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| Mesh (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, VaoManager *vaoManager, bool isManual=false, ManualResourceLoader *loader=0) |
| Default constructor - used by MeshManager. More...
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| ~Mesh () override |
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const LodValueArray * | _getLodValueArray () const |
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VaoManager * | _getVaoManager () const |
| will return the vao manager that this mesh will use for creating and destroying array objects More...
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void | _notifySkeleton (v1::SkeletonPtr &pSkel) |
| Internal notification, used to tell the Mesh which Skeleton to use without loading it. More...
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void | _setBoundingSphereRadius (Real radius) |
| Manually set the bounding radius. More...
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void | _setBounds (const Aabb &bounds, bool pad=true) |
| Manually set the bounding box for this Mesh. More...
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void | _setHashForCaches (const uint64 hash[2]) |
| Explicitly set a hash for caches. See Mesh::getHashForCaches. More...
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void | _setLodInfo (unsigned short numLevels) |
| Internal methods for loading LOD, do not use. More...
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void | _setVaoManager (VaoManager *vaoManager) |
| will manually set the vao manager the mesh will use when it loads. More...
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void | _updateBoundsFromVertexBuffers (bool pad=false) |
| Automatically update the bounding radius and bounding box for this Mesh. More...
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void | addBoneAssignment (const VertexBoneAssignment &vertBoneAssign) |
| Assigns a vertex to a bone with a given weight, for skeletal animation. More...
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void | arrangeEfficient (bool halfPos, bool halfTexCoords, bool qTangents) |
| Converts this SubMesh to an efficient arrangement. More...
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void | clearBoneAssignments () |
| Removes all bone assignments for this mesh. More...
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MeshPtr | clone (const String &newName, const String &newGroup=BLANKSTRING, int vertexBufferType=-1, int indexBufferType=-1) |
| Makes a copy of this mesh object and gives it a new name. More...
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void | copy (const MeshPtr &destination, int vertexBufferType=-1, int indexBufferType=-1) |
| Will copy this mesh into the destination mesh. More...
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SubMesh * | createSubMesh (size_t index=~0u) |
| Creates a new SubMesh. More...
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void | dearrangeToInefficient () |
| Reverts the effects from arrangeEfficient by converting all 16-bit half float back to 32-bit float; and QTangents to Normal, Tangent + Reflection representation, which are more compatible for doing certain operations vertex operations in the CPU. More...
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void | destroySubMesh (unsigned index) |
| Destroy a SubMesh with the given index. More...
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const Aabb & | getAabb () const |
| Get the axis-aligned bounding box for this mesh. More...
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Real | getBoundingSphereRadius () const |
| Gets the radius of the bounding sphere surrounding this mesh. More...
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const uint64 * | getHashForCaches () const |
| Returns an array of [2] containing a hash for use in caches. More...
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BufferType | getIndexBufferDefaultType () const |
| Gets the usage setting for this meshes index buffers. More...
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uint16 | getLodIndex (Real value) const |
| Retrieves the level of detail index for the given LOD value. More...
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const String & | getLodStrategyName () const |
| Returns the name of the Lod strategy the user lod values have been calibrated for. More...
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uint16 | getNumLodLevels () const |
| Returns the number of levels of detail that this mesh supports. More...
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unsigned | getNumSubMeshes () const |
| Gets the number of sub meshes which comprise this mesh. More...
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const SkeletonDefPtr & | getSkeleton () const |
| Gets a pointer to any linked Skeleton. More...
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const String & | getSkeletonName () const |
| Gets the name of any linked Skeleton. More...
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SubMesh * | getSubMesh (unsigned index) const |
| Gets a pointer to the submesh indicated by the index. More...
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const SubMeshVec & | getSubMeshes () const |
| Gets an iterator over the available submeshes. More...
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const SubMeshNameMap & | getSubMeshNameMap () const |
| Gets a reference to the optional name assignments of the SubMeshes. More...
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BufferType | getVertexBufferDefaultType () const |
| Gets the usage setting for this meshes vertex buffers. More...
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bool | hasIndependentShadowMappingVaos () const |
| Returns true if the shadow mapping buffers do not just reference the real buffers, but are rather their own separate set of optimized geometry. More...
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bool | hasSkeleton () const |
| Returns true if this Mesh has a linked Skeleton. More...
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bool | hasValidShadowMappingVaos () const |
| Returns true if the mesh is ready for rendering with valid shadow mapping Vaos Otherwise prepareForShadowMapping must be called on this mesh. More...
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void | importV1 (v1::Mesh *mesh, bool halfPos, bool halfTexCoords, bool qTangents, bool halfPose=true) |
| Imports a v1 mesh to this mesh, with optional optimization conversions. More...
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bool | isIndexBufferShadowed () const |
| Gets whether or not this meshes index buffers are shadowed. More...
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bool | isVertexBufferShadowed () const |
| Gets whether or not this meshes vertex buffers are shadowed. More...
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void | nameSubMesh (const String &name, unsigned index) |
| Gives a name to a SubMesh. Note, only first 65536 submeshes could be named. More...
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void | prepareForShadowMapping (bool forceSameBuffers) |
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void | removeLodLevels () |
| Internal methods for loading LOD, do not use. More...
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void | setIndexBufferPolicy (BufferType bufferType, bool shadowBuffer=false) |
| Sets the policy for the index buffers to be used when loading this Mesh. More...
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void | setLodStrategyName (const String &name) |
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void | setSkeletonName (const String &skelName) |
| Calculates. More...
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void | setVertexBufferPolicy (BufferType bufferType, bool shadowBuffer=false) |
| Sets the policy for the vertex buffers to be used when loading this Mesh. More...
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void | unnameSubMesh (const String &name) |
| Removes a name from a SubMesh. More...
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| Resource (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0) |
| Standard constructor. More...
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virtual | ~Resource () |
| Virtual destructor. More...
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virtual void | _dirtyState () |
| Manually mark the state of this resource as having been changed. More...
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virtual void | _fireLoadingComplete (bool wasBackgroundLoaded) |
| Firing of loading complete event. More...
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virtual void | _firePreparingComplete (bool wasBackgroundLoaded) |
| Firing of preparing complete event. More...
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virtual void | _fireUnloadingComplete () |
| Firing of unloading complete event. More...
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virtual void | _notifyOrigin (const String &origin) |
| Notify this resource of it's origin. More...
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virtual void | addListener (Listener *lis) |
| Register a listener on this resource. More...
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virtual void | changeGroupOwnership (const String &newGroup) |
| Change the resource group ownership of a Resource. More...
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virtual void | escalateLoading () |
| Escalates the loading of a background loaded resource. More...
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virtual ResourceManager * | getCreator () |
| Gets the manager which created this resource. More...
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virtual const String & | getGroup () const |
| Gets the group which this resource is a member of. More...
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virtual ResourceHandle | getHandle () const |
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virtual LoadingState | getLoadingState () const |
| Returns the current loading state. More...
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virtual const String & | getName () const |
| Gets resource name. More...
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virtual const String & | getOrigin () const |
| Get the origin of this resource, e.g. More...
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virtual size_t | getSize () const |
| Retrieves info about the size of the resource. More...
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virtual size_t | getStateCount () const |
| Returns the number of times this resource has changed state, which generally means the number of times it has been loaded. More...
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virtual bool | isBackgroundLoaded () const |
| Returns whether this Resource has been earmarked for background loading. More...
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virtual bool | isLoaded () const |
| Returns true if the Resource has been loaded, false otherwise. More...
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virtual bool | isLoading () const |
| Returns whether the resource is currently in the process of background loading. More...
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virtual bool | isManuallyLoaded () const |
| Is this resource manually loaded? More...
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virtual bool | isPrepared () const |
| Returns true if the Resource has been prepared, false otherwise. More...
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virtual bool | isReloadable () const |
| Returns true if the Resource is reloadable, false otherwise. More...
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virtual void | load (bool backgroundThread=false) |
| Loads the resource, if it is not already. More...
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bool | markForReload () |
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virtual void | prepare (bool backgroundThread=false) |
| Prepares the resource for load, if it is not already. More...
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virtual void | reload (LoadingFlags flags=LF_DEFAULT) |
| Reloads the resource, if it is already loaded. More...
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virtual void | removeListener (Listener *lis) |
| Remove a listener on this resource. More...
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virtual void | setBackgroundLoaded (bool bl) |
| Tells the resource whether it is background loaded or not. More...
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virtual void | setManuallyLoaded (bool isManual) |
| Set "Is this resource manually loaded?". More...
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virtual void | setToLoaded () |
| Change the Resource loading state to loaded. More...
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virtual void | touch () |
| 'Touches' the resource to indicate it has been used. More...
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virtual void | unload () |
| Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
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| StringInterface () |
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virtual | ~StringInterface () |
| Virtual destructor, see Effective C++. More...
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virtual void | copyParametersTo (StringInterface *dest) const |
| Method for copying this object's parameters to another object. More...
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ParamDictionary * | getParamDictionary () |
| Retrieves the parameter dictionary for this class. More...
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const ParamDictionary * | getParamDictionary () const |
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virtual String | getParameter (const String &name) const |
| Generic parameter retrieval method. More...
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const ParameterList & | getParameters () const |
| Retrieves a list of parameters valid for this object. More...
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virtual bool | setParameter (const String &name, const String &value) |
| Generic parameter setting method. More...
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virtual void | setParameterList (const NameValuePairList ¶mList) |
| Generic multiple parameter setting method. More...
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Resource holding data about 3D mesh.
- Multiple world objects can (indeed should) be created from a single mesh object - see the Entity class for more info. The mesh object will have it's own default material properties, but potentially each world instance may wish to customise the materials from the original. When the object is instantiated into a scene node, the mesh material properties will be taken by default but may be changed. These properties are actually held at the SubMesh level since a single mesh may have parts with different materials.
- As described above, because the mesh may have sections of differing material properties, a mesh is inherently a compound construct, consisting of one or more SubMesh objects. However, it strongly 'owns' it's SubMeshes such that they are loaded / unloaded at the same time. This is contrary to the approach taken to hierarchically related (but loosely owned) scene nodes, where data is loaded / unloaded separately. Note also that mesh sub-sections (when used in an instantiated object) share the same scene node as the parent.