| [2072] | 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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| [11080] | 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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| [2072] | 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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| [3196] | 38 |  | 
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 | 39 | #include <string> | 
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 | 40 | #include "tools/Mesh.h" | 
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| [11080] | 41 | #include "RenderQueueListener.h" | 
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| [5737] | 42 | #include "worldentities/StaticEntity.h" | 
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| [2072] | 43 |  | 
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 | 44 | namespace orxonox | 
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 | 45 | { | 
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| [2662] | 46 |     class _OrxonoxExport Model : public StaticEntity | 
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| [2072] | 47 |     { | 
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| [11080] | 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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| [2072] | 55 |         public: | 
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| [9667] | 56 |             Model(Context* context); | 
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| [2072] | 57 |             virtual ~Model(); | 
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 | 58 |  | 
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| [7166] | 59 |             void setConfigValues(); | 
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 | 60 |  | 
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| [11071] | 61 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| [2072] | 62 |  | 
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| [11071] | 63 |             virtual void changedVisibility() override; | 
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| [2072] | 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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| [11080] | 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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| [2072] | 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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| [11080] | 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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| [11783] | 88 |             void setSubMaterial(const std::string& name, const int index); | 
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 | 89 |  | 
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| [7163] | 90 |         protected: | 
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| [11795] | 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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| [11080] | 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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| [7163] | 109 |             void registerVariables(); | 
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| [2072] | 110 |             void changedMesh(); | 
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| [11080] | 111 |             void changedRenderQueueGroup(); | 
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 | 112 |             void changedMaterial(); | 
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| [2072] | 113 |             void changedShadows(); | 
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 | 114 |  | 
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| [7163] | 115 |             //LoD | 
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| [7166] | 116 |             void enableLod(); | 
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 | 117 |  | 
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| [11795] | 118 |             template <class T> | 
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 | 119 |             void addLodDistanceToList(T& list, float distance); | 
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 | 120 |  | 
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| [7163] | 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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| [11080] | 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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| [7163] | 132 |  | 
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 | 133 |             //LoD | 
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| [11080] | 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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| [7163] | 139 |  | 
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| [2072] | 140 |     }; | 
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 | 141 | } | 
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 | 142 |  | 
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| [2662] | 143 | #endif /* _Model_H__ */ | 
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