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OgreMesh.h

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00001 /*
00002 -----------------------------------------------------------------------------
00003 This source file is part of OGRE
00004     (Object-oriented Graphics Rendering Engine)
00005 For the latest info, see http://www.ogre3d.org/
00006 
00007 Copyright © 2000-2002 The OGRE Team
00008 Also see acknowledgements in Readme.html
00009 
00010 This program is free software; you can redistribute it and/or modify it under
00011 the terms of the GNU Lesser General Public License as published by the Free Software
00012 Foundation; either version 2 of the License, or (at your option) any later
00013 version.
00014 
00015 This program is distributed in the hope that it will be useful, but WITHOUT
00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
00018 
00019 You should have received a copy of the GNU Lesser General Public License along with
00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
00022 http://www.gnu.org/copyleft/lesser.txt.
00023 -----------------------------------------------------------------------------
00024 */
00025 #ifndef __Mesh_H__
00026 #define __Mesh_H__
00027 
00028 #include "OgrePrerequisites.h"
00029 
00030 #include "OgreResource.h"
00031 #include "OgreVertexIndexData.h"
00032 #include "OgreAxisAlignedBox.h"
00033 #include "OgreVertexBoneAssignment.h"
00034 #include "OgreAnimationState.h"
00035 #include "OgreIteratorWrappers.h"
00036 #include "OgreProgressiveMesh.h"
00037 #include "OgreHardwareVertexBuffer.h"
00038 
00039 
00040 namespace Ogre {
00041 
00042 
00043 
00079     class _OgreExport Mesh: public Resource
00080     {
00081         friend class MeshSerializerImpl;
00082         friend class MeshSerializerImpl_v1;
00083         friend class SubMesh;
00084     public:
00086         struct MeshLodUsage
00087         {
00089             Real fromDepthSquared;
00091             String manualName;
00093             mutable Mesh* manualMesh;
00094         };
00095 
00096         typedef std::vector<Real> LodDistanceList;
00098         typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
00099         typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
00100 
00101     protected:
00102         typedef std::vector<SubMesh*> SubMeshList;
00109         SubMeshList mSubMeshList;
00110     
00112         HardwareVertexBufferSharedPtr getTangentsBuffer(VertexData *vertexData, unsigned short texCoordSet);
00113 
00117         typedef HashMap<String, ushort, _StringHash> SubMeshNameMap ;
00118         SubMeshNameMap mSubMeshNameMap ;
00119 
00121         AxisAlignedBox mAABB;
00123         Real mBoundRadius;
00124 
00125         bool mManuallyDefined;
00126 
00127 
00129         //bool mUpdateBounds;
00130 
00132         String mSkeletonName;
00133         Skeleton* mSkeleton;
00134 
00135        
00136         VertexBoneAssignmentList mBoneAssignments;
00137 
00139         bool mBoneAssignmentsOutOfDate;
00140 
00142         void compileBoneAssignmentsSoftware(const VertexBoneAssignmentList& boneAssignments,
00143             unsigned short numBlendWeightsPerVertex, VertexData* targetVertexData);
00145         void compileBoneAssignmentsHardware(const VertexBoneAssignmentList& boneAssignments,
00146             unsigned short numBlendWeightsPerVertex, VertexData* targetVertexData);
00147 
00148         HardwareVertexBufferSharedPtr mBlendingVB;
00150         bool mUseSoftwareBlending;
00151 
00152         bool mIsLodManual;
00153         ushort mNumLods;
00154         typedef std::vector<MeshLodUsage> MeshLodUsageList;
00155         MeshLodUsageList mMeshLodUsageList;
00156 
00157         HardwareBuffer::Usage mVertexBufferUsage;
00158         HardwareBuffer::Usage mIndexBufferUsage;
00159         bool mVertexBufferShadowBuffer;
00160         bool mIndexBufferShadowBuffer;
00161 
00162     public:
00167         Mesh(const String& name);
00168         ~Mesh();
00169 
00172         virtual void load(void);
00173 
00176         virtual void unload(void);
00177 
00178         // NB All methods below are non-virtual since they will be
00179         // called in the rendering loop - speed is of the essence.
00180 
00187         SubMesh* createSubMesh(void);
00188 
00191         SubMesh* createSubMesh(const String& name);
00192         
00195         void nameSubMesh(const String& name, ushort index);
00196         
00202         ushort _getSubMeshIndex(const String& name) const;
00203 
00206         unsigned short getNumSubMeshes(void) const;
00207 
00210         SubMesh* getSubMesh(unsigned short index) const;
00211 
00214         SubMesh* getSubMesh(const String& name) const ;
00215 
00224         VertexData *sharedVertexData;
00225 
00233         void setManuallyDefined(bool manuallyDefined);
00234 
00240         Mesh* clone(const String& newName);
00241 
00244         const AxisAlignedBox& getBounds(void) const;
00245 
00247         Real getBoundingSphereRadius(void) const;
00248 
00264         void _setBounds(const AxisAlignedBox& bounds);
00265 
00273         void _setBoundingSphereRadius(Real radius);
00274 
00285         void setSkeletonName(const String& skelName);
00286 
00288         bool hasSkeleton(void) const;
00289 
00291         Skeleton* getSkeleton(void) const;
00292 
00294         const String& getSkeletonName(void) const;
00299         void _initAnimationState(AnimationStateSet* animSet);
00300 
00313         void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
00314 
00320         void clearBoneAssignments(void);
00321 
00326         unsigned short _getNumBoneMatrices(void) const;
00327 
00334         void _getBoneMatrices(const AnimationStateSet& animSet, Matrix4* pMatrices);
00335 
00342         void _notifySkeleton(Skeleton* pSkel);
00343 
00344 
00347         BoneAssignmentIterator getBoneAssignmentIterator(void);
00348 
00349 
00373         void generateLodLevels(const LodDistanceList& lodDistances, 
00374             ProgressiveMesh::VertexReductionQuota reductionMethod, Real reductionValue);
00375 
00380         ushort getNumLodLevels(void) const;
00382         const MeshLodUsage& getLodLevel(ushort index) const;
00396         void createManualLodLevel(Real fromDepth, const String& meshName);
00397 
00405         void updateManualLodLevel(ushort index, const String& meshName);
00406 
00409         ushort getLodIndex(Real depth) const;
00410 
00417         ushort getLodIndexSquaredDepth(Real squaredDepth) const;
00418 
00425         bool isLodManual(void) const { return mIsLodManual; }
00426 
00428         void _setLodInfo(unsigned short numLevels, bool isManual);
00430         void _setLodUsage(unsigned short level, Mesh::MeshLodUsage& usage);
00432         void _setSubMeshLodFaceList(unsigned short subIdx, unsigned short level, IndexData* facedata);
00433 
00435         void removeLodLevels(void);
00436 
00459         void setVertexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
00482         void setIndexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
00484         HardwareBuffer::Usage getVertexBufferUsage(void) const { return mVertexBufferUsage; }
00486         HardwareBuffer::Usage getIndexBufferUsage(void) const { return mIndexBufferUsage; }
00488         bool isVertexBufferShadowed(void) const { return mVertexBufferShadowBuffer; }
00490         bool isIndexBufferShadowed(void) const { return mIndexBufferShadowBuffer; }
00491        
00492 
00506         unsigned short _rationaliseBoneAssignments(size_t vertexCount, VertexBoneAssignmentList& assignments);
00507 
00515         void _compileBoneAssignments(void);
00516 
00534         void buildTangentVectors(unsigned short sourceTexCoordSet = 0, unsigned short destTexCoordSet = 1);
00535     };
00536 
00537 
00538 } // namespace
00539 
00540 #endif

Copyright © 2002-2003 by The OGRE Team
Last modified Wed Jan 21 00:10:18 2004