/src/ogre/OgreMain/include/OgreEntity.h
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1 | | /* |
2 | | ----------------------------------------------------------------------------- |
3 | | This source file is part of OGRE |
4 | | (Object-oriented Graphics Rendering Engine) |
5 | | For the latest info, see http://www.ogre3d.org |
6 | | |
7 | | Copyright (c) 2000-2014 Torus Knot Software Ltd |
8 | | |
9 | | Permission is hereby granted, free of charge, to any person obtaining a copy |
10 | | of this software and associated documentation files (the "Software"), to deal |
11 | | in the Software without restriction, including without limitation the rights |
12 | | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
13 | | copies of the Software, and to permit persons to whom the Software is |
14 | | furnished to do so, subject to the following conditions: |
15 | | |
16 | | The above copyright notice and this permission notice shall be included in |
17 | | all copies or substantial portions of the Software. |
18 | | |
19 | | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
20 | | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
21 | | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
22 | | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
23 | | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
24 | | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
25 | | THE SOFTWARE. |
26 | | ----------------------------------------------------------------------------- |
27 | | */ |
28 | | #ifndef __Entity_H__ |
29 | | #define __Entity_H__ |
30 | | |
31 | | #include "OgrePrerequisites.h" |
32 | | #include "OgreCommon.h" |
33 | | |
34 | | #include "OgreMovableObject.h" |
35 | | #include "OgreQuaternion.h" |
36 | | #include "OgreVector.h" |
37 | | #include "OgreHardwareBufferManager.h" |
38 | | #include "OgreRenderable.h" |
39 | | #include "OgreResourceGroupManager.h" |
40 | | #include "OgreHeaderPrefix.h" |
41 | | |
42 | | namespace Ogre { |
43 | | /** \addtogroup Core |
44 | | * @{ |
45 | | */ |
46 | | /** \addtogroup Scene |
47 | | * @{ |
48 | | */ |
49 | | /** Defines an instance of a discrete, movable object based on a Mesh. |
50 | | |
51 | | %Ogre generally divides renderable objects into 2 groups, discrete |
52 | | (separate) and relatively small objects which move around the world, |
53 | | and large, sprawling geometry which makes up generally immovable |
54 | | scenery, aka 'level geometry'. |
55 | | |
56 | | The Mesh and SubMesh classes deal with the definition of the geometry |
57 | | used by discrete movable objects. Entities are actual instances of |
58 | | objects based on this geometry in the world. Therefore there is |
59 | | usually a single set Mesh for a car, but there may be multiple |
60 | | entities based on it in the world. Entities are able to override |
61 | | aspects of the Mesh it is defined by, such as changing material |
62 | | properties per instance (so you can have many cars using the same |
63 | | geometry but different textures for example). Because a Mesh is split |
64 | | into SubMeshes for this purpose, the Entity class is a grouping class |
65 | | (much like the Mesh class) and much of the detail regarding |
66 | | individual changes is kept in the SubEntity class. There is a 1:1 |
67 | | relationship between SubEntity instances and the SubMesh instances |
68 | | associated with the Mesh the Entity is based on. |
69 | | |
70 | | Entity and SubEntity classes are never created directly. Use the |
71 | | createEntity method of the SceneManager (passing a model name) to |
72 | | create one. |
73 | | |
74 | | Entities are included in the scene by associating them with a |
75 | | SceneNode, using the @ref SceneNode::attachObject method. |
76 | | @note |
77 | | No functions were declared virtual to improve performance. |
78 | | */ |
79 | | class _OgreExport Entity: public MovableObject, public Resource::Listener |
80 | | { |
81 | | // Allow EntityFactory full access |
82 | | friend class EntityFactory; |
83 | | friend class SubEntity; |
84 | | public: |
85 | | |
86 | | typedef std::set<Entity*> EntitySet; |
87 | | typedef std::vector<std::pair<unsigned short, bool>> SchemeHardwareAnimMap; |
88 | | typedef std::vector<SubEntity*> SubEntityList; |
89 | | private: |
90 | | |
91 | | /** Private constructor (instances cannot be created directly). |
92 | | */ |
93 | | Entity(); |
94 | | /** Private constructor - specify name (the usual constructor used). |
95 | | */ |
96 | | Entity( const String& name, const MeshPtr& mesh); |
97 | | |
98 | | /** The Mesh that this Entity is based on. |
99 | | */ |
100 | | MeshPtr mMesh; |
101 | | |
102 | | /** List of SubEntities (point to SubMeshes). |
103 | | */ |
104 | | SubEntityList mSubEntityList; |
105 | | |
106 | | |
107 | | /// State of animation for animable meshes |
108 | | AnimationStateSet* mAnimationState; |
109 | | |
110 | | /** Structure for recording the use of temporary blend buffers. */ |
111 | | class TempBlendedBufferInfo : public HardwareBufferLicensee |
112 | | { |
113 | | private: |
114 | | // Pre-blended |
115 | | HardwareVertexBufferPtr srcPositionBuffer; |
116 | | HardwareVertexBufferPtr srcNormalBuffer; |
117 | | // Post-blended |
118 | | HardwareVertexBufferPtr destPositionBuffer; |
119 | | HardwareVertexBufferPtr destNormalBuffer; |
120 | | unsigned short posBindIndex; |
121 | | unsigned short normBindIndex; |
122 | | /// Both positions and normals are contained in the same buffer. |
123 | | bool posNormalShareBuffer; |
124 | | bool posNormalExtraData; |
125 | | bool bindPositions; |
126 | | bool bindNormals; |
127 | | |
128 | | public: |
129 | | ~TempBlendedBufferInfo(void); |
130 | | /// Utility method, extract info from the given VertexData. |
131 | | void extractFrom(const VertexData* sourceData); |
132 | | /// Utility method, checks out temporary copies of src into dest. |
133 | | void checkoutTempCopies(bool positions = true, bool normals = true); |
134 | | /// Utility method, binds dest copies into a given VertexData struct. |
135 | | void bindTempCopies(VertexData* targetData, bool suppressHardwareUpload); |
136 | | /** Overridden member from HardwareBufferLicensee. */ |
137 | | void licenseExpired(HardwareBuffer* buffer) override; |
138 | | /** Detect currently have buffer copies checked out and touch it. */ |
139 | | bool buffersCheckedOut(bool positions = true, bool normals = true) const; |
140 | | }; |
141 | | |
142 | | |
143 | | /// Temp buffer details for software skeletal anim of shared geometry |
144 | | TempBlendedBufferInfo mTempSkelAnimInfo; |
145 | | /// Vertex data details for software skeletal anim of shared geometry |
146 | | std::unique_ptr<VertexData> mSkelAnimVertexData; |
147 | | /// Temp buffer details for software vertex anim of shared geometry |
148 | | TempBlendedBufferInfo mTempVertexAnimInfo; |
149 | | /// Vertex data details for software vertex anim of shared geometry |
150 | | std::unique_ptr<VertexData> mSoftwareVertexAnimVertexData; |
151 | | /// Vertex data details for hardware vertex anim of shared geometry |
152 | | /// - separate since we need to s/w anim for shadows whilst still altering |
153 | | /// the vertex data for hardware morphing (pos2 binding) |
154 | | std::unique_ptr<VertexData> mHardwareVertexAnimVertexData; |
155 | | |
156 | | /// Have we applied any vertex animation to shared geometry? |
157 | | bool mVertexAnimationAppliedThisFrame : 1; |
158 | | /// Have the temp buffers already had their geometry prepared for use in rendering shadow volumes? |
159 | | bool mPreparedForShadowVolumes : 1; |
160 | | /// Flag determines whether or not to display skeleton. |
161 | | bool mDisplaySkeleton : 1; |
162 | | /// Current state of the hardware animation as represented by the entities parameters. |
163 | | bool mCurrentHWAnimationState : 1; |
164 | | /// Flag indicating whether to skip automatic updating of the Skeleton's AnimationState. |
165 | | bool mSkipAnimStateUpdates : 1; |
166 | | /// Flag indicating whether to update the main entity skeleton even when an LOD is displayed. |
167 | | bool mAlwaysUpdateMainSkeleton : 1; |
168 | | /// Flag indicating whether to update the bounding box from the bones of the skeleton. |
169 | | bool mUpdateBoundingBoxFromSkeleton : 1; |
170 | | /// Flag indicating whether we have a vertex program in use on any of our subentities. |
171 | | bool mVertexProgramInUse : 1; |
172 | | /// Has this entity been initialised yet? |
173 | | bool mInitialised : 1; |
174 | | |
175 | | /** Internal method - given vertex data which could be from the Mesh or |
176 | | any submesh, finds the temporary blend copy. |
177 | | */ |
178 | | const VertexData* findBlendedVertexData(const VertexData* orig); |
179 | | /** Internal method - given vertex data which could be from the Mesh or |
180 | | any SubMesh, finds the corresponding SubEntity. |
181 | | */ |
182 | | SubEntity* findSubEntityForVertexData(const VertexData* orig); |
183 | | |
184 | | /** Internal method for preparing this Entity for use in animation. */ |
185 | | void prepareTempBlendBuffers(void); |
186 | | /** Mark all vertex data as so far unanimated. |
187 | | */ |
188 | | void markBuffersUnusedForAnimation(void); |
189 | | /** Internal method to restore original vertex data where we didn't |
190 | | perform any vertex animation this frame. |
191 | | */ |
192 | | void restoreBuffersForUnusedAnimation(bool hardwareAnimation); |
193 | | |
194 | | /** Ensure that any unbound pose animation buffers are bound to a safe |
195 | | default. |
196 | | @param srcData |
197 | | Original vertex data containing original positions. |
198 | | @param destData |
199 | | Hardware animation vertex data to be checked. |
200 | | */ |
201 | | void bindMissingHardwarePoseBuffers(const VertexData* srcData, |
202 | | VertexData* destData); |
203 | | |
204 | | /** When performing software pose animation, initialise software copy |
205 | | of vertex data. |
206 | | */ |
207 | | void initialisePoseVertexData(const VertexData* srcData, VertexData* destData, |
208 | | bool animateNormals); |
209 | | |
210 | | /** When animating normals for pose animation, finalise normals by filling in |
211 | | with the reference mesh normal where applied normal weights < 1. |
212 | | */ |
213 | | void finalisePoseNormals(const VertexData* srcData, VertexData* destData); |
214 | | |
215 | | /// Number of hardware poses supported by materials. |
216 | | ushort mHardwarePoseCount; |
217 | | ushort mNumBoneMatrices; |
218 | | /// Cached bone matrices, including any world transform. |
219 | | Affine3 *mBoneWorldMatrices; |
220 | | /// Cached bone matrices in skeleton local space, might shares with other entity instances. |
221 | | Affine3 *mBoneMatrices; |
222 | | /// Records the last frame in which animation was updated. |
223 | | unsigned long mFrameAnimationLastUpdated; |
224 | | |
225 | | /// Perform all the updates required for an animated entity. |
226 | | void updateAnimation(void); |
227 | | |
228 | | /// Records the last frame in which the bones was updated. |
229 | | /// It's a pointer because it can be shared between different entities with |
230 | | /// a shared skeleton. |
231 | | unsigned long *mFrameBonesLastUpdated; |
232 | | |
233 | | /** A set of all the entities which shares a single SkeletonInstance. |
234 | | This is only created if the entity is in fact sharing it's SkeletonInstance with |
235 | | other Entities. |
236 | | */ |
237 | | EntitySet* mSharedSkeletonEntities; |
238 | | |
239 | | /** Private method to cache bone matrices from skeleton. |
240 | | @return |
241 | | True if the bone matrices cache has been updated. False if note. |
242 | | */ |
243 | | bool cacheBoneMatrices(void); |
244 | | |
245 | | /** Flag indicating whether hardware animation is supported by this entities materials |
246 | | data is saved per scehme number. |
247 | | */ |
248 | | SchemeHardwareAnimMap mSchemeHardwareAnim; |
249 | | |
250 | | /// Counter indicating number of requests for software animation. |
251 | | int mSoftwareAnimationRequests; |
252 | | /// Counter indicating number of requests for software blended normals. |
253 | | int mSoftwareAnimationNormalsRequests; |
254 | | |
255 | | |
256 | | #if !OGRE_NO_MESHLOD |
257 | | /// The LOD number of the mesh to use, calculated by _notifyCurrentCamera. |
258 | | ushort mMeshLodIndex; |
259 | | |
260 | | /// LOD bias factor, transformed for optimisation when calculating adjusted LOD value. |
261 | | Real mMeshLodFactorTransformed; |
262 | | /// Index of minimum detail LOD (NB higher index is lower detail). |
263 | | ushort mMinMeshLodIndex; |
264 | | /// Index of maximum detail LOD (NB lower index is higher detail). |
265 | | ushort mMaxMeshLodIndex; |
266 | | |
267 | | /** List of LOD Entity instances (for manual LODs). |
268 | | We don't know when the mesh is using manual LODs whether one LOD to the next will have the |
269 | | same number of SubMeshes, therefore we have to allow a separate Entity list |
270 | | with each alternate one. |
271 | | */ |
272 | | typedef std::vector<Entity*> LODEntityList; |
273 | | LODEntityList mLodEntityList; |
274 | | #else |
275 | | const ushort mMeshLodIndex; |
276 | | const Real mMeshLodFactorTransformed; |
277 | | const ushort mMinMeshLodIndex; |
278 | | const ushort mMaxMeshLodIndex; |
279 | | #endif |
280 | | /// LOD bias factor, not transformed. |
281 | | Real mMaterialLodFactor; |
282 | | /// Index of minimum detail LOD (NB higher index is lower detail). |
283 | | ushort mMinMaterialLodIndex; |
284 | | /// Index of maximum detail LOD (NB lower index is higher detail). |
285 | | ushort mMaxMaterialLodIndex; |
286 | | /** This Entity's personal copy of the skeleton, if skeletally animated. |
287 | | */ |
288 | | SkeletonInstance* mSkeletonInstance; |
289 | | |
290 | | /// Last parent transform. |
291 | | Affine3 mLastParentXform; |
292 | | |
293 | | /// Mesh state count, used to detect differences. |
294 | | size_t mMeshStateCount; |
295 | | |
296 | | /** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */ |
297 | | void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist); |
298 | | |
299 | | /// Internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity. |
300 | | void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint); |
301 | | |
302 | | /// Internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity. |
303 | | void detachObjectImpl(MovableObject* pObject); |
304 | | |
305 | | /// Internal implementation of detaching all 'child' objects of this entity. |
306 | | void detachAllObjectsImpl(void); |
307 | | |
308 | | /// Ensures reevaluation of the vertex processing usage. |
309 | | void reevaluateVertexProcessing(void); |
310 | | |
311 | | /** Calculates the kind of vertex processing in use. |
312 | | |
313 | | This function's return value is calculated according to the current |
314 | | active scheme. This is due to the fact that RTSS schemes may be different |
315 | | in their handling of hardware animation. |
316 | | */ |
317 | | bool calcVertexProcessing(void); |
318 | | |
319 | | /// Apply vertex animation. |
320 | | void applyVertexAnimation(bool hardwareAnimation, bool stencilShadows); |
321 | | /// Initialise the hardware animation elements for given vertex data. |
322 | | ushort initHardwareAnimationElements(VertexData* vdata, ushort numberOfElements, bool animateNormals); |
323 | | /// Are software vertex animation temp buffers bound? |
324 | | bool tempVertexAnimBuffersBound(void) const; |
325 | | /// Are software skeleton animation temp buffers bound? |
326 | | bool tempSkelAnimBuffersBound(bool requestNormals) const; |
327 | | |
328 | | public: |
329 | | /// Contains the child objects (attached to bones) indexed by name. |
330 | | typedef std::vector<MovableObject*> ChildObjectList; |
331 | | private: |
332 | | ChildObjectList mChildObjectList; |
333 | | |
334 | | |
335 | | /// Bounding box that 'contains' all the mesh of each child entity. |
336 | | mutable AxisAlignedBox mFullBoundingBox; // note: this exists only so that getBoundingBox() can return an AAB by reference |
337 | | |
338 | | ShadowRenderableList mShadowRenderables; |
339 | | |
340 | | /** Nested class to allow entity shadows. */ |
341 | | class EntityShadowRenderable : public ShadowRenderable |
342 | | { |
343 | | /// Link to current vertex data used to bind (maybe changes). |
344 | | const VertexData* mCurrentVertexData; |
345 | | /// Link to SubEntity, only present if SubEntity has it's own geometry. |
346 | | SubEntity* mSubEntity; |
347 | | /// Original position buffer source binding. |
348 | | ushort mOriginalPosBufferBinding; |
349 | | |
350 | | public: |
351 | | EntityShadowRenderable(MovableObject* parent, |
352 | | const HardwareIndexBufferSharedPtr& indexBuffer, const VertexData* vertexData, |
353 | | bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false); |
354 | | |
355 | | /// Create the separate light cap if it doesn't already exists. |
356 | | void _createSeparateLightCap(); |
357 | | /// Rebind the source positions (for temp buffer users). |
358 | | void rebindPositionBuffer(const VertexData* vertexData, bool force); |
359 | | bool isVisible(void) const override; |
360 | | }; |
361 | | public: |
362 | | /** Default destructor. |
363 | | */ |
364 | | ~Entity(); |
365 | | |
366 | | /** Gets the Mesh that this Entity is based on. |
367 | | */ |
368 | | const MeshPtr& getMesh(void) const; |
369 | | |
370 | | /** Gets a pointer to a SubEntity, ie a part of an Entity. |
371 | | */ |
372 | 0 | SubEntity* getSubEntity(size_t index) const { return mSubEntityList.at(index); } |
373 | | |
374 | | /** Gets a pointer to a SubEntity by name |
375 | | |
376 | | Names should be initialized during a Mesh creation. |
377 | | */ |
378 | | SubEntity* getSubEntity( const String& name ) const; |
379 | | |
380 | | /** Retrieves the number of SubEntity objects making up this entity. |
381 | | */ |
382 | 0 | size_t getNumSubEntities(void) const { return mSubEntityList.size(); } |
383 | | |
384 | | /** Retrieves SubEntity objects making up this entity. |
385 | | */ |
386 | 0 | const SubEntityList& getSubEntities() const { |
387 | 0 | return mSubEntityList; |
388 | 0 | } |
389 | | |
390 | | /** Clones this entity and returns a pointer to the clone. |
391 | | |
392 | | Useful method for duplicating an entity. The new entity must be |
393 | | given a unique name, and is not attached to the scene in any way |
394 | | so must be attached to a SceneNode to be visible (exactly as |
395 | | entities returned from SceneManager::createEntity). |
396 | | @param newName |
397 | | Name for the new entity. |
398 | | */ |
399 | | Entity* clone( const String& newName ) const; |
400 | | |
401 | | /** Sets the material to use for the whole of this entity. |
402 | | |
403 | | This is a shortcut method to set all the materials for all |
404 | | subentities of this entity. Only use this method is you want to |
405 | | set the same material for all subentities or if you know there |
406 | | is only one. Otherwise call getSubEntity() and call the same |
407 | | method on the individual SubEntity. |
408 | | */ |
409 | | void setMaterialName( const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME ); |
410 | | |
411 | | |
412 | | /** Sets the material to use for the whole of this entity. |
413 | | |
414 | | This is a shortcut method to set all the materials for all |
415 | | subentities of this entity. Only use this method is you want to |
416 | | set the same material for all subentities or if you know there |
417 | | is only one. Otherwise call getSubEntity() and call the same |
418 | | method on the individual SubEntity. |
419 | | */ |
420 | | void setMaterial(const MaterialPtr& material); |
421 | | |
422 | | void _releaseManualHardwareResources() override; |
423 | | void _restoreManualHardwareResources() override; |
424 | | |
425 | | void _notifyCurrentCamera(Camera* cam) override; |
426 | | |
427 | | void setRenderQueueGroup(uint8 queueID) override; |
428 | | |
429 | | void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority) override; |
430 | | |
431 | | const AxisAlignedBox& getBoundingBox(void) const override; |
432 | | |
433 | | /// Merge all the child object Bounds a return it. |
434 | | AxisAlignedBox getChildObjectsBoundingBox(void) const; |
435 | | |
436 | | void _updateRenderQueue(RenderQueue* queue) override; |
437 | | const String& getMovableType(void) const override; |
438 | | |
439 | | /** For entities based on animated meshes, gets the AnimationState object for a single animation. |
440 | | |
441 | | You animate an entity by updating the animation state objects. Each of these represents the |
442 | | current state of each animation available to the entity. The AnimationState objects are |
443 | | initialised from the Mesh object. |
444 | | */ |
445 | | AnimationState* getAnimationState(const String& name) const; |
446 | | /** Returns whether the AnimationState with the given name exists. */ |
447 | | bool hasAnimationState(const String& name) const; |
448 | | /** For entities based on animated meshes, gets the AnimationState objects for all animations. |
449 | | @return |
450 | | In case the entity is animated, this functions returns the pointer to a AnimationStateSet |
451 | | containing all animations of the entries. If the entity is not animated, it returns 0. |
452 | | |
453 | | You animate an entity by updating the animation state objects. Each of these represents the |
454 | | current state of each animation available to the entity. The AnimationState objects are |
455 | | initialised from the Mesh object. |
456 | | */ |
457 | | AnimationStateSet* getAllAnimationStates(void) const; |
458 | | |
459 | | /** Tells the Entity whether or not it should display it's skeleton, if it has one. |
460 | | */ |
461 | | void setDisplaySkeleton(bool display); |
462 | | |
463 | | /** Returns whether or not the entity is currently displaying its skeleton. |
464 | | */ |
465 | | bool getDisplaySkeleton(void) const; |
466 | | |
467 | | /** Returns the number of manual levels of detail that this entity supports. |
468 | | |
469 | | This number never includes the original entity, it is difference |
470 | | with Mesh::getNumLodLevels. |
471 | | */ |
472 | | size_t getNumManualLodLevels(void) const; |
473 | | |
474 | | /** Returns the current LOD used to render |
475 | | */ |
476 | 0 | ushort getCurrentLodIndex() { return mMeshLodIndex; } |
477 | | |
478 | | /** Gets a pointer to the entity representing the numbered manual level of detail. |
479 | | |
480 | | The zero-based index never includes the original entity, unlike |
481 | | Mesh::getLodLevel. |
482 | | */ |
483 | | Entity* getManualLodLevel(size_t index) const; |
484 | | |
485 | | #if !OGRE_NO_MESHLOD |
486 | | /** Sets a level-of-detail bias for the mesh detail of this entity. |
487 | | |
488 | | Level of detail reduction is normally applied automatically based on the Mesh |
489 | | settings. However, it is possible to influence this behaviour for this entity |
490 | | by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this |
491 | | entity up or down depending on your requirements. You might want to use this |
492 | | if there was a particularly important entity in your scene which you wanted to |
493 | | detail better than the others, such as a player model. |
494 | | @par |
495 | | There are three parameters to this method; the first is a factor to apply; it |
496 | | defaults to 1.0 (no change), by increasing this to say 2.0, this model would |
497 | | take twice as long to reduce in detail, whilst at 0.5 this entity would use lower |
498 | | detail versions twice as quickly. The other 2 parameters are hard limits which |
499 | | let you set the maximum and minimum level-of-detail version to use, after all |
500 | | other calculations have been made. This lets you say that this entity should |
501 | | never be simplified, or that it can only use LODs below a certain level even |
502 | | when right next to the camera. |
503 | | @param factor |
504 | | Proportional factor to apply to the distance at which LOD is changed. |
505 | | Higher values increase the distance at which higher LODs are displayed (2.0 is |
506 | | twice the normal distance, 0.5 is half). |
507 | | @param maxDetailIndex |
508 | | The index of the maximum LOD this entity is allowed to use (lower |
509 | | indexes are higher detail: index 0 is the original full detail model). |
510 | | @param minDetailIndex |
511 | | The index of the minimum LOD this entity is allowed to use (higher |
512 | | indexes are lower detail). Use something like 99 if you want unlimited LODs (the actual |
513 | | LOD will be limited by the number in the Mesh). |
514 | | */ |
515 | | void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99); |
516 | | #endif |
517 | | /** Sets a level-of-detail bias for the material detail of this entity. |
518 | | |
519 | | Level of detail reduction is normally applied automatically based on the Material |
520 | | settings. However, it is possible to influence this behaviour for this entity |
521 | | by adjusting the LOD bias. This 'nudges' the material level of detail used for this |
522 | | entity up or down depending on your requirements. You might want to use this |
523 | | if there was a particularly important entity in your scene which you wanted to |
524 | | detail better than the others, such as a player model. |
525 | | @par |
526 | | There are three parameters to this method; the first is a factor to apply; it |
527 | | defaults to 1.0 (no change), by increasing this to say 2.0, this entity would |
528 | | take twice as long to use a lower detail material, whilst at 0.5 this entity |
529 | | would use lower detail versions twice as quickly. The other 2 parameters are |
530 | | hard limits which let you set the maximum and minimum level-of-detail index |
531 | | to use, after all other calculations have been made. This lets you say that |
532 | | this entity should never be simplified, or that it can only use LODs below |
533 | | a certain level even when right next to the camera. |
534 | | @param factor |
535 | | Proportional factor to apply to the distance at which LOD is changed. |
536 | | Higher values increase the distance at which higher LODs are displayed (2.0 is |
537 | | twice the normal distance, 0.5 is half). |
538 | | @param maxDetailIndex |
539 | | The index of the maximum LOD this entity is allowed to use (lower |
540 | | indexes are higher detail: index 0 is the original full detail model). |
541 | | @param minDetailIndex |
542 | | The index of the minimum LOD this entity is allowed to use (higher |
543 | | indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual |
544 | | LOD will be limited by the number of LOD indexes used in the Material). |
545 | | */ |
546 | | void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99); |
547 | | |
548 | | /** Sets whether the polygon mode of this entire entity may be |
549 | | overridden by the camera detail settings. |
550 | | */ |
551 | | void setPolygonModeOverrideable(bool PolygonModeOverrideable); |
552 | | /** Attaches another object to a certain bone of the skeleton which this entity uses. |
553 | | |
554 | | This method can be used to attach another object to an animated part of this entity, |
555 | | by attaching it to a bone in the skeleton (with an offset if required). As this entity |
556 | | is animated, the attached object will move relative to the bone to which it is attached. |
557 | | @par |
558 | | An exception is thrown if the movable object is already attached to the bone, another bone or scenenode. |
559 | | If the entity has no skeleton or the bone name cannot be found then an exception is thrown. |
560 | | @param boneName |
561 | | The name of the bone (in the skeleton) to attach this object |
562 | | @param pMovable |
563 | | Pointer to the object to attach |
564 | | @param offsetOrientation |
565 | | An adjustment to the orientation of the attached object, relative to the bone. |
566 | | @param offsetPosition |
567 | | An adjustment to the position of the attached object, relative to the bone. |
568 | | @return |
569 | | The TagPoint to which the object has been attached |
570 | | */ |
571 | | TagPoint* attachObjectToBone(const String &boneName, |
572 | | MovableObject *pMovable, |
573 | | const Quaternion &offsetOrientation = Quaternion::IDENTITY, |
574 | | const Vector3 &offsetPosition = Vector3::ZERO); |
575 | | |
576 | | /** Detach a MovableObject previously attached using attachObjectToBone. |
577 | | If the movable object name is not found then an exception is raised. |
578 | | @param movableName |
579 | | The name of the movable object to be detached. |
580 | | */ |
581 | | MovableObject* detachObjectFromBone(const String &movableName); |
582 | | |
583 | | /** Detaches an object by pointer. |
584 | | |
585 | | Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. |
586 | | But sometimes the object may be not in the child object list because it is a LOD entity, |
587 | | this method can safely detect and ignore in this case and won't raise an exception. |
588 | | */ |
589 | | void detachObjectFromBone(MovableObject* obj); |
590 | | |
591 | | /// Detach all MovableObjects previously attached using attachObjectToBone |
592 | | void detachAllObjectsFromBone(void); |
593 | | |
594 | | typedef VectorIterator<ChildObjectList> ChildObjectListIterator; |
595 | | /// @deprecated use getAttachedObjects() |
596 | | OGRE_DEPRECATED ChildObjectListIterator getAttachedObjectIterator(void); |
597 | | /** Gets an iterator to the list of objects attached to bones on this entity. */ |
598 | 0 | const ChildObjectList& getAttachedObjects() const { return mChildObjectList; } |
599 | | |
600 | | Real getBoundingRadius(void) const override; |
601 | | const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const override; |
602 | | const Sphere& getWorldBoundingSphere(bool derive = false) const override; |
603 | | |
604 | | EdgeData* getEdgeList(void) override; |
605 | | const ShadowRenderableList& getShadowVolumeRenderableList( |
606 | | const Light* light, const HardwareIndexBufferPtr& indexBuffer, |
607 | | size_t& indexBufferUsedSize, float extrusionDistance, int flags = 0) override; |
608 | | |
609 | | /** Internal method for retrieving bone matrix information. */ |
610 | 0 | const Affine3* _getBoneMatrices(void) const { return mBoneMatrices;} |
611 | | /** Internal method for retrieving bone matrix information. */ |
612 | 0 | unsigned short _getNumBoneMatrices(void) const { return mNumBoneMatrices; } |
613 | | /** Returns whether or not this entity is skeletally animated. */ |
614 | 0 | bool hasSkeleton(void) const { return mSkeletonInstance != 0; } |
615 | | /** Get this Entity's personal skeleton instance. */ |
616 | 0 | SkeletonInstance* getSkeleton(void) const { return mSkeletonInstance; } |
617 | | /** Returns whether or not hardware animation is enabled. |
618 | | |
619 | | Because fixed-function indexed vertex blending is rarely supported |
620 | | by existing graphics cards, hardware animation can only be done if |
621 | | the vertex programs in the materials used to render an entity support |
622 | | it. Therefore, this method will only return true if all the materials |
623 | | assigned to this entity have vertex programs assigned, and all those |
624 | | vertex programs must support 'includes_morph_animation true' if using |
625 | | morph animation, 'includes_pose_animation true' if using pose animation |
626 | | and 'includes_skeletal_animation true' if using skeletal animation. |
627 | | |
628 | | Also note the the function returns value according to the current active |
629 | | scheme. This is due to the fact that RTSS schemes may be different in their |
630 | | handling of hardware animation. |
631 | | */ |
632 | | bool isHardwareAnimationEnabled(void); |
633 | | |
634 | | void _notifyAttached(Node* parent, bool isTagPoint = false) override; |
635 | | /** Returns the number of requests that have been made for software animation |
636 | | |
637 | | If non-zero then software animation will be performed in updateAnimation |
638 | | regardless of the current setting of isHardwareAnimationEnabled or any |
639 | | internal optimise for eliminate software animation. Requests for software |
640 | | animation are made by calling the addSoftwareAnimationRequest() method. |
641 | | */ |
642 | 0 | int getSoftwareAnimationRequests(void) const { return mSoftwareAnimationRequests; } |
643 | | /** Returns the number of requests that have been made for software animation of normals |
644 | | |
645 | | If non-zero, and getSoftwareAnimationRequests() also returns non-zero, |
646 | | then software animation of normals will be performed in updateAnimation |
647 | | regardless of the current setting of isHardwareAnimationEnabled or any |
648 | | internal optimise for eliminate software animation. Currently it is not |
649 | | possible to force software animation of only normals. Consequently this |
650 | | value is always less than or equal to that returned by getSoftwareAnimationRequests(). |
651 | | Requests for software animation of normals are made by calling the |
652 | | addSoftwareAnimationRequest() method with 'true' as the parameter. |
653 | | */ |
654 | 0 | int getSoftwareAnimationNormalsRequests(void) const { return mSoftwareAnimationNormalsRequests; } |
655 | | /** Add a request for software animation |
656 | | |
657 | | Tells the entity to perform animation calculations for skeletal/vertex |
658 | | animations in software, regardless of the current setting of |
659 | | isHardwareAnimationEnabled(). Software animation will be performed |
660 | | any time one or more requests have been made. If 'normalsAlso' is |
661 | | 'true', then the entity will also do software blending on normal |
662 | | vectors, in addition to positions. This advanced method useful for |
663 | | situations in which access to actual mesh vertices is required, |
664 | | such as accurate collision detection or certain advanced shading |
665 | | techniques. When software animation is no longer needed, |
666 | | the caller of this method should always remove the request by calling |
667 | | removeSoftwareAnimationRequest(), passing the same value for |
668 | | 'normalsAlso'. |
669 | | */ |
670 | | void addSoftwareAnimationRequest(bool normalsAlso); |
671 | | /** Removes a request for software animation |
672 | | |
673 | | Calling this decrements the entity's internal counter of the number |
674 | | of requests for software animation. If the counter is already zero |
675 | | then calling this method throws an exception. The 'normalsAlso' |
676 | | flag if set to 'true' will also decrement the internal counter of |
677 | | number of requests for software animation of normals. |
678 | | */ |
679 | | void removeSoftwareAnimationRequest(bool normalsAlso); |
680 | | |
681 | | /** Shares the SkeletonInstance with the supplied entity. |
682 | | Note that in order for this to work, both entities must have the same |
683 | | Skeleton. |
684 | | */ |
685 | | void shareSkeletonInstanceWith(Entity* entity); |
686 | | |
687 | | /** Returns whether or not this entity is either morph or pose animated. |
688 | | */ |
689 | | bool hasVertexAnimation(void) const; |
690 | | |
691 | | |
692 | | /** Stops sharing the SkeletonInstance with other entities. |
693 | | */ |
694 | | void stopSharingSkeletonInstance(); |
695 | | |
696 | | |
697 | | /** Returns whether this entity shares it's SkeltonInstance with other entity instances. |
698 | | */ |
699 | 0 | inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; } |
700 | | |
701 | | /** Returns a pointer to the set of entities which share a SkeletonInstance. |
702 | | If this instance does not share it's SkeletonInstance with other instances @c NULL will be returned |
703 | | */ |
704 | 0 | inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; } |
705 | | |
706 | | /** Updates the internal animation state set to include the latest |
707 | | available animations from the attached skeleton. |
708 | | |
709 | | Use this method if you manually add animations to a skeleton, or have |
710 | | linked the skeleton to another for animation purposes since creating |
711 | | this entity. |
712 | | @note |
713 | | If you have called getAnimationState prior to calling this method, |
714 | | the pointers will still remain valid. |
715 | | */ |
716 | | void refreshAvailableAnimationState(void); |
717 | | |
718 | | /** Advanced method to perform all the updates required for an animated entity. |
719 | | |
720 | | You don't normally need to call this, but it's here in case you wish |
721 | | to manually update the animation of an Entity at a specific point in |
722 | | time. Animation will not be updated more than once a frame no matter |
723 | | how many times you call this method. |
724 | | */ |
725 | | void _updateAnimation(void); |
726 | | |
727 | | /** Tests if any animation applied to this entity. |
728 | | |
729 | | An entity is animated if any animation state is enabled, or any manual bone |
730 | | applied to the skeleton. |
731 | | */ |
732 | | bool _isAnimated(void) const; |
733 | | |
734 | | /** Tests if skeleton was animated. |
735 | | */ |
736 | | bool _isSkeletonAnimated(void) const; |
737 | | |
738 | | /** Advanced method to get the temporarily blended skeletal vertex information |
739 | | for entities which are software skinned. |
740 | | |
741 | | Internal engine will eliminate software animation if possible, this |
742 | | information is unreliable unless added request for software animation |
743 | | via addSoftwareAnimationRequest. |
744 | | @note |
745 | | The positions/normals of the returned vertex data is in object space. |
746 | | */ |
747 | | VertexData* _getSkelAnimVertexData(void) const; |
748 | | /** Advanced method to get the temporarily blended software vertex animation information |
749 | | |
750 | | Internal engine will eliminate software animation if possible, this |
751 | | information is unreliable unless added request for software animation |
752 | | via addSoftwareAnimationRequest. |
753 | | @note |
754 | | The positions/normals of the returned vertex data is in object space. |
755 | | */ |
756 | | VertexData* _getSoftwareVertexAnimVertexData(void) const; |
757 | | /** Advanced method to get the hardware morph vertex information |
758 | | @note |
759 | | The positions/normals of the returned vertex data is in object space. |
760 | | */ |
761 | | VertexData* _getHardwareVertexAnimVertexData(void) const; |
762 | | /// Override to return specific type flag. |
763 | | uint32 getTypeFlags(void) const override; |
764 | | /// Retrieve the VertexData which should be used for GPU binding. |
765 | | VertexData* getVertexDataForBinding(void); |
766 | | |
767 | | /// Identify which vertex data we should be sending to the renderer. |
768 | | enum VertexDataBindChoice |
769 | | { |
770 | | BIND_ORIGINAL, |
771 | | BIND_SOFTWARE_SKELETAL, |
772 | | BIND_SOFTWARE_MORPH, |
773 | | BIND_HARDWARE_MORPH |
774 | | }; |
775 | | /// Choose which vertex data to bind to the renderer. |
776 | | VertexDataBindChoice chooseVertexDataForBinding(bool hasVertexAnim); |
777 | | |
778 | | /** Are buffers already marked as vertex animated? */ |
779 | 0 | bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; } |
780 | | /** Mark just this vertex data as animated. |
781 | | */ |
782 | | void _markBuffersUsedForAnimation(void); |
783 | | |
784 | | /** Has this Entity been initialised yet? |
785 | | |
786 | | If this returns false, it means this Entity hasn't been completely |
787 | | constructed yet from the underlying resources (Mesh, Skeleton), which |
788 | | probably means they were delay-loaded and aren't available yet. This |
789 | | Entity won't render until it has been successfully initialised, nor |
790 | | will many of the manipulation methods function. |
791 | | */ |
792 | 0 | bool isInitialised(void) const { return mInitialised; } |
793 | | |
794 | | /** Try to initialise the Entity from the underlying resources. |
795 | | |
796 | | This method builds the internal structures of the Entity based on it |
797 | | resources (Mesh, Skeleton). This may or may not succeed if the |
798 | | resources it references have been earmarked for background loading, |
799 | | so you should check isInitialised afterwards to see if it was successful. |
800 | | @param forceReinitialise |
801 | | If @c true, this forces the Entity to tear down it's |
802 | | internal structures and try to rebuild them. Useful if you changed the |
803 | | content of a Mesh or Skeleton at runtime. |
804 | | */ |
805 | | void _initialise(bool forceReinitialise = false); |
806 | | /** Tear down the internal structures of this Entity, rendering it uninitialised. */ |
807 | | void _deinitialise(void); |
808 | | |
809 | | /** Resource::Listener hook to notify Entity that a delay-loaded Mesh is |
810 | | complete. |
811 | | */ |
812 | | void loadingComplete(Resource* res) override; |
813 | | |
814 | | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables = false) override; |
815 | | |
816 | | /** Get the LOD strategy transformation of the mesh LOD factor. */ |
817 | | Real _getMeshLodFactorTransformed() const; |
818 | | |
819 | | /** Entity's skeleton's AnimationState will not be automatically updated when set to true. |
820 | | Useful if you wish to handle AnimationState updates manually. |
821 | | */ |
822 | 0 | void setSkipAnimationStateUpdate(bool skip) { |
823 | 0 | mSkipAnimStateUpdates = skip; |
824 | 0 | } |
825 | | |
826 | | /** Entity's skeleton's AnimationState will not be automatically updated when set to true. |
827 | | Useful if you wish to handle AnimationState updates manually. |
828 | | */ |
829 | 0 | bool getSkipAnimationStateUpdate() const { |
830 | 0 | return mSkipAnimStateUpdates; |
831 | 0 | } |
832 | | |
833 | | /** The skeleton of the main entity will be updated even if the an LOD entity is being displayed. |
834 | | useful if you have entities attached to the main entity. Otherwise position of attached |
835 | | entities will not be updated. |
836 | | */ |
837 | 0 | void setAlwaysUpdateMainSkeleton(bool update) { |
838 | 0 | mAlwaysUpdateMainSkeleton = update; |
839 | 0 | } |
840 | | |
841 | | /** The skeleton of the main entity will be updated even if the an LOD entity is being displayed. |
842 | | useful if you have entities attached to the main entity. Otherwise position of attached |
843 | | entities will not be updated. |
844 | | */ |
845 | 0 | bool getAlwaysUpdateMainSkeleton() const { |
846 | 0 | return mAlwaysUpdateMainSkeleton; |
847 | 0 | } |
848 | | |
849 | | /** If true, the skeleton of the entity will be used to update the bounding box for culling. |
850 | | Useful if you have skeletal animations that move the bones away from the root. Otherwise, the |
851 | | bounding box of the mesh in the binding pose will be used. |
852 | | |
853 | | When true, the bounding box will be generated to only enclose the bones that are used for skinning. |
854 | | Also the resulting bounding box will be expanded by the amount of GetMesh()->getBoneBoundingRadius(). |
855 | | The expansion amount can be changed on the mesh to achieve a better fitting bounding box. |
856 | | */ |
857 | | void setUpdateBoundingBoxFromSkeleton(bool update); |
858 | | |
859 | | /** If true, the skeleton of the entity will be used to update the bounding box for culling. |
860 | | Useful if you have skeletal animations that move the bones away from the root. Otherwise, the |
861 | | bounding box of the mesh in the binding pose will be used. |
862 | | */ |
863 | 0 | bool getUpdateBoundingBoxFromSkeleton() const { |
864 | 0 | return mUpdateBoundingBoxFromSkeleton; |
865 | 0 | } |
866 | | |
867 | | |
868 | | }; |
869 | | /** @} */ |
870 | | /** @} */ |
871 | | |
872 | | } // namespace Ogre |
873 | | |
874 | | #include "OgreHeaderSuffix.h" |
875 | | |
876 | | #endif // __Entity_H__ |