OGRE
1.11.6
Object-Oriented Graphics Rendering Engine
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Patch specialisation of Mesh. More...
#include <OgrePatchMesh.h>
Public Member Functions | |
PatchMesh (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group) | |
Constructor. More... | |
void | _calcBoundsFromVertexBuffer (VertexData *vertexData, AxisAlignedBox &outAABB, Real &outRadius, bool updateOnly=false) |
Calculates. More... | |
void | _compileBoneAssignments (void) |
Internal method, be called once to compile bone assignments into geometry buffer. More... | |
void | _computeBoneBoundingRadius () |
Compute the bone bounding radius by looking at the vertices, vertex-bone-assignments, and skeleton bind pose. More... | |
void | _determineAnimationTypes (void) const |
Internal method which, if animation types have not been determined, scans any vertex animations and determines the type for each set of vertex data (cannot have 2 different types). More... | |
virtual void | _dirtyState () |
Manually mark the state of this resource as having been changed. More... | |
void | _fireLoadingComplete (bool wasBackgroundLoaded) |
Firing of loading complete event. More... | |
void | _firePreparingComplete (bool wasBackgroundLoaded) |
Firing of preparing complete event. More... | |
void | _fireUnloadingComplete (void) |
Firing of unloading complete event. More... | |
virtual Animation * | _getAnimationImpl (const String &name) const |
Internal access to the named vertex Animation object - returns null if it does not exist. More... | |
bool | _getAnimationTypesDirty (void) const |
Are the derived animation types out of date? More... | |
ushort | _getSubMeshIndex (const String &name) const |
Gets the index of a submesh with a given name. More... | |
void | _initAnimationState (AnimationStateSet *animSet) |
Initialise an animation set suitable for use with this mesh. More... | |
bool | _isManualLodLevel (unsigned short level) const |
Internal methods for loading LOD, do not use. More... | |
void | _notifyOrigin (const String &origin) |
Notify this resource of it's origin. More... | |
void | _notifySkeleton (SkeletonPtr &pSkel) |
Internal notification, used to tell the Mesh which Skeleton to use without loading it. More... | |
unsigned short | _rationaliseBoneAssignments (size_t vertexCount, VertexBoneAssignmentList &assignments) |
Rationalises the passed in bone assignment list. More... | |
void | _refreshAnimationState (AnimationStateSet *animSet) |
Refresh an animation set suitable for use with this mesh. More... | |
void | _setBoneBoundingRadius (Real radius) |
Manually set the bone bounding radius. More... | |
void | _setBoundingSphereRadius (Real radius) |
Manually set the bounding radius. More... | |
void | _setBounds (const AxisAlignedBox &bounds, bool pad=true) |
Manually set the bounding box for this Mesh. More... | |
void | _setLodInfo (unsigned short numLevels) |
Internal methods for loading LOD, do not use. More... | |
void | _setLodUsage (unsigned short level, const MeshLodUsage &usage) |
Internal methods for loading LOD, do not use. More... | |
void | _setSubMeshLodFaceList (unsigned short subIdx, unsigned short level, IndexData *facedata) |
Internal methods for loading LOD, do not use. More... | |
void | _updateBoundsFromVertexBuffers (bool pad=false) |
Automatically update the bounding radius and bounding box for this Mesh. More... | |
void | _updateCompiledBoneAssignments (void) |
Internal method, be called once to update the compiled bone assignments. More... | |
void | addBoneAssignment (const VertexBoneAssignment &vertBoneAssign) |
Assigns a vertex to a bone with a given weight, for skeletal animation. More... | |
virtual void | addListener (Listener *lis) |
Register a listener on this resource. More... | |
void | buildEdgeList (void) |
Builds an edge list for this mesh, which can be used for generating a shadow volume among other things. More... | |
void | buildTangentVectors (VertexElementSemantic targetSemantic=VES_TANGENT, unsigned short sourceTexCoordSet=0, unsigned short index=0, bool splitMirrored=false, bool splitRotated=false, bool storeParityInW=false) |
This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer. More... | |
virtual void | changeGroupOwnership (const String &newGroup) |
Change the resource group ownership of a Resource. More... | |
void | clearBoneAssignments (void) |
Removes all bone assignments for this mesh. More... | |
MeshPtr | clone (const String &newName, const String &newGroup=BLANKSTRING) |
Makes a copy of this mesh object and gives it a new name. More... | |
void | copyParametersTo (StringInterface *dest) const |
Method for copying this object's parameters to another object. More... | |
virtual Animation * | createAnimation (const String &name, Real length) |
Creates a new Animation object for vertex animating this mesh. More... | |
Pose * | createPose (ushort target, const String &name=BLANKSTRING) |
Create a new Pose for this mesh or one of its submeshes. More... | |
SubMesh * | createSubMesh (void) |
Creates a new SubMesh. More... | |
SubMesh * | createSubMesh (const String &name) |
Creates a new SubMesh and gives it a name. More... | |
void | define (void *controlPointBuffer, VertexDeclaration *declaration, size_t width, size_t height, size_t uMaxSubdivisionLevel=PatchSurface::AUTO_LEVEL, size_t vMaxSubdivisionLevel=PatchSurface::AUTO_LEVEL, PatchSurface::VisibleSide visibleSide=PatchSurface::VS_FRONT, HardwareBuffer::Usage vbUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::Usage ibUsage=HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, bool vbUseShadow=false, bool ibUseShadow=false) |
Define the patch, as defined in MeshManager::createBezierPatch. More... | |
void | destroySubMesh (unsigned short index) |
Destroy a SubMesh with the given index. More... | |
void | destroySubMesh (const String &name) |
Destroy a SubMesh with the given name. More... | |
virtual void | escalateLoading () |
Escalates the loading of a background loaded resource. More... | |
void | freeEdgeList (void) |
Destroys and frees the edge lists this mesh has built. More... | |
virtual Animation * | getAnimation (const String &name) const |
Returns the named vertex Animation object. More... | |
virtual Animation * | getAnimation (unsigned short index) const |
Gets a single morph animation by index. More... | |
bool | getAutoBuildEdgeLists (void) const |
Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided. More... | |
BoneAssignmentIterator | getBoneAssignmentIterator (void) |
Gets an iterator for access all bone assignments. More... | |
const VertexBoneAssignmentList & | getBoneAssignments () const |
Gets a const reference to the list of bone assignments. More... | |
Real | getBoneBoundingRadius () const |
Gets the radius used to inflate the bounding box around the bones. More... | |
Real | getBoundingSphereRadius (void) const |
Gets the radius of the bounding sphere surrounding this mesh. More... | |
const AxisAlignedBox & | getBounds (void) const |
Get the axis-aligned bounding box for this mesh. More... | |
ResourceManager * | getCreator (void) |
Gets the manager which created this resource. More... | |
EdgeData * | getEdgeList (unsigned short lodIndex=0) |
Return the edge list for this mesh, building it if required. More... | |
const EdgeData * | getEdgeList (unsigned short lodIndex=0) const |
Return the edge list for this mesh, building it if required. More... | |
virtual const String & | getGroup (void) const |
Gets the group which this resource is a member of. More... | |
virtual ResourceHandle | getHandle (void) const |
HardwareBufferManagerBase * | getHardwareBufferManager () |
HardwareBuffer::Usage | getIndexBufferUsage (void) const |
Gets the usage setting for this meshes index buffers. More... | |
virtual LoadingState | getLoadingState () const |
Returns the current loading state. More... | |
ushort | getLodIndex (Real value) const |
Retrieves the level of detail index for the given LOD value. More... | |
const MeshLodUsage & | getLodLevel (ushort index) const |
Gets details of the numbered level of detail entry. More... | |
const LodStrategy * | getLodStrategy () const |
Get LOD strategy used by this mesh. More... | |
virtual const String & | getName (void) const |
Gets resource name. More... | |
virtual unsigned short | getNumAnimations (void) const |
Gets the number of morph animations in this mesh. More... | |
ushort | getNumLodLevels (void) const |
Returns the number of levels of detail that this mesh supports. More... | |
size_t | getNumSubMeshes (void) const |
Gets the number of sub meshes which comprise this mesh. More... | |
const String & | getOrigin (void) const |
Get the origin of this resource, e.g. More... | |
ParamDictionary * | getParamDictionary (void) |
Retrieves the parameter dictionary for this class. More... | |
const ParamDictionary * | getParamDictionary (void) const |
String | getParameter (const String &name) const |
Generic parameter retrieval method. More... | |
const ParameterList & | getParameters (void) const |
Retrieves a list of parameters valid for this object. More... | |
Pose * | getPose (ushort index) |
Retrieve an existing Pose by index. More... | |
Pose * | getPose (const String &name) |
Retrieve an existing Pose by name. More... | |
size_t | getPoseCount (void) const |
Get the number of poses. More... | |
PoseIterator | getPoseIterator (void) |
Get an iterator over all the poses defined. More... | |
ConstPoseIterator | getPoseIterator (void) const |
Get an iterator over all the poses defined. More... | |
const PoseList & | getPoseList (void) const |
Get pose list. More... | |
bool | getSharedVertexDataAnimationIncludesNormals () const |
Returns whether animation on shared vertex data includes normals. More... | |
virtual VertexAnimationType | getSharedVertexDataAnimationType (void) const |
Gets the type of vertex animation the shared vertex data of this mesh supports. More... | |
virtual size_t | getSize (void) const |
Retrieves info about the size of the resource. More... | |
const SkeletonPtr & | getSkeleton (void) const |
Gets a pointer to any linked Skeleton. More... | |
const String & | getSkeletonName (void) const |
Gets the name of any linked Skeleton. More... | |
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... | |
SubMesh * | getSubMesh (size_t index) const |
Gets a pointer to the submesh indicated by the index. More... | |
SubMesh * | getSubMesh (const String &name) const |
Gets a SubMesh by name. More... | |
const SubMeshList & | getSubMeshes () const |
Gets the available submeshes. More... | |
SubMeshIterator | getSubMeshIterator (void) |
Gets an iterator over the available submeshes. More... | |
const SubMeshNameMap & | getSubMeshNameMap (void) const |
Gets a reference to the optional name assignments of the SubMeshes. More... | |
HardwareBuffer::Usage | getVertexBufferUsage (void) const |
Gets the usage setting for this meshes vertex buffers. More... | |
VertexData * | getVertexDataByTrackHandle (unsigned short handle) |
Gets a pointer to a vertex data element based on a morph animation track handle. More... | |
virtual bool | hasAnimation (const String &name) const |
Returns whether this mesh contains the named vertex animation. More... | |
bool | hasManualLodLevel (void) const |
Returns true if this mesh has a manual LOD level. More... | |
bool | hasSkeleton (void) const |
Returns true if this Mesh has a linked Skeleton. More... | |
bool | hasVertexAnimation (void) const |
Returns whether or not this mesh has some kind of vertex animation. More... | |
virtual bool | isBackgroundLoaded (void) const |
Returns whether this Resource has been earmarked for background loading. More... | |
bool | isEdgeListBuilt (void) const |
Returns whether this mesh has an attached edge list. More... | |
bool | isIndexBufferShadowed (void) const |
Gets whether or not this meshes index buffers are shadowed. More... | |
virtual bool | isLoaded (void) const |
Returns true if the Resource has been loaded, false otherwise. More... | |
virtual bool | isLoading () const |
Returns whether the resource is currently in the process of background loading. More... | |
virtual bool | isManuallyLoaded (void) const |
Is this resource manually loaded? More... | |
virtual bool | isPrepared (void) const |
Returns true if the Resource has been prepared, false otherwise. More... | |
bool | isPreparedForShadowVolumes (void) const |
Returns whether this mesh has already had it's geometry prepared for use in rendering shadow volumes. More... | |
virtual bool | isReloadable (void) const |
Returns true if the Resource is reloadable, false otherwise. More... | |
bool | isVertexBufferShadowed (void) const |
Gets whether or not this meshes vertex buffers are shadowed. More... | |
virtual void | load (bool backgroundThread=false) |
Loads the resource, if it is not already. More... | |
void | mergeAdjacentTexcoords (unsigned short finalTexCoordSet, unsigned short texCoordSetToDestroy) |
This method collapses two texcoords into one for all submeshes where this is possible. More... | |
void | nameSubMesh (const String &name, ushort index) |
Gives a name to a SubMesh. More... | |
virtual void | prepare (bool backgroundThread=false) |
Prepares the resource for load, if it is not already. More... | |
void | prepareForShadowVolume (void) |
This method prepares the mesh for generating a renderable shadow volume. More... | |
void | reload (LoadingFlags flags=LF_DEFAULT) |
Reloads the resource, if it is already loaded. More... | |
virtual void | removeAllAnimations (void) |
Removes all morph Animations from this mesh. More... | |
void | removeAllPoses (void) |
Destroy all poses. More... | |
virtual void | removeAnimation (const String &name) |
Removes vertex Animation from this mesh. More... | |
virtual void | removeListener (Listener *lis) |
Remove a listener on this resource. More... | |
void | removeLodLevels (void) |
Removes all LOD data from this Mesh. More... | |
void | removePose (ushort index) |
Destroy a pose by index. More... | |
void | removePose (const String &name) |
Destroy a pose by name. More... | |
void | setAutoBuildEdgeLists (bool autobuild) |
Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided. More... | |
virtual void | setBackgroundLoaded (bool bl) |
Tells the resource whether it is background loaded or not. More... | |
void | setHardwareBufferManager (HardwareBufferManagerBase *bufferManager) |
Sets the manager for the vertex and index buffers to be used when loading this Mesh. More... | |
void | setIndexBufferPolicy (HardwareBuffer::Usage usage, bool shadowBuffer=false) |
Sets the policy for the index buffers to be used when loading this Mesh. More... | |
void | setLodStrategy (LodStrategy *lodStrategy) |
Set the lod strategy used by this mesh. More... | |
bool | setParameter (const String &name, const String &value) |
Generic parameter setting method. More... | |
void | setParameterList (const NameValuePairList ¶mList) |
Generic multiple parameter setting method. More... | |
void | setSkeletonName (const String &skelName) |
Sets the name of the skeleton this Mesh uses for animation. More... | |
void | setSubdivision (Real factor) |
void | setVertexBufferPolicy (HardwareBuffer::Usage usage, bool shadowBuffer=false) |
Sets the policy for the vertex buffers to be used when loading this Mesh. More... | |
bool | suggestTangentVectorBuildParams (VertexElementSemantic targetSemantic, unsigned short &outSourceCoordSet, unsigned short &outIndex) |
Ask the mesh to suggest parameters to a future buildTangentVectors call, should you wish to use texture coordinates to store the tangents. More... | |
virtual void | touch (void) |
'Touches' the resource to indicate it has been used. More... | |
virtual void | unload (void) |
Unloads the resource; this is not permanent, the resource can be reloaded later if required. More... | |
void | unnameSubMesh (const String &name) |
Removes a name from a SubMesh. More... | |
void | update (void *controlPointBuffer, size_t width, size_t height, size_t uMaxSubdivisionLevel, size_t vMaxSubdivisionLevel, PatchSurface::VisibleSide visibleSide) |
Update the mesh with new control points positions. More... | |
void | updateManualLodLevel (ushort index, const String &meshName) |
Changes the alternate mesh to use as a manual LOD at the given index. More... | |
void | updateMaterialForAllSubMeshes (void) |
Iterates through all submeshes and requests them to apply their texture aliases to the material they use. More... | |
Static Public Member Functions | |
static void | cleanupDictionary () |
Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More... | |
static void | prepareMatricesForVertexBlend (const Affine3 **blendMatrices, const Affine3 *boneMatrices, const IndexMap &indexMap) |
Prepare matrices for software indexed vertex blend. More... | |
static void | softwareVertexBlend (const VertexData *sourceVertexData, const VertexData *targetVertexData, const Affine3 *const *blendMatrices, size_t numMatrices, bool blendNormals) |
Performs a software indexed vertex blend, of the kind used for skeletal animation although it can be used for other purposes. More... | |
static void | softwareVertexMorph (Real t, const HardwareVertexBufferSharedPtr &b1, const HardwareVertexBufferSharedPtr &b2, VertexData *targetVertexData) |
Performs a software vertex morph, of the kind used for morph animation although it can be used for other purposes. More... | |
static void | softwareVertexPoseBlend (Real weight, const std::map< size_t, Vector3 > &vertexOffsetMap, const std::map< size_t, Vector3 > &normalsMap, VertexData *targetVertexData) |
Performs a software vertex pose blend, of the kind used for morph animation although it can be used for other purposes. More... | |
Public Attributes | |
OGRE_AUTO_MUTEX | |
IndexMap | sharedBlendIndexToBoneIndexMap |
Shared index map for translating blend index to bone index. More... | |
VertexData * | sharedVertexData |
Shared vertex data. More... | |
Patch specialisation of Mesh.
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Multimap of vertex bone assignments (orders by vertex index).
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Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior.
Ogre::PatchMesh::PatchMesh | ( | ResourceManager * | creator, |
const String & | name, | ||
ResourceHandle | handle, | ||
const String & | group | ||
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Constructor.
void Ogre::PatchMesh::update | ( | void * | controlPointBuffer, |
size_t | width, | ||
size_t | height, | ||
size_t | uMaxSubdivisionLevel, | ||
size_t | vMaxSubdivisionLevel, | ||
PatchSurface::VisibleSide | visibleSide | ||
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Update the mesh with new control points positions.
void Ogre::PatchMesh::define | ( | void * | controlPointBuffer, |
VertexDeclaration * | declaration, | ||
size_t | width, | ||
size_t | height, | ||
size_t | uMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL , |
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size_t | vMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL , |
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PatchSurface::VisibleSide | visibleSide = PatchSurface::VS_FRONT , |
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HardwareBuffer::Usage | vbUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY , |
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HardwareBuffer::Usage | ibUsage = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY , |
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bool | vbUseShadow = false , |
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bool | ibUseShadow = false |
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Define the patch, as defined in MeshManager::createBezierPatch.
void Ogre::PatchMesh::setSubdivision | ( | Real | factor | ) |
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This method collapses two texcoords into one for all submeshes where this is possible.
finalTexCoordSet & texCoordSetToDestroy must be in the same buffer source, and must be adjacent.
finalTexCoordSet | The tex. coord index to merge to. Should have enough space to actually work. |
texCoordSetToDestroy | The texture coordinate index that will disappear on successful merges. |
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Creates a new SubMesh.
Creates a new SubMesh and gives it a name.
Gives a name to a SubMesh.
Gets the index of a submesh with a given name.
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Gets the number of sub meshes which comprise this mesh.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices(), and Ogre::Lod0Stripifier::~Lod0Stripifier().
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Gets a pointer to the submesh indicated by the index.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices(), and Ogre::Lod0Stripifier::~Lod0Stripifier().
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Gets an iterator over the available submeshes.
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Gets the available submeshes.
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Makes a copy of this mesh object and gives it a new name.
newName | The name to give the clone. |
newGroup | Optional name of the new group to assign the clone to; if you leave this blank, the clone will be assigned to the same group as this Mesh. |
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Reloads the resource, if it is already loaded.
Reimplemented from Ogre::Resource.
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Get the axis-aligned bounding box for this mesh.
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Gets the radius of the bounding sphere surrounding this mesh.
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Gets the radius used to inflate the bounding box around the bones.
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Manually set the bounding box for this Mesh.
pad | If true, a certain padding will be added to the bounding box to separate it from the mesh |
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Manually set the bounding radius.
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Manually set the bone bounding radius.
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Compute the bone bounding radius by looking at the vertices, vertex-bone-assignments, and skeleton bind pose.
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Automatically update the bounding radius and bounding box for this Mesh.
pad | If true, a certain padding will be added to the bounding box to separate it from the mesh |
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Calculates.
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Sets the name of the skeleton this Mesh uses for animation.
skelName | The name of the .skeleton file to use, or an empty string to use no skeleton |
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Returns whether or not this mesh has some kind of vertex animation.
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Gets a pointer to any linked Skeleton.
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Gets the name of any linked Skeleton.
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Initialise an animation set suitable for use with this mesh.
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Refresh an animation set suitable for use with this mesh.
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Assigns a vertex to a bone with a given weight, for skeletal animation.
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Gets an iterator for access all bone assignments.
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Gets a const reference to the list of bone assignments.
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Returns the number of levels of detail that this mesh supports.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices(), and Ogre::Lod0Stripifier::~Lod0Stripifier().
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Gets details of the numbered level of detail entry.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
Retrieves the level of detail index for the given LOD value.
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Returns true if this mesh has a manual LOD level.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
Changes the alternate mesh to use as a manual LOD at the given index.
index | The index of the level to be changed. |
meshName | The name of the mesh which will be the lower level detail version. |
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Internal methods for loading LOD, do not use.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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Internal methods for loading LOD, do not use.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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Internal methods for loading LOD, do not use.
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Internal methods for loading LOD, do not use.
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Removes all LOD data from this Mesh.
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Sets the manager for the vertex and index buffers to be used when loading this Mesh.
bufferManager | If set to DefaultHardwareBufferManager , the buffers will be created in system memory only, without hardware counterparts. Such mesh could not be rendered, but LODs could be generated for such mesh, it could be cloned, transformed and serialized. |
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Sets the policy for the vertex buffers to be used when loading this Mesh.
usage | The usage flags, which by default are HardwareBuffer::HBU_STATIC_WRITE_ONLY |
shadowBuffer | If set to true , the vertex buffers will be created with a system memory shadow buffer. You should set this if you want to be able to read from the buffer, because reading from a hardware buffer is a no-no. |
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Sets the policy for the index buffers to be used when loading this Mesh.
usage | The usage flags, which by default are HardwareBuffer::HBU_STATIC_WRITE_ONLY |
shadowBuffer | If set to true , the index buffers will be created with a system memory shadow buffer. You should set this if you want to be able to read from the buffer, because reading from a hardware buffer is a no-no. |
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Gets the usage setting for this meshes vertex buffers.
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Gets the usage setting for this meshes index buffers.
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Gets whether or not this meshes vertex buffers are shadowed.
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Gets whether or not this meshes index buffers are shadowed.
References Ogre::VES_TANGENT.
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Rationalises the passed in bone assignment list.
vertexCount | The number of vertices. |
assignments | The bone assignment list to rationalise. This list will be modified and entries will be removed where the limits are exceeded. |
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Internal method, be called once to compile bone assignments into geometry buffer.
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Internal method, be called once to update the compiled bone assignments.
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This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.
targetSemantic | The semantic to store the tangents in. Defaults to the explicit tangent binding, but note that this is only usable on more modern hardware (Shader Model 2), so if you need portability with older cards you should change this to a texture coordinate binding instead. |
sourceTexCoordSet | The texture coordinate index which should be used as the source of 2D texture coordinates, with which to calculate the tangents. |
index | The element index, ie the texture coordinate set which should be used to store the 3D coordinates representing a tangent vector per vertex, if targetSemantic is VES_TEXTURE_COORDINATES. If this already exists, it will be overwritten. |
splitMirrored | Sets whether or not to split vertices when a mirrored tangent space transition is detected (matrix parity differs). |
splitRotated | Sets whether or not to split vertices when a rotated tangent space is detected. |
storeParityInW | If true , store tangents as a 4-vector and include parity in w. |
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Ask the mesh to suggest parameters to a future buildTangentVectors call, should you wish to use texture coordinates to store the tangents.
targetSemantic | The semantic you intend to use to store the tangents if they are not already present; most likely options are VES_TEXTURE_COORDINATES or VES_TANGENT; you should use texture coordinates if you want compatibility with older, pre-SM2 graphics cards, and the tangent binding otherwise. |
outSourceCoordSet | Reference to a source texture coordinate set which will be populated. |
outIndex | Reference to a destination element index (e.g. texture coord set) which will be populated |
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Builds an edge list for this mesh, which can be used for generating a shadow volume among other things.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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Destroys and frees the edge lists this mesh has built.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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This method prepares the mesh for generating a renderable shadow volume.
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Return the edge list for this mesh, building it if required.
lodIndex | The LOD at which to get the edge list, 0 being the highest. |
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inherited |
Return the edge list for this mesh, building it if required.
lodIndex | The LOD at which to get the edge list, 0 being the highest. |
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inlineinherited |
Returns whether this mesh has already had it's geometry prepared for use in rendering shadow volumes.
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inlineinherited |
Returns whether this mesh has an attached edge list.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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staticinherited |
Prepare matrices for software indexed vertex blend.
blendMatrices | Pointer to an array of matrix pointers to store prepared results, which indexed by blend index. |
boneMatrices | Pointer to an array of matrices to be used to blend, which indexed by bone index. |
indexMap | The index map used to translate blend index to bone index. |
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staticinherited |
Performs a software indexed vertex blend, of the kind used for skeletal animation although it can be used for other purposes.
sourceVertexData | VertexData class containing positions, normals, blend indices and blend weights. |
targetVertexData | VertexData class containing target position and normal buffers which will be updated with the blended versions. Note that the layout of the source and target position / normal buffers must be identical, ie they must use the same buffer indexes |
blendMatrices | Pointer to an array of matrix pointers to be used to blend, indexed by blend indices in the sourceVertexData |
numMatrices | Number of matrices in the blendMatrices, it might be used as a hint for optimisation. |
blendNormals | If true , normals are blended as well as positions. |
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staticinherited |
Performs a software vertex morph, of the kind used for morph animation although it can be used for other purposes.
t | Parametric distance between the start and end buffer positions. |
b1 | Vertex buffer containing VET_FLOAT3 entries for the start positions. |
b2 | Vertex buffer containing VET_FLOAT3 entries for the end positions. |
targetVertexData | VertexData destination; assumed to have a separate position buffer already bound, and the number of vertices must agree with the number in start and end |
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staticinherited |
Performs a software vertex pose blend, of the kind used for morph animation although it can be used for other purposes.
weight | Parametric weight to scale the offsets by. |
vertexOffsetMap | Potentially sparse map of vertex index -> offset. |
normalsMap | Potentially sparse map of vertex index -> normal. |
targetVertexData | VertexData destination; assumed to have a separate position buffer already bound, and the number of vertices must agree with the number in start and end. |
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inlineinherited |
Gets a reference to the optional name assignments of the SubMeshes.
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inlineinherited |
Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.
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inlineinherited |
Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.
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virtualinherited |
Gets the type of vertex animation the shared vertex data of this mesh supports.
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inlineinherited |
Returns whether animation on shared vertex data includes normals.
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virtualinherited |
Creates a new Animation object for vertex animating this mesh.
name | The name of this animation. |
length | The length of the animation in seconds. |
Implements Ogre::AnimationContainer.
Returns the named vertex Animation object.
name | The name of the animation. |
Implements Ogre::AnimationContainer.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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virtualinherited |
Gets a single morph animation by index.
Implements Ogre::AnimationContainer.
Internal access to the named vertex Animation object - returns null if it does not exist.
name | The name of the animation. |
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virtualinherited |
Returns whether this mesh contains the named vertex animation.
Implements Ogre::AnimationContainer.
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virtualinherited |
Removes vertex Animation from this mesh.
Implements Ogre::AnimationContainer.
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virtualinherited |
Gets the number of morph animations in this mesh.
Implements Ogre::AnimationContainer.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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virtualinherited |
Removes all morph Animations from this mesh.
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inherited |
Gets a pointer to a vertex data element based on a morph animation track handle.
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inherited |
Iterates through all submeshes and requests them to apply their texture aliases to the material they use.
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inherited |
Internal method which, if animation types have not been determined, scans any vertex animations and determines the type for each set of vertex data (cannot have 2 different types).
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inlineinherited |
Are the derived animation types out of date?
References Ogre::BLANKSTRING.
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inherited |
|
inlineinherited |
Get the number of poses.
Retrieve an existing Pose by index.
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inherited |
Destroy a pose by index.
|
inherited |
Destroy a pose by name.
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inherited |
Destroy all poses.
|
inherited |
Get an iterator over all the poses defined.
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inherited |
Get an iterator over all the poses defined.
|
inherited |
Get pose list.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().
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inherited |
Get LOD strategy used by this mesh.
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inherited |
Set the lod strategy used by this mesh.
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virtualinherited |
Prepares the resource for load, if it is not already.
One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.
backgroundThread | Whether this is occurring in a background thread |
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virtualinherited |
Loads the resource, if it is not already.
backgroundThread | Indicates whether the caller of this method is the background resource loading thread. |
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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inlinevirtualinherited |
Returns true if the Resource is reloadable, false otherwise.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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inlinevirtualinherited |
Is this resource manually loaded?
|
virtualinherited |
Unloads the resource; this is not permanent, the resource can be reloaded later if required.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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inlinevirtualinherited |
Retrieves info about the size of the resource.
Reimplemented in Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.
|
virtualinherited |
'Touches' the resource to indicate it has been used.
Reimplemented in Ogre::Material, Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.
Referenced by Ogre::Material::touch().
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inlinevirtualinherited |
Gets resource name.
Reimplemented in Ogre::SkeletonInstance.
Referenced by Ogre::GpuProgramUsage::getProgramName(), and OgreBites::TrayManager::resourceLoadStarted().
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inlinevirtualinherited |
Reimplemented in Ogre::SkeletonInstance.
|
inlinevirtualinherited |
Returns true if the Resource has been prepared, false otherwise.
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inlinevirtualinherited |
Returns true if the Resource has been loaded, false otherwise.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
|
inlinevirtualinherited |
Returns whether the resource is currently in the process of background loading.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
|
inlinevirtualinherited |
Returns the current loading state.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
|
inlinevirtualinherited |
Returns whether this Resource has been earmarked for background loading.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
|
inlinevirtualinherited |
Tells the resource whether it is background loaded or not.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
|
virtualinherited |
Escalates the loading of a background loaded resource.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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virtualinherited |
Register a listener on this resource.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
|
virtualinherited |
Remove a listener on this resource.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
|
inlinevirtualinherited |
Gets the group which this resource is a member of.
Reimplemented in Ogre::SkeletonInstance.
|
virtualinherited |
Change the resource group ownership of a Resource.
newGroup | Name of the new group |
|
inlineinherited |
Gets the manager which created this resource.
|
inlineinherited |
Get the origin of this resource, e.g.
a script file name.
|
inlineinherited |
Notify this resource of it's origin.
|
inlinevirtualinherited |
Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.
Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.
|
virtualinherited |
Manually mark the state of this resource as having been changed.
|
inherited |
Firing of loading complete event.
wasBackgroundLoaded | Whether this was a background loaded event |
|
inherited |
Firing of preparing complete event.
wasBackgroundLoaded | Whether this was a background loaded event |
|
inherited |
Firing of unloading complete event.
|
inlineinherited |
Retrieves the parameter dictionary for this class.
|
inlineinherited |
|
inherited |
Retrieves a list of parameters valid for this object.
Generic parameter setting method.
name | The name of the parameter to set |
value | String value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information. |
Referenced by Ogre::StringInterface::copyParametersTo().
|
inherited |
Generic multiple parameter setting method.
paramList | Name/value pair list |
Generic parameter retrieval method.
name | The name of the parameter to get |
References Ogre::ParamCommand::doGet().
|
inlineinherited |
Method for copying this object's parameters to another object.
dest | Pointer to object to have it's parameters set the same as this object. |
References Ogre::StringInterface::setParameter().
|
staticinherited |
Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.
MaterialManager) initializes.
|
inherited |
Shared vertex data.
Referenced by Ogre::Lod0Stripifier::StripLod0Vertices(), and Ogre::Lod0Stripifier::~Lod0Stripifier().
|
inherited |
Shared index map for translating blend index to bone index.
|
inherited |