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 "OgreMeshManager.h"
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29 | #include "OgreSubMesh.h"
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30 | #include "OgreSubEntity.h"
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31 | #include "OgreException.h"
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32 | #include "OgreSceneManager.h"
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33 | #include "OgreLogManager.h"
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34 | #include "OgreSkeleton.h"
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35 | #include "OgreBone.h"
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36 | #include "OgreCamera.h"
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37 | #include "OgreTagPoint.h"
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38 | #include "OgreAxisAlignedBox.h"
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39 | #include "OgreHardwareBufferManager.h"
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40 | #include "OgreVector4.h"
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41 | #include "OgreRoot.h"
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42 | #include "OgreTechnique.h"
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43 | #include "OgrePass.h"
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44 | #include "OgreSkeletonInstance.h"
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45 | #include "OgreEdgeListBuilder.h"
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46 | #include "OgreStringConverter.h"
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47 | #include "OgreAnimation.h"
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48 |
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49 | namespace Ogre {
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50 | //-----------------------------------------------------------------------
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51 | Entity::Entity ()
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52 | : mAnimationState(NULL),
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53 | mSkelAnimVertexData(0),
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54 | mSoftwareVertexAnimVertexData(0),
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55 | mHardwareVertexAnimVertexData(0),
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56 | mPreparedForShadowVolumes(false),
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57 | mBoneWorldMatrices(NULL),
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58 | mBoneMatrices(NULL),
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59 | mNumBoneMatrices(0),
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60 | mFrameAnimationLastUpdated(std::numeric_limits<unsigned long>::max()),
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61 | mFrameBonesLastUpdated(NULL),
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62 | mSharedSkeletonEntities(NULL),
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63 | mDisplaySkeleton(false),
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64 | mHardwareAnimation(false),
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65 | mVertexProgramInUse(false),
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66 | mSoftwareAnimationRequests(0),
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67 | mSoftwareAnimationNormalsRequests(0),
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68 | mMeshLodIndex(0),
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69 | mMeshLodFactorInv(1.0f),
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70 | mMinMeshLodIndex(99),
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71 | mMaxMeshLodIndex(0), // Backwards, remember low value = high detail
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72 | mMaterialLodFactorInv(1.0f),
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73 | mMinMaterialLodIndex(99),
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74 | mMaxMaterialLodIndex(0), // Backwards, remember low value = high detail
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75 | mSkeletonInstance(0),
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76 | mLastParentXform(Matrix4::ZERO),
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77 | mFullBoundingBox(),
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78 | mNormaliseNormals(false)
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79 | {
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80 | }
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81 | //-----------------------------------------------------------------------
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82 | Entity::Entity( const String& name, MeshPtr& mesh) :
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83 | MovableObject(name),
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84 | mMesh(mesh),
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85 | mAnimationState(NULL),
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86 | mSkelAnimVertexData(0),
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87 | mSoftwareVertexAnimVertexData(0),
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88 | mHardwareVertexAnimVertexData(0),
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89 | mPreparedForShadowVolumes(false),
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90 | mBoneWorldMatrices(NULL),
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91 | mBoneMatrices(NULL),
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92 | mNumBoneMatrices(0),
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93 | mFrameAnimationLastUpdated(std::numeric_limits<unsigned long>::max()),
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94 | mFrameBonesLastUpdated(NULL),
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95 | mSharedSkeletonEntities(NULL),
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96 | mDisplaySkeleton(false),
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97 | mHardwareAnimation(false),
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98 | mVertexProgramInUse(false),
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99 | mSoftwareAnimationRequests(0),
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100 | mSoftwareAnimationNormalsRequests(0),
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101 | mMeshLodIndex(0),
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102 | mMeshLodFactorInv(1.0f),
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103 | mMinMeshLodIndex(99),
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104 | mMaxMeshLodIndex(0), // Backwards, remember low value = high detail
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105 | mMaterialLodFactorInv(1.0f),
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106 | mMinMaterialLodIndex(99),
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107 | mMaxMaterialLodIndex(0), // Backwards, remember low value = high detail
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108 | mSkeletonInstance(0),
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109 | mLastParentXform(Matrix4::ZERO),
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110 | mFullBoundingBox(),
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111 | mNormaliseNormals(false)
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112 | {
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113 | // Is mesh skeletally animated?
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114 | if (mMesh->hasSkeleton() && !mMesh->getSkeleton().isNull())
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115 | {
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116 | mSkeletonInstance = new SkeletonInstance(mMesh->getSkeleton());
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117 | mSkeletonInstance->load();
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118 | }
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119 |
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120 | // Build main subentity list
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121 | buildSubEntityList(mesh, &mSubEntityList);
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122 |
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123 | // Check if mesh is using manual LOD
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124 | if (mesh->isLodManual())
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125 | {
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126 | ushort i, numLod;
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127 | numLod = mesh->getNumLodLevels();
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128 | // NB skip LOD 0 which is the original
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129 | for (i = 1; i < numLod; ++i)
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130 | {
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131 | const MeshLodUsage& usage = mesh->getLodLevel(i);
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132 | // Manually create entity
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133 | Entity* lodEnt = new Entity(name + "Lod" + StringConverter::toString(i),
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134 | usage.manualMesh);
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135 | mLodEntityList.push_back(lodEnt);
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136 | }
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137 | }
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138 |
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139 |
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140 | // Initialise the AnimationState, if Mesh has animation
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141 | if (hasSkeleton())
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142 | {
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143 | mFrameBonesLastUpdated = new unsigned long(std::numeric_limits<unsigned long>::max());
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144 | mNumBoneMatrices = mSkeletonInstance->getNumBones();
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145 | mBoneMatrices = new Matrix4[mNumBoneMatrices];
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146 | }
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147 | if (hasSkeleton() || hasVertexAnimation())
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148 | {
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149 | mAnimationState = new AnimationStateSet();
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150 | mesh->_initAnimationState(mAnimationState);
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151 | prepareTempBlendBuffers();
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152 | }
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153 |
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154 | reevaluateVertexProcessing();
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155 |
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156 |
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157 | // Do we have a mesh where edge lists are not going to be available?
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158 | if (!mesh->isEdgeListBuilt() && !mesh->getAutoBuildEdgeLists())
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159 | {
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160 | setCastShadows(false);
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161 | }
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162 | }
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163 | //-----------------------------------------------------------------------
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164 | Entity::~Entity()
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165 | {
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166 | // Delete submeshes
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167 | SubEntityList::iterator i, iend;
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168 | iend = mSubEntityList.end();
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169 | for (i = mSubEntityList.begin(); i != iend; ++i)
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170 | {
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171 | // Delete SubEntity
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172 | delete *i;
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173 | }
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174 | // Delete LOD entities
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175 | LODEntityList::iterator li, liend;
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176 | liend = mLodEntityList.end();
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177 | for (li = mLodEntityList.begin(); li != liend; ++li)
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178 | {
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179 | // Delete
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180 | delete (*li);
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181 | }
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182 |
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183 | // Delete shadow renderables
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184 | ShadowRenderableList::iterator si, siend;
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185 | siend = mShadowRenderables.end();
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186 | for (si = mShadowRenderables.begin(); si != siend; ++si)
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187 | {
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188 | delete *si;
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189 | }
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190 |
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191 | // Detach all child objects, do this manually to avoid needUpdate() call
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192 | // which can fail because of deleted items
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193 | detachAllObjectsImpl();
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194 |
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195 | if (mSkeletonInstance) {
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196 | delete [] mBoneWorldMatrices;
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197 |
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198 | if (mSharedSkeletonEntities) {
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199 | mSharedSkeletonEntities->erase(this);
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200 | if (mSharedSkeletonEntities->empty()) {
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201 | delete mSharedSkeletonEntities;
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202 | delete mFrameBonesLastUpdated;
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203 | delete mSkeletonInstance;
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204 | delete [] mBoneMatrices;
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205 | delete mAnimationState;
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206 | }
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207 | } else {
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208 | delete mFrameBonesLastUpdated;
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209 | delete mSkeletonInstance;
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210 | delete [] mBoneMatrices;
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211 | delete mAnimationState;
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212 | }
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213 | }
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214 | else if (hasVertexAnimation())
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215 | {
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216 | delete mAnimationState;
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217 | }
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218 |
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219 | delete mSkelAnimVertexData;
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220 | delete mSoftwareVertexAnimVertexData;
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221 | delete mHardwareVertexAnimVertexData;
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222 |
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223 | }
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224 | //-----------------------------------------------------------------------
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225 | bool Entity::hasVertexAnimation(void) const
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226 | {
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227 | return mMesh->hasVertexAnimation();
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228 | }
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229 | //-----------------------------------------------------------------------
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230 | const MeshPtr& Entity::getMesh(void) const
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231 | {
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232 | return mMesh;
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233 | }
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234 | //-----------------------------------------------------------------------
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235 | SubEntity* Entity::getSubEntity(unsigned int index) const
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236 | {
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237 | if (index >= mSubEntityList.size())
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238 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
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239 | "Index out of bounds.",
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240 | "Entity::getSubEntity");
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241 | return mSubEntityList[index];
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242 | }
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243 | //-----------------------------------------------------------------------
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244 | SubEntity* Entity::getSubEntity(const String& name) const
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245 | {
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246 | ushort index = mMesh->_getSubMeshIndex(name);
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247 | return getSubEntity(index);
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248 | }
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249 | //-----------------------------------------------------------------------
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250 | unsigned int Entity::getNumSubEntities(void) const
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251 | {
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252 | return static_cast< unsigned int >( mSubEntityList.size() );
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253 | }
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254 | //-----------------------------------------------------------------------
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255 | Entity* Entity::clone( const String& newName) const
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256 | {
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257 | if (!mManager)
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258 | {
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259 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
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260 | "Cannot clone an Entity that wasn't created through a "
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261 | "SceneManager", "Entity::clone");
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262 | }
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263 | Entity* newEnt = mManager->createEntity(newName, getMesh()->getName() );
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264 | // Copy material settings
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265 | SubEntityList::const_iterator i;
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266 | unsigned int n = 0;
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267 | for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i, ++n)
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268 | {
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269 | newEnt->getSubEntity(n)->setMaterialName((*i)->getMaterialName());
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270 | }
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271 | if (mAnimationState)
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272 | {
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273 | delete newEnt->mAnimationState;
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274 | newEnt->mAnimationState = new AnimationStateSet(*mAnimationState);
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275 | }
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276 | return newEnt;
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277 | }
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278 | //-----------------------------------------------------------------------
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279 | void Entity::setMaterialName(const String& name)
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280 | {
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281 | // Set for all subentities
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282 | SubEntityList::iterator i;
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283 | for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i)
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284 | {
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285 | (*i)->setMaterialName(name);
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286 | }
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287 |
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288 | }
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289 | //-----------------------------------------------------------------------
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290 | void Entity::_notifyCurrentCamera(Camera* cam)
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291 | {
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292 | MovableObject::_notifyCurrentCamera(cam);
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293 |
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294 | // Calculate the LOD
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295 | if (mParentNode)
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296 | {
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297 | Real squaredDepth = mParentNode->getSquaredViewDepth(cam);
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298 |
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299 | // Do Mesh LOD
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300 | // Adjust this depth by the entity bias factor
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301 | Real tmp = squaredDepth * mMeshLodFactorInv;
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302 | // Now adjust it by the camera bias
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303 | tmp = tmp * cam->_getLodBiasInverse();
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304 | // Get the index at this biased depth
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305 | mMeshLodIndex = mMesh->getLodIndexSquaredDepth(tmp);
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306 | // Apply maximum detail restriction (remember lower = higher detail)
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307 | mMeshLodIndex = std::max(mMaxMeshLodIndex, mMeshLodIndex);
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308 | // Apply minimum detail restriction (remember higher = lower detail)
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309 | mMeshLodIndex = std::min(mMinMeshLodIndex, mMeshLodIndex);
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310 |
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311 | // Now do material LOD
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312 | // Adjust this depth by the entity bias factor
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313 | tmp = squaredDepth * mMaterialLodFactorInv;
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314 | // Now adjust it by the camera bias
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315 | tmp = tmp * cam->_getLodBiasInverse();
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316 | SubEntityList::iterator i, iend;
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317 | iend = mSubEntityList.end();
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318 | for (i = mSubEntityList.begin(); i != iend; ++i)
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319 | {
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320 | // Get the index at this biased depth
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321 | unsigned short idx = (*i)->mpMaterial->getLodIndexSquaredDepth(tmp);
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322 | // Apply maximum detail restriction (remember lower = higher detail)
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323 | idx = std::max(mMaxMaterialLodIndex, idx);
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324 | // Apply minimum detail restriction (remember higher = lower detail)
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325 | (*i)->mMaterialLodIndex = std::min(mMinMaterialLodIndex, idx);
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326 | }
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327 |
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328 |
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329 | }
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330 | // Notify any child objects
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331 | ChildObjectList::iterator child_itr = mChildObjectList.begin();
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332 | ChildObjectList::iterator child_itr_end = mChildObjectList.end();
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333 | for( ; child_itr != child_itr_end; child_itr++)
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334 | {
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335 | (*child_itr).second->_notifyCurrentCamera(cam);
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336 | }
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337 |
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338 |
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339 | }
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340 | //-----------------------------------------------------------------------
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341 | const AxisAlignedBox& Entity::getBoundingBox(void) const
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342 | {
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343 | // Get from Mesh
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344 | mFullBoundingBox = mMesh->getBounds();
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345 | mFullBoundingBox.merge(getChildObjectsBoundingBox());
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346 |
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347 | // Don't scale here, this is taken into account when world BBox calculation is done
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348 |
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349 | return mFullBoundingBox;
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350 | }
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351 | //-----------------------------------------------------------------------
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352 | AxisAlignedBox Entity::getChildObjectsBoundingBox(void) const
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353 | {
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354 | AxisAlignedBox aa_box;
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355 | AxisAlignedBox full_aa_box;
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356 | full_aa_box.setNull();
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357 |
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358 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
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359 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
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360 | for( ; child_itr != child_itr_end; child_itr++)
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361 | {
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362 | aa_box = child_itr->second->getBoundingBox();
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363 | TagPoint* tp = (TagPoint*)child_itr->second->getParentNode();
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364 | // Use transform local to skeleton since world xform comes later
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365 | aa_box.transform(tp->_getFullLocalTransform());
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366 |
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367 | full_aa_box.merge(aa_box);
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368 | }
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369 |
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370 | return full_aa_box;
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371 | }
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372 | //-----------------------------------------------------------------------
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373 | const AxisAlignedBox& Entity::getWorldBoundingBox(bool derive) const
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374 | {
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375 | if (derive)
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376 | {
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377 | // derive child bounding boxes
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378 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
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379 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
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380 | for( ; child_itr != child_itr_end; child_itr++)
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381 | {
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382 | child_itr->second->getWorldBoundingBox(true);
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383 | }
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384 | }
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385 | return MovableObject::getWorldBoundingBox(derive);
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386 | }
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387 | //-----------------------------------------------------------------------
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388 | const Sphere& Entity::getWorldBoundingSphere(bool derive) const
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389 | {
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390 | if (derive)
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391 | {
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392 | // derive child bounding boxes
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393 | ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
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394 | ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
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395 | for( ; child_itr != child_itr_end; child_itr++)
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396 | {
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397 | child_itr->second->getWorldBoundingSphere(true);
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398 | }
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399 | }
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400 | return MovableObject::getWorldBoundingSphere(derive);
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401 |
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402 | }
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403 | //-----------------------------------------------------------------------
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404 | void Entity::_updateRenderQueue(RenderQueue* queue)
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405 | {
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406 | // Check we're not using a manual LOD
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407 | if (mMeshLodIndex > 0 && mMesh->isLodManual())
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408 | {
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409 | // Use alternate entity
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410 | assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() &&
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411 | "No LOD EntityList - did you build the manual LODs after creating the entity?");
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412 | // index - 1 as we skip index 0 (original lod)
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413 | if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton())
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414 | {
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415 | // Copy the animation state set to lod entity, we assume the lod
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416 | // entity only has a subset animation states
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417 | mAnimationState->copyMatchingState(
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418 | mLodEntityList[mMeshLodIndex - 1]->mAnimationState);
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419 | }
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420 | mLodEntityList[mMeshLodIndex - 1]->_updateRenderQueue(queue);
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421 | return;
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422 | }
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423 |
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424 | // Add each visible SubEntity to the queue
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425 | SubEntityList::iterator i, iend;
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426 | iend = mSubEntityList.end();
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427 | for (i = mSubEntityList.begin(); i != iend; ++i)
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428 | {
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429 | if((*i)->isVisible())
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430 | {
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431 | if(mRenderQueueIDSet)
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432 | {
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433 | queue->addRenderable(*i, mRenderQueueID);
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434 | }
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435 | else
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436 | {
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437 | queue->addRenderable(*i);
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438 | }
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439 | }
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440 | }
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441 |
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442 | // Since we know we're going to be rendered, take this opportunity to
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443 | // update the animation
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444 | if (hasSkeleton() || hasVertexAnimation())
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445 | {
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446 | updateAnimation();
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447 |
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448 | //--- pass this point, we are sure that the transformation matrix of each bone and tagPoint have been updated
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449 | ChildObjectList::iterator child_itr = mChildObjectList.begin();
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450 | ChildObjectList::iterator child_itr_end = mChildObjectList.end();
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451 | for( ; child_itr != child_itr_end; child_itr++)
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452 | {
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453 | if ((*child_itr).second->isVisible())
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454 | (*child_itr).second->_updateRenderQueue(queue);
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455 | }
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456 | }
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457 |
|
---|
458 | // HACK to display bones
|
---|
459 | // This won't work if the entity is not centered at the origin
|
---|
460 | // TODO work out a way to allow bones to be rendered when Entity not centered
|
---|
461 | if (mDisplaySkeleton && hasSkeleton())
|
---|
462 | {
|
---|
463 | int numBones = mSkeletonInstance->getNumBones();
|
---|
464 | for (int b = 0; b < numBones; ++b)
|
---|
465 | {
|
---|
466 | Bone* bone = mSkeletonInstance->getBone(b);
|
---|
467 | if(mRenderQueueIDSet)
|
---|
468 | {
|
---|
469 | queue->addRenderable(bone, mRenderQueueID);
|
---|
470 | } else {
|
---|
471 | queue->addRenderable(bone);
|
---|
472 | }
|
---|
473 | }
|
---|
474 | }
|
---|
475 |
|
---|
476 |
|
---|
477 |
|
---|
478 |
|
---|
479 | }
|
---|
480 | //-----------------------------------------------------------------------
|
---|
481 | AnimationState* Entity::getAnimationState(const String& name) const
|
---|
482 | {
|
---|
483 | if (!mAnimationState)
|
---|
484 | {
|
---|
485 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Entity is not animated",
|
---|
486 | "Entity::getAnimationState");
|
---|
487 | }
|
---|
488 |
|
---|
489 | return mAnimationState->getAnimationState(name);
|
---|
490 | }
|
---|
491 | //-----------------------------------------------------------------------
|
---|
492 | AnimationStateSet* Entity::getAllAnimationStates(void) const
|
---|
493 | {
|
---|
494 | return mAnimationState;
|
---|
495 | }
|
---|
496 | //-----------------------------------------------------------------------
|
---|
497 | const String& Entity::getMovableType(void) const
|
---|
498 | {
|
---|
499 | return EntityFactory::FACTORY_TYPE_NAME;
|
---|
500 | }
|
---|
501 | //-----------------------------------------------------------------------
|
---|
502 | bool Entity::tempVertexAnimBuffersBound(void) const
|
---|
503 | {
|
---|
504 | // Do we still have temp buffers for software vertex animation bound?
|
---|
505 | bool ret = true;
|
---|
506 | if (mMesh->sharedVertexData && mMesh->getSharedVertexDataAnimationType() != VAT_NONE)
|
---|
507 | {
|
---|
508 | ret = ret && mTempVertexAnimInfo.buffersCheckedOut(true, false);
|
---|
509 | }
|
---|
510 | for (SubEntityList::const_iterator i = mSubEntityList.begin();
|
---|
511 | i != mSubEntityList.end(); ++i)
|
---|
512 | {
|
---|
513 | SubEntity* sub = *i;
|
---|
514 | if (!sub->getSubMesh()->useSharedVertices
|
---|
515 | && sub->getSubMesh()->getVertexAnimationType() != VAT_NONE)
|
---|
516 | {
|
---|
517 | ret = ret && sub->_getVertexAnimTempBufferInfo()->buffersCheckedOut(true, false);
|
---|
518 | }
|
---|
519 | }
|
---|
520 | return ret;
|
---|
521 | }
|
---|
522 | //-----------------------------------------------------------------------
|
---|
523 | bool Entity::tempSkelAnimBuffersBound(bool requestNormals) const
|
---|
524 | {
|
---|
525 | // Do we still have temp buffers for software skeleton animation bound?
|
---|
526 | if (mSkelAnimVertexData)
|
---|
527 | {
|
---|
528 | if (!mTempSkelAnimInfo.buffersCheckedOut(true, requestNormals))
|
---|
529 | return false;
|
---|
530 | }
|
---|
531 | for (SubEntityList::const_iterator i = mSubEntityList.begin();
|
---|
532 | i != mSubEntityList.end(); ++i)
|
---|
533 | {
|
---|
534 | SubEntity* sub = *i;
|
---|
535 | if (sub->isVisible() && sub->mSkelAnimVertexData)
|
---|
536 | {
|
---|
537 | if (!sub->mTempSkelAnimInfo.buffersCheckedOut(true, requestNormals))
|
---|
538 | return false;
|
---|
539 | }
|
---|
540 | }
|
---|
541 | return true;
|
---|
542 | }
|
---|
543 | //-----------------------------------------------------------------------
|
---|
544 | void Entity::updateAnimation(void)
|
---|
545 | {
|
---|
546 | Root& root = Root::getSingleton();
|
---|
547 | bool hwAnimation = isHardwareAnimationEnabled();
|
---|
548 | bool forcedSwAnimation = getSoftwareAnimationRequests()>0;
|
---|
549 | bool forcedNormals = getSoftwareAnimationNormalsRequests()>0;
|
---|
550 | bool stencilShadows = false;
|
---|
551 | if (root._getCurrentSceneManager())
|
---|
552 | stencilShadows = root._getCurrentSceneManager()->isShadowTechniqueStencilBased();
|
---|
553 | // If all animations are disabled, we'll use origin vertex buffer for
|
---|
554 | // rendering. But still perform software animation if user required,
|
---|
555 | // because need to keep same behavior in user standpoint.
|
---|
556 | bool softwareAnimation = forcedSwAnimation ||
|
---|
557 | (!hwAnimation || stencilShadows) && _isAnimated();
|
---|
558 | // Blend normals in s/w only if we're not using h/w animation,
|
---|
559 | // since shadows only require positions
|
---|
560 | bool blendNormals = !hwAnimation || forcedNormals;
|
---|
561 | // Animation dirty if animation state modified or manual bones modified
|
---|
562 | bool animationDirty =
|
---|
563 | (mFrameAnimationLastUpdated != mAnimationState->getDirtyFrameNumber()) ||
|
---|
564 | (hasSkeleton() && getSkeleton()->getManualBonesDirty());
|
---|
565 |
|
---|
566 | // We only do these tasks if animation is dirty
|
---|
567 | // Or, if we're using a skeleton and manual bones have been moved
|
---|
568 | // Or, if we're using software animation and temp buffers are unbound
|
---|
569 | if (animationDirty ||
|
---|
570 | (softwareAnimation && hasVertexAnimation() && !tempVertexAnimBuffersBound()) ||
|
---|
571 | (softwareAnimation && hasSkeleton() && !tempSkelAnimBuffersBound(blendNormals)))
|
---|
572 | {
|
---|
573 | if (hasVertexAnimation())
|
---|
574 | {
|
---|
575 | if (softwareAnimation)
|
---|
576 | {
|
---|
577 | // grab & bind temporary buffer for positions
|
---|
578 | if (mSoftwareVertexAnimVertexData
|
---|
579 | && mMesh->getSharedVertexDataAnimationType() != VAT_NONE)
|
---|
580 | {
|
---|
581 | mTempVertexAnimInfo.checkoutTempCopies(true, false);
|
---|
582 | // NB we suppress hardware upload while doing blend if we're
|
---|
583 | // hardware animation, because the only reason for doing this
|
---|
584 | // is for shadow, which need only be uploaded then
|
---|
585 | mTempVertexAnimInfo.bindTempCopies(mSoftwareVertexAnimVertexData,
|
---|
586 | hwAnimation);
|
---|
587 | }
|
---|
588 | SubEntityList::iterator i, iend;
|
---|
589 | iend = mSubEntityList.end();
|
---|
590 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
591 | {
|
---|
592 | // Blend dedicated geometry
|
---|
593 | SubEntity* se = *i;
|
---|
594 | if (se->isVisible() && se->mSoftwareVertexAnimVertexData
|
---|
595 | && se->getSubMesh()->getVertexAnimationType() != VAT_NONE)
|
---|
596 | {
|
---|
597 | se->mTempVertexAnimInfo.checkoutTempCopies(true, false);
|
---|
598 | se->mTempVertexAnimInfo.bindTempCopies(se->mSoftwareVertexAnimVertexData,
|
---|
599 | hwAnimation);
|
---|
600 | }
|
---|
601 |
|
---|
602 | }
|
---|
603 | }
|
---|
604 | applyVertexAnimation(hwAnimation, stencilShadows);
|
---|
605 | }
|
---|
606 |
|
---|
607 | if (hasSkeleton())
|
---|
608 | {
|
---|
609 | cacheBoneMatrices();
|
---|
610 |
|
---|
611 | // Software blend?
|
---|
612 | if (softwareAnimation)
|
---|
613 | {
|
---|
614 | // Ok, we need to do a software blend
|
---|
615 | // Firstly, check out working vertex buffers
|
---|
616 | if (mSkelAnimVertexData)
|
---|
617 | {
|
---|
618 | // Blend shared geometry
|
---|
619 | // NB we suppress hardware upload while doing blend if we're
|
---|
620 | // hardware animation, because the only reason for doing this
|
---|
621 | // is for shadow, which need only be uploaded then
|
---|
622 | mTempSkelAnimInfo.checkoutTempCopies(true, blendNormals);
|
---|
623 | mTempSkelAnimInfo.bindTempCopies(mSkelAnimVertexData,
|
---|
624 | hwAnimation);
|
---|
625 | // Blend, taking source from either mesh data or morph data
|
---|
626 | Mesh::softwareVertexBlend(
|
---|
627 | (mMesh->getSharedVertexDataAnimationType() != VAT_NONE) ?
|
---|
628 | mSoftwareVertexAnimVertexData : mMesh->sharedVertexData,
|
---|
629 | mSkelAnimVertexData,
|
---|
630 | mBoneMatrices, &mMesh->sharedBlendIndexToBoneIndexMap[0],
|
---|
631 | blendNormals);
|
---|
632 | }
|
---|
633 | SubEntityList::iterator i, iend;
|
---|
634 | iend = mSubEntityList.end();
|
---|
635 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
636 | {
|
---|
637 | // Blend dedicated geometry
|
---|
638 | SubEntity* se = *i;
|
---|
639 | if (se->isVisible() && se->mSkelAnimVertexData)
|
---|
640 | {
|
---|
641 | se->mTempSkelAnimInfo.checkoutTempCopies(true, blendNormals);
|
---|
642 | se->mTempSkelAnimInfo.bindTempCopies(se->mSkelAnimVertexData,
|
---|
643 | hwAnimation);
|
---|
644 | // Blend, taking source from either mesh data or morph data
|
---|
645 | Mesh::softwareVertexBlend(
|
---|
646 | (se->getSubMesh()->getVertexAnimationType() != VAT_NONE)?
|
---|
647 | se->mSoftwareVertexAnimVertexData : se->mSubMesh->vertexData,
|
---|
648 | se->mSkelAnimVertexData,
|
---|
649 | mBoneMatrices, &se->mSubMesh->blendIndexToBoneIndexMap[0],
|
---|
650 | blendNormals);
|
---|
651 | }
|
---|
652 |
|
---|
653 | }
|
---|
654 |
|
---|
655 | }
|
---|
656 | }
|
---|
657 |
|
---|
658 | // Trigger update of bounding box if necessary
|
---|
659 | if (!mChildObjectList.empty())
|
---|
660 | mParentNode->needUpdate();
|
---|
661 |
|
---|
662 | mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber();
|
---|
663 | }
|
---|
664 |
|
---|
665 | // Also calculate bone world matrices, since are used as replacement world matrices,
|
---|
666 | // but only if it's used and changed:
|
---|
667 | // 1. It's used when using hardware animation and skeleton animated.
|
---|
668 | // 2. It's changed when animation dirty or parent node transform has altered.
|
---|
669 | if (hwAnimation && _isSkeletonAnimated() &&
|
---|
670 | (animationDirty || mLastParentXform != getParentSceneNode()->_getFullTransform()))
|
---|
671 | {
|
---|
672 | // Allocate bone world matrices on demand, for better memory footprint
|
---|
673 | // when using software animation.
|
---|
674 | if (!mBoneWorldMatrices)
|
---|
675 | {
|
---|
676 | mBoneWorldMatrices = new Matrix4[mNumBoneMatrices];
|
---|
677 | }
|
---|
678 |
|
---|
679 | // Cache last parent transform for next frame use too.
|
---|
680 | mLastParentXform = getParentSceneNode()->_getFullTransform();
|
---|
681 |
|
---|
682 | for (unsigned short i = 0; i < mNumBoneMatrices; ++i)
|
---|
683 | {
|
---|
684 | mBoneWorldMatrices[i] = mLastParentXform * mBoneMatrices[i];
|
---|
685 | }
|
---|
686 | }
|
---|
687 | }
|
---|
688 | //-----------------------------------------------------------------------
|
---|
689 | void Entity::initHardwareAnimationElements(VertexData* vdata,
|
---|
690 | ushort numberOfElements)
|
---|
691 | {
|
---|
692 | if (vdata->hwAnimationDataList.size() < numberOfElements)
|
---|
693 | {
|
---|
694 | vdata->allocateHardwareAnimationElements(numberOfElements);
|
---|
695 | }
|
---|
696 | // Initialise parametrics incase we don't use all of them
|
---|
697 | for (size_t i = 0; i < vdata->hwAnimationDataList.size(); ++i)
|
---|
698 | {
|
---|
699 | vdata->hwAnimationDataList[i].parametric = 0.0f;
|
---|
700 | }
|
---|
701 | // reset used count
|
---|
702 | vdata->hwAnimDataItemsUsed = 0;
|
---|
703 |
|
---|
704 | }
|
---|
705 | //-----------------------------------------------------------------------
|
---|
706 | void Entity::applyVertexAnimation(bool hardwareAnimation, bool stencilShadows)
|
---|
707 | {
|
---|
708 | const MeshPtr& msh = getMesh();
|
---|
709 | bool swAnim = !hardwareAnimation || stencilShadows || (mSoftwareAnimationRequests>0);
|
---|
710 |
|
---|
711 | // make sure we have enough hardware animation elements to play with
|
---|
712 | if (hardwareAnimation)
|
---|
713 | {
|
---|
714 | if (mHardwareVertexAnimVertexData
|
---|
715 | && msh->getSharedVertexDataAnimationType() != VAT_NONE)
|
---|
716 | {
|
---|
717 | initHardwareAnimationElements(mHardwareVertexAnimVertexData,
|
---|
718 | (msh->getSharedVertexDataAnimationType() == VAT_POSE)
|
---|
719 | ? mHardwarePoseCount : 1);
|
---|
720 | }
|
---|
721 | for (SubEntityList::iterator si = mSubEntityList.begin();
|
---|
722 | si != mSubEntityList.end(); ++si)
|
---|
723 | {
|
---|
724 | SubEntity* sub = *si;
|
---|
725 | if (sub->getSubMesh()->getVertexAnimationType() != VAT_NONE &&
|
---|
726 | !sub->getSubMesh()->useSharedVertices)
|
---|
727 | {
|
---|
728 | initHardwareAnimationElements(
|
---|
729 | sub->_getHardwareVertexAnimVertexData(),
|
---|
730 | (sub->getSubMesh()->getVertexAnimationType() == VAT_POSE)
|
---|
731 | ? sub->mHardwarePoseCount : 1);
|
---|
732 | }
|
---|
733 | }
|
---|
734 |
|
---|
735 | }
|
---|
736 | else
|
---|
737 | {
|
---|
738 | // May be blending multiple poses in software
|
---|
739 | // Suppress hardware upload of buffers
|
---|
740 | if (mSoftwareVertexAnimVertexData &&
|
---|
741 | mMesh->getSharedVertexDataAnimationType() == VAT_POSE)
|
---|
742 | {
|
---|
743 | const VertexElement* elem = mSoftwareVertexAnimVertexData
|
---|
744 | ->vertexDeclaration->findElementBySemantic(VES_POSITION);
|
---|
745 | HardwareVertexBufferSharedPtr buf = mSoftwareVertexAnimVertexData
|
---|
746 | ->vertexBufferBinding->getBuffer(elem->getSource());
|
---|
747 | buf->suppressHardwareUpdate(true);
|
---|
748 | }
|
---|
749 | for (SubEntityList::iterator si = mSubEntityList.begin();
|
---|
750 | si != mSubEntityList.end(); ++si)
|
---|
751 | {
|
---|
752 | SubEntity* sub = *si;
|
---|
753 | if (!sub->getSubMesh()->useSharedVertices &&
|
---|
754 | sub->getSubMesh()->getVertexAnimationType() == VAT_POSE)
|
---|
755 | {
|
---|
756 | VertexData* data = sub->_getSoftwareVertexAnimVertexData();
|
---|
757 | const VertexElement* elem = data->vertexDeclaration
|
---|
758 | ->findElementBySemantic(VES_POSITION);
|
---|
759 | HardwareVertexBufferSharedPtr buf = data
|
---|
760 | ->vertexBufferBinding->getBuffer(elem->getSource());
|
---|
761 | buf->suppressHardwareUpdate(true);
|
---|
762 | }
|
---|
763 | }
|
---|
764 | }
|
---|
765 |
|
---|
766 |
|
---|
767 | // Now apply the animation(s)
|
---|
768 | // Note - you should only apply one morph animation to each set of vertex data
|
---|
769 | // at once; if you do more, only the last one will actually apply
|
---|
770 | markBuffersUnusedForAnimation();
|
---|
771 | ConstEnabledAnimationStateIterator animIt = mAnimationState->getEnabledAnimationStateIterator();
|
---|
772 | while(animIt.hasMoreElements())
|
---|
773 | {
|
---|
774 | const AnimationState* state = animIt.getNext();
|
---|
775 | Animation* anim = msh->_getAnimationImpl(state->getAnimationName());
|
---|
776 | if (anim)
|
---|
777 | {
|
---|
778 | anim->apply(this, state->getTimePosition(), state->getWeight(),
|
---|
779 | swAnim, hardwareAnimation);
|
---|
780 | }
|
---|
781 | }
|
---|
782 | // Deal with cases where no animation applied
|
---|
783 | restoreBuffersForUnusedAnimation(hardwareAnimation);
|
---|
784 |
|
---|
785 | // Unsuppress hardware upload if we suppressed it
|
---|
786 | if (!hardwareAnimation)
|
---|
787 | {
|
---|
788 | if (mSoftwareVertexAnimVertexData &&
|
---|
789 | msh->getSharedVertexDataAnimationType() == VAT_POSE)
|
---|
790 | {
|
---|
791 | const VertexElement* elem = mSoftwareVertexAnimVertexData
|
---|
792 | ->vertexDeclaration->findElementBySemantic(VES_POSITION);
|
---|
793 | HardwareVertexBufferSharedPtr buf = mSoftwareVertexAnimVertexData
|
---|
794 | ->vertexBufferBinding->getBuffer(elem->getSource());
|
---|
795 | buf->suppressHardwareUpdate(false);
|
---|
796 | }
|
---|
797 | for (SubEntityList::iterator si = mSubEntityList.begin();
|
---|
798 | si != mSubEntityList.end(); ++si)
|
---|
799 | {
|
---|
800 | SubEntity* sub = *si;
|
---|
801 | if (!sub->getSubMesh()->useSharedVertices &&
|
---|
802 | sub->getSubMesh()->getVertexAnimationType() == VAT_POSE)
|
---|
803 | {
|
---|
804 | VertexData* data = sub->_getSoftwareVertexAnimVertexData();
|
---|
805 | const VertexElement* elem = data->vertexDeclaration
|
---|
806 | ->findElementBySemantic(VES_POSITION);
|
---|
807 | HardwareVertexBufferSharedPtr buf = data
|
---|
808 | ->vertexBufferBinding->getBuffer(elem->getSource());
|
---|
809 | buf->suppressHardwareUpdate(false);
|
---|
810 | }
|
---|
811 | }
|
---|
812 | }
|
---|
813 |
|
---|
814 | }
|
---|
815 | //-----------------------------------------------------------------------------
|
---|
816 | void Entity::markBuffersUnusedForAnimation(void)
|
---|
817 | {
|
---|
818 | mVertexAnimationAppliedThisFrame = false;
|
---|
819 | for (SubEntityList::iterator i = mSubEntityList.begin();
|
---|
820 | i != mSubEntityList.end(); ++i)
|
---|
821 | {
|
---|
822 | (*i)->_markBuffersUnusedForAnimation();
|
---|
823 | }
|
---|
824 | }
|
---|
825 | //-----------------------------------------------------------------------------
|
---|
826 | void Entity::_markBuffersUsedForAnimation(void)
|
---|
827 | {
|
---|
828 | mVertexAnimationAppliedThisFrame = true;
|
---|
829 | // no cascade
|
---|
830 | }
|
---|
831 | //-----------------------------------------------------------------------------
|
---|
832 | void Entity::restoreBuffersForUnusedAnimation(bool hardwareAnimation)
|
---|
833 | {
|
---|
834 | // Rebind original positions if:
|
---|
835 | // We didn't apply any animation and
|
---|
836 | // We're morph animated (hardware binds keyframe, software is missing)
|
---|
837 | // or we're pose animated and software (hardware is fine, still bound)
|
---|
838 | if (mMesh->sharedVertexData &&
|
---|
839 | !mVertexAnimationAppliedThisFrame &&
|
---|
840 | (!hardwareAnimation || mMesh->getSharedVertexDataAnimationType() == VAT_MORPH))
|
---|
841 | {
|
---|
842 | const VertexElement* srcPosElem =
|
---|
843 | mMesh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
|
---|
844 | HardwareVertexBufferSharedPtr srcBuf =
|
---|
845 | mMesh->sharedVertexData->vertexBufferBinding->getBuffer(
|
---|
846 | srcPosElem->getSource());
|
---|
847 |
|
---|
848 | // Bind to software
|
---|
849 | const VertexElement* destPosElem =
|
---|
850 | mSoftwareVertexAnimVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
|
---|
851 | mSoftwareVertexAnimVertexData->vertexBufferBinding->setBinding(
|
---|
852 | destPosElem->getSource(), srcBuf);
|
---|
853 |
|
---|
854 | }
|
---|
855 |
|
---|
856 | for (SubEntityList::iterator i = mSubEntityList.begin();
|
---|
857 | i != mSubEntityList.end(); ++i)
|
---|
858 | {
|
---|
859 | (*i)->_restoreBuffersForUnusedAnimation(hardwareAnimation);
|
---|
860 | }
|
---|
861 | }
|
---|
862 | //-----------------------------------------------------------------------
|
---|
863 | void Entity::_updateAnimation(void)
|
---|
864 | {
|
---|
865 | // Externally visible method
|
---|
866 | if (hasSkeleton() || hasVertexAnimation())
|
---|
867 | {
|
---|
868 | updateAnimation();
|
---|
869 | }
|
---|
870 | }
|
---|
871 | //-----------------------------------------------------------------------
|
---|
872 | bool Entity::_isAnimated(void) const
|
---|
873 | {
|
---|
874 | return (mAnimationState && mAnimationState->hasEnabledAnimationState()) ||
|
---|
875 | (getSkeleton() && getSkeleton()->hasManualBones());
|
---|
876 | }
|
---|
877 | //-----------------------------------------------------------------------
|
---|
878 | bool Entity::_isSkeletonAnimated(void) const
|
---|
879 | {
|
---|
880 | return getSkeleton() &&
|
---|
881 | (mAnimationState->hasEnabledAnimationState() || getSkeleton()->hasManualBones());
|
---|
882 | }
|
---|
883 | //-----------------------------------------------------------------------
|
---|
884 | VertexData* Entity::_getSkelAnimVertexData(void) const
|
---|
885 | {
|
---|
886 | assert (mSkelAnimVertexData && "Not software skinned!");
|
---|
887 | return mSkelAnimVertexData;
|
---|
888 | }
|
---|
889 | //-----------------------------------------------------------------------
|
---|
890 | VertexData* Entity::_getSoftwareVertexAnimVertexData(void) const
|
---|
891 | {
|
---|
892 | assert (mSoftwareVertexAnimVertexData && "Not vertex animated!");
|
---|
893 | return mSoftwareVertexAnimVertexData;
|
---|
894 | }
|
---|
895 | //-----------------------------------------------------------------------
|
---|
896 | VertexData* Entity::_getHardwareVertexAnimVertexData(void) const
|
---|
897 | {
|
---|
898 | assert (mHardwareVertexAnimVertexData && "Not vertex animated!");
|
---|
899 | return mHardwareVertexAnimVertexData;
|
---|
900 | }
|
---|
901 | //-----------------------------------------------------------------------
|
---|
902 | TempBlendedBufferInfo* Entity::_getSkelAnimTempBufferInfo(void)
|
---|
903 | {
|
---|
904 | return &mTempSkelAnimInfo;
|
---|
905 | }
|
---|
906 | //-----------------------------------------------------------------------
|
---|
907 | TempBlendedBufferInfo* Entity::_getVertexAnimTempBufferInfo(void)
|
---|
908 | {
|
---|
909 | return &mTempVertexAnimInfo;
|
---|
910 | }
|
---|
911 | //-----------------------------------------------------------------------
|
---|
912 | void Entity::cacheBoneMatrices(void)
|
---|
913 | {
|
---|
914 | Root& root = Root::getSingleton();
|
---|
915 | unsigned long currentFrameNumber = root.getCurrentFrameNumber();
|
---|
916 | if (*mFrameBonesLastUpdated != currentFrameNumber) {
|
---|
917 |
|
---|
918 | mSkeletonInstance->setAnimationState(*mAnimationState);
|
---|
919 | mSkeletonInstance->_getBoneMatrices(mBoneMatrices);
|
---|
920 | *mFrameBonesLastUpdated = currentFrameNumber;
|
---|
921 |
|
---|
922 | if (sharesSkeletonInstance()) {
|
---|
923 | //---- update all sharing entities child objects transforms now
|
---|
924 | EntitySet::const_iterator entity_itr = mSharedSkeletonEntities->begin();
|
---|
925 | EntitySet::const_iterator entity_itr_end = mSharedSkeletonEntities->end();
|
---|
926 | for( ; entity_itr != entity_itr_end; entity_itr++)
|
---|
927 | {
|
---|
928 | ChildObjectList::iterator child_itr = (*entity_itr)->mChildObjectList.begin();
|
---|
929 | ChildObjectList::iterator child_itr_end = (*entity_itr)->mChildObjectList.end();
|
---|
930 | for( ; child_itr != child_itr_end; child_itr++)
|
---|
931 | {
|
---|
932 | (*child_itr).second->getParentNode()->_update(true, true);
|
---|
933 | }
|
---|
934 | }
|
---|
935 | } else {
|
---|
936 | //--- Update the child object's transforms
|
---|
937 | ChildObjectList::iterator child_itr = mChildObjectList.begin();
|
---|
938 | ChildObjectList::iterator child_itr_end = mChildObjectList.end();
|
---|
939 | for( ; child_itr != child_itr_end; child_itr++)
|
---|
940 | {
|
---|
941 | (*child_itr).second->getParentNode()->_update(true, true);
|
---|
942 | }
|
---|
943 | }
|
---|
944 | }
|
---|
945 | }
|
---|
946 | //-----------------------------------------------------------------------
|
---|
947 | void Entity::setDisplaySkeleton(bool display)
|
---|
948 | {
|
---|
949 | mDisplaySkeleton = display;
|
---|
950 | }
|
---|
951 | //-----------------------------------------------------------------------
|
---|
952 | bool Entity::getDisplaySkeleton(void) const
|
---|
953 | {
|
---|
954 | return mDisplaySkeleton;
|
---|
955 | }
|
---|
956 | //-----------------------------------------------------------------------
|
---|
957 | Entity* Entity::getManualLodLevel(size_t index) const
|
---|
958 | {
|
---|
959 | assert(index < mLodEntityList.size());
|
---|
960 |
|
---|
961 | return mLodEntityList[index];
|
---|
962 | }
|
---|
963 | //-----------------------------------------------------------------------
|
---|
964 | size_t Entity::getNumManualLodLevels(void) const
|
---|
965 | {
|
---|
966 | return mLodEntityList.size();
|
---|
967 | }
|
---|
968 | //-----------------------------------------------------------------------
|
---|
969 | void Entity::setMeshLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex)
|
---|
970 | {
|
---|
971 | assert(factor > 0.0f && "Bias factor must be > 0!");
|
---|
972 | mMeshLodFactorInv = 1.0f / factor;
|
---|
973 | mMaxMeshLodIndex = maxDetailIndex;
|
---|
974 | mMinMeshLodIndex = minDetailIndex;
|
---|
975 |
|
---|
976 | }
|
---|
977 | //-----------------------------------------------------------------------
|
---|
978 | void Entity::setMaterialLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex)
|
---|
979 | {
|
---|
980 | assert(factor > 0.0f && "Bias factor must be > 0!");
|
---|
981 | mMaterialLodFactorInv = 1.0f / factor;
|
---|
982 | mMaxMaterialLodIndex = maxDetailIndex;
|
---|
983 | mMinMaterialLodIndex = minDetailIndex;
|
---|
984 |
|
---|
985 | }
|
---|
986 | //-----------------------------------------------------------------------
|
---|
987 | void Entity::buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist)
|
---|
988 | {
|
---|
989 | // Create SubEntities
|
---|
990 | unsigned short i, numSubMeshes;
|
---|
991 | SubMesh* subMesh;
|
---|
992 | SubEntity* subEnt;
|
---|
993 |
|
---|
994 | numSubMeshes = mesh->getNumSubMeshes();
|
---|
995 | for (i = 0; i < numSubMeshes; ++i)
|
---|
996 | {
|
---|
997 | subMesh = mesh->getSubMesh(i);
|
---|
998 | subEnt = new SubEntity(this, subMesh);
|
---|
999 | if (subMesh->isMatInitialised())
|
---|
1000 | subEnt->setMaterialName(subMesh->getMaterialName());
|
---|
1001 | sublist->push_back(subEnt);
|
---|
1002 | }
|
---|
1003 | }
|
---|
1004 | //-----------------------------------------------------------------------
|
---|
1005 | void Entity::setPolygonModeOverrideable(bool overrideable)
|
---|
1006 | {
|
---|
1007 | SubEntityList::iterator i, iend;
|
---|
1008 | iend = mSubEntityList.end();
|
---|
1009 |
|
---|
1010 | for( i = mSubEntityList.begin(); i != iend; ++i )
|
---|
1011 | {
|
---|
1012 | (*i)->setPolygonModeOverrideable(overrideable);
|
---|
1013 | }
|
---|
1014 | }
|
---|
1015 |
|
---|
1016 | //-----------------------------------------------------------------------
|
---|
1017 | TagPoint* Entity::attachObjectToBone(const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation, const Vector3 &offsetPosition)
|
---|
1018 | {
|
---|
1019 | if (mChildObjectList.find(pMovable->getName()) != mChildObjectList.end())
|
---|
1020 | {
|
---|
1021 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
1022 | "An object with the name " + pMovable->getName() + " already attached",
|
---|
1023 | "Entity::attachObjectToBone");
|
---|
1024 | }
|
---|
1025 | if(pMovable->isAttached())
|
---|
1026 | {
|
---|
1027 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object already attached to a sceneNode or a Bone",
|
---|
1028 | "Entity::attachObjectToBone");
|
---|
1029 | }
|
---|
1030 | if (!hasSkeleton())
|
---|
1031 | {
|
---|
1032 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This entity's mesh has no skeleton to attach object to.",
|
---|
1033 | "Entity::attachObjectToBone");
|
---|
1034 | }
|
---|
1035 | Bone* bone = mSkeletonInstance->getBone(boneName);
|
---|
1036 | if (!bone)
|
---|
1037 | {
|
---|
1038 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Cannot locate bone named " + boneName,
|
---|
1039 | "Entity::attachObjectToBone");
|
---|
1040 | }
|
---|
1041 |
|
---|
1042 | TagPoint *tp = mSkeletonInstance->createTagPointOnBone(
|
---|
1043 | bone, offsetOrientation, offsetPosition);
|
---|
1044 | tp->setParentEntity(this);
|
---|
1045 | tp->setChildObject(pMovable);
|
---|
1046 |
|
---|
1047 | attachObjectImpl(pMovable, tp);
|
---|
1048 |
|
---|
1049 | // Trigger update of bounding box if necessary
|
---|
1050 | if (mParentNode)
|
---|
1051 | mParentNode->needUpdate();
|
---|
1052 |
|
---|
1053 | return tp;
|
---|
1054 | }
|
---|
1055 |
|
---|
1056 | //-----------------------------------------------------------------------
|
---|
1057 | void Entity::attachObjectImpl(MovableObject *pObject, TagPoint *pAttachingPoint)
|
---|
1058 | {
|
---|
1059 | assert(mChildObjectList.find(pObject->getName()) == mChildObjectList.end());
|
---|
1060 | mChildObjectList[pObject->getName()] = pObject;
|
---|
1061 | pObject->_notifyAttached(pAttachingPoint, true);
|
---|
1062 | }
|
---|
1063 |
|
---|
1064 | //-----------------------------------------------------------------------
|
---|
1065 | MovableObject* Entity::detachObjectFromBone(const String &name)
|
---|
1066 | {
|
---|
1067 | ChildObjectList::iterator i = mChildObjectList.find(name);
|
---|
1068 |
|
---|
1069 | if (i == mChildObjectList.end())
|
---|
1070 | {
|
---|
1071 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No child object entry found named " + name,
|
---|
1072 | "Entity::detachObjectFromBone");
|
---|
1073 | }
|
---|
1074 | MovableObject *obj = i->second;
|
---|
1075 | detachObjectImpl(obj);
|
---|
1076 | mChildObjectList.erase(i);
|
---|
1077 |
|
---|
1078 | // Trigger update of bounding box if necessary
|
---|
1079 | if (mParentNode)
|
---|
1080 | mParentNode->needUpdate();
|
---|
1081 |
|
---|
1082 | return obj;
|
---|
1083 | }
|
---|
1084 | //-----------------------------------------------------------------------
|
---|
1085 | void Entity::detachObjectFromBone(MovableObject* obj)
|
---|
1086 | {
|
---|
1087 | ChildObjectList::iterator i, iend;
|
---|
1088 | iend = mChildObjectList.end();
|
---|
1089 | for (i = mChildObjectList.begin(); i != iend; ++i)
|
---|
1090 | {
|
---|
1091 | if (i->second == obj)
|
---|
1092 | {
|
---|
1093 | detachObjectImpl(obj);
|
---|
1094 | mChildObjectList.erase(i);
|
---|
1095 |
|
---|
1096 | // Trigger update of bounding box if necessary
|
---|
1097 | if (mParentNode)
|
---|
1098 | mParentNode->needUpdate();
|
---|
1099 | break;
|
---|
1100 | }
|
---|
1101 | }
|
---|
1102 | }
|
---|
1103 | //-----------------------------------------------------------------------
|
---|
1104 | void Entity::detachAllObjectsFromBone(void)
|
---|
1105 | {
|
---|
1106 | detachAllObjectsImpl();
|
---|
1107 |
|
---|
1108 | // Trigger update of bounding box if necessary
|
---|
1109 | if (mParentNode)
|
---|
1110 | mParentNode->needUpdate();
|
---|
1111 | }
|
---|
1112 | //-----------------------------------------------------------------------
|
---|
1113 | void Entity::detachObjectImpl(MovableObject* pObject)
|
---|
1114 | {
|
---|
1115 | TagPoint* tp = static_cast<TagPoint*>(pObject->getParentNode());
|
---|
1116 |
|
---|
1117 | // free the TagPoint so we can reuse it later
|
---|
1118 | mSkeletonInstance->freeTagPoint(tp);
|
---|
1119 |
|
---|
1120 | pObject->_notifyAttached((TagPoint*)0);
|
---|
1121 | }
|
---|
1122 | //-----------------------------------------------------------------------
|
---|
1123 | void Entity::detachAllObjectsImpl(void)
|
---|
1124 | {
|
---|
1125 | ChildObjectList::const_iterator i, iend;
|
---|
1126 | iend = mChildObjectList.end();
|
---|
1127 | for (i = mChildObjectList.begin(); i != iend; ++i)
|
---|
1128 | {
|
---|
1129 | detachObjectImpl(i->second);
|
---|
1130 | }
|
---|
1131 | mChildObjectList.clear();
|
---|
1132 | }
|
---|
1133 |
|
---|
1134 | //-----------------------------------------------------------------------
|
---|
1135 | Entity::ChildObjectListIterator Entity::getAttachedObjectIterator()
|
---|
1136 | {
|
---|
1137 | return ChildObjectListIterator(mChildObjectList.begin(), mChildObjectList.end());
|
---|
1138 | }
|
---|
1139 | //-----------------------------------------------------------------------
|
---|
1140 | Real Entity::getBoundingRadius(void) const
|
---|
1141 | {
|
---|
1142 | Real rad = mMesh->getBoundingSphereRadius();
|
---|
1143 | // Scale by largest scale factor
|
---|
1144 | if (mParentNode)
|
---|
1145 | {
|
---|
1146 | const Vector3& s = mParentNode->_getDerivedScale();
|
---|
1147 | rad *= std::max(s.x, std::max(s.y, s.z));
|
---|
1148 | }
|
---|
1149 | return rad;
|
---|
1150 | }
|
---|
1151 | //-----------------------------------------------------------------------
|
---|
1152 | void Entity::prepareTempBlendBuffers(void)
|
---|
1153 | {
|
---|
1154 | if (mSkelAnimVertexData)
|
---|
1155 | {
|
---|
1156 | delete mSkelAnimVertexData;
|
---|
1157 | mSkelAnimVertexData = 0;
|
---|
1158 | }
|
---|
1159 | if (mSoftwareVertexAnimVertexData)
|
---|
1160 | {
|
---|
1161 | delete mSoftwareVertexAnimVertexData;
|
---|
1162 | mSoftwareVertexAnimVertexData = 0;
|
---|
1163 | }
|
---|
1164 | if (mHardwareVertexAnimVertexData)
|
---|
1165 | {
|
---|
1166 | delete mHardwareVertexAnimVertexData;
|
---|
1167 | mHardwareVertexAnimVertexData = 0;
|
---|
1168 | }
|
---|
1169 |
|
---|
1170 | if (hasVertexAnimation())
|
---|
1171 | {
|
---|
1172 | // Shared data
|
---|
1173 | if (mMesh->sharedVertexData
|
---|
1174 | && mMesh->getSharedVertexDataAnimationType() != VAT_NONE)
|
---|
1175 | {
|
---|
1176 | // Create temporary vertex blend info
|
---|
1177 | // Prepare temp vertex data if needed
|
---|
1178 | // Clone without copying data, remove blending info
|
---|
1179 | // (since blend is performed in software)
|
---|
1180 | mSoftwareVertexAnimVertexData =
|
---|
1181 | cloneVertexDataRemoveBlendInfo(mMesh->sharedVertexData);
|
---|
1182 | extractTempBufferInfo(mSoftwareVertexAnimVertexData, &mTempVertexAnimInfo);
|
---|
1183 |
|
---|
1184 | // Also clone for hardware usage, don't remove blend info since we'll
|
---|
1185 | // need it if we also hardware skeletally animate
|
---|
1186 | mHardwareVertexAnimVertexData = mMesh->sharedVertexData->clone(false);
|
---|
1187 | }
|
---|
1188 | }
|
---|
1189 |
|
---|
1190 | if (hasSkeleton())
|
---|
1191 | {
|
---|
1192 | // Shared data
|
---|
1193 | if (mMesh->sharedVertexData)
|
---|
1194 | {
|
---|
1195 | // Create temporary vertex blend info
|
---|
1196 | // Prepare temp vertex data if needed
|
---|
1197 | // Clone without copying data, remove blending info
|
---|
1198 | // (since blend is performed in software)
|
---|
1199 | mSkelAnimVertexData =
|
---|
1200 | cloneVertexDataRemoveBlendInfo(mMesh->sharedVertexData);
|
---|
1201 | extractTempBufferInfo(mSkelAnimVertexData, &mTempSkelAnimInfo);
|
---|
1202 | }
|
---|
1203 |
|
---|
1204 | }
|
---|
1205 |
|
---|
1206 | // Do SubEntities
|
---|
1207 | SubEntityList::iterator i, iend;
|
---|
1208 | iend = mSubEntityList.end();
|
---|
1209 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
1210 | {
|
---|
1211 | SubEntity* s = *i;
|
---|
1212 | s->prepareTempBlendBuffers();
|
---|
1213 | }
|
---|
1214 |
|
---|
1215 | // It's prepared for shadow volumes only if mesh has been prepared for shadow volumes.
|
---|
1216 | mPreparedForShadowVolumes = mMesh->isPreparedForShadowVolumes();
|
---|
1217 | }
|
---|
1218 | //-----------------------------------------------------------------------
|
---|
1219 | void Entity::extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info)
|
---|
1220 | {
|
---|
1221 | info->extractFrom(sourceData);
|
---|
1222 | }
|
---|
1223 | //-----------------------------------------------------------------------
|
---|
1224 | VertexData* Entity::cloneVertexDataRemoveBlendInfo(const VertexData* source)
|
---|
1225 | {
|
---|
1226 | // Clone without copying data
|
---|
1227 | VertexData* ret = source->clone(false);
|
---|
1228 | const VertexElement* blendIndexElem =
|
---|
1229 | source->vertexDeclaration->findElementBySemantic(VES_BLEND_INDICES);
|
---|
1230 | const VertexElement* blendWeightElem =
|
---|
1231 | source->vertexDeclaration->findElementBySemantic(VES_BLEND_WEIGHTS);
|
---|
1232 | // Remove blend index
|
---|
1233 | if (blendIndexElem)
|
---|
1234 | {
|
---|
1235 | // Remove buffer reference
|
---|
1236 | ret->vertexBufferBinding->unsetBinding(blendIndexElem->getSource());
|
---|
1237 |
|
---|
1238 | }
|
---|
1239 | if (blendWeightElem &&
|
---|
1240 | blendWeightElem->getSource() != blendIndexElem->getSource())
|
---|
1241 | {
|
---|
1242 | // Remove buffer reference
|
---|
1243 | ret->vertexBufferBinding->unsetBinding(blendWeightElem->getSource());
|
---|
1244 | }
|
---|
1245 | // remove elements from declaration
|
---|
1246 | ret->vertexDeclaration->removeElement(VES_BLEND_INDICES);
|
---|
1247 | ret->vertexDeclaration->removeElement(VES_BLEND_WEIGHTS);
|
---|
1248 |
|
---|
1249 | // Copy reference to wcoord buffer
|
---|
1250 | if (!source->hardwareShadowVolWBuffer.isNull())
|
---|
1251 | ret->hardwareShadowVolWBuffer = source->hardwareShadowVolWBuffer;
|
---|
1252 |
|
---|
1253 | return ret;
|
---|
1254 | }
|
---|
1255 | //-----------------------------------------------------------------------
|
---|
1256 | EdgeData* Entity::getEdgeList(void)
|
---|
1257 | {
|
---|
1258 | // Get from Mesh
|
---|
1259 | return mMesh->getEdgeList(mMeshLodIndex);
|
---|
1260 | }
|
---|
1261 | //-----------------------------------------------------------------------
|
---|
1262 | void Entity::reevaluateVertexProcessing(void)
|
---|
1263 | {
|
---|
1264 | // init
|
---|
1265 | mHardwareAnimation = false;
|
---|
1266 | mVertexProgramInUse = false; // assume false because we just assign this
|
---|
1267 | bool firstPass = true;
|
---|
1268 |
|
---|
1269 | SubEntityList::iterator i, iend;
|
---|
1270 | iend = mSubEntityList.end();
|
---|
1271 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
1272 | {
|
---|
1273 | SubEntity* sub = *i;
|
---|
1274 | const MaterialPtr& m = sub->getMaterial();
|
---|
1275 | // Make sure it's loaded
|
---|
1276 | m->load();
|
---|
1277 | Technique* t = m->getBestTechnique();
|
---|
1278 | if (!t)
|
---|
1279 | {
|
---|
1280 | // No supported techniques
|
---|
1281 | continue;
|
---|
1282 | }
|
---|
1283 | Pass* p = t->getPass(0);
|
---|
1284 | if (!p)
|
---|
1285 | {
|
---|
1286 | // No passes, invalid
|
---|
1287 | continue;
|
---|
1288 | }
|
---|
1289 | if (p->hasVertexProgram())
|
---|
1290 | {
|
---|
1291 | // If one material uses a vertex program, set this flag
|
---|
1292 | // Causes some special processing like forcing a separate light cap
|
---|
1293 | mVertexProgramInUse = true;
|
---|
1294 |
|
---|
1295 | if (hasSkeleton())
|
---|
1296 | {
|
---|
1297 | // All materials must support skinning for us to consider using
|
---|
1298 | // hardware animation - if one fails we use software
|
---|
1299 | if (firstPass)
|
---|
1300 | {
|
---|
1301 | mHardwareAnimation = p->getVertexProgram()->isSkeletalAnimationIncluded();
|
---|
1302 | firstPass = false;
|
---|
1303 | }
|
---|
1304 | else
|
---|
1305 | {
|
---|
1306 | mHardwareAnimation = mHardwareAnimation &&
|
---|
1307 | p->getVertexProgram()->isSkeletalAnimationIncluded();
|
---|
1308 | }
|
---|
1309 | }
|
---|
1310 |
|
---|
1311 | VertexAnimationType animType = VAT_NONE;
|
---|
1312 | if (sub->getSubMesh()->useSharedVertices)
|
---|
1313 | {
|
---|
1314 | animType = mMesh->getSharedVertexDataAnimationType();
|
---|
1315 | }
|
---|
1316 | else
|
---|
1317 | {
|
---|
1318 | animType = sub->getSubMesh()->getVertexAnimationType();
|
---|
1319 | }
|
---|
1320 | if (animType == VAT_MORPH)
|
---|
1321 | {
|
---|
1322 | // All materials must support morph animation for us to consider using
|
---|
1323 | // hardware animation - if one fails we use software
|
---|
1324 | if (firstPass)
|
---|
1325 | {
|
---|
1326 | mHardwareAnimation = p->getVertexProgram()->isMorphAnimationIncluded();
|
---|
1327 | firstPass = false;
|
---|
1328 | }
|
---|
1329 | else
|
---|
1330 | {
|
---|
1331 | mHardwareAnimation = mHardwareAnimation &&
|
---|
1332 | p->getVertexProgram()->isMorphAnimationIncluded();
|
---|
1333 | }
|
---|
1334 | }
|
---|
1335 | else if (animType == VAT_POSE)
|
---|
1336 | {
|
---|
1337 | // All materials must support pose animation for us to consider using
|
---|
1338 | // hardware animation - if one fails we use software
|
---|
1339 | if (firstPass)
|
---|
1340 | {
|
---|
1341 | mHardwareAnimation = p->getVertexProgram()->isPoseAnimationIncluded();
|
---|
1342 | if (sub->getSubMesh()->useSharedVertices)
|
---|
1343 | mHardwarePoseCount = p->getVertexProgram()->getNumberOfPosesIncluded();
|
---|
1344 | else
|
---|
1345 | sub->mHardwarePoseCount = p->getVertexProgram()->getNumberOfPosesIncluded();
|
---|
1346 | firstPass = false;
|
---|
1347 | }
|
---|
1348 | else
|
---|
1349 | {
|
---|
1350 | mHardwareAnimation = mHardwareAnimation &&
|
---|
1351 | p->getVertexProgram()->isPoseAnimationIncluded();
|
---|
1352 | if (sub->getSubMesh()->useSharedVertices)
|
---|
1353 | mHardwarePoseCount = std::max(mHardwarePoseCount,
|
---|
1354 | p->getVertexProgram()->getNumberOfPosesIncluded());
|
---|
1355 | else
|
---|
1356 | sub->mHardwarePoseCount = std::max(sub->mHardwarePoseCount,
|
---|
1357 | p->getVertexProgram()->getNumberOfPosesIncluded());
|
---|
1358 | }
|
---|
1359 | }
|
---|
1360 |
|
---|
1361 | }
|
---|
1362 | }
|
---|
1363 |
|
---|
1364 | }
|
---|
1365 | //-----------------------------------------------------------------------
|
---|
1366 | ShadowCaster::ShadowRenderableListIterator
|
---|
1367 | Entity::getShadowVolumeRenderableIterator(
|
---|
1368 | ShadowTechnique shadowTechnique, const Light* light,
|
---|
1369 | HardwareIndexBufferSharedPtr* indexBuffer,
|
---|
1370 | bool extrude, Real extrusionDistance, unsigned long flags)
|
---|
1371 | {
|
---|
1372 | assert(indexBuffer && "Only external index buffers are supported right now");
|
---|
1373 | assert((*indexBuffer)->getType() == HardwareIndexBuffer::IT_16BIT &&
|
---|
1374 | "Only 16-bit indexes supported for now");
|
---|
1375 |
|
---|
1376 | // Potentially delegate to LOD entity
|
---|
1377 | if (mMesh->isLodManual() && mMeshLodIndex > 0)
|
---|
1378 | {
|
---|
1379 | // Use alternate entity
|
---|
1380 | assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() &&
|
---|
1381 | "No LOD EntityList - did you build the manual LODs after creating the entity?");
|
---|
1382 | // delegate, we're using manual LOD and not the top lod index
|
---|
1383 | if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton())
|
---|
1384 | {
|
---|
1385 | // Copy the animation state set to lod entity, we assume the lod
|
---|
1386 | // entity only has a subset animation states
|
---|
1387 | mAnimationState->copyMatchingState(
|
---|
1388 | mLodEntityList[mMeshLodIndex - 1]->mAnimationState);
|
---|
1389 | }
|
---|
1390 | return mLodEntityList[mMeshLodIndex-1]->getShadowVolumeRenderableIterator(
|
---|
1391 | shadowTechnique, light, indexBuffer, extrude,
|
---|
1392 | extrusionDistance, flags);
|
---|
1393 | }
|
---|
1394 |
|
---|
1395 |
|
---|
1396 | // Prepare temp buffers if required
|
---|
1397 | if (!mPreparedForShadowVolumes)
|
---|
1398 | {
|
---|
1399 | mMesh->prepareForShadowVolume();
|
---|
1400 | // reset frame last updated to force update of animations if they exist
|
---|
1401 | if (mAnimationState)
|
---|
1402 | mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber() - 1;
|
---|
1403 | // re-prepare buffers
|
---|
1404 | prepareTempBlendBuffers();
|
---|
1405 | }
|
---|
1406 |
|
---|
1407 |
|
---|
1408 | bool hasAnimation = (hasSkeleton() || hasVertexAnimation());
|
---|
1409 |
|
---|
1410 | // Update any animation
|
---|
1411 | if (hasAnimation)
|
---|
1412 | {
|
---|
1413 | updateAnimation();
|
---|
1414 | }
|
---|
1415 |
|
---|
1416 | // Calculate the object space light details
|
---|
1417 | Vector4 lightPos = light->getAs4DVector();
|
---|
1418 | Matrix4 world2Obj = mParentNode->_getFullTransform().inverse();
|
---|
1419 | lightPos = world2Obj * lightPos;
|
---|
1420 |
|
---|
1421 | // We need to search the edge list for silhouette edges
|
---|
1422 | EdgeData* edgeList = getEdgeList();
|
---|
1423 |
|
---|
1424 | if (!edgeList)
|
---|
1425 | {
|
---|
1426 | // we can't get an edge list for some reason, return blank
|
---|
1427 | // really we shouldn't be able to get here, but this is a safeguard
|
---|
1428 | return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end());
|
---|
1429 | }
|
---|
1430 |
|
---|
1431 | // Init shadow renderable list if required
|
---|
1432 | bool init = mShadowRenderables.empty();
|
---|
1433 |
|
---|
1434 | EdgeData::EdgeGroupList::iterator egi;
|
---|
1435 | ShadowRenderableList::iterator si, siend;
|
---|
1436 | EntityShadowRenderable* esr = 0;
|
---|
1437 | if (init)
|
---|
1438 | mShadowRenderables.resize(edgeList->edgeGroups.size());
|
---|
1439 |
|
---|
1440 | bool isAnimated = _isAnimated();
|
---|
1441 | bool updatedSharedGeomNormals = false;
|
---|
1442 | siend = mShadowRenderables.end();
|
---|
1443 | egi = edgeList->edgeGroups.begin();
|
---|
1444 | for (si = mShadowRenderables.begin(); si != siend; ++si, ++egi)
|
---|
1445 | {
|
---|
1446 | const VertexData *pVertData;
|
---|
1447 | if (isAnimated)
|
---|
1448 | {
|
---|
1449 | // Use temp buffers
|
---|
1450 | pVertData = findBlendedVertexData(egi->vertexData);
|
---|
1451 | }
|
---|
1452 | else
|
---|
1453 | {
|
---|
1454 | pVertData = egi->vertexData;
|
---|
1455 | }
|
---|
1456 | if (init)
|
---|
1457 | {
|
---|
1458 | // Try to find corresponding SubEntity; this allows the
|
---|
1459 | // linkage of visibility between ShadowRenderable and SubEntity
|
---|
1460 | SubEntity* subent = findSubEntityForVertexData(egi->vertexData);
|
---|
1461 | // Create a new renderable, create a separate light cap if
|
---|
1462 | // we're using a vertex program (either for this model, or
|
---|
1463 | // for extruding the shadow volume) since otherwise we can
|
---|
1464 | // get depth-fighting on the light cap
|
---|
1465 |
|
---|
1466 | *si = new EntityShadowRenderable(this, indexBuffer, pVertData,
|
---|
1467 | mVertexProgramInUse || !extrude, subent);
|
---|
1468 | }
|
---|
1469 | else
|
---|
1470 | {
|
---|
1471 | // If we have animation, we have no guarantee that the position
|
---|
1472 | // buffer we used last frame is the same one we used last frame
|
---|
1473 | // since a temporary buffer is requested each frame
|
---|
1474 | // therefore, we need to update the EntityShadowRenderable
|
---|
1475 | // with the current position buffer
|
---|
1476 | static_cast<EntityShadowRenderable*>(*si)->rebindPositionBuffer(pVertData, hasAnimation);
|
---|
1477 |
|
---|
1478 | }
|
---|
1479 | // Get shadow renderable
|
---|
1480 | esr = static_cast<EntityShadowRenderable*>(*si);
|
---|
1481 | HardwareVertexBufferSharedPtr esrPositionBuffer = esr->getPositionBuffer();
|
---|
1482 | // For animated entities we need to recalculate the face normals
|
---|
1483 | if (hasAnimation)
|
---|
1484 | {
|
---|
1485 | if (egi->vertexData != mMesh->sharedVertexData || !updatedSharedGeomNormals)
|
---|
1486 | {
|
---|
1487 | // recalculate face normals
|
---|
1488 | edgeList->updateFaceNormals(egi->vertexSet, esrPositionBuffer);
|
---|
1489 | // If we're not extruding in software we still need to update
|
---|
1490 | // the latter part of the buffer (the hardware extruded part)
|
---|
1491 | // with the latest animated positions
|
---|
1492 | if (!extrude)
|
---|
1493 | {
|
---|
1494 | // Lock, we'll be locking the (suppressed hardware update) shadow buffer
|
---|
1495 | float* pSrc = static_cast<float*>(
|
---|
1496 | esrPositionBuffer->lock(HardwareBuffer::HBL_NORMAL));
|
---|
1497 | float* pDest = pSrc + (egi->vertexData->vertexCount * 3);
|
---|
1498 | memcpy(pDest, pSrc, sizeof(float) * 3 * egi->vertexData->vertexCount);
|
---|
1499 | esrPositionBuffer->unlock();
|
---|
1500 | }
|
---|
1501 | if (egi->vertexData == mMesh->sharedVertexData)
|
---|
1502 | {
|
---|
1503 | updatedSharedGeomNormals = true;
|
---|
1504 | }
|
---|
1505 | }
|
---|
1506 | }
|
---|
1507 | // Extrude vertices in software if required
|
---|
1508 | if (extrude)
|
---|
1509 | {
|
---|
1510 | extrudeVertices(esrPositionBuffer,
|
---|
1511 | egi->vertexData->vertexCount,
|
---|
1512 | lightPos, extrusionDistance);
|
---|
1513 |
|
---|
1514 | }
|
---|
1515 | // Stop suppressing hardware update now, if we were
|
---|
1516 | esrPositionBuffer->suppressHardwareUpdate(false);
|
---|
1517 |
|
---|
1518 | }
|
---|
1519 | // Calc triangle light facing
|
---|
1520 | updateEdgeListLightFacing(edgeList, lightPos);
|
---|
1521 |
|
---|
1522 | // Generate indexes and update renderables
|
---|
1523 | generateShadowVolume(edgeList, *indexBuffer, light,
|
---|
1524 | mShadowRenderables, flags);
|
---|
1525 |
|
---|
1526 |
|
---|
1527 | return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end());
|
---|
1528 | }
|
---|
1529 | //-----------------------------------------------------------------------
|
---|
1530 | const VertexData* Entity::findBlendedVertexData(const VertexData* orig)
|
---|
1531 | {
|
---|
1532 | bool skel = _isSkeletonAnimated();
|
---|
1533 |
|
---|
1534 | if (orig == mMesh->sharedVertexData)
|
---|
1535 | {
|
---|
1536 | return skel? mSkelAnimVertexData : mSoftwareVertexAnimVertexData;
|
---|
1537 | }
|
---|
1538 | SubEntityList::iterator i, iend;
|
---|
1539 | iend = mSubEntityList.end();
|
---|
1540 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
1541 | {
|
---|
1542 | SubEntity* se = *i;
|
---|
1543 | if (orig == se->getSubMesh()->vertexData)
|
---|
1544 | {
|
---|
1545 | return skel? se->_getSkelAnimVertexData() : se->_getSoftwareVertexAnimVertexData();
|
---|
1546 | }
|
---|
1547 | }
|
---|
1548 | // None found
|
---|
1549 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
1550 | "Cannot find blended version of the vertex data specified.",
|
---|
1551 | "Entity::findBlendedVertexData");
|
---|
1552 | }
|
---|
1553 | //-----------------------------------------------------------------------
|
---|
1554 | SubEntity* Entity::findSubEntityForVertexData(const VertexData* orig)
|
---|
1555 | {
|
---|
1556 | if (orig == mMesh->sharedVertexData)
|
---|
1557 | {
|
---|
1558 | return 0;
|
---|
1559 | }
|
---|
1560 |
|
---|
1561 | SubEntityList::iterator i, iend;
|
---|
1562 | iend = mSubEntityList.end();
|
---|
1563 | for (i = mSubEntityList.begin(); i != iend; ++i)
|
---|
1564 | {
|
---|
1565 | SubEntity* se = *i;
|
---|
1566 | if (orig == se->getSubMesh()->vertexData)
|
---|
1567 | {
|
---|
1568 | return se;
|
---|
1569 | }
|
---|
1570 | }
|
---|
1571 |
|
---|
1572 | // None found
|
---|
1573 | return 0;
|
---|
1574 | }
|
---|
1575 | //-----------------------------------------------------------------------
|
---|
1576 | void Entity::addSoftwareAnimationRequest(bool normalsAlso)
|
---|
1577 | {
|
---|
1578 | mSoftwareAnimationRequests++;
|
---|
1579 | if (normalsAlso) {
|
---|
1580 | mSoftwareAnimationNormalsRequests++;
|
---|
1581 | }
|
---|
1582 | }
|
---|
1583 | //-----------------------------------------------------------------------
|
---|
1584 | void Entity::removeSoftwareAnimationRequest(bool normalsAlso)
|
---|
1585 | {
|
---|
1586 | if (mSoftwareAnimationRequests == 0 ||
|
---|
1587 | (normalsAlso && mSoftwareAnimationNormalsRequests == 0))
|
---|
1588 | {
|
---|
1589 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
1590 | "Attempt to remove nonexistant request.",
|
---|
1591 | "Entity::removeSoftwareAnimationRequest");
|
---|
1592 | }
|
---|
1593 | mSoftwareAnimationRequests--;
|
---|
1594 | if (normalsAlso) {
|
---|
1595 | mSoftwareAnimationNormalsRequests--;
|
---|
1596 | }
|
---|
1597 | }
|
---|
1598 | //-----------------------------------------------------------------------
|
---|
1599 | void Entity::_notifyAttached(Node* parent, bool isTagPoint)
|
---|
1600 | {
|
---|
1601 | MovableObject::_notifyAttached(parent, isTagPoint);
|
---|
1602 | // Also notify LOD entities
|
---|
1603 | LODEntityList::iterator i, iend;
|
---|
1604 | iend = mLodEntityList.end();
|
---|
1605 | for (i = mLodEntityList.begin(); i != iend; ++i)
|
---|
1606 | {
|
---|
1607 | (*i)->_notifyAttached(parent, isTagPoint);
|
---|
1608 | }
|
---|
1609 |
|
---|
1610 | }
|
---|
1611 | //-----------------------------------------------------------------------
|
---|
1612 | //-----------------------------------------------------------------------
|
---|
1613 | Entity::EntityShadowRenderable::EntityShadowRenderable(Entity* parent,
|
---|
1614 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
|
---|
1615 | bool createSeparateLightCap, SubEntity* subent, bool isLightCap)
|
---|
1616 | : mParent(parent), mSubEntity(subent)
|
---|
1617 | {
|
---|
1618 | // Save link to vertex data
|
---|
1619 | mCurrentVertexData = vertexData;
|
---|
1620 |
|
---|
1621 | // Initialise render op
|
---|
1622 | mRenderOp.indexData = new IndexData();
|
---|
1623 | mRenderOp.indexData->indexBuffer = *indexBuffer;
|
---|
1624 | mRenderOp.indexData->indexStart = 0;
|
---|
1625 | // index start and count are sorted out later
|
---|
1626 |
|
---|
1627 | // Create vertex data which just references position component (and 2 component)
|
---|
1628 | mRenderOp.vertexData = new VertexData();
|
---|
1629 | mRenderOp.vertexData->vertexDeclaration =
|
---|
1630 | HardwareBufferManager::getSingleton().createVertexDeclaration();
|
---|
1631 | mRenderOp.vertexData->vertexBufferBinding =
|
---|
1632 | HardwareBufferManager::getSingleton().createVertexBufferBinding();
|
---|
1633 | // Map in position data
|
---|
1634 | mRenderOp.vertexData->vertexDeclaration->addElement(0,0,VET_FLOAT3, VES_POSITION);
|
---|
1635 | mOriginalPosBufferBinding =
|
---|
1636 | vertexData->vertexDeclaration->findElementBySemantic(VES_POSITION)->getSource();
|
---|
1637 | mPositionBuffer = vertexData->vertexBufferBinding->getBuffer(mOriginalPosBufferBinding);
|
---|
1638 | mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer);
|
---|
1639 | // Map in w-coord buffer (if present)
|
---|
1640 | if(!vertexData->hardwareShadowVolWBuffer.isNull())
|
---|
1641 | {
|
---|
1642 | mRenderOp.vertexData->vertexDeclaration->addElement(1,0,VET_FLOAT1, VES_TEXTURE_COORDINATES, 0);
|
---|
1643 | mWBuffer = vertexData->hardwareShadowVolWBuffer;
|
---|
1644 | mRenderOp.vertexData->vertexBufferBinding->setBinding(1, mWBuffer);
|
---|
1645 | }
|
---|
1646 | // Use same vertex start as input
|
---|
1647 | mRenderOp.vertexData->vertexStart = vertexData->vertexStart;
|
---|
1648 |
|
---|
1649 | if (isLightCap)
|
---|
1650 | {
|
---|
1651 | // Use original vertex count, no extrusion
|
---|
1652 | mRenderOp.vertexData->vertexCount = vertexData->vertexCount;
|
---|
1653 | }
|
---|
1654 | else
|
---|
1655 | {
|
---|
1656 | // Vertex count must take into account the doubling of the buffer,
|
---|
1657 | // because second half of the buffer is the extruded copy
|
---|
1658 | mRenderOp.vertexData->vertexCount =
|
---|
1659 | vertexData->vertexCount * 2;
|
---|
1660 | if (createSeparateLightCap)
|
---|
1661 | {
|
---|
1662 | // Create child light cap
|
---|
1663 | mLightCap = new EntityShadowRenderable(parent,
|
---|
1664 | indexBuffer, vertexData, false, subent, true);
|
---|
1665 | }
|
---|
1666 | }
|
---|
1667 |
|
---|
1668 | }
|
---|
1669 | //-----------------------------------------------------------------------
|
---|
1670 | Entity::EntityShadowRenderable::~EntityShadowRenderable()
|
---|
1671 | {
|
---|
1672 | delete mRenderOp.indexData;
|
---|
1673 | delete mRenderOp.vertexData;
|
---|
1674 | }
|
---|
1675 | //-----------------------------------------------------------------------
|
---|
1676 | void Entity::EntityShadowRenderable::getWorldTransforms(Matrix4* xform) const
|
---|
1677 | {
|
---|
1678 | *xform = mParent->_getParentNodeFullTransform();
|
---|
1679 | }
|
---|
1680 | //-----------------------------------------------------------------------
|
---|
1681 | const Quaternion& Entity::EntityShadowRenderable::getWorldOrientation(void) const
|
---|
1682 | {
|
---|
1683 | return mParent->getParentNode()->_getDerivedOrientation();
|
---|
1684 | }
|
---|
1685 | //-----------------------------------------------------------------------
|
---|
1686 | const Vector3& Entity::EntityShadowRenderable::getWorldPosition(void) const
|
---|
1687 | {
|
---|
1688 | return mParent->getParentNode()->_getDerivedPosition();
|
---|
1689 | }
|
---|
1690 | //-----------------------------------------------------------------------
|
---|
1691 | void Entity::EntityShadowRenderable::rebindPositionBuffer(const VertexData* vertexData, bool force)
|
---|
1692 | {
|
---|
1693 | if (force || mCurrentVertexData != vertexData)
|
---|
1694 | {
|
---|
1695 | mCurrentVertexData = vertexData;
|
---|
1696 | mPositionBuffer = mCurrentVertexData->vertexBufferBinding->getBuffer(
|
---|
1697 | mOriginalPosBufferBinding);
|
---|
1698 | mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer);
|
---|
1699 | if (mLightCap)
|
---|
1700 | {
|
---|
1701 | static_cast<EntityShadowRenderable*>(mLightCap)->rebindPositionBuffer(vertexData, force);
|
---|
1702 | }
|
---|
1703 | }
|
---|
1704 | }
|
---|
1705 | //-----------------------------------------------------------------------
|
---|
1706 | bool Entity::EntityShadowRenderable::isVisible(void) const
|
---|
1707 | {
|
---|
1708 | if (mSubEntity)
|
---|
1709 | {
|
---|
1710 | return mSubEntity->isVisible();
|
---|
1711 | }
|
---|
1712 | else
|
---|
1713 | {
|
---|
1714 | return ShadowRenderable::isVisible();
|
---|
1715 | }
|
---|
1716 | }
|
---|
1717 | //-----------------------------------------------------------------------
|
---|
1718 | void Entity::setRenderQueueGroup(uint8 queueID)
|
---|
1719 | {
|
---|
1720 | MovableObject::setRenderQueueGroup(queueID);
|
---|
1721 |
|
---|
1722 | // Set render queue for all manual LOD entities
|
---|
1723 | if (mMesh->isLodManual())
|
---|
1724 | {
|
---|
1725 | LODEntityList::iterator li, liend;
|
---|
1726 | liend = mLodEntityList.end();
|
---|
1727 | for (li = mLodEntityList.begin(); li != liend; ++li)
|
---|
1728 | {
|
---|
1729 | (*li)->setRenderQueueGroup(queueID);
|
---|
1730 | }
|
---|
1731 | }
|
---|
1732 | }
|
---|
1733 | //-----------------------------------------------------------------------
|
---|
1734 | void Entity::shareSkeletonInstanceWith(Entity* entity)
|
---|
1735 | {
|
---|
1736 | if (entity->getMesh()->getSkeleton() != getMesh()->getSkeleton())
|
---|
1737 | {
|
---|
1738 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
1739 | "The supplied entity has a different skeleton.",
|
---|
1740 | "Entity::shareSkeletonWith");
|
---|
1741 | }
|
---|
1742 | if (!mSkeletonInstance)
|
---|
1743 | {
|
---|
1744 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
1745 | "This entity has no skeleton.",
|
---|
1746 | "Entity::shareSkeletonWith");
|
---|
1747 | }
|
---|
1748 | if (mSharedSkeletonEntities != NULL && entity->mSharedSkeletonEntities != NULL)
|
---|
1749 | {
|
---|
1750 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
1751 | "Both entities already shares their SkeletonInstances! At least "
|
---|
1752 | "one of the instances must not share it's instance.",
|
---|
1753 | "Entity::shareSkeletonWith");
|
---|
1754 | }
|
---|
1755 |
|
---|
1756 | //check if we already share our skeletoninstance, we don't want to delete it if so
|
---|
1757 | if (mSharedSkeletonEntities != NULL)
|
---|
1758 | {
|
---|
1759 | entity->shareSkeletonInstanceWith(this);
|
---|
1760 | }
|
---|
1761 | else
|
---|
1762 | {
|
---|
1763 | delete mSkeletonInstance;
|
---|
1764 | delete [] mBoneMatrices;
|
---|
1765 | delete mAnimationState;
|
---|
1766 | delete mFrameBonesLastUpdated;
|
---|
1767 | mSkeletonInstance = entity->mSkeletonInstance;
|
---|
1768 | mNumBoneMatrices = entity->mNumBoneMatrices;
|
---|
1769 | mBoneMatrices = entity->mBoneMatrices;
|
---|
1770 | mAnimationState = entity->mAnimationState;
|
---|
1771 | mFrameBonesLastUpdated = entity->mFrameBonesLastUpdated;
|
---|
1772 | if (entity->mSharedSkeletonEntities == NULL)
|
---|
1773 | {
|
---|
1774 | entity->mSharedSkeletonEntities = new EntitySet();
|
---|
1775 | entity->mSharedSkeletonEntities->insert(entity);
|
---|
1776 | }
|
---|
1777 | mSharedSkeletonEntities = entity->mSharedSkeletonEntities;
|
---|
1778 | mSharedSkeletonEntities->insert(this);
|
---|
1779 | }
|
---|
1780 |
|
---|
1781 | if (mSkelAnimVertexData)
|
---|
1782 | {
|
---|
1783 | delete mSkelAnimVertexData;
|
---|
1784 | mSkelAnimVertexData = 0;
|
---|
1785 | }
|
---|
1786 | if (mHardwareVertexAnimVertexData)
|
---|
1787 | {
|
---|
1788 | delete mHardwareVertexAnimVertexData;
|
---|
1789 | mHardwareVertexAnimVertexData = 0;
|
---|
1790 | }
|
---|
1791 | if (mSoftwareVertexAnimVertexData)
|
---|
1792 | {
|
---|
1793 | delete mSoftwareVertexAnimVertexData;
|
---|
1794 | mSoftwareVertexAnimVertexData = 0;
|
---|
1795 | }
|
---|
1796 |
|
---|
1797 |
|
---|
1798 | }
|
---|
1799 | //-----------------------------------------------------------------------
|
---|
1800 | void Entity::stopSharingSkeletonInstance()
|
---|
1801 | {
|
---|
1802 | if (mSharedSkeletonEntities == NULL)
|
---|
1803 | {
|
---|
1804 | OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
|
---|
1805 | "This entity is not sharing it's skeletoninstance.",
|
---|
1806 | "Entity::shareSkeletonWith");
|
---|
1807 | }
|
---|
1808 | //check if there's no other than us sharing the skeleton instance
|
---|
1809 | if (mSharedSkeletonEntities->size() == 1)
|
---|
1810 | {
|
---|
1811 | //just reset
|
---|
1812 | delete mSharedSkeletonEntities;
|
---|
1813 | mSharedSkeletonEntities = 0;
|
---|
1814 | }
|
---|
1815 | else
|
---|
1816 | {
|
---|
1817 | mSkeletonInstance = new SkeletonInstance(mMesh->getSkeleton());
|
---|
1818 | mSkeletonInstance->load();
|
---|
1819 | mAnimationState = new AnimationStateSet();
|
---|
1820 | mMesh->_initAnimationState(mAnimationState);
|
---|
1821 | mFrameBonesLastUpdated = new unsigned long(std::numeric_limits<unsigned long>::max());
|
---|
1822 | mNumBoneMatrices = mSkeletonInstance->getNumBones();
|
---|
1823 | mBoneMatrices = new Matrix4[mNumBoneMatrices];
|
---|
1824 | prepareTempBlendBuffers();
|
---|
1825 |
|
---|
1826 | mSharedSkeletonEntities->erase(this);
|
---|
1827 | if (mSharedSkeletonEntities->size() == 1)
|
---|
1828 | {
|
---|
1829 | (*mSharedSkeletonEntities->begin())->stopSharingSkeletonInstance();
|
---|
1830 | }
|
---|
1831 | mSharedSkeletonEntities = 0;
|
---|
1832 | }
|
---|
1833 | }
|
---|
1834 | //-----------------------------------------------------------------------
|
---|
1835 | void Entity::refreshAvailableAnimationState(void)
|
---|
1836 | {
|
---|
1837 | if (hasSkeleton())
|
---|
1838 | {
|
---|
1839 | mSkeletonInstance->_refreshAnimationState(mAnimationState);
|
---|
1840 | }
|
---|
1841 | }
|
---|
1842 | //-----------------------------------------------------------------------
|
---|
1843 | uint32 Entity::getTypeFlags(void) const
|
---|
1844 | {
|
---|
1845 | return SceneManager::ENTITY_TYPE_MASK;
|
---|
1846 | }
|
---|
1847 | //-----------------------------------------------------------------------
|
---|
1848 | VertexData* Entity::getVertexDataForBinding(void)
|
---|
1849 | {
|
---|
1850 | Entity::VertexDataBindChoice c =
|
---|
1851 | chooseVertexDataForBinding(mMesh->getSharedVertexDataAnimationType() != VAT_NONE);
|
---|
1852 | switch(c)
|
---|
1853 | {
|
---|
1854 | case BIND_ORIGINAL:
|
---|
1855 | return mMesh->sharedVertexData;
|
---|
1856 | case BIND_HARDWARE_MORPH:
|
---|
1857 | return mHardwareVertexAnimVertexData;
|
---|
1858 | case BIND_SOFTWARE_MORPH:
|
---|
1859 | return mSoftwareVertexAnimVertexData;
|
---|
1860 | case BIND_SOFTWARE_SKELETAL:
|
---|
1861 | return mSkelAnimVertexData;
|
---|
1862 | };
|
---|
1863 | // keep compiler happy
|
---|
1864 | return mMesh->sharedVertexData;
|
---|
1865 | }
|
---|
1866 | //-----------------------------------------------------------------------
|
---|
1867 | Entity::VertexDataBindChoice Entity::chooseVertexDataForBinding(bool vertexAnim) const
|
---|
1868 | {
|
---|
1869 | if (!_isAnimated())
|
---|
1870 | {
|
---|
1871 | // no animation or all animations disabled.
|
---|
1872 | return BIND_ORIGINAL;
|
---|
1873 | }
|
---|
1874 |
|
---|
1875 | if (_isSkeletonAnimated())
|
---|
1876 | {
|
---|
1877 | if (!mHardwareAnimation)
|
---|
1878 | {
|
---|
1879 | // all software skeletal binds same vertex data
|
---|
1880 | // may be a 2-stage s/w transform including morph earlier though
|
---|
1881 | return BIND_SOFTWARE_SKELETAL;
|
---|
1882 | }
|
---|
1883 | else if (vertexAnim)
|
---|
1884 | {
|
---|
1885 | // hardware morph animation
|
---|
1886 | return BIND_HARDWARE_MORPH;
|
---|
1887 | }
|
---|
1888 | else
|
---|
1889 | {
|
---|
1890 | // hardware skeletal, no morphing
|
---|
1891 | return BIND_ORIGINAL;
|
---|
1892 | }
|
---|
1893 | }
|
---|
1894 | else if (vertexAnim)
|
---|
1895 | {
|
---|
1896 | // morph only, no skeletal
|
---|
1897 | if (mHardwareAnimation)
|
---|
1898 | {
|
---|
1899 | return BIND_HARDWARE_MORPH;
|
---|
1900 | }
|
---|
1901 | else
|
---|
1902 | {
|
---|
1903 | return BIND_SOFTWARE_MORPH;
|
---|
1904 | }
|
---|
1905 |
|
---|
1906 | }
|
---|
1907 | else
|
---|
1908 | {
|
---|
1909 | return BIND_ORIGINAL;
|
---|
1910 | }
|
---|
1911 |
|
---|
1912 | }
|
---|
1913 | //-----------------------------------------------------------------------
|
---|
1914 | //-----------------------------------------------------------------------
|
---|
1915 | String EntityFactory::FACTORY_TYPE_NAME = "Entity";
|
---|
1916 | //-----------------------------------------------------------------------
|
---|
1917 | const String& EntityFactory::getType(void) const
|
---|
1918 | {
|
---|
1919 | return FACTORY_TYPE_NAME;
|
---|
1920 | }
|
---|
1921 | //-----------------------------------------------------------------------
|
---|
1922 | MovableObject* EntityFactory::createInstanceImpl( const String& name,
|
---|
1923 | const NameValuePairList* params)
|
---|
1924 | {
|
---|
1925 | // must have mesh parameter
|
---|
1926 | MeshPtr pMesh;
|
---|
1927 | if (params != 0)
|
---|
1928 | {
|
---|
1929 | NameValuePairList::const_iterator ni = params->find("mesh");
|
---|
1930 | if (ni != params->end())
|
---|
1931 | {
|
---|
1932 | // Get mesh (load if required)
|
---|
1933 | pMesh = MeshManager::getSingleton().load(
|
---|
1934 | ni->second,
|
---|
1935 | // autodetect group location
|
---|
1936 | ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME );
|
---|
1937 | }
|
---|
1938 |
|
---|
1939 | }
|
---|
1940 | if (pMesh.isNull())
|
---|
1941 | {
|
---|
1942 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
1943 | "'mesh' parameter required when constructing an Entity.",
|
---|
1944 | "EntityFactory::createInstance");
|
---|
1945 | }
|
---|
1946 |
|
---|
1947 | return new Entity(name, pMesh);
|
---|
1948 |
|
---|
1949 | }
|
---|
1950 | //-----------------------------------------------------------------------
|
---|
1951 | void EntityFactory::destroyInstance( MovableObject* obj)
|
---|
1952 | {
|
---|
1953 | delete obj;
|
---|
1954 | }
|
---|
1955 |
|
---|
1956 |
|
---|
1957 | }
|
---|