---|
| 762 | MovableObject *obj = i->second;
|
---|
| 763 | detachObjectImpl(obj);
|
---|
| 764 | mChildObjectList.erase(i);
|
---|
| 765 |
|
---|
| 766 | // Trigger update of bounding box if necessary
|
---|
| 767 | if (mParentNode)
|
---|
| 768 | mParentNode->needUpdate();
|
---|
| 769 |
|
---|
| 770 | return obj;
|
---|
| 771 | }
|
---|
| 772 | //-----------------------------------------------------------------------
|
---|
| 773 | void Entity::detachObjectFromBone(MovableObject* obj)
|
---|
| 774 | {
|
---|
| 775 | ChildObjectList::iterator i, iend;
|
---|
| 776 | iend = mChildObjectList.end();
|
---|
| 777 | for (i = mChildObjectList.begin(); i != iend; ++i)
|
---|
| 778 | {
|
---|
| 779 | if (i->second == obj)
|
---|
| 780 | {
|
---|
| 781 | detachObjectImpl(obj);
|
---|
| 782 | mChildObjectList.erase(i);
|
---|
| 783 |
|
---|
| 784 | // Trigger update of bounding box if necessary
|
---|
| 785 | if (mParentNode)
|
---|
| 786 | mParentNode->needUpdate();
|
---|
| 787 | break;
|
---|
| 788 | }
|
---|
| 789 | }
|
---|
| 790 | }
|
---|
| 791 | //-----------------------------------------------------------------------
|
---|
| 792 | void Entity::detachAllObjectsFromBone(void)
|
---|
| 793 | {
|
---|
| 794 | detachAllObjectsImpl();
|
---|
| 795 |
|
---|
| 796 | // Trigger update of bounding box if necessary
|
---|
| 797 | if (mParentNode)
|
---|
| 798 | mParentNode->needUpdate();
|
---|
| 799 | }
|
---|
| 800 | //-----------------------------------------------------------------------
|
---|
| 801 | void Entity::detachObjectImpl(MovableObject* pObject)
|
---|
| 802 | {
|
---|
| 803 | TagPoint* tp = static_cast<TagPoint*>(pObject->getParentNode());
|
---|
| 804 |
|
---|
| 805 | // free the TagPoint so we can reuse it later
|
---|
| 806 | mSkeletonInstance->freeTagPoint(tp);
|
---|
| 807 |
|
---|
| 808 | pObject->_notifyAttached((TagPoint*)0);
|
---|
| 809 | }
|
---|
| 810 | //-----------------------------------------------------------------------
|
---|
| 811 | void Entity::detachAllObjectsImpl(void)
|
---|
| 812 | {
|
---|
| 813 | ChildObjectList::const_iterator i, iend;
|
---|
| 814 | iend = mChildObjectList.end();
|
---|
| 815 | for (i = mChildObjectList.begin(); i != iend; ++i)
|
---|
| 816 | {
|
---|
| 817 | detachObjectImpl(i->second);
|
---|
| 818 | }
|
---|
| 819 | mChildObjectList.clear();
|
---|
| 820 | }
|
---|
| 821 |
|
---|
| 822 | //-----------------------------------------------------------------------
|
---|
| 823 | Entity::ChildObjectListIterator Entity::getAttachedObjectIterator()
|
---|
| 824 | {
|
---|
| 825 | return ChildObjectListIterator(mChildObjectList.begin(), mChildObjectList.end());
|
---|
| 826 | }
|
---|
| 827 | //-----------------------------------------------------------------------
|
---|
| 828 | Real Entity::getBoundingRadius(void) const
|
---|
| 829 | {
|
---|
| 830 | Real rad = mMesh->getBoundingSphereRadius();
|
---|
| 831 | // Scale by largest scale factor
|
---|
| 832 | if (mParentNode)
|
---|
| 833 | {
|
---|
| 834 | const Vector3& s = mParentNode->_getDerivedScale();
|
---|
| 835 | rad *= std::max(s.x, std::max(s.y, s.z));
|
---|
| 836 | }
|
---|
| 837 | return rad;
|
---|
| 838 | }
|
---|
| 839 | //-----------------------------------------------------------------------
|
---|
| 840 | void Entity::prepareTempBlendBuffers(void)
|
---|
| 841 | {
|
---|
| 842 | if (mSharedBlendedVertexData)
|
---|
| 843 | {
|
---|
| 844 | delete mSharedBlendedVertexData;
|
---|
| 845 | mSharedBlendedVertexData = 0;
|
---|
| 846 | }
|
---|
| 847 |
|
---|
| 848 | if (hasSkeleton())
|
---|
| 849 | {
|
---|
| 850 | // Shared data
|
---|
| 851 | if (mMesh->sharedVertexData)
|
---|
| 852 | {
|
---|
| 853 | // Create temporary vertex blend info
|
---|
| 854 | // Prepare temp vertex data if needed
|
---|
| 855 | // Clone without copying data, remove blending info
|
---|
| 856 | // (since blend is performed in software)
|
---|
| 857 | mSharedBlendedVertexData =
|
---|
| 858 | cloneVertexDataRemoveBlendInfo(mMesh->sharedVertexData);
|
---|
| 859 | extractTempBufferInfo(mSharedBlendedVertexData, &mTempBlendedBuffer);
|
---|
| 860 | }
|
---|
| 861 |
|
---|
| 862 | SubEntityList::iterator i, iend;
|
---|
| 863 | iend = mSubEntityList.end();
|
---|
| 864 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
| 865 | {
|
---|
| 866 | SubEntity* s = *i;
|
---|
| 867 | s->prepareTempBlendBuffers();
|
---|
| 868 | }
|
---|
| 869 |
|
---|
| 870 |
|
---|
| 871 | }
|
---|
| 872 |
|
---|
| 873 | }
|
---|
| 874 | //-----------------------------------------------------------------------
|
---|
| 875 | void Entity::extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info)
|
---|
| 876 | {
|
---|
| 877 | VertexDeclaration* decl = sourceData->vertexDeclaration;
|
---|
| 878 | VertexBufferBinding* bind = sourceData->vertexBufferBinding;
|
---|
| 879 | const VertexElement *posElem = decl->findElementBySemantic(VES_POSITION);
|
---|
| 880 | const VertexElement *normElem = decl->findElementBySemantic(VES_NORMAL);
|
---|
| 881 |
|
---|
| 882 | assert(posElem && "Positions are required");
|
---|
| 883 |
|
---|
| 884 | info->posBindIndex = posElem->getSource();
|
---|
| 885 | info->srcPositionBuffer = bind->getBuffer(info->posBindIndex);
|
---|
| 886 |
|
---|
| 887 | if (!normElem)
|
---|
| 888 | {
|
---|
| 889 | info->posNormalShareBuffer = false;
|
---|
| 890 | info->srcNormalBuffer.setNull();
|
---|
| 891 | }
|
---|
| 892 | else
|
---|
| 893 | {
|
---|
| 894 | info->normBindIndex = normElem->getSource();
|
---|
| 895 | if (info->normBindIndex == info->posBindIndex)
|
---|
| 896 | {
|
---|
| 897 | info->posNormalShareBuffer = true;
|
---|
| 898 | info->srcNormalBuffer.setNull();
|
---|
| 899 | }
|
---|
| 900 | else
|
---|
| 901 | {
|
---|
| 902 | info->posNormalShareBuffer = false;
|
---|
| 903 | info->srcNormalBuffer = bind->getBuffer(info->normBindIndex);
|
---|
| 904 | }
|
---|
| 905 | }
|
---|
| 906 | }
|
---|
| 907 | //-----------------------------------------------------------------------
|
---|
| 908 | VertexData* Entity::cloneVertexDataRemoveBlendInfo(const VertexData* source)
|
---|
| 909 | {
|
---|
| 910 | // Clone without copying data
|
---|
| 911 | VertexData* ret = source->clone(false);
|
---|
| 912 | const VertexElement* blendIndexElem =
|
---|
| 913 | source->vertexDeclaration->findElementBySemantic(VES_BLEND_INDICES);
|
---|
| 914 | const VertexElement* blendWeightElem =
|
---|
| 915 | source->vertexDeclaration->findElementBySemantic(VES_BLEND_WEIGHTS);
|
---|
| 916 | // Remove blend index
|
---|
| 917 | if (blendIndexElem)
|
---|
| 918 | {
|
---|
| 919 | // Remove buffer reference
|
---|
| 920 | ret->vertexBufferBinding->unsetBinding(blendIndexElem->getSource());
|
---|
| 921 |
|
---|
| 922 | }
|
---|
| 923 | if (blendWeightElem &&
|
---|
| 924 | blendWeightElem->getSource() != blendIndexElem->getSource())
|
---|
| 925 | {
|
---|
| 926 | // Remove buffer reference
|
---|
| 927 | ret->vertexBufferBinding->unsetBinding(blendWeightElem->getSource());
|
---|
| 928 | }
|
---|
| 929 | // remove elements from declaration
|
---|
| 930 | ret->vertexDeclaration->removeElement(VES_BLEND_INDICES);
|
---|
| 931 | ret->vertexDeclaration->removeElement(VES_BLEND_WEIGHTS);
|
---|
| 932 |
|
---|
| 933 | // Copy reference to wcoord buffer
|
---|
| 934 | if (!source->hardwareShadowVolWBuffer.isNull())
|
---|
| 935 | ret->hardwareShadowVolWBuffer = source->hardwareShadowVolWBuffer;
|
---|
| 936 |
|
---|
| 937 | return ret;
|
---|
| 938 | }
|
---|
| 939 | //-----------------------------------------------------------------------
|
---|
| 940 | EdgeData* Entity::getEdgeList(void)
|
---|
| 941 | {
|
---|
| 942 | // Get from Mesh
|
---|
| 943 | return mMesh->getEdgeList(mMeshLodIndex);
|
---|
| 944 | }
|
---|
| 945 | //-----------------------------------------------------------------------
|
---|
| 946 | void Entity::reevaluateVertexProcessing(void)
|
---|
| 947 | {
|
---|
| 948 | // init
|
---|
| 949 | mHardwareSkinning = false;
|
---|
| 950 | mVertexProgramInUse = false; // assume false because we just assign this
|
---|
| 951 | bool firstPass = true;
|
---|
| 952 |
|
---|
| 953 | SubEntityList::iterator i, iend;
|
---|
| 954 | iend = mSubEntityList.end();
|
---|
| 955 | for (i = mSubEntityList.begin(); i != iend; ++i, firstPass = false)
|
---|
| 956 | {
|
---|
| 957 | const MaterialPtr& m = (*i)->getMaterial();
|
---|
| 958 | // Make sure it's loaded
|
---|
| 959 | m->load();
|
---|
| 960 | Technique* t = m->getBestTechnique();
|
---|
| 961 | if (!t)
|
---|
| 962 | {
|
---|
| 963 | // No supported techniques
|
---|
| 964 | continue;
|
---|
| 965 | }
|
---|
| 966 | Pass* p = t->getPass(0);
|
---|
| 967 | if (!p)
|
---|
| 968 | {
|
---|
| 969 | // No passes, invalid
|
---|
| 970 | continue;
|
---|
| 971 | }
|
---|
| 972 | if (p->hasVertexProgram())
|
---|
| 973 | {
|
---|
| 974 | // If one material uses a vertex program, set this flag
|
---|
| 975 | // Causes some special processing like forcing a separate light cap
|
---|
| 976 | mVertexProgramInUse = true;
|
---|
| 977 |
|
---|
| 978 | // All materials must support skinning for us to consider using
|
---|
| 979 | // hardware skinning - if one fails we use software
|
---|
| 980 | if (firstPass)
|
---|
| 981 | {
|
---|
| 982 | mHardwareSkinning = p->getVertexProgram()->isSkeletalAnimationIncluded();
|
---|
| 983 | }
|
---|
| 984 | else
|
---|
| 985 | {
|
---|
| 986 | mHardwareSkinning = mHardwareSkinning &&
|
---|
| 987 | p->getVertexProgram()->isSkeletalAnimationIncluded();
|
---|
| 988 | }
|
---|
| 989 | }
|
---|
| 990 | }
|
---|
| 991 |
|
---|
| 992 | }
|
---|
| 993 | //-----------------------------------------------------------------------
|
---|
| 994 | ShadowCaster::ShadowRenderableListIterator
|
---|
| 995 | Entity::getShadowVolumeRenderableIterator(
|
---|
| 996 | ShadowTechnique shadowTechnique, const Light* light,
|
---|
| 997 | HardwareIndexBufferSharedPtr* indexBuffer,
|
---|
| 998 | bool extrude, Real extrusionDistance, unsigned long flags)
|
---|
| 999 | {
|
---|
| 1000 | assert(indexBuffer && "Only external index buffers are supported right now");
|
---|
| 1001 | assert((*indexBuffer)->getType() == HardwareIndexBuffer::IT_16BIT &&
|
---|
| 1002 | "Only 16-bit indexes supported for now");
|
---|
| 1003 |
|
---|
| 1004 | // Potentially delegate to LOD entity
|
---|
| 1005 | if (mMesh->isLodManual() && mMeshLodIndex > 0)
|
---|
| 1006 | {
|
---|
| 1007 | // Use alternate entity
|
---|
| 1008 | assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() &&
|
---|
| 1009 | "No LOD EntityList - did you build the manual LODs after creating the entity?");
|
---|
| 1010 | // delegate, we're using manual LOD and not the top lod index
|
---|
| 1011 | if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton())
|
---|
| 1012 | {
|
---|
| 1013 | // Copy the animation state set to lod entity, we assume the lod
|
---|
| 1014 | // entity only has a subset animation states
|
---|
| 1015 | CopyAnimationStateSubset(*mLodEntityList[mMeshLodIndex - 1]->mAnimationState, *mAnimationState);
|
---|
| 1016 | }
|
---|
| 1017 | return mLodEntityList[mMeshLodIndex-1]->getShadowVolumeRenderableIterator(
|
---|
| 1018 | shadowTechnique, light, indexBuffer, extrude,
|
---|
| 1019 | extrusionDistance, flags);
|
---|
| 1020 | }
|
---|
| 1021 |
|
---|
| 1022 | bool hasSkeleton = this->hasSkeleton();
|
---|
| 1023 |
|
---|
| 1024 |
|
---|
| 1025 | // Prep mesh if required
|
---|
| 1026 | // NB This seems to result in memory corruptions, having problems
|
---|
| 1027 | // tracking them down. For now, ensure that shadows are enabled
|
---|
| 1028 | // before any entities are created
|
---|
| 1029 | if(!mMesh->isPreparedForShadowVolumes())
|
---|
| 1030 | {
|
---|
| 1031 | mMesh->prepareForShadowVolume();
|
---|
| 1032 | // reset frame last updated to force update of buffers
|
---|
| 1033 | mFrameAnimationLastUpdated = std::numeric_limits<unsigned long>::max();
|
---|
| 1034 | // re-prepare buffers
|
---|
| 1035 | prepareTempBlendBuffers();
|
---|
| 1036 | }
|
---|
| 1037 |
|
---|
| 1038 |
|
---|
| 1039 | // Update any animation
|
---|
| 1040 | if (hasSkeleton)
|
---|
| 1041 | {
|
---|
| 1042 | updateAnimation();
|
---|
| 1043 | }
|
---|
| 1044 |
|
---|
| 1045 | // Calculate the object space light details
|
---|
| 1046 | Vector4 lightPos = light->getAs4DVector();
|
---|
| 1047 | // Only use object-space light if we're not doing transforms
|
---|
| 1048 | // Since when animating the positions are already transformed into
|
---|
| 1049 | // world space so we need world space light position
|
---|
| 1050 | if (!hasSkeleton)
|
---|
| 1051 | {
|
---|
| 1052 | Matrix4 world2Obj = mParentNode->_getFullTransform().inverse();
|
---|
| 1053 | lightPos = world2Obj * lightPos;
|
---|
| 1054 | }
|
---|
| 1055 |
|
---|
| 1056 | // We need to search the edge list for silhouette edges
|
---|
| 1057 | EdgeData* edgeList = getEdgeList();
|
---|
| 1058 |
|
---|
| 1059 | if (!edgeList)
|
---|
| 1060 | {
|
---|
| 1061 | // we can't get an edge list for some reason, return blank
|
---|
| 1062 | // really we shouldn't be able to get here, but this is a safeguard
|
---|
| 1063 | return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end());
|
---|
| 1064 | }
|
---|
| 1065 |
|
---|
| 1066 | // Init shadow renderable list if required
|
---|
| 1067 | bool init = mShadowRenderables.empty();
|
---|
| 1068 |
|
---|
| 1069 | EdgeData::EdgeGroupList::iterator egi;
|
---|
| 1070 | ShadowRenderableList::iterator si, siend;
|
---|
| 1071 | EntityShadowRenderable* esr = 0;
|
---|
| 1072 | if (init)
|
---|
| 1073 | mShadowRenderables.resize(edgeList->edgeGroups.size());
|
---|
| 1074 |
|
---|
| 1075 | bool updatedSharedGeomNormals = false;
|
---|
| 1076 | siend = mShadowRenderables.end();
|
---|
| 1077 | egi = edgeList->edgeGroups.begin();
|
---|
| 1078 | for (si = mShadowRenderables.begin(); si != siend; ++si, ++egi)
|
---|
| 1079 | {
|
---|
| 1080 | if (init)
|
---|
| 1081 | {
|
---|
| 1082 | const VertexData *pVertData = 0;
|
---|
| 1083 | if (hasSkeleton)
|
---|
| 1084 | {
|
---|
| 1085 | // Use temp buffers
|
---|
| 1086 | pVertData = findBlendedVertexData(egi->vertexData);
|
---|
| 1087 | }
|
---|
| 1088 | else
|
---|
| 1089 | {
|
---|
| 1090 | pVertData = egi->vertexData;
|
---|
| 1091 | }
|
---|
| 1092 |
|
---|
| 1093 | // Try to find corresponding SubEntity; this allows the
|
---|
| 1094 | // linkage of visibility between ShadowRenderable and SubEntity
|
---|
| 1095 | SubEntity* subent = findSubEntityForVertexData(egi->vertexData);
|
---|
| 1096 | // Create a new renderable, create a separate light cap if
|
---|
| 1097 | // we're using a vertex program (either for this model, or
|
---|
| 1098 | // for extruding the shadow volume) since otherwise we can
|
---|
| 1099 | // get depth-fighting on the light cap
|
---|
| 1100 |
|
---|
| 1101 | *si = new EntityShadowRenderable(this, indexBuffer, pVertData,
|
---|
| 1102 | mVertexProgramInUse || !extrude, subent);
|
---|
| 1103 | }
|
---|
| 1104 | else if (hasSkeleton)
|
---|
| 1105 | {
|
---|
| 1106 | // If we have a skeleton, we have no guarantee that the position
|
---|
| 1107 | // buffer we used last frame is the same one we used last frame
|
---|
| 1108 | // since a temporary buffer is requested each frame
|
---|
| 1109 | // therefore, we need to update the EntityShadowRenderable
|
---|
| 1110 | // with the current position buffer
|
---|
| 1111 | static_cast<EntityShadowRenderable*>(*si)->rebindPositionBuffer();
|
---|
| 1112 |
|
---|
| 1113 | }
|
---|
| 1114 | // Get shadow renderable
|
---|
| 1115 | esr = static_cast<EntityShadowRenderable*>(*si);
|
---|
| 1116 | HardwareVertexBufferSharedPtr esrPositionBuffer = esr->getPositionBuffer();
|
---|
| 1117 | // For animated entities we need to recalculate the face normals
|
---|
| 1118 | if (hasSkeleton)
|
---|
| 1119 | {
|
---|
| 1120 | if (egi->vertexData != mMesh->sharedVertexData || !updatedSharedGeomNormals)
|
---|
| 1121 | {
|
---|
| 1122 | // recalculate face normals
|
---|
| 1123 | edgeList->updateFaceNormals(egi->vertexSet, esrPositionBuffer);
|
---|
| 1124 | // If we're not extruding in software we still need to update
|
---|
| 1125 | // the latter part of the buffer (the hardware extruded part)
|
---|
| 1126 | // with the latest animated positions
|
---|
| 1127 | if (!extrude)
|
---|
| 1128 | {
|
---|
| 1129 | // Lock, we'll be locking the (suppressed hardware update) shadow buffer
|
---|
| 1130 | float* pSrc = static_cast<float*>(
|
---|
| 1131 | esrPositionBuffer->lock(HardwareBuffer::HBL_NORMAL));
|
---|
| 1132 | float* pDest = pSrc + (egi->vertexData->vertexCount * 3);
|
---|
| 1133 | memcpy(pDest, pSrc, sizeof(float) * 3 * egi->vertexData->vertexCount);
|
---|
| 1134 | esrPositionBuffer->unlock();
|
---|
| 1135 | }
|
---|
| 1136 | if (egi->vertexData == mMesh->sharedVertexData)
|
---|
| 1137 | {
|
---|
| 1138 | updatedSharedGeomNormals = true;
|
---|
| 1139 | }
|
---|
| 1140 | }
|
---|
| 1141 | }
|
---|
| 1142 | // Extrude vertices in software if required
|
---|
| 1143 | if (extrude)
|
---|
| 1144 | {
|
---|
| 1145 | extrudeVertices(esrPositionBuffer,
|
---|
| 1146 | egi->vertexData->vertexCount,
|
---|
| 1147 | lightPos, extrusionDistance);
|
---|
| 1148 |
|
---|
| 1149 | }
|
---|
| 1150 | // Stop suppressing hardware update now, if we were
|
---|
| 1151 | esrPositionBuffer->suppressHardwareUpdate(false);
|
---|
| 1152 |
|
---|
| 1153 | }
|
---|
| 1154 | // Calc triangle light facing
|
---|
| 1155 | updateEdgeListLightFacing(edgeList, lightPos);
|
---|
| 1156 |
|
---|
| 1157 | // Generate indexes and update renderables
|
---|
| 1158 | generateShadowVolume(edgeList, *indexBuffer, light,
|
---|
| 1159 | mShadowRenderables, flags);
|
---|
| 1160 |
|
---|
| 1161 |
|
---|
| 1162 | return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end());
|
---|
| 1163 | }
|
---|
| 1164 | //-----------------------------------------------------------------------
|
---|
| 1165 | const VertexData* Entity::findBlendedVertexData(const VertexData* orig)
|
---|
| 1166 | {
|
---|
| 1167 | if (orig == mMesh->sharedVertexData)
|
---|
| 1168 | {
|
---|
| 1169 | return mSharedBlendedVertexData;
|
---|
| 1170 | }
|
---|
| 1171 | SubEntityList::iterator i, iend;
|
---|
| 1172 | iend = mSubEntityList.end();
|
---|
| 1173 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
| 1174 | {
|
---|
| 1175 | SubEntity* se = *i;
|
---|
| 1176 | if (orig == se->getSubMesh()->vertexData)
|
---|
| 1177 | {
|
---|
| 1178 | return se->getBlendedVertexData();
|
---|
| 1179 | }
|
---|
| 1180 | }
|
---|
| 1181 | // None found
|
---|
| 1182 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 1183 | "Cannot find blended version of the vertex data specified.",
|
---|
| 1184 | "Entity::findBlendedVertexData");
|
---|
| 1185 | }
|
---|
| 1186 | //-----------------------------------------------------------------------
|
---|
| 1187 | SubEntity* Entity::findSubEntityForVertexData(const VertexData* orig)
|
---|
| 1188 | {
|
---|
| 1189 | if (orig == mMesh->sharedVertexData)
|
---|
| 1190 | {
|
---|
| 1191 | return 0;
|
---|
| 1192 | }
|
---|
| 1193 |
|
---|
| 1194 | SubEntityList::iterator i, iend;
|
---|
| 1195 | iend = mSubEntityList.end();
|
---|
| 1196 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
| 1197 | {
|
---|
| 1198 | SubEntity* se = *i;
|
---|
| 1199 | if (orig == se->getSubMesh()->vertexData)
|
---|
| 1200 | {
|
---|
| 1201 | return se;
|
---|
| 1202 | }
|
---|
| 1203 | }
|
---|
| 1204 |
|
---|
| 1205 | // None found
|
---|
| 1206 | return 0;
|
---|
| 1207 | }
|
---|
| 1208 | //-----------------------------------------------------------------------
|
---|
| 1209 | void Entity::addSoftwareSkinningRequest(bool normalsAlso)
|
---|
| 1210 | {
|
---|
| 1211 | mSoftwareSkinningRequests++;
|
---|
| 1212 | if (normalsAlso) {
|
---|
| 1213 | mSoftwareSkinningNormalsRequests++;
|
---|
| 1214 | }
|
---|
| 1215 | if(!mMesh->isPreparedForShadowVolumes())
|
---|
| 1216 | {
|
---|
| 1217 | mMesh->prepareForShadowVolume();
|
---|
| 1218 | // re-prepare buffers
|
---|
| 1219 | prepareTempBlendBuffers();
|
---|
| 1220 | }
|
---|
| 1221 | }
|
---|
| 1222 | //-----------------------------------------------------------------------
|
---|
| 1223 | void Entity::removeSoftwareSkinningRequest(bool normalsAlso)
|
---|
| 1224 | {
|
---|
| 1225 | if (mSoftwareSkinningRequests == 0 ||
|
---|
| 1226 | (normalsAlso && mSoftwareSkinningNormalsRequests == 0))
|
---|
| 1227 | {
|
---|
| 1228 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 1229 | "Attempt to remove nonexistant request.",
|
---|
| 1230 | "Entity::removeSoftwareSkinningRequest");
|
---|
| 1231 | }
|
---|
| 1232 | mSoftwareSkinningRequests--;
|
---|
| 1233 | if (normalsAlso) {
|
---|
| 1234 | mSoftwareSkinningNormalsRequests--;
|
---|
| 1235 | }
|
---|
| 1236 | // TODO: possibly undo "shadow volume" prep if no longer needed
|
---|
| 1237 | }
|
---|
| 1238 | //-----------------------------------------------------------------------
|
---|
| 1239 | void Entity::_notifyAttached(Node* parent, bool isTagPoint)
|
---|
| 1240 | {
|
---|
| 1241 | MovableObject::_notifyAttached(parent, isTagPoint);
|
---|
| 1242 | // Also notify LOD entities
|
---|
| 1243 | LODEntityList::iterator i, iend;
|
---|
| 1244 | iend = mLodEntityList.end();
|
---|
| 1245 | for (i = mLodEntityList.begin(); i != iend; ++i)
|
---|
| 1246 | {
|
---|
| 1247 | (*i)->_notifyAttached(parent, isTagPoint);
|
---|
| 1248 | }
|
---|
| 1249 |
|
---|
| 1250 | }
|
---|
| 1251 | //-----------------------------------------------------------------------
|
---|
| 1252 | //-----------------------------------------------------------------------
|
---|
| 1253 | Entity::EntityShadowRenderable::EntityShadowRenderable(Entity* parent,
|
---|
| 1254 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
|
---|
| 1255 | bool createSeparateLightCap, SubEntity* subent, bool isLightCap)
|
---|
| 1256 | : mParent(parent), mSubEntity(subent)
|
---|
| 1257 | {
|
---|
| 1258 | // Save link to vertex data
|
---|
| 1259 | mOriginalVertexData = vertexData;
|
---|
| 1260 |
|
---|
| 1261 | // Initialise render op
|
---|
| 1262 | mRenderOp.indexData = new IndexData();
|
---|
| 1263 | mRenderOp.indexData->indexBuffer = *indexBuffer;
|
---|
| 1264 | mRenderOp.indexData->indexStart = 0;
|
---|
| 1265 | // index start and count are sorted out later
|
---|
| 1266 |
|
---|
| 1267 | // Create vertex data which just references position component (and 2 component)
|
---|
| 1268 | mRenderOp.vertexData = new VertexData();
|
---|
| 1269 | mRenderOp.vertexData->vertexDeclaration =
|
---|
| 1270 | HardwareBufferManager::getSingleton().createVertexDeclaration();
|
---|
| 1271 | mRenderOp.vertexData->vertexBufferBinding =
|
---|
| 1272 | HardwareBufferManager::getSingleton().createVertexBufferBinding();
|
---|
| 1273 | // Map in position data
|
---|
| 1274 | mRenderOp.vertexData->vertexDeclaration->addElement(0,0,VET_FLOAT3, VES_POSITION);
|
---|
| 1275 | mOriginalPosBufferBinding =
|
---|
| 1276 | vertexData->vertexDeclaration->findElementBySemantic(VES_POSITION)->getSource();
|
---|
| 1277 | mPositionBuffer = vertexData->vertexBufferBinding->getBuffer(mOriginalPosBufferBinding);
|
---|
| 1278 | mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer);
|
---|
| 1279 | // Map in w-coord buffer (if present)
|
---|
| 1280 | if(!vertexData->hardwareShadowVolWBuffer.isNull())
|
---|
| 1281 | {
|
---|
| 1282 | mRenderOp.vertexData->vertexDeclaration->addElement(1,0,VET_FLOAT1, VES_TEXTURE_COORDINATES, 0);
|
---|
| 1283 | mWBuffer = vertexData->hardwareShadowVolWBuffer;
|
---|
| 1284 | mRenderOp.vertexData->vertexBufferBinding->setBinding(1, mWBuffer);
|
---|
| 1285 | }
|
---|
| 1286 | // Use same vertex start as input
|
---|
| 1287 | mRenderOp.vertexData->vertexStart = vertexData->vertexStart;
|
---|
| 1288 |
|
---|
| 1289 | if (isLightCap)
|
---|
| 1290 | {
|
---|
| 1291 | // Use original vertex count, no extrusion
|
---|
| 1292 | mRenderOp.vertexData->vertexCount = vertexData->vertexCount;
|
---|
| 1293 | }
|
---|
| 1294 | else
|
---|
| 1295 | {
|
---|
| 1296 | // Vertex count must take into account the doubling of the buffer,
|
---|
| 1297 | // because second half of the buffer is the extruded copy
|
---|
| 1298 | mRenderOp.vertexData->vertexCount =
|
---|
| 1299 | vertexData->vertexCount * 2;
|
---|
| 1300 | if (createSeparateLightCap)
|
---|
| 1301 | {
|
---|
| 1302 | // Create child light cap
|
---|
| 1303 | mLightCap = new EntityShadowRenderable(parent,
|
---|
| 1304 | indexBuffer, vertexData, false, subent, true);
|
---|
| 1305 | }
|
---|
| 1306 | }
|
---|
| 1307 |
|
---|
| 1308 | }
|
---|
| 1309 | //-----------------------------------------------------------------------
|
---|
| 1310 | Entity::EntityShadowRenderable::~EntityShadowRenderable()
|
---|
| 1311 | {
|
---|
| 1312 | delete mRenderOp.indexData;
|
---|
| 1313 | delete mRenderOp.vertexData;
|
---|
| 1314 | }
|
---|
| 1315 | //-----------------------------------------------------------------------
|
---|
| 1316 | void Entity::EntityShadowRenderable::getWorldTransforms(Matrix4* xform) const
|
---|
| 1317 | {
|
---|
| 1318 | unsigned short numBones = mParent->_getNumBoneMatrices();
|
---|
| 1319 |
|
---|
| 1320 | if (!numBones)
|
---|
| 1321 | {
|
---|
| 1322 | *xform = mParent->_getParentNodeFullTransform();
|
---|
| 1323 | }
|
---|
| 1324 | else
|
---|
| 1325 | {
|
---|
| 1326 | // pretransformed
|
---|
| 1327 | *xform = Matrix4::IDENTITY;
|
---|
| 1328 | }
|
---|
| 1329 | }
|
---|
| 1330 | //-----------------------------------------------------------------------
|
---|
| 1331 | const Quaternion& Entity::EntityShadowRenderable::getWorldOrientation(void) const
|
---|
| 1332 | {
|
---|
| 1333 | return mParent->getParentNode()->_getDerivedOrientation();
|
---|
| 1334 | }
|
---|
| 1335 | //-----------------------------------------------------------------------
|
---|
| 1336 | const Vector3& Entity::EntityShadowRenderable::getWorldPosition(void) const
|
---|
| 1337 | {
|
---|
| 1338 | return mParent->getParentNode()->_getDerivedPosition();
|
---|
| 1339 | }
|
---|
| 1340 | //-----------------------------------------------------------------------
|
---|
| 1341 | void Entity::EntityShadowRenderable::rebindPositionBuffer(void)
|
---|
| 1342 | {
|
---|
| 1343 | mPositionBuffer = mOriginalVertexData->vertexBufferBinding->getBuffer(
|
---|
| 1344 | mOriginalPosBufferBinding);
|
---|
| 1345 | mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer);
|
---|
| 1346 | if (mLightCap)
|
---|
| 1347 | {
|
---|
| 1348 | static_cast<EntityShadowRenderable*>(mLightCap)->rebindPositionBuffer();
|
---|
| 1349 | }
|
---|
| 1350 |
|
---|
| 1351 | }
|
---|
| 1352 | //-----------------------------------------------------------------------
|
---|
| 1353 | bool Entity::EntityShadowRenderable::isVisible(void) const
|
---|
| 1354 | {
|
---|
| 1355 | if (mSubEntity)
|
---|
| 1356 | {
|
---|
| 1357 | return mSubEntity->isVisible();
|
---|
| 1358 | }
|
---|
| 1359 | else
|
---|
| 1360 | {
|
---|
| 1361 | return ShadowRenderable::isVisible();
|
---|
| 1362 | }
|
---|
| 1363 | }
|
---|
| 1364 | //-----------------------------------------------------------------------
|
---|
| 1365 | void Entity::setRenderQueueGroup(RenderQueueGroupID queueID)
|
---|
| 1366 | {
|
---|
| 1367 | MovableObject::setRenderQueueGroup(queueID);
|
---|
| 1368 |
|
---|
| 1369 | // Set render queue for all manual LOD entities
|
---|
| 1370 | if (mMesh->isLodManual())
|
---|
| 1371 | {
|
---|
| 1372 | LODEntityList::iterator li, liend;
|
---|
| 1373 | liend = mLodEntityList.end();
|
---|
| 1374 | for (li = mLodEntityList.begin(); li != liend; ++li)
|
---|
| 1375 | {
|
---|
| 1376 | (*li)->setRenderQueueGroup(queueID);
|
---|
| 1377 | }
|
---|
| 1378 | }
|
---|
| 1379 | }
|
---|
| 1380 | //-----------------------------------------------------------------------
|
---|
| 1381 | void Entity::shareSkeletonInstanceWith(Entity* entity)
|
---|
| 1382 | {
|
---|
| 1383 | if (entity->getMesh()->getSkeleton() != getMesh()->getSkeleton())
|
---|
| 1384 | {
|
---|
| 1385 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
| 1386 | "The supplied entity has a different skeleton.",
|
---|
| 1387 | "Entity::shareSkeletonWith");
|
---|
| 1388 | }
|
---|
| 1389 | if (!mSkeletonInstance)
|
---|
| 1390 | {
|
---|
| 1391 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
| 1392 | "This entity has no skeleton.",
|
---|
| 1393 | "Entity::shareSkeletonWith");
|
---|
| 1394 | }
|
---|
| 1395 | if (mSharedSkeletonEntities != NULL && entity->mSharedSkeletonEntities != NULL)
|
---|
| 1396 | {
|
---|
| 1397 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
| 1398 | "Both entities already shares their SkeletonInstances! At least "
|
---|
| 1399 | "one of the instances must not share it's instance.",
|
---|
| 1400 | "Entity::shareSkeletonWith");
|
---|
| 1401 | }
|
---|
| 1402 |
|
---|
| 1403 | //check if we already share our skeletoninstance, we don't want to delete it if so
|
---|
| 1404 | if (mSharedSkeletonEntities != NULL)
|
---|
| 1405 | {
|
---|
| 1406 | entity->shareSkeletonInstanceWith(this);
|
---|
| 1407 | }
|
---|
| 1408 | else
|
---|
| 1409 | {
|
---|
| 1410 | delete mSkeletonInstance;
|
---|
| 1411 | delete [] mBoneMatrices;
|
---|
| 1412 | delete mAnimationState;
|
---|
| 1413 | delete mFrameBonesLastUpdated;
|
---|
| 1414 | mSkeletonInstance = entity->mSkeletonInstance;
|
---|
| 1415 | mNumBoneMatrices = entity->mNumBoneMatrices;
|
---|
| 1416 | mBoneMatrices = entity->mBoneMatrices;
|
---|
| 1417 | mAnimationState = entity->mAnimationState;
|
---|
| 1418 | mFrameBonesLastUpdated = entity->mFrameBonesLastUpdated;
|
---|
| 1419 | if (entity->mSharedSkeletonEntities == NULL)
|
---|
| 1420 | {
|
---|
| 1421 | entity->mSharedSkeletonEntities = new EntitySet();
|
---|
| 1422 | entity->mSharedSkeletonEntities->insert(entity);
|
---|
| 1423 | }
|
---|
| 1424 | mSharedSkeletonEntities = entity->mSharedSkeletonEntities;
|
---|
| 1425 | mSharedSkeletonEntities->insert(this);
|
---|
| 1426 | }
|
---|
| 1427 | }
|
---|
| 1428 | //-----------------------------------------------------------------------
|
---|
| 1429 | void Entity::stopSharingSkeletonInstance()
|
---|
| 1430 | {
|
---|
| 1431 | if (mSharedSkeletonEntities == NULL)
|
---|
| 1432 | {
|
---|
| 1433 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
| 1434 | "This entity is not sharing it's skeletoninstance.",
|
---|
| 1435 | "Entity::shareSkeletonWith");
|
---|
| 1436 | }
|
---|
| 1437 | //check if there's no other than us sharing the skeleton instance
|
---|
| 1438 | if (mSharedSkeletonEntities->size() == 1)
|
---|
| 1439 | {
|
---|
| 1440 | //just reset
|
---|
| 1441 | delete mSharedSkeletonEntities;
|
---|
| 1442 | mSharedSkeletonEntities = 0;
|
---|
| 1443 | }
|
---|
| 1444 | else
|
---|
| 1445 | {
|
---|
| 1446 | //do some cloning
|
---|
| 1447 | /* mSkeletonInstance = new SkeletonInstance(*mSkeletonInstance);
|
---|
| 1448 | mBoneMatrices = new Matrix4(*mBoneMatrices);
|
---|
| 1449 | mAnimationState = new AnimationStateSet(*mAnimationState);
|
---|
| 1450 | mFrameBonesLastUpdated = new unsigned long(*mFrameBonesLastUpdated);
|
---|
| 1451 | */
|
---|
| 1452 |
|
---|
| 1453 | mSkeletonInstance = new SkeletonInstance(mMesh->getSkeleton());
|
---|
| 1454 | mSkeletonInstance->load();
|
---|
| 1455 | mAnimationState = new AnimationStateSet();
|
---|
| 1456 | mMesh->_initAnimationState(mAnimationState);
|
---|
| 1457 | mNumBoneMatrices = mSkeletonInstance->getNumBones();
|
---|
| 1458 | mBoneMatrices = new Matrix4[mNumBoneMatrices];
|
---|
| 1459 | prepareTempBlendBuffers();
|
---|
| 1460 | mFrameBonesLastUpdated = new unsigned long;
|
---|
| 1461 |
|
---|
| 1462 | mSharedSkeletonEntities->erase(this);
|
---|
| 1463 | if (mSharedSkeletonEntities->size() == 1)
|
---|
| 1464 | {
|
---|
| 1465 | (*mSharedSkeletonEntities->begin())->stopSharingSkeletonInstance();
|
---|
| 1466 | }
|
---|
| 1467 | mSharedSkeletonEntities = 0;
|
---|
| 1468 | }
|
---|
| 1469 | }
|
---|
| 1470 | //-----------------------------------------------------------------------
|
---|
| 1471 | void Entity::refreshAvailableAnimationState(void)
|
---|
| 1472 | {
|
---|
| 1473 | if (hasSkeleton())
|
---|
| 1474 | {
|
---|
| 1475 | mSkeletonInstance->_refreshAnimationState(mAnimationState);
|
---|
| 1476 | }
|
---|
| 1477 | }
|
---|
| 1478 |
|
---|
| 1479 | }
|
---|