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);
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437 | if(mRenderQueueIDSet)
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438 | {
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439 | queue->addRenderable(bone, mRenderQueueID);
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440 | } else {
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441 | queue->addRenderable(bone);
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442 | }
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443 | }
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444 | }
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445 |
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446 |
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447 |
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448 |
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449 | }
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450 | //-----------------------------------------------------------------------
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451 | AnimationState* Entity::getAnimationState(const String& name)
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452 | {
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453 | if (!mAnimationState)
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454 | {
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455 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Entity is not animated",
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456 | "Entity::getAnimationState");
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457 | }
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458 | AnimationStateSet::iterator i = mAnimationState->find(name);
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459 |
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460 | if (i == mAnimationState->end())
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461 | {
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462 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No animation entry found named " + name,
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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 | }
|
---|