1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | |
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30 | #ifndef __OgreManualObject_H__ |
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31 | #define __OgreManualObject_H__ |
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32 | |
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33 | #include "OgrePrerequisites.h" |
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34 | #include "OgreMovableObject.h" |
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35 | #include "OgreRenderable.h" |
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36 | #include "OgreResourceGroupManager.h" |
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37 | |
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38 | |
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39 | namespace Ogre |
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40 | { |
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41 | /** Class providing a much simplified interface to generating manual |
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42 | objects with custom geometry. |
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43 | @remarks |
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44 | Building one-off geometry objects manually usually requires getting |
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45 | down and dirty with the vertex buffer and vertex declaration API, |
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46 | which some people find a steep learning curve. This class gives you |
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47 | a simpler interface specifically for the purpose of building a |
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48 | 3D object simply and quickly. Note that if you intend to instance your |
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49 | object you will still need to become familiar with the Mesh class. |
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50 | @par |
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51 | This class draws heavily on the interface for OpenGL |
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52 | immediate-mode (glBegin, glVertex, glNormal etc), since this |
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53 | is generally well-liked by people. There are a couple of differences |
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54 | in the results though - internally this class still builds hardware |
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55 | buffers which can be re-used, so you can render the resulting object |
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56 | multiple times without re-issuing all the same commands again. |
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57 | Secondly, the rendering is not immediate, it is still queued just like |
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58 | all OGRE objects. This makes this object more efficient than the |
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59 | equivalent GL immediate-mode commands, so it's feasible to use it for |
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60 | large objects if you really want to. |
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61 | @par |
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62 | To construct some geometry with this object: |
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63 | -# If you know roughly how many vertices (and indices, if you use them) |
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64 | you're going to submit, call estimateVertexCount and estimateIndexCount. |
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65 | This is not essential but will make the process more efficient by saving |
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66 | memory reallocations. |
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67 | -# Call begin() to begin entering data |
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68 | -# For each vertex, call position(), normal(), textureCoord(), colour() |
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69 | to define your vertex data. Note that each time you call position() |
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70 | you start a new vertex. Note that the first vertex defines the |
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71 | components of the vertex - you can't add more after that. For example |
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72 | if you didn't call normal() in the first vertex, you cannot call it |
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73 | in any others. You ought to call the same combination of methods per |
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74 | vertex. |
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75 | -# If you want to define triangles (or lines/points) by indexing into the vertex list, |
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76 | you can call index() as many times as you need to define them. |
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77 | If you don't do this, the class will assume you want triangles drawn |
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78 | directly as defined by the vertex list, ie non-indexed geometry. Note |
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79 | that stencil shadows are only supported on indexed geometry, and that |
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80 | indexed geometry is a little faster; so you should try to use it. |
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81 | -# Call end() to finish entering data. |
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82 | -# Optionally repeat the begin-end cycle if you want more geometry |
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83 | using different rendering operation types, or different materials |
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84 | After calling end(), the class will organise the data for that section |
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85 | internally and make it ready to render with. Like any other |
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86 | MovableObject you should attach the object to a SceneNode to make it |
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87 | visible. Other aspects like the relative render order can be controlled |
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88 | using standard MovableObject methods like setRenderQueueGroup. |
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89 | @par |
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90 | You can also use beginUpdate() to alter the geometry later on if you wish. |
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91 | If you do this, you should call setDynamic(true) before your first call |
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92 | to begin(), and also consider using estimateVertexCount / estimateIndexCount |
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93 | if your geometry is going to be growing, to avoid buffer recreation during |
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94 | growth. |
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95 | @par |
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96 | Note that like all OGRE geometry, triangles should be specified in |
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97 | anti-clockwise winding order (whether you're doing it with just |
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98 | vertices, or using indexes too). That is to say that the front of the |
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99 | face is the one where the vertices are listed in anti-clockwise order. |
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100 | */ |
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101 | class _OgreExport ManualObject : public MovableObject |
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102 | { |
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103 | public: |
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104 | ManualObject(const String& name); |
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105 | virtual ~ManualObject(); |
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106 | |
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107 | //pre-declare ManualObjectSection |
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108 | class ManualObjectSection; |
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109 | |
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110 | /** Completely clear the contents of the object. |
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111 | @remarks |
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112 | Clearing the contents of this object and rebuilding from scratch |
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113 | is not the optimal way to manage dynamic vertex data, since the |
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114 | buffers are recreated. If you want to keep the same structure but |
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115 | update the content within that structure, use beginUpdate() instead |
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116 | of clear() begin(). However if you do want to modify the structure |
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117 | from time to time you can do so by clearing and re-specifying the data. |
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118 | */ |
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119 | virtual void clear(void); |
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120 | |
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121 | /** Estimate the number of vertices ahead of time. |
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122 | @remarks |
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123 | Calling this helps to avoid memory reallocation when you define |
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124 | vertices. Also very handy when using beginUpdate() to manage dynamic |
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125 | data - you can make the vertex buffers a little larger than their |
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126 | initial needs to allow for growth later with this method. |
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127 | */ |
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128 | virtual void estimateVertexCount(size_t vcount); |
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129 | |
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130 | /** Estimate the number of indices ahead of time. |
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131 | @remarks |
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132 | Calling this helps to avoid memory reallocation when you define |
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133 | indices. Also very handy when using beginUpdate() to manage dynamic |
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134 | data - you can make the index buffer a little larger than the |
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135 | initial need to allow for growth later with this method. |
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136 | */ |
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137 | virtual void estimateIndexCount(size_t icount); |
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138 | |
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139 | /** Start defining a part of the object. |
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140 | @remarks |
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141 | Each time you call this method, you start a new section of the |
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142 | object with its own material and potentially its own type of |
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143 | rendering operation (triangles, points or lines for example). |
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144 | @param materialName The name of the material to render this part of the |
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145 | object with. |
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146 | @param opType The type of operation to use to render. |
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147 | */ |
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148 | virtual void begin(const String& materialName, |
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149 | RenderOperation::OperationType opType = RenderOperation::OT_TRIANGLE_LIST); |
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150 | |
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151 | /** Use before defining gometry to indicate that you intend to update the |
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152 | geometry regularly and want the internal structure to reflect that. |
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153 | */ |
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154 | virtual void setDynamic(bool dyn) { mDynamic = dyn; } |
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155 | /** Gets whether this object is marked as dynamic */ |
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156 | virtual bool getDynamic() const { return mDynamic; } |
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157 | |
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158 | /** Start the definition of an update to a part of the object. |
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159 | @remarks |
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160 | Using this method, you can update an existing section of the object |
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161 | efficiently. You do not have the option of changing the operation type |
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162 | obviously, since it must match the one that was used before. |
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163 | @note If your sections are changing size, particularly growing, use |
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164 | estimateVertexCount and estimateIndexCount to pre-size the buffers a little |
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165 | larger than the initial needs to avoid buffer reconstruction. |
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166 | @param sectionIndex The index of the section you want to update. The first |
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167 | call to begin() would have created section 0, the second section 1, etc. |
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168 | */ |
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169 | virtual void beginUpdate(size_t sectionIndex); |
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170 | /** Add a vertex position, starting a new vertex at the same time. |
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171 | @remarks A vertex position is slightly special among the other vertex data |
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172 | methods like normal() and textureCoord(), since calling it indicates |
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173 | the start of a new vertex. All other vertex data methods you call |
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174 | after this are assumed to be adding more information (like normals or |
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175 | texture coordinates) to the last vertex started with position(). |
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176 | */ |
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177 | virtual void position(const Vector3& pos); |
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178 | /// @copydoc ManualObject::position(const Vector3&) |
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179 | virtual void position(Real x, Real y, Real z); |
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180 | |
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181 | /** Add a vertex normal to the current vertex. |
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182 | @remarks |
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183 | Vertex normals are most often used for dynamic lighting, and |
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184 | their components should be normalised. |
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185 | */ |
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186 | virtual void normal(const Vector3& norm); |
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187 | /// @copydoc ManualObject::normal(const Vector3&) |
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188 | virtual void normal(Real x, Real y, Real z); |
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189 | |
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190 | /** Add a texture coordinate to the current vertex. |
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191 | @remarks |
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192 | You can call this method multiple times between position() calls |
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193 | to add multiple texture coordinates to a vertex. Each one can have |
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194 | between 1 and 3 dimensions, depending on your needs, although 2 is |
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195 | most common. There are several versions of this method for the |
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196 | variations in number of dimensions. |
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197 | */ |
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198 | virtual void textureCoord(Real u); |
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199 | /// @copydoc ManualObject::textureCoord(Real) |
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200 | virtual void textureCoord(Real u, Real v); |
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201 | /// @copydoc ManualObject::textureCoord(Real) |
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202 | virtual void textureCoord(Real u, Real v, Real w); |
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203 | /// @copydoc ManualObject::textureCoord(Real) |
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204 | virtual void textureCoord(const Vector2& uv); |
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205 | /// @copydoc ManualObject::textureCoord(Real) |
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206 | virtual void textureCoord(const Vector3& uvw); |
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207 | |
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208 | /** Add a vertex colour to a vertex. |
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209 | */ |
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210 | virtual void colour(const ColourValue& col); |
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211 | /** Add a vertex colour to a vertex. |
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212 | @param r,g,b,a Colour components expressed as floating point numbers from 0-1 |
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213 | */ |
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214 | virtual void colour(Real r, Real g, Real b, Real a = 1.0f); |
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215 | |
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216 | /** Add a vertex index to construct faces / lines / points via indexing |
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217 | rather than just by a simple list of vertices. |
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218 | @remarks |
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219 | You will have to call this 3 times for each face for a triangle list, |
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220 | or use the alternative 3-parameter version. Other operation types |
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221 | require different numbers of indexes, @see RenderOperation::OperationType. |
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222 | @note |
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223 | 32-bit indexes are not supported on all cards which is why this |
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224 | class only allows 16-bit indexes, for simplicity and ease of use. |
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225 | @param idx A vertex index from 0 to 65535. |
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226 | */ |
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227 | virtual void index(uint16 idx); |
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228 | /** Add a set of 3 vertex indices to construct a triangle; this is a |
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229 | shortcut to calling index() 3 times. It is only valid for triangle |
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230 | lists. |
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231 | @note |
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232 | 32-bit indexes are not supported on all cards which is why this |
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233 | class only allows 16-bit indexes, for simplicity and ease of use. |
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234 | @param i1, i2, i3 3 vertex indices from 0 to 65535 defining a face. |
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235 | */ |
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236 | virtual void triangle(uint16 i1, uint16 i2, uint16 i3); |
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237 | /** Add a set of 4 vertex indices to construct a quad (out of 2 |
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238 | triangles); this is a shortcut to calling index() 6 times, |
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239 | or triangle() twice. It's only valid for triangle list operations. |
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240 | @note |
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241 | 32-bit indexes are not supported on all cards which is why this |
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242 | class only allows 16-bit indexes, for simplicity and ease of use. |
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243 | @param i1, i2, i3 3 vertex indices from 0 to 65535 defining a face. |
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244 | */ |
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245 | virtual void quad(uint16 i1, uint16 i2, uint16 i3, uint16 i4); |
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246 | |
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247 | /** Finish defining the object and compile the final renderable version. |
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248 | @note |
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249 | Will return a pointer to the finished section or NULL if the section was discarded (i.e. has zero vertices/indices). |
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250 | */ |
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251 | virtual ManualObjectSection* end(void); |
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252 | |
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253 | /** Alter the material for a subsection of this object after it has been |
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254 | specified. |
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255 | @remarks |
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256 | You specify the material to use on a section of this object during the |
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257 | call to begin(), however if you want to change the material afterwards |
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258 | you can do so by calling this method. |
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259 | @param subIndex The index of the subsection to alter |
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260 | @param name The name of the new material to use |
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261 | */ |
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262 | virtual void setMaterialName(size_t subindex, const String& name); |
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263 | |
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264 | /** Convert this object to a Mesh. |
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265 | @remarks |
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266 | After you've finished building this object, you may convert it to |
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267 | a Mesh if you want in order to be able to create many instances of |
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268 | it in the world (via Entity). This is optional, since this instance |
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269 | can be directly attached to a SceneNode itself, but of course only |
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270 | one instance of it can exist that way. |
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271 | @note Only objects which use indexed geometry may be converted to a mesh. |
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272 | @param meshName The name to give the mesh |
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273 | @param groupName The resource group to create the mesh in |
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274 | */ |
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275 | virtual MeshPtr convertToMesh(const String& meshName, |
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276 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); |
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277 | |
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278 | /** Sets whether or not to use an 'identity' projection. |
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279 | @remarks |
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280 | Usually ManualObjects will use a projection matrix as determined |
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281 | by the active camera. However, if they want they can cancel this out |
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282 | and use an identity projection, which effectively projects in 2D using |
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283 | a {-1, 1} view space. Useful for overlay rendering. Normally you don't |
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284 | need to change this. The default is false. |
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285 | @see ManualObject::getUseIdentityProjection |
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286 | */ |
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287 | void setUseIdentityProjection(bool useIdentityProjection); |
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288 | |
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289 | /** Returns whether or not to use an 'identity' projection. |
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290 | @remarks |
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291 | Usually ManualObjects will use a projection matrix as determined |
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292 | by the active camera. However, if they want they can cancel this out |
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293 | and use an identity projection, which effectively projects in 2D using |
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294 | a {-1, 1} view space. Useful for overlay rendering. Normally you don't |
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295 | need to change this. |
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296 | @see ManualObject::setUseIdentityProjection |
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297 | */ |
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298 | bool getUseIdentityProjection(void) const { return mUseIdentityProjection; } |
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299 | |
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300 | /** Sets whether or not to use an 'identity' view. |
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301 | @remarks |
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302 | Usually ManualObjects will use a view matrix as determined |
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303 | by the active camera. However, if they want they can cancel this out |
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304 | and use an identity matrix, which means all geometry is assumed |
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305 | to be relative to camera space already. Useful for overlay rendering. |
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306 | Normally you don't need to change this. The default is false. |
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307 | @see ManualObject::getUseIdentityView |
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308 | */ |
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309 | void setUseIdentityView(bool useIdentityView); |
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310 | |
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311 | /** Returns whether or not to use an 'identity' view. |
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312 | @remarks |
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313 | Usually ManualObjects will use a view matrix as determined |
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314 | by the active camera. However, if they want they can cancel this out |
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315 | and use an identity matrix, which means all geometry is assumed |
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316 | to be relative to camera space already. Useful for overlay rendering. |
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317 | Normally you don't need to change this. |
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318 | @see ManualObject::setUseIdentityView |
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319 | */ |
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320 | bool getUseIdentityView(void) const { return mUseIdentityView; } |
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321 | |
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322 | /** Sets the bounding box. |
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323 | @remarks Call this after having finished creating sections to modify the |
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324 | bounding box. E.g. if you're using ManualObject to create 2D overlays |
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325 | you can call things function to set an infinite bounding box so that |
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326 | the object always stays visible when attached. |
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327 | @see ManualObject::setUseIdentityProjection, ManualObject::setUseIdentityView, |
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328 | AxisAlignedBox::setInfinite */ |
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329 | void setBoundingBox(const AxisAlignedBox& box) { mAABB = box; } |
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330 | |
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331 | /** Gets a pointer to a ManualObjectSection, ie a part of a ManualObject. |
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332 | */ |
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333 | ManualObjectSection* getSection(unsigned int index) const; |
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334 | |
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335 | /** Retrieves the number of ManualObjectSection objects making up this ManualObject. |
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336 | */ |
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337 | unsigned int getNumSections(void) const; |
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338 | |
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339 | // MovableObject overrides |
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340 | |
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341 | /** @copydoc MovableObject::getMovableType. */ |
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342 | const String& getMovableType(void) const; |
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343 | /** @copydoc MovableObject::getBoundingBox. */ |
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344 | const AxisAlignedBox& getBoundingBox(void) const; |
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345 | /** @copydoc MovableObject::getBoundingRadius. */ |
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346 | Real getBoundingRadius(void) const; |
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347 | /** @copydoc MovableObject::_updateRenderQueue. */ |
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348 | void _updateRenderQueue(RenderQueue* queue); |
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349 | /** Implement this method to enable stencil shadows. */ |
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350 | EdgeData* getEdgeList(void); |
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351 | /** Overridden member from ShadowCaster. */ |
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352 | bool hasEdgeList(void); |
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353 | /** Implement this method to enable stencil shadows. */ |
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354 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
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355 | ShadowTechnique shadowTechnique, const Light* light, |
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356 | HardwareIndexBufferSharedPtr* indexBuffer, |
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357 | bool extrudeVertices, Real extrusionDist, unsigned long flags = 0); |
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358 | |
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359 | |
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360 | /// Built, renderable section of geometry |
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361 | class _OgreExport ManualObjectSection : public Renderable |
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362 | { |
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363 | protected: |
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364 | ManualObject* mParent; |
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365 | String mMaterialName; |
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366 | mutable MaterialPtr mMaterial; |
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367 | RenderOperation mRenderOperation; |
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368 | |
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369 | public: |
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370 | ManualObjectSection(ManualObject* parent, const String& materialName, |
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371 | RenderOperation::OperationType opType); |
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372 | virtual ~ManualObjectSection(); |
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373 | |
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374 | /// Retrieve render operation for manipulation |
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375 | RenderOperation* getRenderOperation(void); |
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376 | /// Retrieve the material name in use |
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377 | const String& getMaterialName(void) const { return mMaterialName; } |
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378 | /// update the material name in use |
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379 | void setMaterialName(const String& name); |
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380 | |
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381 | // Renderable overrides |
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382 | /** @copydoc Renderable::getMaterial. */ |
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383 | const MaterialPtr& getMaterial(void) const; |
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384 | /** @copydoc Renderable::getRenderOperation. */ |
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385 | void getRenderOperation(RenderOperation& op); |
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386 | /** @copydoc Renderable::getWorldTransforms. */ |
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387 | void getWorldTransforms(Matrix4* xform) const; |
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388 | /** @copydoc Renderable::getWorldOrientation. */ |
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389 | const Quaternion& getWorldOrientation(void) const; |
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390 | /** @copydoc Renderable::getWorldPosition. */ |
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391 | const Vector3& getWorldPosition(void) const; |
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392 | /** @copydoc Renderable::getSquaredViewDepth. */ |
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393 | Real getSquaredViewDepth(const Ogre::Camera *) const; |
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394 | /** @copydoc Renderable::getLights. */ |
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395 | const LightList &getLights(void) const; |
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396 | |
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397 | }; |
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398 | /** Nested class to allow shadows. */ |
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399 | class _OgreExport ManualObjectSectionShadowRenderable : public ShadowRenderable |
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400 | { |
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401 | protected: |
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402 | ManualObject* mParent; |
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403 | // Shared link to position buffer |
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404 | HardwareVertexBufferSharedPtr mPositionBuffer; |
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405 | // Shared link to w-coord buffer (optional) |
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406 | HardwareVertexBufferSharedPtr mWBuffer; |
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407 | |
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408 | public: |
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409 | ManualObjectSectionShadowRenderable(ManualObject* parent, |
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410 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, |
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411 | bool createSeparateLightCap, bool isLightCap = false); |
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412 | ~ManualObjectSectionShadowRenderable(); |
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413 | /// Overridden from ShadowRenderable |
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414 | void getWorldTransforms(Matrix4* xform) const; |
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415 | /// Overridden from ShadowRenderable |
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416 | const Quaternion& getWorldOrientation(void) const; |
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417 | /// Overridden from ShadowRenderable |
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418 | const Vector3& getWorldPosition(void) const; |
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419 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; } |
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420 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; } |
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421 | |
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422 | }; |
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423 | |
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424 | typedef std::vector<ManualObjectSection*> SectionList; |
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425 | |
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426 | protected: |
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427 | /// Dynamic? |
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428 | bool mDynamic; |
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429 | /// List of subsections |
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430 | SectionList mSectionList; |
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431 | /// Current section |
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432 | ManualObjectSection* mCurrentSection; |
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433 | /// Are we updating? |
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434 | bool mCurrentUpdating; |
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435 | /// Temporary vertex structure |
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436 | struct TempVertex |
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437 | { |
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438 | Vector3 position; |
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439 | Vector3 normal; |
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440 | Vector3 texCoord[OGRE_MAX_TEXTURE_COORD_SETS]; |
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441 | ushort texCoordDims[OGRE_MAX_TEXTURE_COORD_SETS]; |
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442 | ColourValue colour; |
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443 | }; |
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444 | /// Temp storage |
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445 | TempVertex mTempVertex; |
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446 | /// First vertex indicator |
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447 | bool mFirstVertex; |
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448 | /// Temp vertex data to copy? |
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449 | bool mTempVertexPending; |
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450 | /// System-memory buffer whilst we establish the size required |
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451 | char* mTempVertexBuffer; |
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452 | /// System memory allocation size, in bytes |
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453 | size_t mTempVertexSize; |
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454 | /// System-memory buffer whilst we establish the size required |
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455 | uint16* mTempIndexBuffer; |
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456 | /// System memory allocation size, in bytes |
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457 | size_t mTempIndexSize; |
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458 | /// Current declaration vertex size |
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459 | size_t mDeclSize; |
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460 | /// Estimated vertex count |
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461 | size_t mEstVertexCount; |
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462 | /// Estimated index count |
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463 | size_t mEstIndexCount; |
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464 | /// Current texture coordinate |
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465 | ushort mTexCoordIndex; |
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466 | /// Bounding box |
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467 | AxisAlignedBox mAABB; |
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468 | /// Bounding sphere |
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469 | Real mRadius; |
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470 | /// Any indexed geoemtry on any sections? |
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471 | bool mAnyIndexed; |
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472 | /// Edge list, used if stencil shadow casting is enabled |
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473 | EdgeData* mEdgeList; |
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474 | /// List of shadow renderables |
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475 | ShadowRenderableList mShadowRenderables; |
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476 | /// Whether to use identity projection for sections |
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477 | bool mUseIdentityProjection; |
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478 | /// Whether to use identity view for sections |
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479 | bool mUseIdentityView; |
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480 | |
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481 | |
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482 | /// Delete temp buffers and reset init counts |
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483 | virtual void resetTempAreas(void); |
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484 | /// Resize the temp vertex buffer? |
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485 | virtual void resizeTempVertexBufferIfNeeded(size_t numVerts); |
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486 | /// Resize the temp index buffer? |
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487 | virtual void resizeTempIndexBufferIfNeeded(size_t numInds); |
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488 | |
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489 | /// Copy current temp vertex into buffer |
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490 | virtual void copyTempVertexToBuffer(void); |
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491 | |
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492 | }; |
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493 | |
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494 | |
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495 | /** Factory object for creating ManualObject instances */ |
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496 | class _OgreExport ManualObjectFactory : public MovableObjectFactory |
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497 | { |
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498 | protected: |
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499 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); |
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500 | public: |
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501 | ManualObjectFactory() {} |
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502 | ~ManualObjectFactory() {} |
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503 | |
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504 | static String FACTORY_TYPE_NAME; |
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505 | |
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506 | const String& getType(void) const; |
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507 | void destroyInstance( MovableObject* obj); |
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508 | |
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509 | }; |
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510 | } |
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511 | |
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512 | #endif |
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513 | |
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