Coverage Report

Created: 2025-08-28 06:22

/src/ogre/OgreMain/include/OgreSubEntity.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __SubEntity_H__
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#define __SubEntity_H__
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#include "OgrePrerequisites.h"
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#include "OgreEntity.h"
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#include "OgreRenderable.h"
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#include "OgreResourceGroupManager.h"
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#include "OgreHeaderPrefix.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Scene
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    *  @{
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    */
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    /** Utility class which defines the sub-parts of an Entity.
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        Just as meshes are split into submeshes, an Entity is made up of
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        potentially multiple SubMeshes. These are mainly here to provide the
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        link between the Material which the SubEntity uses (which may be the
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        default Material for the SubMesh or may have been changed for this
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        object) and the SubMesh data.
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        @par
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            The SubEntity also allows the application some flexibility in the
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            material properties for this section of a particular instance of this
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            Mesh, e.g. tinting the windows on a car model.
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        @par
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            SubEntity instances are never created manually. They are created at
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            the same time as their parent Entity by the SceneManager method
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            createEntity.
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    */
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    class _OgreExport SubEntity: public Renderable, public SubEntityAlloc
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    {
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        // Note no virtual functions for efficiency
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        friend class Entity;
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        friend class SceneManager;
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    private:
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        /** Private constructor - don't allow creation by anybody else.
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        */
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        SubEntity(Entity* parent, SubMesh* subMeshBasis);
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        ~SubEntity();
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        /// Pointer to parent.
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        Entity* mParentEntity;
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        /// Cached pointer to material.
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        MaterialPtr mMaterialPtr;
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        /// Pointer to the SubMesh defining geometry.
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        SubMesh* mSubMesh;
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        /// override the start index for the RenderOperation
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        uint32 mIndexStart;
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        /// override the end index for the RenderOperation
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        uint32 mIndexEnd;
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        /// Is this SubEntity visible?
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        bool mVisible;
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        /// The render queue to use when rendering this renderable
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        uint8 mRenderQueueID;
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        /// Flags whether the RenderQueue's default should be used.
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        bool mRenderQueueIDSet;
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        /// Flags whether the RenderQueue's default should be used.
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        bool mRenderQueuePrioritySet;
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        /// The render queue priority to use when rendering this renderable
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        ushort mRenderQueuePriority;
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        /// Blend buffer details for dedicated geometry
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        std::unique_ptr<VertexData> mSkelAnimVertexData;
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        /// Quick lookup of buffers
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        Entity::TempBlendedBufferInfo mTempSkelAnimInfo;
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        /// Temp buffer details for software Vertex anim geometry
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        Entity::TempBlendedBufferInfo mTempVertexAnimInfo;
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        /// Vertex data details for software Vertex anim of shared geometry
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        std::unique_ptr<VertexData> mSoftwareVertexAnimVertexData;
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        /// Vertex data details for hardware Vertex anim of shared geometry
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        /// - separate since we need to s/w anim for shadows whilst still altering
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        ///   the vertex data for hardware morphing (pos2 binding)
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        std::unique_ptr<VertexData> mHardwareVertexAnimVertexData;
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        /// Cached distance to last camera for getSquaredViewDepth
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        mutable Real mCachedCameraDist;
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        /// Number of hardware blended poses supported by material
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        ushort mHardwarePoseCount;
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        /// Have we applied any vertex animation to geometry?
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        bool mVertexAnimationAppliedThisFrame;
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        /// The camera for which the cached distance is valid
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        mutable const Camera *mCachedCamera;
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        /** Internal method for preparing this Entity for use in animation. */
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        void prepareTempBlendBuffers(void);
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    public:
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        /** Gets the name of the Material in use by this instance.
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        */
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        const String& getMaterialName() const;
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        /** Sets the name of the Material to be used.
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            By default a SubEntity uses the default Material that the SubMesh
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            uses. This call can alter that so that the Material is different
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            for this instance.
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        */
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        void setMaterialName( const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME );
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        /// @copydoc setMaterialName
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        void setMaterial( const MaterialPtr& material );
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        /** Tells this SubEntity whether to be visible or not. */
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        void setVisible(bool visible);
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        /** Returns whether or not this SubEntity is supposed to be visible. */
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        bool isVisible(void) const { return mVisible; }
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        /** Sets the render queue group this SubEntity will be rendered through.
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            Render queues are grouped to allow you to more tightly control the ordering
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            of rendered objects. If you do not call this method, the SubEntity will use
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            either the Entity's queue or it will use the default
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            (RenderQueue::getDefaultQueueGroup).
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        @par
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            See Entity::setRenderQueueGroup for more details.
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        @param queueID Enumerated value of the queue group to use. See the
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            enum RenderQueueGroupID for what kind of values can be used here.
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        */
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        void setRenderQueueGroup(uint8 queueID);
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        /** Sets the render queue group and group priority this SubEntity will be rendered through.
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            Render queues are grouped to allow you to more tightly control the ordering
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            of rendered objects. Within a single render group there another type of grouping
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            called priority which allows further control.  If you do not call this method, 
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            all Entity objects default to the default queue and priority 
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            (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority).
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        @par
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            See Entity::setRenderQueueGroupAndPriority for more details.
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        @param queueID Enumerated value of the queue group to use. See the
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            enum RenderQueueGroupID for what kind of values can be used here.
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        @param priority The priority within a group to use.
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        */
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        void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority);
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        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
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        uint8 getRenderQueueGroup(void) const { return mRenderQueueID; }
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        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
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        ushort getRenderQueuePriority(void) const { return mRenderQueuePriority; }
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        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
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        bool isRenderQueueGroupSet(void) const { return mRenderQueueIDSet; }
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        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
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        bool isRenderQueuePrioritySet(void) const { return mRenderQueuePrioritySet; }
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        /** Accessor method to read mesh data.
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        */
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        SubMesh* getSubMesh(void) const { return mSubMesh; }
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        /** Accessor to get parent Entity */
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        Entity* getParent(void) const { return mParentEntity; }
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        const MaterialPtr& getMaterial(void) const override { return mMaterialPtr; }
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        void getRenderOperation(RenderOperation& op) override;
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        /// @deprecated api about to be removed
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        OGRE_DEPRECATED void setIndexDataStartIndex(uint32 start_index);
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        /// @deprecated api about to be removed
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        OGRE_DEPRECATED uint32 getIndexDataStartIndex() const { return mIndexStart; }
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        /// @deprecated api about to be removed
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        OGRE_DEPRECATED void setIndexDataEndIndex(uint32 end_index);
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        /// @deprecated api about to be removed
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        OGRE_DEPRECATED uint32 getIndexDataEndIndex() const { return mIndexEnd; }
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        /** Reset the custom start/end index to the default values.
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        */
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        void resetIndexDataStartEndIndex();
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        void getWorldTransforms(Matrix4* xform) const override;
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        unsigned short getNumWorldTransforms(void) const override;
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        Real getSquaredViewDepth(const Camera* cam) const override;
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        const LightList& getLights(void) const override;
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        bool getCastsShadows(void) const override;
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        /** Advanced method to get the temporarily blended vertex information
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        for entities which are software skinned. 
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        Internal engine will eliminate software animation if possible, this
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        information is unreliable unless added request for software animation
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        via Entity::addSoftwareAnimationRequest.
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        @note
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            The positions/normals of the returned vertex data is in object space.
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        */
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        VertexData* _getSkelAnimVertexData(void);
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        /** Advanced method to get the temporarily blended software morph vertex information
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            Internal engine will eliminate software animation if possible, this
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            information is unreliable unless added request for software animation
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            via Entity::addSoftwareAnimationRequest.
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        @note
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            The positions/normals of the returned vertex data is in object space.
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        */
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        VertexData* _getSoftwareVertexAnimVertexData(void);
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        /** Advanced method to get the hardware morph vertex information
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        @note
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            The positions/normals of the returned vertex data is in object space.
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        */
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        VertexData* _getHardwareVertexAnimVertexData(void);
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        /// Retrieve the VertexData which should be used for GPU binding
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        VertexData* getVertexDataForBinding(void);
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        /** Mark all vertex data as so far unanimated. 
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        */
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        void _markBuffersUnusedForAnimation(void);
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        /** Mark all vertex data as animated. 
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        */
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        void _markBuffersUsedForAnimation(void);
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        /** Are buffers already marked as vertex animated? */
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        bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; }
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        /** Internal method to copy original vertex data to the morph structures
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        should there be no active animation in use.
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        */
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        void _restoreBuffersForUnusedAnimation(bool hardwareAnimation);
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        /** Overridden from Renderable to provide some custom behaviour. */
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        void _updateCustomGpuParameter(
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            const GpuProgramParameters::AutoConstantEntry& constantEntry,
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            GpuProgramParameters* params) const override;
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        /** Invalidate the camera distance cache */
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        void _invalidateCameraCache ()
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        { mCachedCamera = 0; }
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    };
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    /** @} */
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    /** @} */
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}
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#include "OgreHeaderSuffix.h"
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#endif