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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreMesh.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 46.0 KB
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __Mesh_H__
29#define __Mesh_H__
30
31#include "OgrePrerequisites.h"
32
33#include "OgreResource.h"
34#include "OgreVertexIndexData.h"
35#include "OgreAxisAlignedBox.h"
36#include "OgreVertexBoneAssignment.h"
37#include "OgreIteratorWrappers.h"
38#include "OgreHardwareVertexBuffer.h"
39#include "OgreSkeleton.h"
40#include "OgreAnimation.h"
41#include "OgreAnimationTrack.h"
42#include "OgrePose.h"
43#include "OgreDataStream.h"
44#include "OgreHeaderPrefix.h"
45
46
47namespace Ogre {
48
49
50    /** \addtogroup Core
51    *  @{
52    */
53    /** \addtogroup Resources
54    *  @{
55    */
56
57    struct MeshLodUsage;
58    struct LodConfig;
59    class LodStrategy;
60
61    /** Resource holding data about 3D mesh.
62    @remarks
63        This class holds the data used to represent a discrete
64        3-dimensional object. Mesh data usually contains more
65        than just vertices and triangle information; it also
66        includes references to materials (and the faces which use them),
67        level-of-detail reduction information, convex hull definition,
68        skeleton/bones information, keyframe animation etc.
69        However, it is important to note the emphasis on the word
70        'discrete' here. This class does not cover the large-scale
71        sprawling geometry found in level / landscape data.
72    @par
73        Multiple world objects can (indeed should) be created from a
74        single mesh object - see the Entity class for more info.
75        The mesh object will have it's own default
76        material properties, but potentially each world instance may
77        wish to customise the materials from the original. When the object
78        is instantiated into a scene node, the mesh material properties
79        will be taken by default but may be changed. These properties
80        are actually held at the SubMesh level since a single mesh may
81        have parts with different materials.
82    @par
83        As described above, because the mesh may have sections of differing
84        material properties, a mesh is inherently a compound construct,
85        consisting of one or more SubMesh objects.
86        However, it strongly 'owns' it's SubMeshes such that they
87        are loaded / unloaded at the same time. This is contrary to
88        the approach taken to hierarchically related (but loosely owned)
89        scene nodes, where data is loaded / unloaded separately. Note
90        also that mesh sub-sections (when used in an instantiated object)
91        share the same scene node as the parent.
92    */
93    class _OgreExport Mesh: public Resource, public AnimationContainer
94    {
95        friend class SubMesh;
96        friend class MeshSerializerImpl;
97        friend class MeshSerializerImpl_v1_4;
98        friend class MeshSerializerImpl_v1_2;
99        friend class MeshSerializerImpl_v1_1;
100
101    public:
102        typedef vector<Real>::type LodValueList;
103        typedef vector<MeshLodUsage>::type MeshLodUsageList;
104        /// Multimap of vertex bone assignments (orders by vertex index).
105        typedef multimap<size_t, VertexBoneAssignment>::type VertexBoneAssignmentList;
106        typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
107        typedef vector<SubMesh*>::type SubMeshList;
108        typedef vector<unsigned short>::type IndexMap;
109
110    protected:
111        /** A list of submeshes which make up this mesh.
112            Each mesh is made up of 1 or more submeshes, which
113            are each based on a single material and can have their
114            own vertex data (they may not - they can share vertex data
115            from the Mesh, depending on preference).
116        */
117        SubMeshList mSubMeshList;
118   
119        /** Internal method for making the space for a vertex element to hold tangents. */
120        void organiseTangentsBuffer(VertexData *vertexData, 
121            VertexElementSemantic targetSemantic, unsigned short index, 
122            unsigned short sourceTexCoordSet);
123
124    public:
125        /** A hashmap used to store optional SubMesh names.
126            Translates a name into SubMesh index.
127        */
128        typedef HashMap<String, ushort> SubMeshNameMap ;
129
130       
131    protected:
132
133        DataStreamPtr mFreshFromDisk;
134
135        SubMeshNameMap mSubMeshNameMap ;
136
137        /// Local bounding box volume.
138        AxisAlignedBox mAABB;
139        /// Local bounding sphere radius (centered on object).
140        Real mBoundRadius;
141
142        /// Optional linked skeleton.
143        String mSkeletonName;
144        SkeletonPtr mSkeleton;
145
146       
147        VertexBoneAssignmentList mBoneAssignments;
148
149        /// Flag indicating that bone assignments need to be recompiled.
150        bool mBoneAssignmentsOutOfDate;
151
152        /** Build the index map between bone index and blend index. */
153        void buildIndexMap(const VertexBoneAssignmentList& boneAssignments,
154            IndexMap& boneIndexToBlendIndexMap, IndexMap& blendIndexToBoneIndexMap);
155        /** Compile bone assignments into blend index and weight buffers. */
156        void compileBoneAssignments(const VertexBoneAssignmentList& boneAssignments,
157            unsigned short numBlendWeightsPerVertex, 
158            IndexMap& blendIndexToBoneIndexMap,
159            VertexData* targetVertexData);
160
161        const LodStrategy *mLodStrategy;
162        bool mIsLodManual;
163        ushort mNumLods;
164        MeshLodUsageList mMeshLodUsageList;
165
166        HardwareBuffer::Usage mVertexBufferUsage;
167        HardwareBuffer::Usage mIndexBufferUsage;
168        bool mVertexBufferShadowBuffer;
169        bool mIndexBufferShadowBuffer;
170
171
172        bool mPreparedForShadowVolumes;
173        bool mEdgeListsBuilt;
174        bool mAutoBuildEdgeLists;
175
176        /// Storage of morph animations, lookup by name
177        typedef map<String, Animation*>::type AnimationList;
178        AnimationList mAnimationsList;
179        /// The vertex animation type associated with the shared vertex data
180        mutable VertexAnimationType mSharedVertexDataAnimationType;
181        /// Whether vertex animation includes normals
182        mutable bool mSharedVertexDataAnimationIncludesNormals;
183        /// Do we need to scan animations for animation types?
184        mutable bool mAnimationTypesDirty;
185
186        /// List of available poses for shared and dedicated geometryPoseList
187        PoseList mPoseList;
188        mutable bool mPosesIncludeNormals;
189
190
191        /** Loads the mesh from disk.  This call only performs IO, it
192            does not parse the bytestream or check for any errors therein.
193            It also does not set up submeshes, etc.  You have to call load()
194            to do that.
195         */
196        void prepareImpl(void);
197        /** Destroys data cached by prepareImpl.
198         */
199        void unprepareImpl(void);
200        /// @copydoc Resource::loadImpl
201        void loadImpl(void);
202        /// @copydoc Resource::postLoadImpl
203        void postLoadImpl(void);
204        /// @copydoc Resource::unloadImpl
205        void unloadImpl(void);
206        /// @copydoc Resource::calculateSize
207        size_t calculateSize(void) const;
208
209                void mergeAdjacentTexcoords( unsigned short finalTexCoordSet,
210                                                                         unsigned short texCoordSetToDestroy, VertexData *vertexData );
211
212
213    public:
214        /** Default constructor - used by MeshManager
215        @warning
216            Do not call this method directly.
217        */
218        Mesh(ResourceManager* creator, const String& name, ResourceHandle handle,
219            const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
220        ~Mesh();
221
222        // NB All methods below are non-virtual since they will be
223        // called in the rendering loop - speed is of the essence.
224
225        /** Creates a new SubMesh.
226        @remarks
227            Method for manually creating geometry for the mesh.
228            Note - use with extreme caution - you must be sure that
229            you have set up the geometry properly.
230        */
231        SubMesh* createSubMesh(void);
232
233        /** Creates a new SubMesh and gives it a name
234        */
235        SubMesh* createSubMesh(const String& name);
236       
237        /** Gives a name to a SubMesh
238        */
239        void nameSubMesh(const String& name, ushort index);
240
241        /** Removes a name from a SubMesh
242        */
243        void unnameSubMesh(const String& name);
244       
245        /** Gets the index of a submesh with a given name.
246        @remarks
247            Useful if you identify the SubMeshes by name (using nameSubMesh)
248            but wish to have faster repeat access.
249        */
250        ushort _getSubMeshIndex(const String& name) const;
251
252        /** Gets the number of sub meshes which comprise this mesh.
253        */
254        unsigned short getNumSubMeshes(void) const;
255
256        /** Gets a pointer to the submesh indicated by the index.
257        */
258        SubMesh* getSubMesh(unsigned short index) const;
259
260        /** Gets a SubMesh by name
261        */
262        SubMesh* getSubMesh(const String& name) const ;
263       
264        /** Destroy a SubMesh with the given index.
265        @note
266            This will invalidate the contents of any existing Entity, or
267            any other object that is referring to the SubMesh list. Entity will
268            detect this and reinitialise, but it is still a disruptive action.
269        */
270        void destroySubMesh(unsigned short index);
271
272        /** Destroy a SubMesh with the given name.
273        @note
274            This will invalidate the contents of any existing Entity, or
275            any other object that is referring to the SubMesh list. Entity will
276            detect this and reinitialise, but it is still a disruptive action.
277        */
278        void destroySubMesh(const String& name);
279       
280        typedef VectorIterator<SubMeshList> SubMeshIterator;
281        /// Gets an iterator over the available submeshes
282        SubMeshIterator getSubMeshIterator(void)
283        { return SubMeshIterator(mSubMeshList.begin(), mSubMeshList.end()); }
284     
285        /** Shared vertex data.
286        @remarks
287            This vertex data can be shared among multiple submeshes. SubMeshes may not have
288            their own VertexData, they may share this one.
289        @par
290            The use of shared or non-shared buffers is determined when
291            model data is converted to the OGRE .mesh format.
292        */
293        VertexData *sharedVertexData;
294
295        /** Shared index map for translating blend index to bone index.
296        @remarks
297            This index map can be shared among multiple submeshes. SubMeshes might not have
298            their own IndexMap, they might share this one.
299        @par
300            We collect actually used bones of all bone assignments, and build the
301            blend index in 'packed' form, then the range of the blend index in vertex
302            data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by
303            minimising the world matrix array constants passing to GPU, we can support
304            more bones for a mesh when hardware skinning is used. The hardware skinning
305            support limit is applied to each set of vertex data in the mesh, in other words, the
306            hardware skinning support limit is applied only to the actually used bones of each
307            SubMeshes, not all bones across the entire Mesh.
308        @par
309            Because the blend index is different to the bone index, therefore, we use
310            the index map to translate the blend index to bone index.
311        @par
312            The use of shared or non-shared index map is determined when
313            model data is converted to the OGRE .mesh format.
314        */
315        IndexMap sharedBlendIndexToBoneIndexMap;
316
317        /** Makes a copy of this mesh object and gives it a new name.
318        @remarks
319            This is useful if you want to tweak an existing mesh without affecting the original one. The
320            newly cloned mesh is registered with the MeshManager under the new name.
321        @param newName
322            The name to give the clone.
323        @param newGroup
324            Optional name of the new group to assign the clone to;
325            if you leave this blank, the clone will be assigned to the same
326            group as this Mesh.
327        */
328        MeshPtr clone(const String& newName, const String& newGroup = StringUtil::BLANK);
329
330        /** Get the axis-aligned bounding box for this mesh.
331        */
332        const AxisAlignedBox& getBounds(void) const;
333
334        /** Gets the radius of the bounding sphere surrounding this mesh. */
335        Real getBoundingSphereRadius(void) const;
336
337        /** Manually set the bounding box for this Mesh.
338        @remarks
339            Calling this method is required when building manual meshes now, because OGRE can no longer
340            update the bounds for you, because it cannot necessarily read vertex data back from
341            the vertex buffers which this mesh uses (they very well might be write-only, and even
342            if they are not, reading data from a hardware buffer is a bottleneck).
343            @param pad If true, a certain padding will be added to the bounding box to separate it from the mesh
344        */
345        void _setBounds(const AxisAlignedBox& bounds, bool pad = true);
346
347        /** Manually set the bounding radius.
348        @remarks
349            Calling this method is required when building manual meshes now, because OGRE can no longer
350            update the bounds for you, because it cannot necessarily read vertex data back from
351            the vertex buffers which this mesh uses (they very well might be write-only, and even
352            if they are not, reading data from a hardware buffer is a bottleneck).
353        */
354        void _setBoundingSphereRadius(Real radius);
355
356        /** Sets the name of the skeleton this Mesh uses for animation.
357        @remarks
358            Meshes can optionally be assigned a skeleton which can be used to animate
359            the mesh through bone assignments. The default is for the Mesh to use no
360            skeleton. Calling this method with a valid skeleton filename will cause the
361            skeleton to be loaded if it is not already (a single skeleton can be shared
362            by many Mesh objects).
363        @param skelName
364            The name of the .skeleton file to use, or an empty string to use
365            no skeleton
366        */
367        void setSkeletonName(const String& skelName);
368
369        /** Returns true if this Mesh has a linked Skeleton. */
370        bool hasSkeleton(void) const;
371
372        /** Returns whether or not this mesh has some kind of vertex animation.
373        */
374        bool hasVertexAnimation(void) const;
375       
376        /** Gets a pointer to any linked Skeleton.
377        @return
378            Weak reference to the skeleton - copy this if you want to hold a strong pointer.
379        */
380        const SkeletonPtr& getSkeleton(void) const;
381
382        /** Gets the name of any linked Skeleton */
383        const String& getSkeletonName(void) const;
384        /** Initialise an animation set suitable for use with this mesh.
385        @remarks
386            Only recommended for use inside the engine, not by applications.
387        */
388        void _initAnimationState(AnimationStateSet* animSet);
389
390        /** Refresh an animation set suitable for use with this mesh.
391        @remarks
392            Only recommended for use inside the engine, not by applications.
393        */
394        void _refreshAnimationState(AnimationStateSet* animSet);
395        /** Assigns a vertex to a bone with a given weight, for skeletal animation.
396        @remarks   
397            This method is only valid after calling setSkeletonName.
398            Since this is a one-off process there exists only 'addBoneAssignment' and
399            'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
400            to modify bone assignments during rendering (only the positions of bones) and OGRE
401            reserves the right to do some internal data reformatting of this information, depending
402            on render system requirements.
403        @par
404            This method is for assigning weights to the shared geometry of the Mesh. To assign
405            weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
406        */
407        void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
408
409        /** Removes all bone assignments for this mesh.
410        @remarks
411            This method is for modifying weights to the shared geometry of the Mesh. To assign
412            weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
413        */
414        void clearBoneAssignments(void);
415
416        /** Internal notification, used to tell the Mesh which Skeleton to use without loading it.
417        @remarks
418            This is only here for unusual situation where you want to manually set up a
419            Skeleton. Best to let OGRE deal with this, don't call it yourself unless you
420            really know what you're doing.
421        */
422        void _notifySkeleton(SkeletonPtr& pSkel);
423
424
425        /** Gets an iterator for access all bone assignments.
426        */
427        BoneAssignmentIterator getBoneAssignmentIterator(void);
428
429        /** Gets a const reference to the list of bone assignments
430        */
431        const VertexBoneAssignmentList& getBoneAssignments() const { return mBoneAssignments; }
432
433
434        /** Returns the number of levels of detail that this mesh supports.
435        @remarks
436            This number includes the original model.
437        */
438        ushort getNumLodLevels(void) const;
439        /** Gets details of the numbered level of detail entry. */
440        const MeshLodUsage& getLodLevel(ushort index) const;
441        /** Adds a new manual level-of-detail entry to this Mesh.
442        @remarks
443            As an alternative to generating lower level of detail versions of a mesh, you can
444            use your own manually modelled meshes as lower level versions. This lets you
445            have complete control over the LOD, and in addition lets you scale down other
446            aspects of the model which cannot be done using the generated method; for example,
447            you could use less detailed materials and / or use less bones in the skeleton if
448            this is an animated mesh. Therefore for complex models you are likely to be better off
449            modelling your LODs yourself and using this method, whilst for models with fairly
450            simple materials and no animation you can just use the generateLodLevels method.
451        @param value
452            The value from which this LOD will apply.
453        @param meshName
454            The name of the mesh which will be the lower level detail version.
455        */
456        void createManualLodLevel(Real value, const String& meshName, const String& groupName = Ogre::String());
457
458        /** Changes the alternate mesh to use as a manual LOD at the given index.
459        @remarks
460            Note that the index of a LOD may change if you insert other LODs. If in doubt,
461            use getLodIndex().
462        @param index
463            The index of the level to be changed.
464        @param meshName
465            The name of the mesh which will be the lower level detail version.
466        */
467        void updateManualLodLevel(ushort index, const String& meshName);
468
469        /** Retrieves the level of detail index for the given LOD value.
470        @note
471            The value passed in is the 'transformed' value. If you are dealing with
472            an original source value (e.g. distance), use LodStrategy::transformUserValue
473            to turn this into a lookup value.
474        */
475        ushort getLodIndex(Real value) const;
476
477        /** Returns true if this mesh is using manual LOD.
478        @remarks
479            A mesh can either use automatically generated LOD, or it can use alternative
480            meshes as provided by an artist. A mesh can only use either all manual LODs
481            or all generated LODs, not a mixture of both.
482        */
483        bool isLodManual(void) const { return mIsLodManual; }
484
485        /** Internal methods for loading LOD, do not use. */
486        void _setLodInfo(unsigned short numLevels, bool isManual);
487        /** Internal methods for loading LOD, do not use. */
488        void _setLodUsage(unsigned short level, MeshLodUsage& usage);
489        /** Internal methods for loading LOD, do not use. */
490        void _setSubMeshLodFaceList(unsigned short subIdx, unsigned short level, IndexData* facedata);
491
492        /** Removes all LOD data from this Mesh. */
493        void removeLodLevels(void);
494
495        /** Sets the policy for the vertex buffers to be used when loading
496            this Mesh.
497        @remarks
498            By default, when loading the Mesh, static, write-only vertex and index buffers
499            will be used where possible in order to improve rendering performance.
500            However, such buffers
501            cannot be manipulated on the fly by CPU code (although shader code can). If you
502            wish to use the CPU to modify these buffers, you should call this method. Note,
503            however, that it only takes effect after the Mesh has been reloaded. Note that you
504            still have the option of manually repacing the buffers in this mesh with your
505            own if you see fit too, in which case you don't need to call this method since it
506            only affects buffers created by the mesh itself.
507        @par
508            You can define the approach to a Mesh by changing the default parameters to
509            MeshManager::load if you wish; this means the Mesh is loaded with those options
510            the first time instead of you having to reload the mesh after changing these options.
511        @param usage
512            The usage flags, which by default are
513            HardwareBuffer::HBU_STATIC_WRITE_ONLY
514        @param shadowBuffer
515            If set to @c true, the vertex buffers will be created with a
516            system memory shadow buffer. You should set this if you want to be able to
517            read from the buffer, because reading from a hardware buffer is a no-no.
518        */
519        void setVertexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
520        /** Sets the policy for the index buffers to be used when loading
521            this Mesh.
522        @remarks
523            By default, when loading the Mesh, static, write-only vertex and index buffers
524            will be used where possible in order to improve rendering performance.
525            However, such buffers
526            cannot be manipulated on the fly by CPU code (although shader code can). If you
527            wish to use the CPU to modify these buffers, you should call this method. Note,
528            however, that it only takes effect after the Mesh has been reloaded. Note that you
529            still have the option of manually repacing the buffers in this mesh with your
530            own if you see fit too, in which case you don't need to call this method since it
531            only affects buffers created by the mesh itself.
532        @par
533            You can define the approach to a Mesh by changing the default parameters to
534            MeshManager::load if you wish; this means the Mesh is loaded with those options
535            the first time instead of you having to reload the mesh after changing these options.
536        @param usage
537            The usage flags, which by default are
538            HardwareBuffer::HBU_STATIC_WRITE_ONLY
539        @param shadowBuffer
540            If set to @c true, the index buffers will be created with a
541            system memory shadow buffer. You should set this if you want to be able to
542            read from the buffer, because reading from a hardware buffer is a no-no.
543        */
544        void setIndexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
545        /** Gets the usage setting for this meshes vertex buffers. */
546        HardwareBuffer::Usage getVertexBufferUsage(void) const { return mVertexBufferUsage; }
547        /** Gets the usage setting for this meshes index buffers. */
548        HardwareBuffer::Usage getIndexBufferUsage(void) const { return mIndexBufferUsage; }
549        /** Gets whether or not this meshes vertex buffers are shadowed. */
550        bool isVertexBufferShadowed(void) const { return mVertexBufferShadowBuffer; }
551        /** Gets whether or not this meshes index buffers are shadowed. */
552        bool isIndexBufferShadowed(void) const { return mIndexBufferShadowBuffer; }
553       
554
555        /** Rationalises the passed in bone assignment list.
556        @remarks
557            OGRE supports up to 4 bone assignments per vertex. The reason for this limit
558            is that this is the maximum number of assignments that can be passed into
559            a hardware-assisted blending algorithm. This method identifies where there are
560            more than 4 bone assignments for a given vertex, and eliminates the bone
561            assignments with the lowest weights to reduce to this limit. The remaining
562            weights are then re-balanced to ensure that they sum to 1.0.
563        @param vertexCount
564            The number of vertices.
565        @param assignments
566            The bone assignment list to rationalise. This list will be modified and
567            entries will be removed where the limits are exceeded.
568        @return
569            The maximum number of bone assignments per vertex found, clamped to [1-4]
570        */
571        unsigned short _rationaliseBoneAssignments(size_t vertexCount, VertexBoneAssignmentList& assignments);
572
573        /** Internal method, be called once to compile bone assignments into geometry buffer.
574        @remarks
575            The OGRE engine calls this method automatically. It compiles the information
576            submitted as bone assignments into a format usable in realtime. It also
577            eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS)
578            and re-normalises the remaining assignments.
579        */
580        void _compileBoneAssignments(void);
581
582        /** Internal method, be called once to update the compiled bone assignments.
583        @remarks
584            The OGRE engine calls this method automatically. It updates the compiled bone
585            assignments if requested.
586        */
587        void _updateCompiledBoneAssignments(void);
588
589                /** This method collapses two texcoords into one for all submeshes where this is possible.
590        @remarks
591                        Often a submesh can have two tex. coords. (i.e. TEXCOORD0 & TEXCOORD1), being both
592                        composed of two floats. There are many practical reasons why it would be more convenient
593                        to merge both of them into one TEXCOORD0 of 4 floats. This function does exactly that
594                        The finalTexCoordSet must have enough space for the merge, or else the submesh will be
595                        skipped. (i.e. you can't merge a tex. coord with 3 floats with one having 2 floats)
596
597                        finalTexCoordSet & texCoordSetToDestroy must be in the same buffer source, and must
598                        be adjacent.
599                @param finalTexCoordSet The tex. coord index to merge to. Should have enough space to
600                        actually work.
601        @param texCoordSetToDestroy The texture coordinate index that will disappear on
602                        successful merges.
603        */
604                void mergeAdjacentTexcoords( unsigned short finalTexCoordSet, unsigned short texCoordSetToDestroy );
605
606                void _configureMeshLodUsage(const LodConfig& lodConfig);
607
608        /** This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.
609        @remarks
610            Tangent vectors are vectors representing the local 'X' axis for a given vertex based
611            on the orientation of the 2D texture on the geometry. They are built from a combination
612            of existing normals, and from the 2D texture coordinates already baked into the model.
613            They can be used for a number of things, but most of all they are useful for
614            vertex and fragment programs, when you wish to arrive at a common space for doing
615            per-pixel calculations.
616        @par
617            The prerequisites for calling this method include that the vertex data used by every
618            SubMesh has both vertex normals and 2D texture coordinates.
619        @param targetSemantic
620            The semantic to store the tangents in. Defaults to
621            the explicit tangent binding, but note that this is only usable on more
622            modern hardware (Shader Model 2), so if you need portability with older
623            cards you should change this to a texture coordinate binding instead.
624        @param sourceTexCoordSet
625            The texture coordinate index which should be used as the source
626            of 2D texture coordinates, with which to calculate the tangents.
627        @param index
628            The element index, ie the texture coordinate set which should be used to store the 3D
629            coordinates representing a tangent vector per vertex, if targetSemantic is
630            VES_TEXTURE_COORDINATES. If this already exists, it will be overwritten.
631        @param splitMirrored
632            Sets whether or not to split vertices when a mirrored tangent space
633            transition is detected (matrix parity differs). @see TangentSpaceCalc::setSplitMirrored
634        @param splitRotated
635            Sets whether or not to split vertices when a rotated tangent space
636            is detected. @see TangentSpaceCalc::setSplitRotated
637        @param storeParityInW
638            If @c true, store tangents as a 4-vector and include parity in w.
639        */
640        void buildTangentVectors(VertexElementSemantic targetSemantic = VES_TANGENT,
641            unsigned short sourceTexCoordSet = 0, unsigned short index = 0, 
642            bool splitMirrored = false, bool splitRotated = false, bool storeParityInW = false);
643
644        /** Ask the mesh to suggest parameters to a future buildTangentVectors call,
645            should you wish to use texture coordinates to store the tangents.
646        @remarks
647            This helper method will suggest source and destination texture coordinate sets
648            for a call to buildTangentVectors. It will detect when there are inappropriate
649            conditions (such as multiple geometry sets which don't agree).
650            Moreover, it will return 'true' if it detects that there are aleady 3D
651            coordinates in the mesh, and therefore tangents may have been prepared already.
652        @param targetSemantic
653            The semantic you intend to use to store the tangents
654            if they are not already present;
655            most likely options are VES_TEXTURE_COORDINATES or VES_TANGENT; you should
656            use texture coordinates if you want compatibility with older, pre-SM2
657            graphics cards, and the tangent binding otherwise.
658        @param outSourceCoordSet
659            Reference to a source texture coordinate set which
660            will be populated.
661        @param outIndex
662            Reference to a destination element index (e.g. texture coord set)
663            which will be populated
664        */
665        bool suggestTangentVectorBuildParams(VertexElementSemantic targetSemantic,
666            unsigned short& outSourceCoordSet, unsigned short& outIndex);
667
668        /** Builds an edge list for this mesh, which can be used for generating a shadow volume
669            among other things.
670        */
671        void buildEdgeList(void);
672        /** Destroys and frees the edge lists this mesh has built. */
673        void freeEdgeList(void);
674
675        /** This method prepares the mesh for generating a renderable shadow volume.
676        @remarks
677            Preparing a mesh to generate a shadow volume involves firstly ensuring that the
678            vertex buffer containing the positions for the mesh is a standalone vertex buffer,
679            with no other components in it. This method will therefore break apart any existing
680            vertex buffers this mesh holds if position is sharing a vertex buffer.
681            Secondly, it will double the size of this vertex buffer so that there are 2 copies of
682            the position data for the mesh. The first half is used for the original, and the second
683            half is used for the 'extruded' version of the mesh. The vertex count of the main
684            VertexData used to render the mesh will remain the same though, so as not to add any
685            overhead to regular rendering of the object.
686            Both copies of the position are required in one buffer because shadow volumes stretch
687            from the original mesh to the extruded version.
688        @par
689            Because shadow volumes are rendered in turn, no additional
690            index buffer space is allocated by this method, a shared index buffer allocated by the
691            shadow rendering algorithm is used for addressing this extended vertex buffer.
692        */
693        void prepareForShadowVolume(void);
694
695        /** Return the edge list for this mesh, building it if required.
696        @remarks
697            You must ensure that the Mesh as been prepared for shadow volume
698            rendering if you intend to use this information for that purpose.
699        @param lodIndex
700            The LOD at which to get the edge list, 0 being the highest.
701        */
702        EdgeData* getEdgeList(unsigned short lodIndex = 0);
703
704        /** Return the edge list for this mesh, building it if required.
705        @remarks
706            You must ensure that the Mesh as been prepared for shadow volume
707            rendering if you intend to use this information for that purpose.
708        @param lodIndex
709            The LOD at which to get the edge list, 0 being the highest.
710        */
711        const EdgeData* getEdgeList(unsigned short lodIndex = 0) const;
712
713        /** Returns whether this mesh has already had it's geometry prepared for use in
714            rendering shadow volumes. */
715        bool isPreparedForShadowVolumes(void) const { return mPreparedForShadowVolumes; }
716
717        /** Returns whether this mesh has an attached edge list. */
718        bool isEdgeListBuilt(void) const { return mEdgeListsBuilt; }
719
720        /** Prepare matrices for software indexed vertex blend.
721        @remarks
722            This function organise bone indexed matrices to blend indexed matrices,
723            so software vertex blending can access to the matrix via blend index
724            directly.
725        @param blendMatrices
726            Pointer to an array of matrix pointers to store
727            prepared results, which indexed by blend index.
728        @param boneMatrices
729            Pointer to an array of matrices to be used to blend,
730            which indexed by bone index.
731        @param indexMap
732            The index map used to translate blend index to bone index.
733        */
734        static void prepareMatricesForVertexBlend(const Matrix4** blendMatrices,
735            const Matrix4* boneMatrices, const IndexMap& indexMap);
736
737        /** Performs a software indexed vertex blend, of the kind used for
738            skeletal animation although it can be used for other purposes.
739        @remarks
740            This function is supplied to update vertex data with blends
741            done in software, either because no hardware support is available,
742            or that you need the results of the blend for some other CPU operations.
743        @param sourceVertexData
744            VertexData class containing positions, normals,
745            blend indices and blend weights.
746        @param targetVertexData
747            VertexData class containing target position
748            and normal buffers which will be updated with the blended versions.
749            Note that the layout of the source and target position / normal
750            buffers must be identical, ie they must use the same buffer indexes
751        @param blendMatrices
752            Pointer to an array of matrix pointers to be used to blend,
753            indexed by blend indices in the sourceVertexData
754        @param numMatrices
755            Number of matrices in the blendMatrices, it might be used
756            as a hint for optimisation.
757        @param blendNormals
758            If @c true, normals are blended as well as positions.
759        */
760        static void softwareVertexBlend(const VertexData* sourceVertexData, 
761            const VertexData* targetVertexData,
762            const Matrix4* const* blendMatrices, size_t numMatrices,
763            bool blendNormals);
764
765        /** Performs a software vertex morph, of the kind used for
766            morph animation although it can be used for other purposes.
767        @remarks
768            This function will linearly interpolate positions between two
769            source buffers, into a third buffer.
770        @param t
771            Parametric distance between the start and end buffer positions.
772        @param b1
773            Vertex buffer containing VET_FLOAT3 entries for the start positions.
774        @param b2
775            Vertex buffer containing VET_FLOAT3 entries for the end positions.
776        @param targetVertexData
777            VertexData destination; assumed to have a separate position
778            buffer already bound, and the number of vertices must agree with the
779            number in start and end
780        */
781        static void softwareVertexMorph(Real t, 
782            const HardwareVertexBufferSharedPtr& b1, 
783            const HardwareVertexBufferSharedPtr& b2, 
784            VertexData* targetVertexData);
785
786        /** Performs a software vertex pose blend, of the kind used for
787            morph animation although it can be used for other purposes.
788        @remarks
789            This function will apply a weighted offset to the positions in the
790            incoming vertex data (therefore this is a read/write operation, and
791            if you expect to call it more than once with the same data, then
792            you would be best to suppress hardware uploads of the position buffer
793            for the duration).
794        @param weight
795            Parametric weight to scale the offsets by.
796        @param vertexOffsetMap
797            Potentially sparse map of vertex index -> offset.
798        @param normalsMap
799            Potentially sparse map of vertex index -> normal.
800        @param targetVertexData
801            VertexData destination; assumed to have a separate position
802            buffer already bound, and the number of vertices must agree with the
803            number in start and end.
804        */
805        static void softwareVertexPoseBlend(Real weight, 
806            const map<size_t, Vector3>::type& vertexOffsetMap,
807            const map<size_t, Vector3>::type& normalsMap,
808            VertexData* targetVertexData);
809        /** Gets a reference to the optional name assignments of the SubMeshes. */
810        const SubMeshNameMap& getSubMeshNameMap(void) const { return mSubMeshNameMap; }
811
812        /** Sets whether or not this Mesh should automatically build edge lists
813            when asked for them, or whether it should never build them if
814            they are not already provided.
815        @remarks
816            This allows you to create meshes which do not have edge lists calculated,
817            because you never want to use them. This value defaults to 'true'
818            for mesh formats which did not include edge data, and 'false' for
819            newer formats, where edge lists are expected to have been generated
820            in advance.
821        */
822        void setAutoBuildEdgeLists(bool autobuild) { mAutoBuildEdgeLists = autobuild; }
823        /** Sets whether or not this Mesh should automatically build edge lists
824            when asked for them, or whether it should never build them if
825            they are not already provided.
826        */
827        bool getAutoBuildEdgeLists(void) const { return mAutoBuildEdgeLists; }
828
829        /** Gets the type of vertex animation the shared vertex data of this mesh supports.
830        */
831        virtual VertexAnimationType getSharedVertexDataAnimationType(void) const;
832
833        /// Returns whether animation on shared vertex data includes normals.
834        bool getSharedVertexDataAnimationIncludesNormals() const { return mSharedVertexDataAnimationIncludesNormals; }
835
836        /** Creates a new Animation object for vertex animating this mesh.
837        @param name
838            The name of this animation.
839        @param length
840            The length of the animation in seconds.
841        */
842        virtual Animation* createAnimation(const String& name, Real length);
843
844        /** Returns the named vertex Animation object.
845        @param name
846            The name of the animation.
847        */
848        virtual Animation* getAnimation(const String& name) const;
849
850        /** Internal access to the named vertex Animation object - returns null
851            if it does not exist.
852        @param name
853            The name of the animation.
854        */
855        virtual Animation* _getAnimationImpl(const String& name) const;
856
857        /** Returns whether this mesh contains the named vertex animation. */
858        virtual bool hasAnimation(const String& name) const;
859
860        /** Removes vertex Animation from this mesh. */
861        virtual void removeAnimation(const String& name);
862
863        /** Gets the number of morph animations in this mesh. */
864        virtual unsigned short getNumAnimations(void) const;
865
866        /** Gets a single morph animation by index.
867        */
868        virtual Animation* getAnimation(unsigned short index) const;
869
870        /** Removes all morph Animations from this mesh. */
871        virtual void removeAllAnimations(void);
872        /** Gets a pointer to a vertex data element based on a morph animation
873            track handle.
874        @remarks
875            0 means the shared vertex data, 1+ means a submesh vertex data (index+1)
876        */
877        VertexData* getVertexDataByTrackHandle(unsigned short handle);
878        /** Iterates through all submeshes and requests them
879            to apply their texture aliases to the material they use.
880        @remarks
881            The submesh will only apply texture aliases to the material if matching
882            texture alias names are found in the material.  If a match is found, the
883            submesh will automatically clone the original material and then apply its
884            texture to the new material.
885        @par
886            This method is normally called by the protected method loadImpl when a
887            mesh if first loaded.
888        */
889        void updateMaterialForAllSubMeshes(void);
890
891        /** Internal method which, if animation types have not been determined,
892            scans any vertex animations and determines the type for each set of
893            vertex data (cannot have 2 different types).
894        */
895        void _determineAnimationTypes(void) const;
896        /** Are the derived animation types out of date? */
897        bool _getAnimationTypesDirty(void) const { return mAnimationTypesDirty; }
898
899        /** Create a new Pose for this mesh or one of its submeshes.
900        @param target
901            The target geometry index; 0 is the shared Mesh geometry, 1+ is the
902            dedicated SubMesh geometry belonging to submesh index + 1.
903        @param name
904            Name to give the pose, which is optional.
905        @return
906            A new Pose ready for population.
907        */
908        Pose* createPose(ushort target, const String& name = StringUtil::BLANK);
909        /** Get the number of poses.*/
910        size_t getPoseCount(void) const { return mPoseList.size(); }
911        /** Retrieve an existing Pose by index.*/
912        Pose* getPose(ushort index);
913        /** Retrieve an existing Pose by name.*/
914        Pose* getPose(const String& name);
915        /** Destroy a pose by index.
916        @note
917            This will invalidate any animation tracks referring to this pose or those after it.
918        */
919        void removePose(ushort index);
920        /** Destroy a pose by name.
921        @note
922            This will invalidate any animation tracks referring to this pose or those after it.
923        */
924        void removePose(const String& name);
925        /** Destroy all poses. */
926        void removeAllPoses(void);
927
928        typedef VectorIterator<PoseList> PoseIterator;
929        typedef ConstVectorIterator<PoseList> ConstPoseIterator;
930
931        /** Get an iterator over all the poses defined. */
932        PoseIterator getPoseIterator(void);
933        /** Get an iterator over all the poses defined. */
934        ConstPoseIterator getPoseIterator(void) const;
935        /** Get pose list. */
936        const PoseList& getPoseList(void) const;
937
938        /** Get LOD strategy used by this mesh. */
939        const LodStrategy *getLodStrategy() const;
940        /** Set the LOD strategy used by this mesh. */
941        void setLodStrategy(LodStrategy *lodStrategy);
942
943    };
944
945    /** A way of recording the way each LODs is recorded this Mesh. */
946    struct MeshLodUsage
947    {
948        /** User-supplied values used to determine when th is LOD applies.
949        @remarks
950            This is required in case the LOD strategy changes.
951        */
952        Real userValue;
953
954        /** Value used by to determine when this LOD applies.
955        @remarks
956            May be interpretted differently by different strategies.
957            Transformed from user-supplied values with LodStrategy::transformUserValue.
958        */
959        Real value;
960       
961        /// Only relevant if mIsLodManual is true, the name of the alternative mesh to use.
962        String manualName;
963        /// Only relevant if mIsLodManual is true, the name of the group of the alternative mesh.
964        String manualGroup;
965        /// Hard link to mesh to avoid looking up each time.
966        mutable MeshPtr manualMesh;
967        /// Edge list for this LOD level (may be derived from manual mesh).
968        mutable EdgeData* edgeData;
969
970        MeshLodUsage() : userValue(0.0), value(0.0), edgeData(0) {}
971    };
972
973    /** @} */
974    /** @} */
975
976
977} // namespace Ogre
978
979#include "OgreHeaderSuffix.h"
980
981#endif // __Mesh_H__
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