/usr/include/OGRE/OgreEntity.h is in libogre-dev 1.7.4-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 | /*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2011 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __Entity_H__
#define __Entity_H__
#include "OgrePrerequisites.h"
#include "OgreCommon.h"
#include "OgreString.h"
#include "OgreMovableObject.h"
#include "OgreQuaternion.h"
#include "OgreVector3.h"
#include "OgreHardwareBufferManager.h"
#include "OgreMesh.h"
#include "OgreRenderable.h"
#include "OgreResourceGroupManager.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Scene
* @{
*/
/** Defines an instance of a discrete, movable object based on a Mesh.
@remarks
Ogre generally divides renderable objects into 2 groups, discrete
(separate) and relatively small objects which move around the world,
and large, sprawling geometry which makes up generally immovable
scenery, aka 'level geometry'.
@par
The Mesh and SubMesh classes deal with the definition of the geometry
used by discrete movable objects. Entities are actual instances of
objects based on this geometry in the world. Therefore there is
usually a single set Mesh for a car, but there may be multiple
entities based on it in the world. Entities are able to override
aspects of the Mesh it is defined by, such as changing material
properties per instance (so you can have many cars using the same
geometry but different textures for example). Because a Mesh is split
into SubMeshes for this purpose, the Entity class is a grouping class
(much like the Mesh class) and much of the detail regarding
individual changes is kept in the SubEntity class. There is a 1:1
relationship between SubEntity instances and the SubMesh instances
associated with the Mesh the Entity is based on.
@par
Entity and SubEntity classes are never created directly. Use the
createEntity method of the SceneManager (passing a model name) to
create one.
@par
Entities are included in the scene by associating them with a
SceneNode, using the attachEntity method. See the SceneNode class
for full information.
@note
No functions were declared virtual to improve performance.
*/
class _OgreExport Entity: public MovableObject, public Resource::Listener
{
// Allow EntityFactory full access
friend class EntityFactory;
friend class SubEntity;
public:
typedef set<Entity*>::type EntitySet;
protected:
/** Private constructor (instances cannot be created directly).
*/
Entity();
/** Private constructor - specify name (the usual constructor used).
*/
Entity( const String& name, const MeshPtr& mesh);
/** The Mesh that this Entity is based on.
*/
MeshPtr mMesh;
/** List of SubEntities (point to SubMeshes).
*/
typedef vector<SubEntity*>::type SubEntityList;
SubEntityList mSubEntityList;
/// State of animation for animable meshes
AnimationStateSet* mAnimationState;
/// Temp buffer details for software skeletal anim of shared geometry
TempBlendedBufferInfo mTempSkelAnimInfo;
/// Vertex data details for software skeletal anim of shared geometry
VertexData* mSkelAnimVertexData;
/// Temp buffer details for software vertex anim of shared geometry
TempBlendedBufferInfo mTempVertexAnimInfo;
/// Vertex data details for software vertex anim of shared geometry
VertexData* mSoftwareVertexAnimVertexData;
/// Vertex data details for hardware vertex anim of shared geometry
/// - separate since we need to s/w anim for shadows whilst still altering
/// the vertex data for hardware morphing (pos2 binding)
VertexData* mHardwareVertexAnimVertexData;
/// Have we applied any vertex animation to shared geometry?
bool mVertexAnimationAppliedThisFrame;
/// Have the temp buffers already had their geometry prepared for use in rendering shadow volumes?
bool mPreparedForShadowVolumes;
/** Internal method - given vertex data which could be from the Mesh or
any submesh, finds the temporary blend copy. */
const VertexData* findBlendedVertexData(const VertexData* orig);
/** Internal method - given vertex data which could be from the Mesh or
any SubMesh, finds the corresponding SubEntity. */
SubEntity* findSubEntityForVertexData(const VertexData* orig);
/** Internal method for extracting metadata out of source vertex data
for fast assignment of temporary buffers later. */
void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info);
/** Internal method to clone vertex data definitions but to remove blend buffers. */
VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source);
/** Internal method for preparing this Entity for use in animation. */
void prepareTempBlendBuffers(void);
/** Mark all vertex data as so far unanimated.
*/
void markBuffersUnusedForAnimation(void);
/** Internal method to restore original vertex data where we didn't
perform any vertex animation this frame.
*/
void restoreBuffersForUnusedAnimation(bool hardwareAnimation);
/** Ensure that any unbound pose animation buffers are bound to a safe
default.
@param srcData Original vertex data containing original positions
@param destData Hardware animation vertex data to be checked
*/
void bindMissingHardwarePoseBuffers(const VertexData* srcData,
VertexData* destData);
/// Cached bone matrices, including any world transform
Matrix4 *mBoneWorldMatrices;
/// Cached bone matrices in skeleton local space, might shares with other entity instances.
Matrix4 *mBoneMatrices;
unsigned short mNumBoneMatrices;
/// Records the last frame in which animation was updated
unsigned long mFrameAnimationLastUpdated;
/// Perform all the updates required for an animated entity
void updateAnimation(void);
/// Records the last frame in which the bones was updated
/// It's a pointer because it can be shared between different entities with
/// a shared skeleton.
unsigned long *mFrameBonesLastUpdated;
/**
* A set of all the entities which shares a single SkeletonInstance.
* This is only created if the entity is in fact sharing it's SkeletonInstance with
* other Entities.
*/
EntitySet* mSharedSkeletonEntities;
/// Private method to cache bone matrices from skeleton
void cacheBoneMatrices(void);
/// Flag determines whether or not to display skeleton
bool mDisplaySkeleton;
/// Flag indicating whether hardware animation is supported by this entities materials
bool mHardwareAnimation;
/// Number of hardware poses supported by materials
ushort mHardwarePoseCount;
/// Flag indicating whether we have a vertex program in use on any of our subentities
bool mVertexProgramInUse;
/// Counter indicating number of requests for software animation.
int mSoftwareAnimationRequests;
/// Counter indicating number of requests for software blended normals.
int mSoftwareAnimationNormalsRequests;
/// Flag indicating whether to skip automatic updating of the Skeleton's AnimationState
bool mSkipAnimStateUpdates;
/// The LOD number of the mesh to use, calculated by _notifyCurrentCamera
ushort mMeshLodIndex;
/// LOD bias factor, transformed for optimisation when calculating adjusted lod value
Real mMeshLodFactorTransformed;
/// Index of minimum detail LOD (NB higher index is lower detail)
ushort mMinMeshLodIndex;
/// Index of maximum detail LOD (NB lower index is higher detail)
ushort mMaxMeshLodIndex;
/// LOD bias factor, not transformed
Real mMaterialLodFactor;
/// LOD bias factor, transformed for optimisation when calculating adjusted lod value
Real mMaterialLodFactorTransformed;
/// Index of minimum detail LOD (NB higher index is lower detail)
ushort mMinMaterialLodIndex;
/// Index of maximum detail LOD (NB lower index is higher detail)
ushort mMaxMaterialLodIndex;
/** List of LOD Entity instances (for manual LODs).
We don't know when the mesh is using manual LODs whether one LOD to the next will have the
same number of SubMeshes, therefore we have to allow a separate Entity list
with each alternate one.
*/
typedef vector<Entity*>::type LODEntityList;
LODEntityList mLodEntityList;
/** This Entity's personal copy of the skeleton, if skeletally animated
*/
SkeletonInstance* mSkeletonInstance;
/// Has this entity been initialised yet?
bool mInitialised;
/// Last parent xform
Matrix4 mLastParentXform;
/// Mesh state count, used to detect differences
size_t mMeshStateCount;
/** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */
void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist);
/// internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity
void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint);
/// internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
void detachObjectImpl(MovableObject* pObject);
/// internal implementation of detaching all 'child' objects of this entity
void detachAllObjectsImpl(void);
/// Trigger reevaluation of the kind of vertex processing in use
void reevaluateVertexProcessing(void);
/// Apply vertex animation
void applyVertexAnimation(bool hardwareAnimation, bool stencilShadows);
/// Initialise the hardware animation elements for given vertex data
void initHardwareAnimationElements(VertexData* vdata,
ushort numberOfElements);
/// Are software vertex animation temp buffers bound?
bool tempVertexAnimBuffersBound(void) const;
/// Are software skeleton animation temp buffers bound?
bool tempSkelAnimBuffersBound(bool requestNormals) const;
public:
/// Contains the child objects (attached to bones) indexed by name
typedef map<String, MovableObject*>::type ChildObjectList;
protected:
ChildObjectList mChildObjectList;
/// Bounding box that 'contains' all the mesh of each child entity
mutable AxisAlignedBox mFullBoundingBox;
ShadowRenderableList mShadowRenderables;
/** Nested class to allow entity shadows. */
class _OgreExport EntityShadowRenderable : public ShadowRenderable
{
protected:
Entity* mParent;
// Shared link to position buffer
HardwareVertexBufferSharedPtr mPositionBuffer;
// Shared link to w-coord buffer (optional)
HardwareVertexBufferSharedPtr mWBuffer;
// Link to current vertex data used to bind (maybe changes)
const VertexData* mCurrentVertexData;
// Original position buffer source binding
unsigned short mOriginalPosBufferBinding;
/// Link to SubEntity, only present if SubEntity has it's own geometry
SubEntity* mSubEntity;
public:
EntityShadowRenderable(Entity* parent,
HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false);
~EntityShadowRenderable();
/// Overridden from ShadowRenderable
void getWorldTransforms(Matrix4* xform) const;
HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
/// Rebind the source positions (for temp buffer users)
void rebindPositionBuffer(const VertexData* vertexData, bool force);
/// Overridden from ShadowRenderable
bool isVisible(void) const;
};
public:
/** Default destructor.
*/
~Entity();
/** Gets the Mesh that this Entity is based on.
*/
const MeshPtr& getMesh(void) const;
/** Gets a pointer to a SubEntity, ie a part of an Entity.
*/
SubEntity* getSubEntity(unsigned int index) const;
/** Gets a pointer to a SubEntity by name
@remarks - names should be initialized during a Mesh creation.
*/
SubEntity* getSubEntity( const String& name ) const;
/** Retrieves the number of SubEntity objects making up this entity.
*/
unsigned int getNumSubEntities(void) const;
/** Clones this entity and returns a pointer to the clone.
@remarks
Useful method for duplicating an entity. The new entity must be
given a unique name, and is not attached to the scene in any way
so must be attached to a SceneNode to be visible (exactly as
entities returned from SceneManager::createEntity).
@param
newName Name for the new entity.
*/
Entity* clone( const String& newName ) const;
/** Sets the material to use for the whole of this entity.
@remarks
This is a shortcut method to set all the materials for all
subentities of this entity. Only use this method is you want to
set the same material for all subentities or if you know there
is only one. Otherwise call getSubEntity() and call the same
method on the individual SubEntity.
*/
void setMaterialName( const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME );
/** Sets the material to use for the whole of this entity.
@remarks
This is a shortcut method to set all the materials for all
subentities of this entity. Only use this method is you want to
set the same material for all subentities or if you know there
is only one. Otherwise call getSubEntity() and call the same
method on the individual SubEntity.
*/
void setMaterial(const MaterialPtr& material);
/** Overridden - see MovableObject.
*/
void _notifyCurrentCamera(Camera* cam);
/// Overridden - see MovableObject.
void setRenderQueueGroup(uint8 queueID);
/// Overridden - see MovableObject.
void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority);
/** Overridden - see MovableObject.
*/
const AxisAlignedBox& getBoundingBox(void) const;
/// merge all the child object Bounds a return it
AxisAlignedBox getChildObjectsBoundingBox(void) const;
/** Overridden - see MovableObject.
*/
void _updateRenderQueue(RenderQueue* queue);
/** Overridden from MovableObject */
const String& getMovableType(void) const;
/** For entities based on animated meshes, gets the AnimationState object for a single animation.
@remarks
You animate an entity by updating the animation state objects. Each of these represents the
current state of each animation available to the entity. The AnimationState objects are
initialised from the Mesh object.
*/
AnimationState* getAnimationState(const String& name) const;
/** For entities based on animated meshes, gets the AnimationState objects for all animations.
@returns
In case the entity is animated, this functions returns the pointer to a AnimationStateSet
containing all animations of the entries. If the entity is not animated, it returns 0.
@remarks
You animate an entity by updating the animation state objects. Each of these represents the
current state of each animation available to the entity. The AnimationState objects are
initialised from the Mesh object.
*/
AnimationStateSet* getAllAnimationStates(void) const;
/** Tells the Entity whether or not it should display it's skeleton, if it has one.
*/
void setDisplaySkeleton(bool display);
/** Returns whether or not the entity is currently displaying its skeleton.
*/
bool getDisplaySkeleton(void) const;
/** Gets a pointer to the entity representing the numbered manual level of detail.
@remarks
The zero-based index never includes the original entity, unlike
Mesh::getLodLevel.
*/
Entity* getManualLodLevel(size_t index) const;
/** Returns the number of manual levels of detail that this entity supports.
@remarks
This number never includes the original entity, it is difference
with Mesh::getNumLodLevels.
*/
size_t getNumManualLodLevels(void) const;
/** Returns the current LOD used to render
*/
ushort getCurrentLodIndex() { return mMeshLodIndex; }
/** Sets a level-of-detail bias for the mesh detail of this entity.
@remarks
Level of detail reduction is normally applied automatically based on the Mesh
settings. However, it is possible to influence this behaviour for this entity
by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this
entity up or down depending on your requirements. You might want to use this
if there was a particularly important entity in your scene which you wanted to
detail better than the others, such as a player model.
@par
There are three parameters to this method; the first is a factor to apply; it
defaults to 1.0 (no change), by increasing this to say 2.0, this model would
take twice as long to reduce in detail, whilst at 0.5 this entity would use lower
detail versions twice as quickly. The other 2 parameters are hard limits which
let you set the maximum and minimum level-of-detail version to use, after all
other calculations have been made. This lets you say that this entity should
never be simplified, or that it can only use LODs below a certain level even
when right next to the camera.
@param factor Proportional factor to apply to the distance at which LOD is changed.
Higher values increase the distance at which higher LODs are displayed (2.0 is
twice the normal distance, 0.5 is half).
@param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
indexes are higher detail: index 0 is the original full detail model).
@param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
indexes are lower detail). Use something like 99 if you want unlimited LODs (the actual
LOD will be limited by the number in the Mesh)
*/
void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
/** Sets a level-of-detail bias for the material detail of this entity.
@remarks
Level of detail reduction is normally applied automatically based on the Material
settings. However, it is possible to influence this behaviour for this entity
by adjusting the LOD bias. This 'nudges' the material level of detail used for this
entity up or down depending on your requirements. You might want to use this
if there was a particularly important entity in your scene which you wanted to
detail better than the others, such as a player model.
@par
There are three parameters to this method; the first is a factor to apply; it
defaults to 1.0 (no change), by increasing this to say 2.0, this entity would
take twice as long to use a lower detail material, whilst at 0.5 this entity
would use lower detail versions twice as quickly. The other 2 parameters are
hard limits which let you set the maximum and minimum level-of-detail index
to use, after all other calculations have been made. This lets you say that
this entity should never be simplified, or that it can only use LODs below
a certain level even when right next to the camera.
@param factor Proportional factor to apply to the distance at which LOD is changed.
Higher values increase the distance at which higher LODs are displayed (2.0 is
twice the normal distance, 0.5 is half).
@param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
indexes are higher detail: index 0 is the original full detail model).
@param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
LOD will be limited by the number of lod indexes used in the Material)
*/
void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
/** Sets whether the polygon mode of this entire entity may be
overridden by the camera detail settings.
*/
void setPolygonModeOverrideable(bool PolygonModeOverrideable);
/** Attaches another object to a certain bone of the skeleton which this entity uses.
@remarks
This method can be used to attach another object to an animated part of this entity,
by attaching it to a bone in the skeleton (with an offset if required). As this entity
is animated, the attached object will move relative to the bone to which it is attached.
@par
An exception is thrown if the movable object is already attached to the bone, another bone or scenenode.
If the entity has no skeleton or the bone name cannot be found then an exception is thrown.
@param boneName The name of the bone (in the skeleton) to attach this object
@param pMovable Pointer to the object to attach
@param offsetOrientation An adjustment to the orientation of the attached object, relative to the bone.
@param offsetPosition An adjustment to the position of the attached object, relative to the bone.
@returns The TagPoint to which the object has been attached
*/
TagPoint* attachObjectToBone(const String &boneName,
MovableObject *pMovable,
const Quaternion &offsetOrientation = Quaternion::IDENTITY,
const Vector3 &offsetPosition = Vector3::ZERO);
/** Detach a MovableObject previously attached using attachObjectToBone.
If the movable object name is not found then an exception is raised.
@param movableName is the name of the movable object to be detached.
*/
MovableObject* detachObjectFromBone(const String &movableName);
/** Detaches an object by pointer.
@remarks
Use this method to destroy a MovableObject which is attached to a bone of belonging this entity.
But sometimes the object may be not in the child object list because it is a lod entity,
this method can safely detect and ignore in this case and won't raise an exception.
*/
void detachObjectFromBone(MovableObject* obj);
/// Detach all MovableObjects previously attached using attachObjectToBone
void detachAllObjectsFromBone(void);
typedef MapIterator<ChildObjectList> ChildObjectListIterator;
/** Gets an iterator to the list of objects attached to bones on this entity. */
ChildObjectListIterator getAttachedObjectIterator(void);
/** @see MovableObject::getBoundingRadius */
Real getBoundingRadius(void) const;
/** @copy MovableObject::getWorldBoundingBox */
const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const;
/** @copy MovableObject::getWorldBoundingSphere */
const Sphere& getWorldBoundingSphere(bool derive = false) const;
/** Overridden member from ShadowCaster. */
EdgeData* getEdgeList(void);
/** Overridden member from ShadowCaster. */
bool hasEdgeList(void);
/** Overridden member from ShadowCaster. */
ShadowRenderableListIterator getShadowVolumeRenderableIterator(
ShadowTechnique shadowTechnique, const Light* light,
HardwareIndexBufferSharedPtr* indexBuffer,
bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 );
/** Internal method for retrieving bone matrix information. */
const Matrix4* _getBoneMatrices(void) const { return mBoneMatrices;}
/** Internal method for retrieving bone matrix information. */
unsigned short _getNumBoneMatrices(void) const { return mNumBoneMatrices; }
/** Returns whether or not this entity is skeletally animated. */
bool hasSkeleton(void) const { return mSkeletonInstance != 0; }
/** Get this Entity's personal skeleton instance. */
SkeletonInstance* getSkeleton(void) const { return mSkeletonInstance; }
/** Returns whether or not hardware animation is enabled.
@remarks
Because fixed-function indexed vertex blending is rarely supported
by existing graphics cards, hardware animation can only be done if
the vertex programs in the materials used to render an entity support
it. Therefore, this method will only return true if all the materials
assigned to this entity have vertex programs assigned, and all those
vertex programs must support 'includes_morph_animation true' if using
morph animation, 'includes_pose_animation true' if using pose animation
and 'includes_skeletal_animation true' if using skeletal animation.
*/
bool isHardwareAnimationEnabled(void) const { return mHardwareAnimation; }
/** Overridden from MovableObject */
void _notifyAttached(Node* parent, bool isTagPoint = false);
/** Returns the number of requests that have been made for software animation
@remarks
If non-zero then software animation will be performed in updateAnimation
regardless of the current setting of isHardwareAnimationEnabled or any
internal optimise for eliminate software animation. Requests for software
animation are made by calling the addSoftwareAnimationRequest() method.
*/
int getSoftwareAnimationRequests(void) const { return mSoftwareAnimationRequests; }
/** Returns the number of requests that have been made for software animation of normals
@remarks
If non-zero, and getSoftwareAnimationRequests() also returns non-zero,
then software animation of normals will be performed in updateAnimation
regardless of the current setting of isHardwareAnimationEnabled or any
internal optimise for eliminate software animation. Currently it is not
possible to force software animation of only normals. Consequently this
value is always less than or equal to that returned by getSoftwareAnimationRequests().
Requests for software animation of normals are made by calling the
addSoftwareAnimationRequest() method with 'true' as the parameter.
*/
int getSoftwareAnimationNormalsRequests(void) const { return mSoftwareAnimationNormalsRequests; }
/** Add a request for software animation
@remarks
Tells the entity to perform animation calculations for skeletal/vertex
animations in software, regardless of the current setting of
isHardwareAnimationEnabled(). Software animation will be performed
any time one or more requests have been made. If 'normalsAlso' is
'true', then the entity will also do software blending on normal
vectors, in addition to positions. This advanced method useful for
situations in which access to actual mesh vertices is required,
such as accurate collision detection or certain advanced shading
techniques. When software animation is no longer needed,
the caller of this method should always remove the request by calling
removeSoftwareAnimationRequest(), passing the same value for
'normalsAlso'.
*/
void addSoftwareAnimationRequest(bool normalsAlso);
/** Removes a request for software animation
@remarks
Calling this decrements the entity's internal counter of the number
of requests for software animation. If the counter is already zero
then calling this method throws an exception. The 'normalsAlso'
flag if set to 'true' will also decrement the internal counter of
number of requests for software animation of normals.
*/
void removeSoftwareAnimationRequest(bool normalsAlso);
/** Shares the SkeletonInstance with the supplied entity.
* Note that in order for this to work, both entities must have the same
* Skeleton.
*/
void shareSkeletonInstanceWith(Entity* entity);
/** Returns whether or not this entity is either morph or pose animated.
*/
bool hasVertexAnimation(void) const;
/** Stops sharing the SkeletonInstance with other entities.
*/
void stopSharingSkeletonInstance();
/**
* Returns whether this entity shares it's SkeltonInstance with other entity instances.
*/
inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; }
/**
* Returns a pointer to the set of entities which share a SkeletonInstance.
* If this instance does not share it's SkeletonInstance with other instances NULL will be returned
*/
inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; }
/** Updates the internal animation state set to include the latest
available animations from the attached skeleton.
@remarks
Use this method if you manually add animations to a skeleton, or have
linked the skeleton to another for animation purposes since creating
this entity.
@note
If you have called getAnimationState prior to calling this method,
the pointers will still remain valid.
*/
void refreshAvailableAnimationState(void);
/** Advanced method to perform all the updates required for an animated entity.
@remarks
You don't normally need to call this, but it's here in case you wish
to manually update the animation of an Entity at a specific point in
time. Animation will not be updated more than once a frame no matter
how many times you call this method.
*/
void _updateAnimation(void);
/** Tests if any animation applied to this entity.
@remarks
An entity is animated if any animation state is enabled, or any manual bone
applied to the skeleton.
*/
bool _isAnimated(void) const;
/** Tests if skeleton was animated.
*/
bool _isSkeletonAnimated(void) const;
/** Advanced method to get the temporarily blended skeletal vertex information
for entities which are software skinned.
@remarks
Internal engine will eliminate software animation if possible, this
information is unreliable unless added request for software animation
via addSoftwareAnimationRequest.
@note
The positions/normals of the returned vertex data is in object space.
*/
VertexData* _getSkelAnimVertexData(void) const;
/** Advanced method to get the temporarily blended software vertex animation information
@remarks
Internal engine will eliminate software animation if possible, this
information is unreliable unless added request for software animation
via addSoftwareAnimationRequest.
@note
The positions/normals of the returned vertex data is in object space.
*/
VertexData* _getSoftwareVertexAnimVertexData(void) const;
/** Advanced method to get the hardware morph vertex information
@note
The positions/normals of the returned vertex data is in object space.
*/
VertexData* _getHardwareVertexAnimVertexData(void) const;
/** Advanced method to get the temp buffer information for software
skeletal animation.
*/
TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void);
/** Advanced method to get the temp buffer information for software
morph animation.
*/
TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void);
/// Override to return specific type flag
uint32 getTypeFlags(void) const;
/// Retrieve the VertexData which should be used for GPU binding
VertexData* getVertexDataForBinding(void);
/// Identify which vertex data we should be sending to the renderer
enum VertexDataBindChoice
{
BIND_ORIGINAL,
BIND_SOFTWARE_SKELETAL,
BIND_SOFTWARE_MORPH,
BIND_HARDWARE_MORPH
};
/// Choose which vertex data to bind to the renderer
VertexDataBindChoice chooseVertexDataForBinding(bool hasVertexAnim) const;
/** Are buffers already marked as vertex animated? */
bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; }
/** Mark just this vertex data as animated.
*/
void _markBuffersUsedForAnimation(void);
/** Has this Entity been initialised yet?
@remarks
If this returns false, it means this Entity hasn't been completely
constructed yet from the underlying resources (Mesh, Skeleton), which
probably means they were delay-loaded and aren't available yet. This
Entity won't render until it has been successfully initialised, nor
will many of the manipulation methods function.
*/
bool isInitialised(void) const { return mInitialised; }
/** Try to initialise the Entity from the underlying resources.
@remarks
This method builds the internal structures of the Entity based on it
resources (Mesh, Skeleton). This may or may not succeed if the
resources it references have been earmarked for background loading,
so you should check isInitialised afterwards to see if it was sucessful.
@param forceReinitialise If true, this forces the Entity to tear down it's
internal structures and try to rebuild them. Useful if you changed the
content of a Mesh or Skeleton at runtime.
*/
void _initialise(bool forceReinitialise = false);
/** Tear down the internal structures of this Entity, rendering it uninitialised. */
void _deinitialise(void);
/** Resource::Listener hook to notify Entity that a delay-loaded Mesh is
complete.
*/
void backgroundLoadingComplete(Resource* res);
/// @copydoc MovableObject::visitRenderables
void visitRenderables(Renderable::Visitor* visitor,
bool debugRenderables = false);
/** Get the lod strategy transformation of the mesh lod factor. */
Real _getMeshLodFactorTransformed() const;
/** Entity's skeleton's AnimationState will not be automatically updated when set to true.
Useful if you wish to handle AnimationState updates manually.
*/
void setSkipAnimationStateUpdate(bool skip) {
mSkipAnimStateUpdates = skip;
}
/** Entity's skeleton's AnimationState will not be automatically updated when set to true.
Useful if you wish to handle AnimationState updates manually.
*/
bool getSkipAnimationStateUpdate() const {
return mSkipAnimStateUpdates;
}
};
/** Factory object for creating Entity instances */
class _OgreExport EntityFactory : public MovableObjectFactory
{
protected:
MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
public:
EntityFactory() {}
~EntityFactory() {}
static String FACTORY_TYPE_NAME;
const String& getType(void) const;
void destroyInstance( MovableObject* obj);
};
/** @} */
/** @} */
} // namespace
#endif
|