| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Fabian 'x3n' Landau | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 |   @file Model.h | 
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| 31 |   @brief Definition of Model Class | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #ifndef _Model_H__ | 
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| 35 | #define _Model_H__ | 
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| 36 |  | 
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| 37 | #include "OrxonoxPrereqs.h" | 
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| 38 |  | 
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| 39 | #include <string> | 
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| 40 | #include "tools/Mesh.h" | 
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| 41 | #include "RenderQueueListener.h" | 
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| 42 | #include "worldentities/StaticEntity.h" | 
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| 43 |  | 
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| 44 | namespace orxonox | 
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| 45 | { | 
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| 46 |     class _OrxonoxExport Model : public StaticEntity | 
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| 47 |     { | 
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| 48 |         /** | 
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| 49 |         @brief | 
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| 50 |             The class Model stores a Mesh and some additional properties, so you can easily render any Model and apply different effects to it. | 
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| 51 |              | 
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| 52 |             You can assign any Material to any Mesh to completely change the way it looks, to further add versatility you can also assign the Model | 
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| 53 |             to a render queue group, to enable proper rendering of fancy effect like glowing edges around objects with alpha blending. | 
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| 54 |         */ | 
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| 55 |         public: | 
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| 56 |             Model(Context* context); | 
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| 57 |             virtual ~Model(); | 
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| 58 |  | 
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| 59 |             void setConfigValues(); | 
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| 60 |  | 
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| 61 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| 62 |  | 
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| 63 |             virtual void changedVisibility() override; | 
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| 64 |  | 
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| 65 |             inline const Mesh& getMesh() const | 
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| 66 |                 { return this->mesh_; } | 
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| 67 |  | 
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| 68 |             inline void setMeshSource(const std::string& meshname) | 
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| 69 |                 { this->meshSrc_ = meshname; this->changedMesh(); } | 
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| 70 |             inline const std::string& getMeshSource() const | 
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| 71 |                 { return this->meshSrc_; } | 
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| 72 |  | 
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| 73 |             inline void setRenderQueueGroup(const std::string& renderQueueGroup) | 
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| 74 |                 { this->renderQueueGroup_ = getRenderQueueGroupID(renderQueueGroup); this->changedRenderQueueGroup(); } | 
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| 75 |             inline const int getRenderQueueGroup() const | 
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| 76 |                 { return this->renderQueueGroup_; } | 
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| 77 |  | 
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| 78 |             inline void setCastShadows(bool bCastShadows) | 
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| 79 |                 { this->bCastShadows_ = bCastShadows; this->changedShadows(); } | 
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| 80 |             inline bool getCastShadows() const | 
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| 81 |                 { return this->bCastShadows_; } | 
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| 82 |  | 
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| 83 |             inline void setMaterial(const std::string& materialname) | 
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| 84 |                 { this->materialName_ = materialname; this->changedMaterial(); } | 
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| 85 |             inline const std::string& getMaterial() const | 
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| 86 |                 { return this->materialName_; } | 
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| 87 |  | 
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| 88 |             void setSubMaterial(const std::string& name, const int index); | 
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| 89 |  | 
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| 90 |         protected: | 
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| 91 |             inline Mesh& getMesh() | 
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| 92 |                 { return this->mesh_; } | 
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| 93 |  | 
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| 94 |             inline void setLodEnabled(bool bLodEnabled) | 
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| 95 |                 { this->bLodEnabled_ = bLodEnabled; } | 
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| 96 |  | 
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| 97 |         private: | 
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| 98 |             /** | 
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| 99 |             @brief | 
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| 100 |                 This function turns a string from XML Port into a usable ID for the rendering system | 
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| 101 |                 It defaults to the main queue if the group isn't recognized. | 
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| 102 |                  | 
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| 103 |             @param renderQueueGroup | 
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| 104 |                 This is a string representing the render queue group. Accepted values: | 
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| 105 |                 main, stencil glow, stencil object | 
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| 106 |             */ | 
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| 107 |             const unsigned int getRenderQueueGroupID(const std::string& renderQueueGroup) const; | 
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| 108 |  | 
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| 109 |             void registerVariables(); | 
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| 110 |             void changedMesh(); | 
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| 111 |             void changedRenderQueueGroup(); | 
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| 112 |             void changedMaterial(); | 
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| 113 |             void changedShadows(); | 
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| 114 |  | 
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| 115 |             //LoD | 
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| 116 |             void enableLod(); | 
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| 117 |  | 
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| 118 |             template <class T> | 
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| 119 |             void addLodDistanceToList(T& list, float distance); | 
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| 120 |  | 
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| 121 |             inline void setLodLevel(float lodLevel) | 
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| 122 |                 { this->lodLevel_ =  lodLevel; } | 
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| 123 |             inline float getLodLevel() const | 
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| 124 |                 { return this->lodLevel_; } | 
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| 125 |             float getBiggestScale(Vector3 scale3d); | 
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| 126 |  | 
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| 127 |             std::string meshSrc_; //!< This string stores the path where the mesh is stored | 
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| 128 |             Mesh mesh_; //!< This is the mesh object linked to this Object, it stores the data from the mesh file in a usable format for the Ogre engine | 
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| 129 |             bool bCastShadows_; //!< This value determines whether a Model is casting a shadow or not, turn it off to save performance, when not needed | 
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| 130 |             unsigned int renderQueueGroup_; //!< This variable stores which render queue group this object is assigned to | 
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| 131 |             std::string materialName_; //!< This string stores the name of the material to be applied to the mesh/model | 
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| 132 |  | 
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| 133 |             //LoD | 
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| 134 |             bool bGlobalEnableLod_; //!< Has LoD been turned on in the graphics configuration? | 
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| 135 |             float lodLevel_; //!< Standard LoD Level | 
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| 136 |             bool bLodEnabled_; //!< Is LoD to be used on this model? | 
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| 137 |             unsigned int numLodLevels_; //!< How many LoD does this model feature | 
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| 138 |             float lodReductionRate_; //!< How fast should be switched to lower LoDs | 
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| 139 |  | 
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| 140 |     }; | 
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| 141 | } | 
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| 142 |  | 
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| 143 | #endif /* _Model_H__ */ | 
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