| 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 | #ifndef __StaticGeometry_H__ | 
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| 30 | #define __StaticGeometry_H__ | 
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| 31 |  | 
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| 32 | #include "OgrePrerequisites.h" | 
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| 33 | #include "OgreMovableObject.h" | 
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| 34 | #include "OgreRenderable.h" | 
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| 35 |  | 
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| 36 | namespace Ogre { | 
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| 37 |  | 
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| 38 |         /** Pre-transforms and batches up meshes for efficient use as static | 
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| 39 |                 geometry in a scene. | 
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| 40 |         @remarks | 
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| 41 |                 Modern graphics cards (GPUs) prefer to receive geometry in large | 
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| 42 |                 batches. It is orders of magnitude faster to render 10 batches | 
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| 43 |                 of 10,000 triangles than it is to render 10,000 batches of 10  | 
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| 44 |                 triangles, even though both result in the same number of on-screen | 
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| 45 |                 triangles. | 
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| 46 |         @par | 
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| 47 |                 Therefore it is important when you are rendering a lot of geometry to  | 
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| 48 |                 batch things up into as few rendering calls as possible. This | 
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| 49 |                 class allows you to build a batched object from a series of entities  | 
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| 50 |                 in order to benefit from this behaviour. | 
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| 51 |                 Batching has implications of it's own though: | 
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| 52 |                 @li Batched geometry cannot be subdivided; that means that the whole | 
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| 53 |                         group will be displayed, or none of it will. This obivously has | 
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| 54 |                         culling issues. | 
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| 55 |                 @li A single world transform must apply to the entire batch. Therefore | 
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| 56 |                         once you have batched things, you can't move them around relative to | 
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| 57 |                         each other. That's why this class is most useful when dealing with  | 
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| 58 |                         static geometry (hence the name). In addition, geometry is  | 
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| 59 |                         effectively duplicated, so if you add 3 entities based on the same  | 
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| 60 |                         mesh in different positions, they will use 3 times the geometry  | 
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| 61 |                         space than the movable version (which re-uses the same geometry).  | 
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| 62 |                         So you trade memory     and flexibility of movement for pure speed when | 
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| 63 |                         using this class. | 
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| 64 |                 @li A single material must apply for each batch. In fact this class  | 
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| 65 |                         allows you to use multiple materials, but you should be aware that  | 
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| 66 |                         internally this means that there is one batch per material.  | 
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| 67 |                         Therefore you won't gain as much benefit from the batching if you  | 
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| 68 |                         use many different materials; try to keep the number down. | 
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| 69 |         @par | 
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| 70 |                 In order to retain some sort of culling, this class will batch up  | 
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| 71 |                 meshes in localised regions. The size and shape of these blocks is | 
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| 72 |                 controlled by the SceneManager which contructs this object, since it | 
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| 73 |                 makes sense to batch things up in the most appropriate way given the  | 
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| 74 |                 existing partitioning of the scene.  | 
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| 75 |         @par | 
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| 76 |                 The LOD settings of both the Mesh and the Materials used in  | 
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| 77 |                 constructing this static geometry will be respected. This means that  | 
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| 78 |                 if you use meshes/materials which have LOD, batches in the distance  | 
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| 79 |                 will have a lower polygon count or material detail to those in the  | 
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| 80 |                 foreground. Since each mesh might have different LOD distances, during  | 
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| 81 |                 build the furthest distance at each LOD level from all meshes   | 
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| 82 |                 in that region is used. This means all the LOD levels change at the  | 
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| 83 |                 same time, but at the furthest distance of any of them (so quality is  | 
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| 84 |                 not degraded). Be aware that using Mesh LOD in this class will  | 
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| 85 |                 further increase the memory required. Only generated LOD | 
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| 86 |                 is supported for meshes. | 
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| 87 |         @par | 
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| 88 |                 There are 2 ways you can add geometry to this class; you can add | 
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| 89 |                 Entity objects directly with predetermined positions, scales and  | 
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| 90 |                 orientations, or you can add an entire SceneNode and it's subtree,  | 
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| 91 |                 including all the objects attached to it. Once you've added everthing | 
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| 92 |                 you need to, you have to call build() the fix the geometry in place.  | 
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| 93 |         @note | 
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| 94 |                 This class is not a replacement for world geometry (@see  | 
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| 95 |                 SceneManager::setWorldGeometry). The single most efficient way to  | 
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| 96 |                 render large amounts of static geometry is to use a SceneManager which  | 
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| 97 |                 is specialised for dealing with that particular world structure.  | 
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| 98 |                 However, this class does provide you with a good 'halfway house' | 
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| 99 |                 between generalised movable geometry (Entity) which works with all  | 
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| 100 |                 SceneManagers but isn't efficient when using very large numbers, and  | 
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| 101 |                 highly specialised world geometry which is extremely fast but not  | 
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| 102 |                 generic and typically requires custom world editors. | 
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| 103 |         @par | 
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| 104 |                 You should not construct instances of this class directly; instead, cal  | 
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| 105 |                 SceneManager::createStaticGeometry, which gives the SceneManager the  | 
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| 106 |                 option of providing you with a specialised version of this class if it | 
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| 107 |                 wishes, and also handles the memory management for you like other  | 
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| 108 |                 classes. | 
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| 109 |         @note | 
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| 110 |                 Warning: this class only works with triangle lists at the moment, | 
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| 111 |                 do not pass it triangle strips, fans or lines / points. | 
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| 112 |         */ | 
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| 113 |         class _OgreExport StaticGeometry | 
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| 114 |         { | 
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| 115 |         public: | 
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| 116 |                 /** Struct holding geometry optimised per SubMesh / lod level, ready | 
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| 117 |                         for copying to instances.  | 
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| 118 |                 @remarks | 
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| 119 |                         Since we're going to be duplicating geometry lots of times, it's | 
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| 120 |                         far more important that we don't have redundant vertex data. If a  | 
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| 121 |                         SubMesh uses shared geometry, or we're looking at a lower LOD, not | 
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| 122 |                         all the vertices are being referenced by faces on that submesh. | 
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| 123 |                         Therefore to duplicate them, potentially hundreds or even thousands | 
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| 124 |                         of times, would be extremely wasteful. Therefore, if a SubMesh at | 
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| 125 |                         a given LOD has wastage, we create an optimised version of it's | 
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| 126 |                         geometry which is ready for copying with no wastage. | 
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| 127 |                 */ | 
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| 128 |                 class _OgrePrivate OptimisedSubMeshGeometry | 
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| 129 |                 { | 
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| 130 |                 public: | 
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| 131 |                         OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} | 
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| 132 |                         ~OptimisedSubMeshGeometry()  | 
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| 133 |                         { | 
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| 134 |                                 delete vertexData; | 
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| 135 |                                 delete indexData; | 
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| 136 |                         } | 
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| 137 |                         VertexData *vertexData; | 
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| 138 |                         IndexData *indexData; | 
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| 139 |                 }; | 
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| 140 |                 typedef std::list<OptimisedSubMeshGeometry*> OptimisedSubMeshGeometryList; | 
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| 141 |                 /// Saved link between SubMesh at a LOD and vertex/index data | 
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| 142 |                 /// May point to original or optimised geometry | 
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| 143 |                 struct SubMeshLodGeometryLink | 
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| 144 |                 { | 
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| 145 |                         VertexData* vertexData; | 
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| 146 |                         IndexData* indexData; | 
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| 147 |                 }; | 
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| 148 |                 typedef std::vector<SubMeshLodGeometryLink> SubMeshLodGeometryLinkList; | 
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| 149 |                 typedef std::map<SubMesh*, SubMeshLodGeometryLinkList*> SubMeshGeometryLookup; | 
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| 150 |                 /// Structure recording a queued submesh for the build | 
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| 151 |                 struct QueuedSubMesh | 
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| 152 |                 { | 
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| 153 |                         SubMesh* submesh; | 
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| 154 |                         /// Link to LOD list of geometry, potentially optimised | 
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| 155 |                         SubMeshLodGeometryLinkList* geometryLodList; | 
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| 156 |                         String materialName; | 
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| 157 |                         Vector3 position; | 
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| 158 |                         Quaternion orientation; | 
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| 159 |                         Vector3 scale; | 
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| 160 |                         /// Pre-transformed world AABB  | 
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| 161 |                         AxisAlignedBox worldBounds; | 
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| 162 |                 }; | 
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| 163 |                 typedef std::vector<QueuedSubMesh*> QueuedSubMeshList; | 
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| 164 |                 /// Structure recording a queued geometry for low level builds | 
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| 165 |                 struct QueuedGeometry | 
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| 166 |                 { | 
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| 167 |                         SubMeshLodGeometryLink* geometry; | 
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| 168 |                         Vector3 position; | 
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| 169 |                         Quaternion orientation; | 
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| 170 |                         Vector3 scale; | 
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| 171 |                 }; | 
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| 172 |                 typedef std::vector<QueuedGeometry*> QueuedGeometryList; | 
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| 173 |                  | 
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| 174 |                 // forward declarations | 
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| 175 |                 class LODBucket; | 
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| 176 |                 class MaterialBucket; | 
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| 177 |                 class Region; | 
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| 178 |  | 
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| 179 |                 /** A GeometryBucket is a the lowest level bucket where geometry with  | 
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| 180 |                         the same vertex & index format is stored. It also acts as the  | 
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| 181 |                         renderable. | 
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| 182 |                 */ | 
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| 183 |                 class _OgreExport GeometryBucket :      public Renderable | 
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| 184 |                 { | 
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| 185 |                 protected: | 
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| 186 |                         /// Geometry which has been queued up pre-build (not for deallocation) | 
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| 187 |                         QueuedGeometryList mQueuedGeometry; | 
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| 188 |                         /// Pointer to parent bucket | 
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| 189 |                         MaterialBucket* mParent; | 
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| 190 |                         /// String identifying the vertex / index format | 
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| 191 |                         String mFormatString; | 
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| 192 |                         /// Vertex information, includes current number of vertices | 
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| 193 |                         /// committed to be a part of this bucket | 
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| 194 |                         VertexData* mVertexData; | 
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| 195 |                         /// Index information, includes index type which limits the max | 
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| 196 |                         /// number of vertices which are allowed in one bucket | 
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| 197 |                         IndexData* mIndexData; | 
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| 198 |                         /// Size of indexes | 
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| 199 |                         HardwareIndexBuffer::IndexType mIndexType; | 
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| 200 |                         /// Maximum vertex indexable | 
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| 201 |                         size_t mMaxVertexIndex; | 
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| 202 |  | 
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| 203 |                         template<typename T> | 
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| 204 |                         void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) | 
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| 205 |                         { | 
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| 206 |                                 if (indexOffset == 0) | 
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| 207 |                                 { | 
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| 208 |                                         memcpy(dst, src, sizeof(T) * count); | 
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| 209 |                                 } | 
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| 210 |                                 else | 
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| 211 |                                 { | 
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| 212 |                                         while(count--) | 
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| 213 |                                         { | 
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| 214 |                                                 *dst++ = static_cast<T>(*src++ + indexOffset); | 
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| 215 |                                         } | 
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| 216 |                                 } | 
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| 217 |                         } | 
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| 218 |                 public: | 
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| 219 |                         GeometryBucket(MaterialBucket* parent, const String& formatString,  | 
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| 220 |                                 const VertexData* vData, const IndexData* iData); | 
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| 221 |                         virtual ~GeometryBucket(); | 
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| 222 |                         MaterialBucket* getParent(void) { return mParent; } | 
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| 223 |                         /// Get the vertex data for this geometry  | 
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| 224 |                         const VertexData* getVertexData(void) const { return mVertexData; } | 
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| 225 |                         /// Get the index data for this geometry  | 
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| 226 |                         const IndexData* getIndexData(void) const { return mIndexData; } | 
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| 227 |                         /// @copydoc Renderable::getMaterial | 
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| 228 |                         const MaterialPtr& getMaterial(void) const; | 
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| 229 |                         Technique* getTechnique(void) const; | 
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| 230 |                         void getRenderOperation(RenderOperation& op); | 
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| 231 |                 void getWorldTransforms(Matrix4* xform) const; | 
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| 232 |                 const Quaternion& getWorldOrientation(void) const; | 
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| 233 |                 const Vector3& getWorldPosition(void) const; | 
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| 234 |                         Real getSquaredViewDepth(const Camera* cam) const; | 
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| 235 |                 const LightList& getLights(void) const; | 
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| 236 |                         bool getCastsShadows(void) const; | 
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| 237 |                          | 
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| 238 |                         /** Try to assign geometry to this bucket. | 
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| 239 |                         @returns false if there is no room left in this bucket | 
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| 240 |                         */ | 
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| 241 |                         bool assign(QueuedGeometry* qsm); | 
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| 242 |                         /// Build | 
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| 243 |                         void build(bool stencilShadows); | 
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| 244 |                         /// Dump contents for diagnostics | 
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| 245 |                         void dump(std::ofstream& of) const; | 
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| 246 |                 }; | 
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| 247 |                 /** A MaterialBucket is a collection of smaller buckets with the same  | 
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| 248 |                         Material (and implicitly the same LOD). */ | 
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| 249 |                 class _OgreExport MaterialBucket | 
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| 250 |                 { | 
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| 251 |                 public: | 
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| 252 |                         /// list of Geometry Buckets in this region | 
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| 253 |                         typedef std::vector<GeometryBucket*> GeometryBucketList; | 
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| 254 |                 protected: | 
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| 255 |                         /// Pointer to parent LODBucket | 
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| 256 |                         LODBucket* mParent; | 
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| 257 |                         /// Material being used | 
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| 258 |                         String mMaterialName; | 
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| 259 |                         /// Pointer to material being used | 
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| 260 |                         MaterialPtr mMaterial; | 
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| 261 |                         /// Active technique | 
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| 262 |                         Technique* mTechnique; | 
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| 263 |  | 
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| 264 |                         /// list of Geometry Buckets in this region | 
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| 265 |                         GeometryBucketList mGeometryBucketList; | 
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| 266 |                         // index to current Geometry Buckets for a given geometry format | 
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| 267 |                         typedef std::map<String, GeometryBucket*> CurrentGeometryMap; | 
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| 268 |                         CurrentGeometryMap mCurrentGeometryMap; | 
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| 269 |                         /// Get a packed string identifying the geometry format | 
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| 270 |                         String getGeometryFormatString(SubMeshLodGeometryLink* geom); | 
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| 271 |                          | 
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| 272 |                 public: | 
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| 273 |                         MaterialBucket(LODBucket* parent, const String& materialName); | 
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| 274 |                         virtual ~MaterialBucket(); | 
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| 275 |                         LODBucket* getParent(void) { return mParent; } | 
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| 276 |                         /// Get the material name | 
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| 277 |                         const String& getMaterialName(void) const { return mMaterialName; } | 
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| 278 |                         /// Assign geometry to this bucket | 
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| 279 |                         void assign(QueuedGeometry* qsm); | 
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| 280 |                         /// Build | 
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| 281 |                         void build(bool stencilShadows); | 
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| 282 |                         /// Add children to the render queue | 
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| 283 |                         void addRenderables(RenderQueue* queue, uint8 group,  | 
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| 284 |                                 Real camSquaredDist); | 
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| 285 |                         /// Get the material for this bucket | 
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| 286 |                         const MaterialPtr& getMaterial(void) const { return mMaterial; } | 
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| 287 |                         /// Iterator over geometry | 
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| 288 |                         typedef VectorIterator<GeometryBucketList> GeometryIterator; | 
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| 289 |                         /// Get an iterator over the contained geometry | 
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| 290 |                         GeometryIterator getGeometryIterator(void); | 
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| 291 |                         /// Get the current Technique | 
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| 292 |                         Technique* getCurrentTechnique(void) const { return mTechnique; } | 
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| 293 |                         /// Dump contents for diagnostics | 
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| 294 |                         void dump(std::ofstream& of) const; | 
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| 295 |                 }; | 
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| 296 |                 /** A LODBucket is a collection of smaller buckets with the same LOD.  | 
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| 297 |                 @remarks | 
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| 298 |                         LOD refers to Mesh LOD here. Material LOD can change separately | 
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| 299 |                         at the next bucket down from this. | 
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| 300 |                 */ | 
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| 301 |                 class _OgreExport LODBucket | 
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| 302 |                 { | 
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| 303 |                 public: | 
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| 304 |                         /// Lookup of Material Buckets in this region | 
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| 305 |                         typedef std::map<String, MaterialBucket*> MaterialBucketMap; | 
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| 306 |                 protected: | 
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| 307 |                         /// Pointer to parent region | 
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| 308 |                         Region* mParent; | 
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| 309 |                         /// LOD level (0 == full LOD) | 
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| 310 |                         unsigned short mLod; | 
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| 311 |                         /// distance at which this LOD starts to apply (squared) | 
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| 312 |                         Real mSquaredDistance; | 
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| 313 |                         /// Lookup of Material Buckets in this region | 
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| 314 |                         MaterialBucketMap mMaterialBucketMap; | 
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| 315 |                         /// Geometry queued for a single LOD (deallocated here) | 
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| 316 |                         QueuedGeometryList mQueuedGeometryList; | 
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| 317 |                 public: | 
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| 318 |                         LODBucket(Region* parent, unsigned short lod, Real lodDist); | 
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| 319 |                         virtual ~LODBucket(); | 
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| 320 |                         Region* getParent(void) { return mParent; } | 
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| 321 |                         /// Get the lod index | 
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| 322 |                         ushort getLod(void) const { return mLod; } | 
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| 323 |                         /// Get the lod squared distance | 
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| 324 |                         Real getSquaredDistance(void) const { return mSquaredDistance; } | 
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| 325 |                         /// Assign a queued submesh to this bucket, using specified mesh LOD | 
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| 326 |                         void assign(QueuedSubMesh* qsm, ushort atLod); | 
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| 327 |                         /// Build | 
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| 328 |                         void build(bool stencilShadows); | 
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| 329 |                         /// Add children to the render queue | 
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| 330 |                         void addRenderables(RenderQueue* queue, uint8 group,  | 
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| 331 |                                 Real camSquaredDistance); | 
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| 332 |                         /// Iterator over the materials in this LOD | 
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| 333 |                         typedef MapIterator<MaterialBucketMap> MaterialIterator; | 
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| 334 |                         /// Get an iterator over the materials in this LOD | 
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| 335 |                         MaterialIterator getMaterialIterator(void); | 
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| 336 |                         /// Dump contents for diagnostics | 
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| 337 |                         void dump(std::ofstream& of) const; | 
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| 338 |                          | 
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| 339 |                 }; | 
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| 340 |                 /** The details of a topological region which is the highest level of | 
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| 341 |                         partitioning for this class. | 
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| 342 |                 @remarks | 
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| 343 |                         The size & shape of regions entirely depends on the SceneManager | 
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| 344 |                         specific implementation. It is a MovableObject since it will be | 
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| 345 |                         attached to a node based on the local centre - in practice it | 
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| 346 |                         won't actually move (although in theory it could). | 
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| 347 |                 */ | 
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| 348 |                 class _OgreExport Region : public MovableObject | 
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| 349 |                 { | 
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| 350 |                 public: | 
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| 351 |                         /// list of LOD Buckets in this region | 
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| 352 |                         typedef std::vector<LODBucket*> LODBucketList; | 
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| 353 |                 protected: | 
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| 354 |                         /** Nested class to allow region shadows. */ | 
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| 355 |                         class _OgreExport RegionShadowRenderable : public ShadowRenderable | 
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| 356 |                         { | 
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| 357 |                         protected: | 
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| 358 |                                 Region* mParent; | 
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| 359 |                                 // Shared link to position buffer | 
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| 360 |                                 HardwareVertexBufferSharedPtr mPositionBuffer; | 
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| 361 |                                 // Shared link to w-coord buffer (optional) | 
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| 362 |                                 HardwareVertexBufferSharedPtr mWBuffer; | 
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| 363 |  | 
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| 364 |                         public: | 
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| 365 |                                 RegionShadowRenderable(Region* parent,  | 
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| 366 |                                         HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,  | 
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| 367 |                                         bool createSeparateLightCap, bool isLightCap = false); | 
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| 368 |                                 ~RegionShadowRenderable(); | 
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| 369 |                                 /// Overridden from ShadowRenderable | 
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| 370 |                                 void getWorldTransforms(Matrix4* xform) const; | 
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| 371 |                                 /// Overridden from ShadowRenderable | 
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| 372 |                                 const Quaternion& getWorldOrientation(void) const; | 
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| 373 |                                 /// Overridden from ShadowRenderable | 
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| 374 |                                 const Vector3& getWorldPosition(void) const; | 
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| 375 |                                 HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; } | 
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| 376 |                                 HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; } | 
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| 377 |  | 
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| 378 |                         }; | 
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| 379 |                         /// Parent static geometry | 
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| 380 |                         StaticGeometry* mParent; | 
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| 381 |                         /// Scene manager link | 
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| 382 |                         SceneManager* mSceneMgr; | 
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| 383 |                         /// Scene node | 
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| 384 |                         SceneNode* mNode; | 
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| 385 |                         /// Local list of queued meshes (not used for deallocation) | 
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| 386 |                         QueuedSubMeshList mQueuedSubMeshes; | 
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| 387 |                         /// Unique identifier for the region | 
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| 388 |                         uint32 mRegionID; | 
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| 389 |                         /// Center of the region | 
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| 390 |                         Vector3 mCentre; | 
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| 391 |                         /// LOD distances (squared) as built up - use the max at each level | 
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| 392 |                         std::vector<Real> mLodSquaredDistances; | 
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| 393 |                         /// Local AABB relative to region centre | 
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| 394 |                         AxisAlignedBox mAABB; | 
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| 395 |                         /// Local bounding radius | 
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| 396 |                         Real mBoundingRadius; | 
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| 397 |                         /// The current lod level, as determined from the last camera | 
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| 398 |                         ushort mCurrentLod; | 
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| 399 |                         /// Current camera distance, passed on to do material lod later | 
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| 400 |                         Real mCamDistanceSquared; | 
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| 401 |                         /// List of LOD buckets                  | 
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| 402 |                         LODBucketList mLodBucketList; | 
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| 403 |                         /// List of lights for this region | 
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| 404 |                         mutable LightList mLightList; | 
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| 405 |                         /// The last frame that this light list was updated in | 
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| 406 |                         mutable ulong mLightListUpdated; | 
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| 407 |                         /// Edge list, used if stencil shadow casting is enabled  | 
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| 408 |                         EdgeData* mEdgeList; | 
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| 409 |                         /// List of shadow renderables | 
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| 410 |                         ShadowRenderableList mShadowRenderables; | 
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| 411 |                         /// Is a vertex program in use somewhere in this region? | 
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| 412 |                         bool mVertexProgramInUse; | 
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| 413 |  | 
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| 414 |  | 
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| 415 |  | 
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| 416 |                 public: | 
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| 417 |                         Region(StaticGeometry* parent, const String& name, SceneManager* mgr,  | 
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| 418 |                                 uint32 regionID, const Vector3& centre); | 
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| 419 |                         virtual ~Region(); | 
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| 420 |                         // more fields can be added in subclasses | 
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| 421 |                         StaticGeometry* getParent(void) const { return mParent;} | 
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| 422 |                         /// Assign a queued mesh to this region, read for final build | 
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| 423 |                         void assign(QueuedSubMesh* qmesh); | 
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| 424 |                         /// Build this region | 
|---|
| 425 |                         void build(bool stencilShadows); | 
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| 426 |                         /// Get the region ID of this region | 
|---|
| 427 |                         uint32 getID(void) const { return mRegionID; } | 
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| 428 |                         /// Get the centre point of the region | 
|---|
| 429 |                         const Vector3& getCentre(void) const { return mCentre; } | 
|---|
| 430 |                         const String& getMovableType(void) const; | 
|---|
| 431 |                         void _notifyCurrentCamera(Camera* cam); | 
|---|
| 432 |                         const AxisAlignedBox& getBoundingBox(void) const; | 
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| 433 |                         Real getBoundingRadius(void) const; | 
|---|
| 434 |                         void _updateRenderQueue(RenderQueue* queue); | 
|---|
| 435 |                         bool isVisible(void) const; | 
|---|
| 436 |                         uint32 getTypeFlags(void) const; | 
|---|
| 437 |  | 
|---|
| 438 |                         typedef VectorIterator<LODBucketList> LODIterator; | 
|---|
| 439 |                         /// Get an iterator over the LODs in this region | 
|---|
| 440 |                         LODIterator getLODIterator(void); | 
|---|
| 441 |                         /// @copydoc ShadowCaster::getShadowVolumeRenderableIterator | 
|---|
| 442 |                         ShadowRenderableListIterator getShadowVolumeRenderableIterator( | 
|---|
| 443 |                                 ShadowTechnique shadowTechnique, const Light* light,  | 
|---|
| 444 |                                 HardwareIndexBufferSharedPtr* indexBuffer,  | 
|---|
| 445 |                                 bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); | 
|---|
| 446 |                         /// Overridden from MovableObject | 
|---|
| 447 |                         EdgeData* getEdgeList(void); | 
|---|
| 448 |                         /** Overridden member from ShadowCaster. */ | 
|---|
| 449 |                         bool hasEdgeList(void); | 
|---|
| 450 |  | 
|---|
| 451 |                         /// Dump contents for diagnostics | 
|---|
| 452 |                         void dump(std::ofstream& of) const; | 
|---|
| 453 |                          | 
|---|
| 454 |                 }; | 
|---|
| 455 |                 /** Indexed region map based on packed x/y/z region index, 10 bits for | 
|---|
| 456 |                         each axis. | 
|---|
| 457 |                 @remarks | 
|---|
| 458 |                         Regions are indexed 0-1023 in all axes, where for example region  | 
|---|
| 459 |                         0 in the x axis begins at mOrigin.x + (mRegionDimensions.x * -512),  | 
|---|
| 460 |                         and region 1023 ends at mOrigin + (mRegionDimensions.x * 512). | 
|---|
| 461 |                 */ | 
|---|
| 462 |                 typedef std::map<uint32, Region*> RegionMap; | 
|---|
| 463 |         protected: | 
|---|
| 464 |                 // General state & settings | 
|---|
| 465 |                 SceneManager* mOwner; | 
|---|
| 466 |                 String mName; | 
|---|
| 467 |                 bool mBuilt; | 
|---|
| 468 |                 Real mUpperDistance; | 
|---|
| 469 |                 Real mSquaredUpperDistance; | 
|---|
| 470 |                 bool mCastShadows; | 
|---|
| 471 |                 Vector3 mRegionDimensions; | 
|---|
| 472 |                 Vector3 mHalfRegionDimensions; | 
|---|
| 473 |                 Vector3 mOrigin; | 
|---|
| 474 |                 bool mVisible; | 
|---|
| 475 |         /// The render queue to use when rendering this object | 
|---|
| 476 |         uint8 mRenderQueueID; | 
|---|
| 477 |                 /// Flags whether the RenderQueue's default should be used. | 
|---|
| 478 |                 bool mRenderQueueIDSet; | 
|---|
| 479 |  | 
|---|
| 480 |                 QueuedSubMeshList mQueuedSubMeshes; | 
|---|
| 481 |  | 
|---|
| 482 |                 /// List of geometry which has been optimised for SubMesh use | 
|---|
| 483 |                 /// This is the primary storage used for cleaning up later | 
|---|
| 484 |                 OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; | 
|---|
| 485 |  | 
|---|
| 486 |                 /** Cached links from SubMeshes to (potentially optimised) geometry | 
|---|
| 487 |                         This is not used for deletion since the lookup may reference | 
|---|
| 488 |                         original vertex data | 
|---|
| 489 |                 */ | 
|---|
| 490 |                 SubMeshGeometryLookup mSubMeshGeometryLookup; | 
|---|
| 491 |                          | 
|---|
| 492 |                 /// Map of regions | 
|---|
| 493 |                 RegionMap mRegionMap; | 
|---|
| 494 |  | 
|---|
| 495 |                 /** Virtual method for getting a region most suitable for the | 
|---|
| 496 |                         passed in bounds. Can be overridden by subclasses. | 
|---|
| 497 |                 */ | 
|---|
| 498 |                 virtual Region* getRegion(const AxisAlignedBox& bounds, bool autoCreate); | 
|---|
| 499 |                 /** Get the region within which a point lies */ | 
|---|
| 500 |                 virtual Region* getRegion(const Vector3& point, bool autoCreate); | 
|---|
| 501 |                 /** Get the region using indexes */ | 
|---|
| 502 |                 virtual Region* getRegion(ushort x, ushort y, ushort z, bool autoCreate); | 
|---|
| 503 |                 /** Get the region using a packed index, returns null if it doesn't exist. */ | 
|---|
| 504 |                 virtual Region* getRegion(uint32 index); | 
|---|
| 505 |                 /** Get the region indexes for a point. | 
|---|
| 506 |                 */ | 
|---|
| 507 |                 virtual void getRegionIndexes(const Vector3& point,  | 
|---|
| 508 |                         ushort& x, ushort& y, ushort& z); | 
|---|
| 509 |                 /** Pack 3 indexes into a single index value | 
|---|
| 510 |                 */ | 
|---|
| 511 |                 virtual uint32 packIndex(ushort x, ushort y, ushort z); | 
|---|
| 512 |                 /** Get the volume intersection for an indexed region with some bounds. | 
|---|
| 513 |                 */ | 
|---|
| 514 |                 virtual Real getVolumeIntersection(const AxisAlignedBox& box,   | 
|---|
| 515 |                         ushort x, ushort y, ushort z); | 
|---|
| 516 |                 /** Get the bounds of an indexed region. | 
|---|
| 517 |                 */ | 
|---|
| 518 |                 virtual AxisAlignedBox getRegionBounds(ushort x, ushort y, ushort z); | 
|---|
| 519 |                 /** Get the centre of an indexed region. | 
|---|
| 520 |                 */ | 
|---|
| 521 |                 virtual Vector3 getRegionCentre(ushort x, ushort y, ushort z); | 
|---|
| 522 |                 /** Calculate world bounds from a set of vertex data. */ | 
|---|
| 523 |                 virtual AxisAlignedBox calculateBounds(VertexData* vertexData,  | 
|---|
| 524 |                         const Vector3& position, const Quaternion& orientation,  | 
|---|
| 525 |                         const Vector3& scale); | 
|---|
| 526 |                 /** Look up or calculate the geometry data to use for this SubMesh */ | 
|---|
| 527 |                 SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); | 
|---|
| 528 |                 /** Split some shared geometry into dedicated geometry. */ | 
|---|
| 529 |                 void splitGeometry(VertexData* vd, IndexData* id,  | 
|---|
| 530 |                         SubMeshLodGeometryLink* targetGeomLink); | 
|---|
| 531 |  | 
|---|
| 532 |                 typedef std::map<size_t, size_t> IndexRemap; | 
|---|
| 533 |                 /** Method for figuring out which vertices are used by an index buffer | 
|---|
| 534 |                         and calculating a remap lookup for a vertex buffer just containing | 
|---|
| 535 |                         those vertices.  | 
|---|
| 536 |                 */ | 
|---|
| 537 |                 template <typename T> | 
|---|
| 538 |                 void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) | 
|---|
| 539 |                 { | 
|---|
| 540 |                         remap.clear(); | 
|---|
| 541 |                         for (size_t i = 0; i < numIndexes; ++i) | 
|---|
| 542 |                         { | 
|---|
| 543 |                                 // use insert since duplicates are silently discarded | 
|---|
| 544 |                                 remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); | 
|---|
| 545 |                                 // this will have mapped oldindex -> new index IF oldindex | 
|---|
| 546 |                                 // wasn't already there | 
|---|
| 547 |                         } | 
|---|
| 548 |                 } | 
|---|
| 549 |                 /** Method for altering indexes based on a remap. */ | 
|---|
| 550 |                 template <typename T> | 
|---|
| 551 |                 void remapIndexes(T* src, T* dst, const IndexRemap& remap,  | 
|---|
| 552 |                                 size_t numIndexes) | 
|---|
| 553 |                 { | 
|---|
| 554 |                         for (size_t i = 0; i < numIndexes; ++i) | 
|---|
| 555 |                         { | 
|---|
| 556 |                                 // look up original and map to target | 
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| 557 |                                 IndexRemap::const_iterator ix = remap.find(*src++); | 
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| 558 |                                 assert(ix != remap.end()); | 
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| 559 |                                 *dst++ = static_cast<T>(ix->second); | 
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| 560 |                         } | 
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| 561 |                 } | 
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| 562 |                  | 
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| 563 |         public: | 
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| 564 |                 /// Constructor; do not use directly (@see SceneManager::createStaticGeometry) | 
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| 565 |                 StaticGeometry(SceneManager* owner, const String& name); | 
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| 566 |                 /// Destructor | 
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| 567 |                 virtual ~StaticGeometry(); | 
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| 568 |  | 
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| 569 |                 /// Get the name of this object | 
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| 570 |                 const String& getName(void) const { return mName; } | 
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| 571 |                 /** Adds an Entity to the static geometry. | 
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| 572 |                 @remarks | 
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| 573 |                         This method takes an existing Entity and adds its details to the  | 
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| 574 |                         list of elements to include when building. Note that the Entity | 
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| 575 |                         itself is not copied or referenced in this method; an Entity is  | 
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| 576 |                         passed simply so that you can change the materials of attached  | 
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| 577 |                         SubEntity objects if you want. You can add the same Entity  | 
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| 578 |                         instance multiple times with different material settings  | 
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| 579 |                         completely safely, and destroy the Entity before destroying  | 
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| 580 |                         this StaticGeometry if you like. The Entity passed in is simply  | 
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| 581 |                         used as a definition. | 
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| 582 |                 @note Must be called before 'build'. | 
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| 583 |                 @param ent The Entity to use as a definition (the Mesh and Materials  | 
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| 584 |                         referenced will be recorded for the build call). | 
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| 585 |                 @param position The world position at which to add this Entity | 
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| 586 |                 @param orientation The world orientation at which to add this Entity | 
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| 587 |                 @param scale The scale at which to add this entity | 
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| 588 |                 */ | 
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| 589 |                 virtual void addEntity(Entity* ent, const Vector3& position, | 
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| 590 |                         const Quaternion& orientation = Quaternion::IDENTITY,  | 
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| 591 |                         const Vector3& scale = Vector3::UNIT_SCALE); | 
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| 592 |  | 
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| 593 |                 /** Adds all the Entity objects attached to a SceneNode and all it's | 
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| 594 |                         children to the static geometry. | 
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| 595 |                 @remarks | 
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| 596 |                         This method performs just like addEntity, except it adds all the  | 
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| 597 |                         entities attached to an entire sub-tree to the geometry.  | 
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| 598 |                         The position / orientation / scale parameters are taken from the | 
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| 599 |                         node structure instead of being specified manually.  | 
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| 600 |                 @note | 
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| 601 |                         The SceneNode you pass in will not be automatically detached from  | 
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| 602 |                         it's parent, so if you have this node already attached to the scene | 
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| 603 |                         graph, you will need to remove it if you wish to avoid the overhead | 
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| 604 |                         of rendering <i>both</i> the original objects and their new static | 
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| 605 |                         versions! We don't do this for you incase you are preparing this  | 
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| 606 |                         in advance and so don't want the originals detached yet.  | 
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| 607 |                 @note Must be called before 'build'. | 
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| 608 |                 @param node Pointer to the node to use to provide a set of Entity  | 
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| 609 |                         templates | 
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| 610 |                 */ | 
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| 611 |                 virtual void addSceneNode(const SceneNode* node); | 
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| 612 |  | 
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| 613 |                 /** Build the geometry.  | 
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| 614 |                 @remarks | 
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| 615 |                         Based on all the entities which have been added, and the batching  | 
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| 616 |                         options which have been set, this method constructs     the batched  | 
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| 617 |                         geometry structures required. The batches are added to the scene  | 
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| 618 |                         and will be rendered unless you specifically hide them. | 
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| 619 |                 @note | 
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| 620 |                         Once you have called this method, you can no longer add any more  | 
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| 621 |                         entities. | 
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| 622 |                 */ | 
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| 623 |                 virtual void build(void); | 
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| 624 |  | 
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| 625 |                 /** Destroys all the built geometry state (reverse of build).  | 
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| 626 |                 @remarks | 
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| 627 |                         You can call build() again after this and it will pick up all the | 
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| 628 |                         same entities / nodes you queued last time. | 
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| 629 |                 */ | 
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| 630 |                 virtual void destroy(void); | 
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| 631 |  | 
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| 632 |                 /** Clears any of the entities / nodes added to this geometry and  | 
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| 633 |                         destroys anything which has already been built. | 
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| 634 |                 */ | 
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| 635 |                 virtual void reset(void); | 
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| 636 |  | 
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| 637 |                 /** Sets the distance at which batches are no longer rendered. | 
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| 638 |                 @remarks | 
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| 639 |                         This lets you turn off batches at a given distance. This can be  | 
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| 640 |                         useful for things like detail meshes (grass, foliage etc) and could | 
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| 641 |                         be combined with a shader which fades the geometry out beforehand  | 
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| 642 |                         to lessen the effect. | 
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| 643 |                 @param dist Distance beyond which the batches will not be rendered  | 
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| 644 |                         (the default is 0, which means batches are always rendered). | 
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| 645 |                 */ | 
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| 646 |                 virtual void setRenderingDistance(Real dist) {  | 
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| 647 |                         mUpperDistance = dist;  | 
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| 648 |                         mSquaredUpperDistance = mUpperDistance * mUpperDistance; | 
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| 649 |                 } | 
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| 650 |  | 
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| 651 |                 /** Gets the distance at which batches are no longer rendered. */ | 
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| 652 |                 virtual Real getRenderingDistance(void) const { return mUpperDistance; } | 
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| 653 |  | 
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| 654 |                 /** Gets the squared distance at which batches are no longer rendered. */ | 
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| 655 |                 virtual Real getSquaredRenderingDistance(void) const  | 
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| 656 |                 { return mSquaredUpperDistance; } | 
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| 657 |  | 
|---|
| 658 |                 /** Hides or shows all the batches. */ | 
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| 659 |                 virtual void setVisible(bool visible); | 
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| 660 |  | 
|---|
| 661 |                 /** Are the batches visible? */ | 
|---|
| 662 |                 virtual bool isVisible(void) const { return mVisible; } | 
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| 663 |  | 
|---|
| 664 |                 /** Sets whether this geometry should cast shadows. | 
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| 665 |                 @remarks | 
|---|
| 666 |                         No matter what the settings on the original entities, | 
|---|
| 667 |                         the StaticGeometry class defaults to not casting shadows.  | 
|---|
| 668 |                         This is because, being static, unless you have moving lights | 
|---|
| 669 |                         you'd be better to use precalculated shadows of some sort. | 
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| 670 |                         However, if you need them, you can enable them using this | 
|---|
| 671 |                         method. If the SceneManager is set up to use stencil shadows, | 
|---|
| 672 |                         edge lists will be copied from the underlying meshes on build. | 
|---|
| 673 |                         It is essential that all meshes support stencil shadows in this | 
|---|
| 674 |                         case. | 
|---|
| 675 |                 @note If you intend to use stencil shadows, you must set this to  | 
|---|
| 676 |                         true before calling 'build' as well as making sure you set the | 
|---|
| 677 |                         scene's shadow type (that should always be the first thing you do | 
|---|
| 678 |                         anyway). You can turn shadows off temporarily but they can never  | 
|---|
| 679 |                         be turned on if they were not at the time of the build.  | 
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| 680 |                 */ | 
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| 681 |                 virtual void setCastShadows(bool castShadows); | 
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| 682 |                 /// Will the geometry from this object cast shadows? | 
|---|
| 683 |                 virtual bool getCastShadows(void) { return mCastShadows; } | 
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| 684 |  | 
|---|
| 685 |                 /** Sets the size of a single region of geometry. | 
|---|
| 686 |                 @remarks | 
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| 687 |                         This method allows you to configure the physical world size of  | 
|---|
| 688 |                         each region, so you can balance culling against batch size. Entities | 
|---|
| 689 |                         will be fitted within the batch they most closely fit, and the  | 
|---|
| 690 |                         eventual bounds of each batch may well be slightly larger than this | 
|---|
| 691 |                         if they overlap a little. The default is Vector3(1000, 1000, 1000). | 
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| 692 |                 @note Must be called before 'build'. | 
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| 693 |                 @param size Vector3 expressing the 3D size of each region. | 
|---|
| 694 |                 */ | 
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| 695 |                 virtual void setRegionDimensions(const Vector3& size) {  | 
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| 696 |                         mRegionDimensions = size;  | 
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| 697 |                         mHalfRegionDimensions = size * 0.5; | 
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| 698 |                 } | 
|---|
| 699 |                 /** Gets the size of a single batch of geometry. */ | 
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| 700 |                 virtual const Vector3& getRegionDimensions(void) const { return mRegionDimensions; } | 
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| 701 |                 /** Sets the origin of the geometry. | 
|---|
| 702 |                 @remarks | 
|---|
| 703 |                         This method allows you to configure the world centre of the geometry, | 
|---|
| 704 |                         thus the place which all regions surround. You probably don't need  | 
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| 705 |                         to mess with this unless you have a seriously large world, since the | 
|---|
| 706 |                         default set up can handle an area 1024 * mRegionDimensions, and  | 
|---|
| 707 |                         the sparseness of population is no issue when it comes to rendering. | 
|---|
| 708 |                         The default is Vector3(0,0,0). | 
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| 709 |                 @note Must be called before 'build'. | 
|---|
| 710 |                 @param size Vector3 expressing the 3D origin of the geometry. | 
|---|
| 711 |                 */ | 
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| 712 |                 virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } | 
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| 713 |                 /** Gets the origin of this geometry. */ | 
|---|
| 714 |                 virtual const Vector3& getOrigin(void) const { return mOrigin; } | 
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| 715 |  | 
|---|
| 716 |         /** Sets the render queue group this object will be rendered through. | 
|---|
| 717 |         @remarks | 
|---|
| 718 |             Render queues are grouped to allow you to more tightly control the ordering | 
|---|
| 719 |             of rendered objects. If you do not call this method, all  objects default | 
|---|
| 720 |             to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for  | 
|---|
| 721 |                         most objects. You may want to alter this if you want to perform more complex | 
|---|
| 722 |                         rendering. | 
|---|
| 723 |         @par | 
|---|
| 724 |             See RenderQueue for more details. | 
|---|
| 725 |         @param queueID Enumerated value of the queue group to use. | 
|---|
| 726 |         */ | 
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| 727 |         virtual void setRenderQueueGroup(uint8 queueID); | 
|---|
| 728 |  | 
|---|
| 729 |         /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ | 
|---|
| 730 |         virtual uint8 getRenderQueueGroup(void) const; | 
|---|
| 731 |                  | 
|---|
| 732 |                 /// Iterator for iterating over contained regions | 
|---|
| 733 |                 typedef MapIterator<RegionMap> RegionIterator; | 
|---|
| 734 |                 /// Get an iterator over the regions in this geometry | 
|---|
| 735 |                 RegionIterator getRegionIterator(void); | 
|---|
| 736 |  | 
|---|
| 737 |                 /** Dump the contents of this StaticGeometry to a file for diagnostic | 
|---|
| 738 |                         purposes. | 
|---|
| 739 |                 */ | 
|---|
| 740 |                 virtual void dump(const String& filename) const; | 
|---|
| 741 |  | 
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| 742 |  | 
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| 743 |         }; | 
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| 744 |  | 
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| 745 | } | 
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| 746 |  | 
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| 747 | #endif | 
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| 748 |  | 
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