| 1 | /* |
|---|
| 2 | ----------------------------------------------------------------------------- |
|---|
| 3 | This source file is part of OGRE |
|---|
| 4 | (Object-oriented Graphics Rendering Engine) |
|---|
| 5 | For the latest info, see http://www.ogre3d.org/ |
|---|
| 6 | |
|---|
| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
|---|
| 8 | Also see acknowledgements in Readme.html |
|---|
| 9 | |
|---|
| 10 | This program is free software; you can redistribute it and/or modify it under |
|---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
|---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later |
|---|
| 13 | version. |
|---|
| 14 | |
|---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
|---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
|---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
|---|
| 18 | |
|---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with |
|---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
|---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
|---|
| 22 | http://www.gnu.org/copyleft/lesser.txt. |
|---|
| 23 | |
|---|
| 24 | You may alternatively use this source under the terms of a specific version of |
|---|
| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
|---|
| 26 | Torus Knot Software Ltd. |
|---|
| 27 | ----------------------------------------------------------------------------- |
|---|
| 28 | */ |
|---|
| 29 | #ifndef __InstancedGeometry_H__ |
|---|
| 30 | #define __InstancedGeometry_H__ |
|---|
| 31 | |
|---|
| 32 | #include "OgrePrerequisites.h" |
|---|
| 33 | #include "OgreMovableObject.h" |
|---|
| 34 | #include "OgreSimpleRenderable.h" |
|---|
| 35 | #include "OgreSkeleton.h" |
|---|
| 36 | #include "OgreSkeletonInstance.h" |
|---|
| 37 | #include "OgreAnimationTrack.h" |
|---|
| 38 | #include "OgreBone.h" |
|---|
| 39 | |
|---|
| 40 | namespace Ogre { |
|---|
| 41 | |
|---|
| 42 | /** Pre-transforms and batches up meshes for efficient use as instanced geometry |
|---|
| 43 | in a scene |
|---|
| 44 | @remarks |
|---|
| 45 | Shader instancing allows to save both memory and draw calls. While |
|---|
| 46 | StaticGeometry stores 500 times the same object in a batch to display 500 |
|---|
| 47 | objects, this shader instancing implementation stores only 80 times the object, |
|---|
| 48 | and then re-uses the vertex data with different shader parameter. |
|---|
| 49 | Although you save memory, you make more draw call. However, you still |
|---|
| 50 | make less draw calls than if you were rendering each object independently. |
|---|
| 51 | Plus, you can move the batched objects independently of one another which |
|---|
| 52 | you cannot do with StaticGeometry. |
|---|
| 53 | @par |
|---|
| 54 | Therefore it is important when you are rendering a lot of geometry to |
|---|
| 55 | batch things up into as few rendering calls as possible. This |
|---|
| 56 | class allows you to build a batched object from a series of entities |
|---|
| 57 | in order to benefit from this behaviour. |
|---|
| 58 | Batching has implications of it's own though: |
|---|
| 59 | @li Batched geometry cannot be subdivided; that means that the whole |
|---|
| 60 | group will be displayed, or none of it will. This obivously has |
|---|
| 61 | culling issues. |
|---|
| 62 | @li A single material must apply for each batch. In fact this class |
|---|
| 63 | allows you to use multiple materials, but you should be aware that |
|---|
| 64 | internally this means that there is one batch per material. |
|---|
| 65 | Therefore you won't gain as much benefit from the batching if you |
|---|
| 66 | use many different materials; try to keep the number down. |
|---|
| 67 | @par |
|---|
| 68 | The bounding box information is computed whith object position only. |
|---|
| 69 | It doesn't take account of the object orientation. |
|---|
| 70 | @par |
|---|
| 71 | The LOD settings of both the Mesh and the Materials used in |
|---|
| 72 | constructing this instanced geometry will be respected. This means that |
|---|
| 73 | if you use meshes/materials which have LOD, batches in the distance |
|---|
| 74 | will have a lower polygon count or material detail to those in the |
|---|
| 75 | foreground. Since each mesh might have different LOD distances, during |
|---|
| 76 | build the furthest distance at each LOD level from all meshes |
|---|
| 77 | in that BatchInstance is used. This means all the LOD levels change at the |
|---|
| 78 | same time, but at the furthest distance of any of them (so quality is |
|---|
| 79 | not degraded). Be aware that using Mesh LOD in this class will |
|---|
| 80 | further increase the memory required. Only generated LOD |
|---|
| 81 | is supported for meshes. |
|---|
| 82 | @par |
|---|
| 83 | There are 2 ways you can add geometry to this class; you can add |
|---|
| 84 | Entity objects directly with predetermined positions, scales and |
|---|
| 85 | orientations, or you can add an entire SceneNode and it's subtree, |
|---|
| 86 | including all the objects attached to it. Once you've added everthing |
|---|
| 87 | you need to, you have to call build() the fix the geometry in place. |
|---|
| 88 | @par |
|---|
| 89 | You should not construct instances of this class directly; instead, call |
|---|
| 90 | SceneManager::createInstancedGeometry, which gives the SceneManager the |
|---|
| 91 | option of providing you with a specialised version of this class if it |
|---|
| 92 | wishes, and also handles the memory management for you like other |
|---|
| 93 | classes. |
|---|
| 94 | */ |
|---|
| 95 | class _OgreExport InstancedGeometry |
|---|
| 96 | { |
|---|
| 97 | public: |
|---|
| 98 | /** Struct holding geometry optimised per SubMesh / lod level, ready |
|---|
| 99 | for copying to instances. |
|---|
| 100 | @remarks |
|---|
| 101 | Since we're going to be duplicating geometry lots of times, it's |
|---|
| 102 | far more important that we don't have redundant vertex data. If a |
|---|
| 103 | SubMesh uses shared geometry, or we're looking at a lower LOD, not |
|---|
| 104 | all the vertices are being referenced by faces on that submesh. |
|---|
| 105 | Therefore to duplicate them, potentially hundreds or even thousands |
|---|
| 106 | of times, would be extremely wasteful. Therefore, if a SubMesh at |
|---|
| 107 | a given LOD has wastage, we create an optimised version of it's |
|---|
| 108 | geometry which is ready for copying with no wastage. |
|---|
| 109 | */ |
|---|
| 110 | class _OgrePrivate OptimisedSubMeshGeometry |
|---|
| 111 | { |
|---|
| 112 | public: |
|---|
| 113 | OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} |
|---|
| 114 | ~OptimisedSubMeshGeometry() |
|---|
| 115 | { |
|---|
| 116 | delete vertexData; |
|---|
| 117 | delete indexData; |
|---|
| 118 | } |
|---|
| 119 | VertexData *vertexData; |
|---|
| 120 | IndexData *indexData; |
|---|
| 121 | }; |
|---|
| 122 | typedef std::list<OptimisedSubMeshGeometry*> OptimisedSubMeshGeometryList; |
|---|
| 123 | /// Saved link between SubMesh at a LOD and vertex/index data |
|---|
| 124 | /// May point to original or optimised geometry |
|---|
| 125 | struct SubMeshLodGeometryLink |
|---|
| 126 | { |
|---|
| 127 | VertexData* vertexData; |
|---|
| 128 | IndexData* indexData; |
|---|
| 129 | }; |
|---|
| 130 | typedef std::vector<SubMeshLodGeometryLink> SubMeshLodGeometryLinkList; |
|---|
| 131 | typedef std::map<SubMesh*, SubMeshLodGeometryLinkList*> SubMeshGeometryLookup; |
|---|
| 132 | /// Structure recording a queued submesh for the build |
|---|
| 133 | struct QueuedSubMesh |
|---|
| 134 | { |
|---|
| 135 | SubMesh* submesh; |
|---|
| 136 | /// Link to LOD list of geometry, potentially optimised |
|---|
| 137 | SubMeshLodGeometryLinkList* geometryLodList; |
|---|
| 138 | String materialName; |
|---|
| 139 | Vector3 position; |
|---|
| 140 | Quaternion orientation; |
|---|
| 141 | Vector3 scale; |
|---|
| 142 | /// Pre-transformed world AABB |
|---|
| 143 | AxisAlignedBox worldBounds; |
|---|
| 144 | unsigned int ID; |
|---|
| 145 | }; |
|---|
| 146 | typedef std::vector<QueuedSubMesh*> QueuedSubMeshList; |
|---|
| 147 | typedef std::vector<String> QueuedSubMeshOriginList; |
|---|
| 148 | /// Structure recording a queued geometry for low level builds |
|---|
| 149 | struct QueuedGeometry |
|---|
| 150 | { |
|---|
| 151 | SubMeshLodGeometryLink* geometry; |
|---|
| 152 | Vector3 position; |
|---|
| 153 | Quaternion orientation; |
|---|
| 154 | Vector3 scale; |
|---|
| 155 | unsigned int ID; |
|---|
| 156 | }; |
|---|
| 157 | typedef std::vector<QueuedGeometry*> QueuedGeometryList; |
|---|
| 158 | |
|---|
| 159 | // forward declarations |
|---|
| 160 | class LODBucket; |
|---|
| 161 | class MaterialBucket; |
|---|
| 162 | class BatchInstance; |
|---|
| 163 | class InstancedObject; |
|---|
| 164 | |
|---|
| 165 | /** A GeometryBucket is a the lowest level bucket where geometry with |
|---|
| 166 | the same vertex & index format is stored. It also acts as the |
|---|
| 167 | renderable. |
|---|
| 168 | */ |
|---|
| 169 | class _OgreExport GeometryBucket : public SimpleRenderable |
|---|
| 170 | { |
|---|
| 171 | protected: |
|---|
| 172 | |
|---|
| 173 | /// Geometry which has been queued up pre-build (not for deallocation) |
|---|
| 174 | QueuedGeometryList mQueuedGeometry; |
|---|
| 175 | /// Pointer to the Batch |
|---|
| 176 | InstancedGeometry*mBatch; |
|---|
| 177 | /// Pointer to parent bucket |
|---|
| 178 | MaterialBucket* mParent; |
|---|
| 179 | /// String identifying the vertex / index format |
|---|
| 180 | String mFormatString; |
|---|
| 181 | /// Vertex information, includes current number of vertices |
|---|
| 182 | /// committed to be a part of this bucket |
|---|
| 183 | VertexData* mVertexData; |
|---|
| 184 | /// Index information, includes index type which limits the max |
|---|
| 185 | /// number of vertices which are allowed in one bucket |
|---|
| 186 | IndexData* mIndexData; |
|---|
| 187 | /// Size of indexes |
|---|
| 188 | HardwareIndexBuffer::IndexType mIndexType; |
|---|
| 189 | /// Maximum vertex indexable |
|---|
| 190 | size_t mMaxVertexIndex; |
|---|
| 191 | /// Index of the Texcoord where the index is stored |
|---|
| 192 | unsigned short mTexCoordIndex; |
|---|
| 193 | AxisAlignedBox mAABB; |
|---|
| 194 | |
|---|
| 195 | template<typename T> |
|---|
| 196 | void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) |
|---|
| 197 | { |
|---|
| 198 | if (indexOffset == 0) |
|---|
| 199 | { |
|---|
| 200 | memcpy(dst, src, sizeof(T) * count); |
|---|
| 201 | } |
|---|
| 202 | else |
|---|
| 203 | { |
|---|
| 204 | while(count--) |
|---|
| 205 | { |
|---|
| 206 | *dst++ = static_cast<T>(*src++ + indexOffset); |
|---|
| 207 | } |
|---|
| 208 | } |
|---|
| 209 | } |
|---|
| 210 | public: |
|---|
| 211 | GeometryBucket(MaterialBucket* parent, const String& formatString, |
|---|
| 212 | const VertexData* vData, const IndexData* iData); |
|---|
| 213 | GeometryBucket(MaterialBucket* parent,const String& formatString,GeometryBucket*bucket); |
|---|
| 214 | virtual ~GeometryBucket(); |
|---|
| 215 | MaterialBucket* getParent(void) { return mParent; } |
|---|
| 216 | Real getBoundingRadius(void) const; |
|---|
| 217 | /// Get the vertex data for this geometry |
|---|
| 218 | const VertexData* getVertexData(void) const { return mVertexData; } |
|---|
| 219 | /// Get the index data for this geometry |
|---|
| 220 | const IndexData* getIndexData(void) const { return mIndexData; } |
|---|
| 221 | /// @copydoc Renderable::getMaterial |
|---|
| 222 | const MaterialPtr& getMaterial(void) const; |
|---|
| 223 | Technique* getTechnique(void) const; |
|---|
| 224 | void getWorldTransforms(Matrix4* xform) const; |
|---|
| 225 | virtual unsigned short getNumWorldTransforms(void) const ; |
|---|
| 226 | const Quaternion& getWorldOrientation(void) const; |
|---|
| 227 | const Vector3& getWorldPosition(void) const; |
|---|
| 228 | Real getSquaredViewDepth(const Camera* cam) const; |
|---|
| 229 | const LightList& getLights(void) const; |
|---|
| 230 | bool getCastsShadows(void) const; |
|---|
| 231 | String getFormatString(void) const; |
|---|
| 232 | /** Try to assign geometry to this bucket. |
|---|
| 233 | @returns false if there is no room left in this bucket |
|---|
| 234 | */ |
|---|
| 235 | bool assign(QueuedGeometry* qsm); |
|---|
| 236 | /// Build |
|---|
| 237 | void build(); |
|---|
| 238 | /// Dump contents for diagnostics |
|---|
| 239 | void dump(std::ofstream& of) const; |
|---|
| 240 | /// retun the BoundingBox information. Usefull when cloning the batch instance. |
|---|
| 241 | AxisAlignedBox & getAABB(void){return mAABB;}; |
|---|
| 242 | }; |
|---|
| 243 | class _OgreExport InstancedObject |
|---|
| 244 | { |
|---|
| 245 | friend class GeometryBucket; |
|---|
| 246 | public: |
|---|
| 247 | enum TransformSpace |
|---|
| 248 | { |
|---|
| 249 | /// Transform is relative to the local space |
|---|
| 250 | TS_LOCAL, |
|---|
| 251 | /// Transform is relative to the space of the parent node |
|---|
| 252 | TS_PARENT, |
|---|
| 253 | /// Transform is relative to world space |
|---|
| 254 | TS_WORLD |
|---|
| 255 | }; |
|---|
| 256 | /// list of Geometry Buckets that contains the instanced object |
|---|
| 257 | typedef std::vector<GeometryBucket*> GeometryBucketList; |
|---|
| 258 | protected: |
|---|
| 259 | GeometryBucketList mGeometryBucketList; |
|---|
| 260 | unsigned short mIndex; |
|---|
| 261 | Matrix4 mTransformation; |
|---|
| 262 | Quaternion mOrientation; |
|---|
| 263 | Vector3 mScale; |
|---|
| 264 | Vector3 mPosition; |
|---|
| 265 | SkeletonInstance* mSkeletonInstance; |
|---|
| 266 | /// Cached bone matrices, including any world transform |
|---|
| 267 | Matrix4 *mBoneWorldMatrices; |
|---|
| 268 | /// Cached bone matrices in skeleton local space |
|---|
| 269 | Matrix4 *mBoneMatrices; |
|---|
| 270 | /// State of animation for animable meshes |
|---|
| 271 | AnimationStateSet* mAnimationState; |
|---|
| 272 | unsigned short mNumBoneMatrices; |
|---|
| 273 | /// Records the last frame in which animation was updated |
|---|
| 274 | unsigned long mFrameAnimationLastUpdated; |
|---|
| 275 | public: |
|---|
| 276 | InstancedObject(int index); |
|---|
| 277 | InstancedObject(int index,SkeletonInstance *skeleton,AnimationStateSet*animations); |
|---|
| 278 | ~InstancedObject(); |
|---|
| 279 | void setPosition( Vector3 position); |
|---|
| 280 | Vector3 & getPosition(void); |
|---|
| 281 | void yaw(const Radian& angle); |
|---|
| 282 | void pitch(const Radian& angle); |
|---|
| 283 | void roll(const Radian& angle); |
|---|
| 284 | void rotate(const Quaternion& q); |
|---|
| 285 | void setScale(const Vector3& scale); |
|---|
| 286 | void addBucketToList(GeometryBucket* bucket); |
|---|
| 287 | void needUpdate(); |
|---|
| 288 | GeometryBucketList&getGeometryBucketList(void){return mGeometryBucketList;} |
|---|
| 289 | void translate(const Matrix3& axes, const Vector3& move); |
|---|
| 290 | void translate(const Vector3& d); |
|---|
| 291 | Matrix3 getLocalAxes(void) const; |
|---|
| 292 | void updateAnimation(void); |
|---|
| 293 | AnimationState* getAnimationState(const String& name) const; |
|---|
| 294 | SkeletonInstance*getSkeletonInstance(void){return mSkeletonInstance;} |
|---|
| 295 | |
|---|
| 296 | }; |
|---|
| 297 | /** A MaterialBucket is a collection of smaller buckets with the same |
|---|
| 298 | Material (and implicitly the same LOD). */ |
|---|
| 299 | class _OgreExport MaterialBucket |
|---|
| 300 | { |
|---|
| 301 | public: |
|---|
| 302 | /// list of Geometry Buckets in this BatchInstance |
|---|
| 303 | typedef std::vector<GeometryBucket*> GeometryBucketList; |
|---|
| 304 | protected: |
|---|
| 305 | /// Pointer to parent LODBucket |
|---|
| 306 | LODBucket* mParent; |
|---|
| 307 | /// Material being used |
|---|
| 308 | String mMaterialName; |
|---|
| 309 | /// Pointer to material being used |
|---|
| 310 | MaterialPtr mMaterial; |
|---|
| 311 | /// Active technique |
|---|
| 312 | Technique* mTechnique; |
|---|
| 313 | int mLastIndex; |
|---|
| 314 | /// list of Geometry Buckets in this BatchInstance |
|---|
| 315 | GeometryBucketList mGeometryBucketList; |
|---|
| 316 | // index to current Geometry Buckets for a given geometry format |
|---|
| 317 | typedef std::map<String, GeometryBucket*> CurrentGeometryMap; |
|---|
| 318 | CurrentGeometryMap mCurrentGeometryMap; |
|---|
| 319 | /// Get a packed string identifying the geometry format |
|---|
| 320 | String getGeometryFormatString(SubMeshLodGeometryLink* geom); |
|---|
| 321 | |
|---|
| 322 | public: |
|---|
| 323 | MaterialBucket(LODBucket* parent, const String& materialName); |
|---|
| 324 | virtual ~MaterialBucket(); |
|---|
| 325 | LODBucket* getParent(void) { return mParent; } |
|---|
| 326 | /// Get the material name |
|---|
| 327 | const String& getMaterialName(void) const { return mMaterialName; } |
|---|
| 328 | /// Assign geometry to this bucket |
|---|
| 329 | void assign(QueuedGeometry* qsm); |
|---|
| 330 | /// Build |
|---|
| 331 | void build(); |
|---|
| 332 | /// Add children to the render queue |
|---|
| 333 | void addRenderables(RenderQueue* queue, uint8 group, |
|---|
| 334 | Real camSquaredDist); |
|---|
| 335 | /// Get the material for this bucket |
|---|
| 336 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
|---|
| 337 | /// Iterator over geometry |
|---|
| 338 | typedef VectorIterator<GeometryBucketList> GeometryIterator; |
|---|
| 339 | /// Get an iterator over the contained geometry |
|---|
| 340 | GeometryIterator getGeometryIterator(void); |
|---|
| 341 | /// Get the current Technique |
|---|
| 342 | Technique* getCurrentTechnique(void) const { return mTechnique; } |
|---|
| 343 | /// Dump contents for diagnostics |
|---|
| 344 | void dump(std::ofstream& of) const; |
|---|
| 345 | /// Return the geometry map |
|---|
| 346 | MaterialBucket::CurrentGeometryMap* getMaterialBucketMap(void) const; |
|---|
| 347 | /// Return the geometry list |
|---|
| 348 | MaterialBucket::GeometryBucketList*getGeometryBucketList(void) const; |
|---|
| 349 | /// fill in the map and the list |
|---|
| 350 | void updateContainers(GeometryBucket* bucket, const String &format); |
|---|
| 351 | void setLastIndex(int index){mLastIndex=index;} |
|---|
| 352 | int getLastIndex(){return mLastIndex;} |
|---|
| 353 | void setMaterial(const String & name); |
|---|
| 354 | |
|---|
| 355 | }; |
|---|
| 356 | /** A LODBucket is a collection of smaller buckets with the same LOD. |
|---|
| 357 | @remarks |
|---|
| 358 | LOD refers to Mesh LOD here. Material LOD can change separately |
|---|
| 359 | at the next bucket down from this. |
|---|
| 360 | */ |
|---|
| 361 | class _OgreExport LODBucket |
|---|
| 362 | { |
|---|
| 363 | public: |
|---|
| 364 | /// Lookup of Material Buckets in this BatchInstance |
|---|
| 365 | typedef std::map<String, MaterialBucket*> MaterialBucketMap; |
|---|
| 366 | protected: |
|---|
| 367 | /// Pointer to parent BatchInstance |
|---|
| 368 | BatchInstance* mParent; |
|---|
| 369 | /// LOD level (0 == full LOD) |
|---|
| 370 | unsigned short mLod; |
|---|
| 371 | /// distance at which this LOD starts to apply (squared) |
|---|
| 372 | Real mSquaredDistance; |
|---|
| 373 | /// Lookup of Material Buckets in this BatchInstance |
|---|
| 374 | MaterialBucketMap mMaterialBucketMap; |
|---|
| 375 | /// Geometry queued for a single LOD (deallocated here) |
|---|
| 376 | QueuedGeometryList mQueuedGeometryList; |
|---|
| 377 | public: |
|---|
| 378 | LODBucket(BatchInstance* parent, unsigned short lod, Real lodDist); |
|---|
| 379 | virtual ~LODBucket(); |
|---|
| 380 | BatchInstance* getParent(void) { return mParent; } |
|---|
| 381 | /// Get the lod index |
|---|
| 382 | ushort getLod(void) const { return mLod; } |
|---|
| 383 | /// Get the lod squared distance |
|---|
| 384 | Real getSquaredDistance(void) const { return mSquaredDistance; } |
|---|
| 385 | /// Assign a queued submesh to this bucket, using specified mesh LOD |
|---|
| 386 | void assign(QueuedSubMesh* qsm, ushort atLod); |
|---|
| 387 | /// Build |
|---|
| 388 | void build(); |
|---|
| 389 | /// Add children to the render queue |
|---|
| 390 | void addRenderables(RenderQueue* queue, uint8 group, |
|---|
| 391 | Real camSquaredDistance); |
|---|
| 392 | /// Iterator over the materials in this LOD |
|---|
| 393 | typedef MapIterator<MaterialBucketMap> MaterialIterator; |
|---|
| 394 | /// Get an iterator over the materials in this LOD |
|---|
| 395 | MaterialIterator getMaterialIterator(void); |
|---|
| 396 | /// Dump contents for diagnostics |
|---|
| 397 | void dump(std::ofstream& of) const; |
|---|
| 398 | /// fill the map |
|---|
| 399 | void updateContainers(MaterialBucket* bucket, String& name ); |
|---|
| 400 | |
|---|
| 401 | }; |
|---|
| 402 | /** The details of a topological BatchInstance which is the highest level of |
|---|
| 403 | partitioning for this class. |
|---|
| 404 | @remarks |
|---|
| 405 | The size & shape of BatchInstances entirely depends on the SceneManager |
|---|
| 406 | specific implementation. It is a MovableObject since it will be |
|---|
| 407 | attached to a node based on the local centre - in practice it |
|---|
| 408 | won't actually move (although in theory it could). |
|---|
| 409 | */ |
|---|
| 410 | class _OgreExport BatchInstance : public MovableObject |
|---|
| 411 | { |
|---|
| 412 | public: |
|---|
| 413 | |
|---|
| 414 | |
|---|
| 415 | /// list of LOD Buckets in this BatchInstance |
|---|
| 416 | typedef std::vector<LODBucket*> LODBucketList; |
|---|
| 417 | typedef std::map<int, InstancedObject*> ObjectsMap; |
|---|
| 418 | protected: |
|---|
| 419 | |
|---|
| 420 | /// Parent static geometry |
|---|
| 421 | InstancedGeometry* mParent; |
|---|
| 422 | /// Scene manager link |
|---|
| 423 | SceneManager* mSceneMgr; |
|---|
| 424 | /// Scene node |
|---|
| 425 | SceneNode* mNode; |
|---|
| 426 | /// Local list of queued meshes (not used for deallocation) |
|---|
| 427 | QueuedSubMeshList mQueuedSubMeshes; |
|---|
| 428 | /// Unique identifier for the BatchInstance |
|---|
| 429 | uint32 mBatchInstanceID; |
|---|
| 430 | |
|---|
| 431 | ObjectsMap mInstancesMap; |
|---|
| 432 | public: |
|---|
| 433 | /// LOD distances (squared) as built up - use the max at each level |
|---|
| 434 | std::vector<Real> mLodSquaredDistances; |
|---|
| 435 | /// Local AABB relative to BatchInstance centre |
|---|
| 436 | AxisAlignedBox mAABB; |
|---|
| 437 | /// Local bounding radius |
|---|
| 438 | Real mBoundingRadius; |
|---|
| 439 | /// The current lod level, as determined from the last camera |
|---|
| 440 | ushort mCurrentLod; |
|---|
| 441 | /// Current camera distance, passed on to do material lod later |
|---|
| 442 | Real mCamDistanceSquared; |
|---|
| 443 | protected: |
|---|
| 444 | /// List of LOD buckets |
|---|
| 445 | LODBucketList mLodBucketList; |
|---|
| 446 | |
|---|
| 447 | public: |
|---|
| 448 | BatchInstance(InstancedGeometry* parent, const String& name, SceneManager* mgr, |
|---|
| 449 | uint32 BatchInstanceID); |
|---|
| 450 | virtual ~BatchInstance(); |
|---|
| 451 | // more fields can be added in subclasses |
|---|
| 452 | InstancedGeometry* getParent(void) const { return mParent;} |
|---|
| 453 | /// Assign a queued mesh to this BatchInstance, read for final build |
|---|
| 454 | void assign(QueuedSubMesh* qmesh); |
|---|
| 455 | /// Build this BatchInstance |
|---|
| 456 | void build(); |
|---|
| 457 | /// Get the BatchInstance ID of this BatchInstance |
|---|
| 458 | uint32 getID(void) const { return mBatchInstanceID; } |
|---|
| 459 | /// Get the centre point of the BatchInstance |
|---|
| 460 | // const Vector3& getCentre(void) const { return mCentre; } |
|---|
| 461 | const String& getMovableType(void) const; |
|---|
| 462 | void _notifyCurrentCamera(Camera* cam); |
|---|
| 463 | const AxisAlignedBox& getBoundingBox(void) const; |
|---|
| 464 | void setBoundingBox(AxisAlignedBox& box); |
|---|
| 465 | Real getBoundingRadius(void) const; |
|---|
| 466 | void _updateRenderQueue(RenderQueue* queue); |
|---|
| 467 | bool isVisible(void) const; |
|---|
| 468 | // uint32 getTypeFlags(void) const; |
|---|
| 469 | |
|---|
| 470 | typedef VectorIterator<LODBucketList> LODIterator; |
|---|
| 471 | /// Get an iterator over the LODs in this BatchInstance |
|---|
| 472 | LODIterator getLODIterator(void); |
|---|
| 473 | /// Shared set of lights for all GeometryBuckets |
|---|
| 474 | const LightList& getLights(void) const; |
|---|
| 475 | |
|---|
| 476 | /// update the bounding box of the BatchInstance according to the positions of the objects |
|---|
| 477 | void updateBoundingBox(); |
|---|
| 478 | |
|---|
| 479 | /// Dump contents for diagnostics |
|---|
| 480 | void dump(std::ofstream& of) const; |
|---|
| 481 | /// fill in the list |
|---|
| 482 | void updateContainers(LODBucket* bucket ); |
|---|
| 483 | /// attach the BatchInstance to the scene |
|---|
| 484 | void attachToScene(); |
|---|
| 485 | void addInstancedObject(int index, InstancedObject* object); |
|---|
| 486 | InstancedObject* isInstancedObjectPresent(int index); |
|---|
| 487 | InstancedObject** getObjectsAsArray(unsigned short & size); |
|---|
| 488 | SceneNode*getSceneNode(void){return mNode;} |
|---|
| 489 | ObjectsMap&getInstancesMap(void){return mInstancesMap;}; |
|---|
| 490 | /// change the shader used to render the batch instance |
|---|
| 491 | |
|---|
| 492 | }; |
|---|
| 493 | /** Indexed BatchInstance map based on packed x/y/z BatchInstance index, 10 bits for |
|---|
| 494 | each axis. |
|---|
| 495 | */ |
|---|
| 496 | typedef std::map<uint32, BatchInstance*> BatchInstanceMap; |
|---|
| 497 | /** Simple vectors where are stored all the renderoperations of the Batch. |
|---|
| 498 | This vector is used when we want to delete the batch, in order to delete only one time each |
|---|
| 499 | render operation. |
|---|
| 500 | |
|---|
| 501 | */ |
|---|
| 502 | typedef std::vector<RenderOperation*> RenderOperationVector; |
|---|
| 503 | protected: |
|---|
| 504 | // General state & settings |
|---|
| 505 | SceneManager* mOwner; |
|---|
| 506 | String mName; |
|---|
| 507 | bool mBuilt; |
|---|
| 508 | Real mUpperDistance; |
|---|
| 509 | Real mSquaredUpperDistance; |
|---|
| 510 | bool mCastShadows; |
|---|
| 511 | Vector3 mBatchInstanceDimensions; |
|---|
| 512 | Vector3 mHalfBatchInstanceDimensions; |
|---|
| 513 | Vector3 mOrigin; |
|---|
| 514 | bool mVisible; |
|---|
| 515 | /// The render queue to use when rendering this object |
|---|
| 516 | uint8 mRenderQueueID; |
|---|
| 517 | /// Flags whether the RenderQueue's default should be used. |
|---|
| 518 | bool mRenderQueueIDSet; |
|---|
| 519 | /// number of objects in the batch |
|---|
| 520 | unsigned int mObjectCount; |
|---|
| 521 | QueuedSubMeshList mQueuedSubMeshes; |
|---|
| 522 | BatchInstance*mInstancedGeometryInstance; |
|---|
| 523 | /**this is just a pointer to the base skeleton that will be used for each animated object in the batches |
|---|
| 524 | This pointer has a value only during the creation of the InstancedGeometry |
|---|
| 525 | */ |
|---|
| 526 | SkeletonPtr mBaseSkeleton; |
|---|
| 527 | SkeletonInstance *mSkeletonInstance; |
|---|
| 528 | /**This is the main animation state. All "objects" in the batch will use an instance of this animation |
|---|
| 529 | state |
|---|
| 530 | */ |
|---|
| 531 | AnimationStateSet* mAnimationState; |
|---|
| 532 | /// List of geometry which has been optimised for SubMesh use |
|---|
| 533 | /// This is the primary storage used for cleaning up later |
|---|
| 534 | OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; |
|---|
| 535 | |
|---|
| 536 | /** Cached links from SubMeshes to (potentially optimised) geometry |
|---|
| 537 | This is not used for deletion since the lookup may reference |
|---|
| 538 | original vertex data |
|---|
| 539 | */ |
|---|
| 540 | SubMeshGeometryLookup mSubMeshGeometryLookup; |
|---|
| 541 | |
|---|
| 542 | /// Map of BatchInstances |
|---|
| 543 | BatchInstanceMap mBatchInstanceMap; |
|---|
| 544 | /** This vector stores all the renderOperation used in the batch. |
|---|
| 545 | See the type definition for more details. |
|---|
| 546 | */ |
|---|
| 547 | RenderOperationVector mRenderOps; |
|---|
| 548 | /** Virtual method for getting a BatchInstance most suitable for the |
|---|
| 549 | passed in bounds. Can be overridden by subclasses. |
|---|
| 550 | */ |
|---|
| 551 | virtual BatchInstance* getBatchInstance(const AxisAlignedBox& bounds, bool autoCreate); |
|---|
| 552 | /** Get the BatchInstance within which a point lies */ |
|---|
| 553 | virtual BatchInstance* getBatchInstance(const Vector3& point, bool autoCreate); |
|---|
| 554 | /** Get the BatchInstance using indexes */ |
|---|
| 555 | virtual BatchInstance* getBatchInstance(ushort x, ushort y, ushort z, bool autoCreate); |
|---|
| 556 | /** Get the BatchInstance using a packed index, returns null if it doesn't exist. */ |
|---|
| 557 | virtual BatchInstance* getBatchInstance(uint32 index); |
|---|
| 558 | /** Get the BatchInstance indexes for a point. |
|---|
| 559 | */ |
|---|
| 560 | virtual void getBatchInstanceIndexes(const Vector3& point, |
|---|
| 561 | ushort& x, ushort& y, ushort& z); |
|---|
| 562 | /** get the first BatchInstance or create on if it does not exists. |
|---|
| 563 | */ |
|---|
| 564 | virtual BatchInstance* getInstancedGeometryInstance(void); |
|---|
| 565 | /** Pack 3 indexes into a single index value |
|---|
| 566 | */ |
|---|
| 567 | virtual uint32 packIndex(ushort x, ushort y, ushort z); |
|---|
| 568 | /** Get the volume intersection for an indexed BatchInstance with some bounds. |
|---|
| 569 | */ |
|---|
| 570 | virtual Real getVolumeIntersection(const AxisAlignedBox& box, |
|---|
| 571 | ushort x, ushort y, ushort z); |
|---|
| 572 | /** Get the bounds of an indexed BatchInstance. |
|---|
| 573 | */ |
|---|
| 574 | virtual AxisAlignedBox getBatchInstanceBounds(ushort x, ushort y, ushort z); |
|---|
| 575 | /** Get the centre of an indexed BatchInstance. |
|---|
| 576 | */ |
|---|
| 577 | virtual Vector3 getBatchInstanceCentre(ushort x, ushort y, ushort z); |
|---|
| 578 | /** Calculate world bounds from a set of vertex data. */ |
|---|
| 579 | virtual AxisAlignedBox calculateBounds(VertexData* vertexData, |
|---|
| 580 | const Vector3& position, const Quaternion& orientation, |
|---|
| 581 | const Vector3& scale); |
|---|
| 582 | /** Look up or calculate the geometry data to use for this SubMesh */ |
|---|
| 583 | SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); |
|---|
| 584 | /** Split some shared geometry into dedicated geometry. */ |
|---|
| 585 | void splitGeometry(VertexData* vd, IndexData* id, |
|---|
| 586 | SubMeshLodGeometryLink* targetGeomLink); |
|---|
| 587 | |
|---|
| 588 | typedef std::map<size_t, size_t> IndexRemap; |
|---|
| 589 | /** Method for figuring out which vertices are used by an index buffer |
|---|
| 590 | and calculating a remap lookup for a vertex buffer just containing |
|---|
| 591 | those vertices. |
|---|
| 592 | */ |
|---|
| 593 | template <typename T> |
|---|
| 594 | void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) |
|---|
| 595 | { |
|---|
| 596 | remap.clear(); |
|---|
| 597 | for (size_t i = 0; i < numIndexes; ++i) |
|---|
| 598 | { |
|---|
| 599 | // use insert since duplicates are silently discarded |
|---|
| 600 | remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); |
|---|
| 601 | // this will have mapped oldindex -> new index IF oldindex |
|---|
| 602 | // wasn't already there |
|---|
| 603 | } |
|---|
| 604 | } |
|---|
| 605 | /** Method for altering indexes based on a remap. */ |
|---|
| 606 | template <typename T> |
|---|
| 607 | void remapIndexes(T* src, T* dst, const IndexRemap& remap, |
|---|
| 608 | size_t numIndexes) |
|---|
| 609 | { |
|---|
| 610 | for (size_t i = 0; i < numIndexes; ++i) |
|---|
| 611 | { |
|---|
| 612 | // look up original and map to target |
|---|
| 613 | IndexRemap::const_iterator ix = remap.find(*src++); |
|---|
| 614 | assert(ix != remap.end()); |
|---|
| 615 | *dst++ = static_cast<T>(ix->second); |
|---|
| 616 | } |
|---|
| 617 | } |
|---|
| 618 | |
|---|
| 619 | public: |
|---|
| 620 | /// Constructor; do not use directly (@see SceneManager::createInstancedGeometry) |
|---|
| 621 | InstancedGeometry(SceneManager* owner, const String& name); |
|---|
| 622 | /// Destructor |
|---|
| 623 | virtual ~InstancedGeometry(); |
|---|
| 624 | |
|---|
| 625 | /// Get the name of this object |
|---|
| 626 | const String& getName(void) const { return mName; } |
|---|
| 627 | /** Adds an Entity to the static geometry. |
|---|
| 628 | @remarks |
|---|
| 629 | This method takes an existing Entity and adds its details to the |
|---|
| 630 | list of elements to include when building. Note that the Entity |
|---|
| 631 | itself is not copied or referenced in this method; an Entity is |
|---|
| 632 | passed simply so that you can change the materials of attached |
|---|
| 633 | SubEntity objects if you want. You can add the same Entity |
|---|
| 634 | instance multiple times with different material settings |
|---|
| 635 | completely safely, and destroy the Entity before destroying |
|---|
| 636 | this InstancedGeometry if you like. The Entity passed in is simply |
|---|
| 637 | used as a definition. |
|---|
| 638 | @note Must be called before 'build'. |
|---|
| 639 | @param ent The Entity to use as a definition (the Mesh and Materials |
|---|
| 640 | referenced will be recorded for the build call). |
|---|
| 641 | @param position The world position at which to add this Entity |
|---|
| 642 | @param orientation The world orientation at which to add this Entity |
|---|
| 643 | @param scale The scale at which to add this entity |
|---|
| 644 | */ |
|---|
| 645 | virtual void addEntity(Entity* ent, const Vector3& position, |
|---|
| 646 | const Quaternion& orientation = Quaternion::IDENTITY, |
|---|
| 647 | const Vector3& scale = Vector3::UNIT_SCALE); |
|---|
| 648 | |
|---|
| 649 | /** Adds all the Entity objects attached to a SceneNode and all it's |
|---|
| 650 | children to the static geometry. |
|---|
| 651 | @remarks |
|---|
| 652 | This method performs just like addEntity, except it adds all the |
|---|
| 653 | entities attached to an entire sub-tree to the geometry. |
|---|
| 654 | The position / orientation / scale parameters are taken from the |
|---|
| 655 | node structure instead of being specified manually. |
|---|
| 656 | @note |
|---|
| 657 | The SceneNode you pass in will not be automatically detached from |
|---|
| 658 | it's parent, so if you have this node already attached to the scene |
|---|
| 659 | graph, you will need to remove it if you wish to avoid the overhead |
|---|
| 660 | of rendering <i>both</i> the original objects and their new static |
|---|
| 661 | versions! We don't do this for you incase you are preparing this |
|---|
| 662 | in advance and so don't want the originals detached yet. |
|---|
| 663 | @note Must be called before 'build'. |
|---|
| 664 | @param node Pointer to the node to use to provide a set of Entity |
|---|
| 665 | templates |
|---|
| 666 | */ |
|---|
| 667 | virtual void addSceneNode(const SceneNode* node); |
|---|
| 668 | |
|---|
| 669 | /** Build the geometry. |
|---|
| 670 | @remarks |
|---|
| 671 | Based on all the entities which have been added, and the batching |
|---|
| 672 | options which have been set, this method constructs the batched |
|---|
| 673 | geometry structures required. The batches are added to the scene |
|---|
| 674 | and will be rendered unless you specifically hide them. |
|---|
| 675 | @note |
|---|
| 676 | Once you have called this method, you can no longer add any more |
|---|
| 677 | entities. |
|---|
| 678 | */ |
|---|
| 679 | virtual void build(void); |
|---|
| 680 | /** Add a new batch instance |
|---|
| 681 | @remarks |
|---|
| 682 | This method add a new instance of the whole batch, by creating a new |
|---|
| 683 | BatchInstance, containing new lod buckets, material buckets and geometry buckets. |
|---|
| 684 | The new geometry bukets will use the same buffers as the base bucket. |
|---|
| 685 | @note |
|---|
| 686 | no note |
|---|
| 687 | */ |
|---|
| 688 | void addBatchInstance(void); |
|---|
| 689 | /** Destroys all the built geometry state (reverse of build). |
|---|
| 690 | @remarks |
|---|
| 691 | You can call build() again after this and it will pick up all the |
|---|
| 692 | same entities / nodes you queued last time. |
|---|
| 693 | */ |
|---|
| 694 | virtual void destroy(void); |
|---|
| 695 | |
|---|
| 696 | /** Clears any of the entities / nodes added to this geometry and |
|---|
| 697 | destroys anything which has already been built. |
|---|
| 698 | */ |
|---|
| 699 | virtual void reset(void); |
|---|
| 700 | |
|---|
| 701 | /** Sets the distance at which batches are no longer rendered. |
|---|
| 702 | @remarks |
|---|
| 703 | This lets you turn off batches at a given distance. This can be |
|---|
| 704 | useful for things like detail meshes (grass, foliage etc) and could |
|---|
| 705 | be combined with a shader which fades the geometry out beforehand |
|---|
| 706 | to lessen the effect. |
|---|
| 707 | @param dist Distance beyond which the batches will not be rendered |
|---|
| 708 | (the default is 0, which means batches are always rendered). |
|---|
| 709 | */ |
|---|
| 710 | virtual void setRenderingDistance(Real dist) { |
|---|
| 711 | mUpperDistance = dist; |
|---|
| 712 | mSquaredUpperDistance = mUpperDistance * mUpperDistance; |
|---|
| 713 | } |
|---|
| 714 | |
|---|
| 715 | /** Gets the distance at which batches are no longer rendered. */ |
|---|
| 716 | virtual Real getRenderingDistance(void) const { return mUpperDistance; } |
|---|
| 717 | |
|---|
| 718 | /** Gets the squared distance at which batches are no longer rendered. */ |
|---|
| 719 | virtual Real getSquaredRenderingDistance(void) const |
|---|
| 720 | { return mSquaredUpperDistance; } |
|---|
| 721 | |
|---|
| 722 | /** Hides or shows all the batches. */ |
|---|
| 723 | virtual void setVisible(bool visible); |
|---|
| 724 | |
|---|
| 725 | /** Are the batches visible? */ |
|---|
| 726 | virtual bool isVisible(void) const { return mVisible; } |
|---|
| 727 | |
|---|
| 728 | /** Sets whether this geometry should cast shadows. |
|---|
| 729 | @remarks |
|---|
| 730 | No matter what the settings on the original entities, |
|---|
| 731 | the InstancedGeometry class defaults to not casting shadows. |
|---|
| 732 | This is because, being static, unless you have moving lights |
|---|
| 733 | you'd be better to use precalculated shadows of some sort. |
|---|
| 734 | However, if you need them, you can enable them using this |
|---|
| 735 | method. If the SceneManager is set up to use stencil shadows, |
|---|
| 736 | edge lists will be copied from the underlying meshes on build. |
|---|
| 737 | It is essential that all meshes support stencil shadows in this |
|---|
| 738 | case. |
|---|
| 739 | @note If you intend to use stencil shadows, you must set this to |
|---|
| 740 | true before calling 'build' as well as making sure you set the |
|---|
| 741 | scene's shadow type (that should always be the first thing you do |
|---|
| 742 | anyway). You can turn shadows off temporarily but they can never |
|---|
| 743 | be turned on if they were not at the time of the build. |
|---|
| 744 | */ |
|---|
| 745 | virtual void setCastShadows(bool castShadows); |
|---|
| 746 | /// Will the geometry from this object cast shadows? |
|---|
| 747 | virtual bool getCastShadows(void) { return mCastShadows; } |
|---|
| 748 | |
|---|
| 749 | /** Sets the size of a single BatchInstance of geometry. |
|---|
| 750 | @remarks |
|---|
| 751 | This method allows you to configure the physical world size of |
|---|
| 752 | each BatchInstance, so you can balance culling against batch size. Entities |
|---|
| 753 | will be fitted within the batch they most closely fit, and the |
|---|
| 754 | eventual bounds of each batch may well be slightly larger than this |
|---|
| 755 | if they overlap a little. The default is Vector3(1000, 1000, 1000). |
|---|
| 756 | @note Must be called before 'build'. |
|---|
| 757 | @param size Vector3 expressing the 3D size of each BatchInstance. |
|---|
| 758 | */ |
|---|
| 759 | virtual void setBatchInstanceDimensions(const Vector3& size) { |
|---|
| 760 | mBatchInstanceDimensions = size; |
|---|
| 761 | mHalfBatchInstanceDimensions = size * 0.5; |
|---|
| 762 | } |
|---|
| 763 | /** Gets the size of a single batch of geometry. */ |
|---|
| 764 | virtual const Vector3& getBatchInstanceDimensions(void) const { return mBatchInstanceDimensions; } |
|---|
| 765 | /** Sets the origin of the geometry. |
|---|
| 766 | @remarks |
|---|
| 767 | This method allows you to configure the world centre of the geometry, |
|---|
| 768 | thus the place which all BatchInstances surround. You probably don't need |
|---|
| 769 | to mess with this unless you have a seriously large world, since the |
|---|
| 770 | default set up can handle an area 1024 * mBatchInstanceDimensions, and |
|---|
| 771 | the sparseness of population is no issue when it comes to rendering. |
|---|
| 772 | The default is Vector3(0,0,0). |
|---|
| 773 | @note Must be called before 'build'. |
|---|
| 774 | @param size Vector3 expressing the 3D origin of the geometry. |
|---|
| 775 | */ |
|---|
| 776 | virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } |
|---|
| 777 | /** Gets the origin of this geometry. */ |
|---|
| 778 | virtual const Vector3& getOrigin(void) const { return mOrigin; } |
|---|
| 779 | |
|---|
| 780 | /** Sets the render queue group this object will be rendered through. |
|---|
| 781 | @remarks |
|---|
| 782 | Render queues are grouped to allow you to more tightly control the ordering |
|---|
| 783 | of rendered objects. If you do not call this method, all objects default |
|---|
| 784 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for |
|---|
| 785 | most objects. You may want to alter this if you want to perform more complex |
|---|
| 786 | rendering. |
|---|
| 787 | @par |
|---|
| 788 | See RenderQueue for more details. |
|---|
| 789 | @param queueID Enumerated value of the queue group to use. |
|---|
| 790 | */ |
|---|
| 791 | virtual void setRenderQueueGroup(uint8 queueID); |
|---|
| 792 | |
|---|
| 793 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ |
|---|
| 794 | virtual uint8 getRenderQueueGroup(void) const; |
|---|
| 795 | /// Iterator for iterating over contained BatchInstances |
|---|
| 796 | typedef MapIterator<BatchInstanceMap> BatchInstanceIterator; |
|---|
| 797 | /// Get an iterator over the BatchInstances in this geometry |
|---|
| 798 | BatchInstanceIterator getBatchInstanceIterator(void); |
|---|
| 799 | /// get the mRenderOps vector. |
|---|
| 800 | RenderOperationVector& getRenderOperationVector(){return mRenderOps;} |
|---|
| 801 | /** Dump the contents of this InstancedGeometry to a file for diagnostic |
|---|
| 802 | purposes. |
|---|
| 803 | */ |
|---|
| 804 | virtual void dump(const String& filename) const; |
|---|
| 805 | /** |
|---|
| 806 | @remarks |
|---|
| 807 | Return the skeletonInstance that will be used |
|---|
| 808 | */ |
|---|
| 809 | SkeletonInstance *getBaseSkeletonInstance(void){return mSkeletonInstance;} |
|---|
| 810 | /** |
|---|
| 811 | @remarks |
|---|
| 812 | Return the skeleton that is shared by all instanced objects. |
|---|
| 813 | */ |
|---|
| 814 | SkeletonPtr getBaseSkeleton(void){return mBaseSkeleton;} |
|---|
| 815 | /** |
|---|
| 816 | @remarks |
|---|
| 817 | Return the animation state that will be cloned each time an InstancedObject is made |
|---|
| 818 | */ |
|---|
| 819 | AnimationStateSet* getBaseAnimationState(void){return mAnimationState;} |
|---|
| 820 | /** |
|---|
| 821 | @remarks |
|---|
| 822 | return the total number of object that are in all the batches |
|---|
| 823 | */ |
|---|
| 824 | unsigned int getObjectCount(void){return mObjectCount;} |
|---|
| 825 | |
|---|
| 826 | |
|---|
| 827 | |
|---|
| 828 | }; |
|---|
| 829 | |
|---|
| 830 | } |
|---|
| 831 | |
|---|
| 832 | #endif |
|---|
| 833 | |
|---|