| 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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