/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __SubEntity_H__ #define __SubEntity_H__ #include "OgrePrerequisites.h" #include "OgreString.h" #include "OgreRenderable.h" #include "OgreHardwareBufferManager.h" #include "OgreResourceGroupManager.h" #include "OgreHeaderPrefix.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Scene * @{ */ /** Utility class which defines the sub-parts of an Entity. @remarks Just as meshes are split into submeshes, an Entity is made up of potentially multiple SubMeshes. These are mainly here to provide the link between the Material which the SubEntity uses (which may be the default Material for the SubMesh or may have been changed for this object) and the SubMesh data. @par The SubEntity also allows the application some flexibility in the material properties for this section of a particular instance of this Mesh, e.g. tinting the windows on a car model. @par SubEntity instances are never created manually. They are created at the same time as their parent Entity by the SceneManager method createEntity. */ class _OgreExport SubEntity: public Renderable, public SubEntityAlloc { // Note no virtual functions for efficiency friend class Entity; friend class SceneManager; protected: /** Private constructor - don't allow creation by anybody else. */ SubEntity(Entity* parent, SubMesh* subMeshBasis); /** Private destructor. */ virtual ~SubEntity(); /// Pointer to parent. Entity* mParentEntity; /// Cached pointer to material. MaterialPtr mMaterialPtr; /// Pointer to the SubMesh defining geometry. SubMesh* mSubMesh; /// override the start index for the RenderOperation size_t mIndexStart; /// override the end index for the RenderOperation size_t mIndexEnd; /// Is this SubEntity visible? bool mVisible; /// The render queue to use when rendering this renderable uint8 mRenderQueueID; /// Flags whether the RenderQueue's default should be used. bool mRenderQueueIDSet; /// The render queue priority to use when rendering this renderable ushort mRenderQueuePriority; /// Flags whether the RenderQueue's default should be used. bool mRenderQueuePrioritySet; /// The LOD number of the material to use, calculated by Entity::_notifyCurrentCamera unsigned short mMaterialLodIndex; /// Blend buffer details for dedicated geometry VertexData* mSkelAnimVertexData; /// Quick lookup of buffers TempBlendedBufferInfo mTempSkelAnimInfo; /// Temp buffer details for software Vertex anim geometry TempBlendedBufferInfo mTempVertexAnimInfo; /// Vertex data details for software Vertex anim of shared geometry VertexData* mSoftwareVertexAnimVertexData; /// Vertex data details for hardware Vertex anim of shared geometry /// - separate since we need to s/w anim for shadows whilst still altering /// the vertex data for hardware morphing (pos2 binding) VertexData* mHardwareVertexAnimVertexData; /// Have we applied any vertex animation to geometry? bool mVertexAnimationAppliedThisFrame; /// Number of hardware blended poses supported by material ushort mHardwarePoseCount; /// Cached distance to last camera for getSquaredViewDepth mutable Real mCachedCameraDist; /// The camera for which the cached distance is valid mutable const Camera *mCachedCamera; /** Internal method for preparing this Entity for use in animation. */ void prepareTempBlendBuffers(void); public: /** Gets the name of the Material in use by this instance. */ const String& getMaterialName() const; /** Sets the name of the Material to be used. @remarks By default a SubEntity uses the default Material that the SubMesh uses. This call can alter that so that the Material is different for this instance. */ void setMaterialName( const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME ); /** Sets a Material to be used. @remarks By default a SubEntity uses the default Material that the SubMesh uses. This call can alter that so that the Material is different for this instance. */ void setMaterial( const MaterialPtr& material ); /** Tells this SubEntity whether to be visible or not. */ virtual void setVisible(bool visible); /** Returns whether or not this SubEntity is supposed to be visible. */ virtual bool isVisible(void) const; /** Sets the render queue group this SubEntity will be rendered through. @remarks Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, the SubEntity will use either the Entity's queue or it will use the default (RenderQueue::getDefaultQueueGroup). @par See Entity::setRenderQueueGroup for more details. @param queueID Enumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here. */ virtual void setRenderQueueGroup(uint8 queueID); /** Sets the render queue group and group priority this SubEntity will be rendered through. @remarks Render queues are grouped to allow you to more tightly control the ordering of rendered objects. Within a single render group there another type of grouping called priority which allows further control. If you do not call this method, all Entity objects default to the default queue and priority (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority). @par See Entity::setRenderQueueGroupAndPriority for more details. @param queueID Enumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here. @param priority The priority within a group to use. */ virtual void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority); /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ virtual uint8 getRenderQueueGroup(void) const; /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ virtual ushort getRenderQueuePriority(void) const; /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ virtual bool isRenderQueueGroupSet(void) const; /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ virtual bool isRenderQueuePrioritySet(void) const; /** Accessor method to read mesh data. */ SubMesh* getSubMesh(void); /** Accessor to get parent Entity */ Entity* getParent(void) const { return mParentEntity; } /** Overridden - see Renderable. */ const MaterialPtr& getMaterial(void) const; /** Overridden - see Renderable. */ Technique* getTechnique(void) const; /** Overridden - see Renderable. */ void getRenderOperation(RenderOperation& op); /** Tells this SubEntity to draw a subset of the SubMesh by adjusting the index buffer extents. * Default value is zero so that the entire index buffer is used when drawing. * Valid values are zero to getIndexDataEndIndex() */ void setIndexDataStartIndex(size_t start_index); /** Returns the current value of the start index used for drawing. * \see setIndexDataStartIndex */ size_t getIndexDataStartIndex() const; /** Tells this SubEntity to draw a subset of the SubMesh by adjusting the index buffer extents. * Default value is SubMesh::indexData::indexCount so that the entire index buffer is used when drawing. * Valid values are mStartIndex to SubMesh::indexData::indexCount */ void setIndexDataEndIndex(size_t end_index); /** Returns the current value of the start index used for drawing. */ size_t getIndexDataEndIndex() const; /** Reset the custom start/end index to the default values. */ void resetIndexDataStartEndIndex(); /** Overridden - see Renderable. */ void getWorldTransforms(Matrix4* xform) const; /** Overridden - see Renderable. */ unsigned short getNumWorldTransforms(void) const; /** Overridden, see Renderable */ Real getSquaredViewDepth(const Camera* cam) const; /** @copydoc Renderable::getLights */ const LightList& getLights(void) const; /** @copydoc Renderable::getCastsShadows */ bool getCastsShadows(void) const; /** Advanced method to get the temporarily blended vertex information for entities which are software skinned. @remarks Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via Entity::addSoftwareAnimationRequest. @note The positions/normals of the returned vertex data is in object space. */ VertexData* _getSkelAnimVertexData(void); /** Advanced method to get the temporarily blended software morph vertex information @remarks Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via Entity::addSoftwareAnimationRequest. @note The positions/normals of the returned vertex data is in object space. */ VertexData* _getSoftwareVertexAnimVertexData(void); /** Advanced method to get the hardware morph vertex information @note The positions/normals of the returned vertex data is in object space. */ VertexData* _getHardwareVertexAnimVertexData(void); /** Advanced method to get the temp buffer information for software skeletal animation. */ TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void); /** Advanced method to get the temp buffer information for software morph animation. */ TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void); /// Retrieve the VertexData which should be used for GPU binding VertexData* getVertexDataForBinding(void); /** Mark all vertex data as so far unanimated. */ void _markBuffersUnusedForAnimation(void); /** Mark all vertex data as animated. */ void _markBuffersUsedForAnimation(void); /** Are buffers already marked as vertex animated? */ bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; } /** Internal method to copy original vertex data to the morph structures should there be no active animation in use. */ void _restoreBuffersForUnusedAnimation(bool hardwareAnimation); /** Overridden from Renderable to provide some custom behaviour. */ void _updateCustomGpuParameter( const GpuProgramParameters::AutoConstantEntry& constantEntry, GpuProgramParameters* params) const; /** Invalidate the camera distance cache */ void _invalidateCameraCache () { mCachedCamera = 0; } }; /** @} */ /** @} */ } #include "OgreHeaderSuffix.h" #endif