OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Ogre::SubMesh Class Reference

Defines a part of a complete mesh. More...

#include <OgreSubMesh.h>

+ Inheritance diagram for Ogre::SubMesh:

Public Types

typedef MapIterator< VertexBoneAssignmentListBoneAssignmentIterator
 
typedef std::vector< unsigned shortIndexMap
 Dedicated index map for translate blend index to bone index (only valid if useSharedVertices = false).
 
typedef std::vector< IndexData * > LODFaceList
 
typedef std::multimap< size_t, VertexBoneAssignmentVertexBoneAssignmentList
 Multimap of verex bone assignments (orders by vertex index)
 

Public Member Functions

 SubMesh ()
 
 ~SubMesh ()
 
void _compileBoneAssignments (void)
 Must be called once to compile bone assignments into geometry buffer.
 
void _getRenderOperation (RenderOperation &rend, ushort lodIndex=0)
 Returns a RenderOperation structure required to render this mesh.
 
void addBoneAssignment (const VertexBoneAssignment &vertBoneAssign)
 Assigns a vertex to a bone with a given weight, for skeletal animation.
 
void clearBoneAssignments (void)
 Removes all bone assignments for this mesh.
 
SubMeshclone (const String &newName, Mesh *parentMesh=0)
 Makes a copy of this submesh object and gives it a new name.
 
void createVertexData (HardwareBufferManagerBase *mgr=nullptr)
 Creates a new local vertex data object.
 
void generateExtremes (size_t count)
 Generate the submesh extremes (see extremityPoints()).
 
BoneAssignmentIterator getBoneAssignmentIterator (void)
 
const VertexBoneAssignmentListgetBoneAssignments () const
 Gets a const reference to the list of bone assignments.
 
const MaterialPtrgetMaterial () const
 
const StringgetMaterialName (void) const
 
bool getVertexAnimationIncludesNormals () const
 Returns whether animation on dedicated vertex data includes normals.
 
VertexAnimationType getVertexAnimationType (void) const
 Get the type of any vertex animation used by dedicated geometry.
 
bool isBuildEdgesEnabled (void) const
 Returns true(by default) if the submesh should be included in the mesh EdgeList, otherwise returns false.
 
void resetVertexData (VertexData *data=nullptr)
 replace the vertex data with a new one
 
void setBuildEdgesEnabled (bool b)
 
void setMaterial (const MaterialPtr &mat)
 
void setMaterialName (const String &matName, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the name of the Material which this SubMesh will use.
 

Public Attributes

IndexMap blendIndexToBoneIndexMap
 
std::vector< Vector3extremityPoints
 A list of extreme points on the submesh (optional).
 
IndexDataindexData
 Face index data.
 
LODFaceList mLodFaceList
 
RenderOperation::OperationType operationType
 The render operation type used to render this submesh.
 
Meshparent
 Reference to parent Mesh (not a smart pointer so child does not keep parent alive).
 
bool useSharedVertices
 Indicates if this submesh shares vertex data with other meshes or whether it has it's own vertices.
 
VertexDatavertexData
 Dedicated vertex data (only valid if useSharedVertices = false).
 

Detailed Description

Defines a part of a complete mesh.

Meshes which make up the definition of a discrete 3D object are made up of potentially multiple parts. This is because different parts of the mesh may use different materials or use different vertex formats, such that a rendering state change is required between them.

Like the Mesh class, instantiations of 3D objects in the scene share the SubMesh instances, and have the option of overriding their material differences on a per-object basis if required. See the SubEntity class for more information.

Member Typedef Documentation

◆ IndexMap

Dedicated index map for translate blend index to bone index (only valid if useSharedVertices = false).

This data is completely owned by this submesh.

We collect actually used bones of all bone assignments, and build the blend index in 'packed' form, then the range of the blend index in vertex data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by minimising the world matrix array constants passing to GPU, we can support more bones for a mesh when hardware skinning is used. The hardware skinning support limit is applied to each set of vertex data in the mesh, in other words, the hardware skinning support limit is applied only to the actually used bones of each SubMeshes, not all bones across the entire Mesh.
Because the blend index is different to the bone index, therefore, we use the index map to translate the blend index to bone index.
The use of shared or non-shared index map is determined when model data is converted to the OGRE .mesh format.

◆ LODFaceList

◆ VertexBoneAssignmentList

Multimap of verex bone assignments (orders by vertex index)

◆ BoneAssignmentIterator

Constructor & Destructor Documentation

◆ SubMesh()

Ogre::SubMesh::SubMesh ( )

◆ ~SubMesh()

Ogre::SubMesh::~SubMesh ( )

Member Function Documentation

◆ resetVertexData()

void Ogre::SubMesh::resetVertexData ( VertexData data = nullptr)
inline

replace the vertex data with a new one

◆ createVertexData()

void Ogre::SubMesh::createVertexData ( HardwareBufferManagerBase mgr = nullptr)
inline

Creates a new local vertex data object.

◆ setMaterialName()

void Ogre::SubMesh::setMaterialName ( const String matName,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME 
)

Sets the name of the Material which this SubMesh will use.

◆ getMaterialName()

const String & Ogre::SubMesh::getMaterialName ( void  ) const

◆ setMaterial()

void Ogre::SubMesh::setMaterial ( const MaterialPtr mat)
inline

◆ getMaterial()

const MaterialPtr & Ogre::SubMesh::getMaterial ( ) const
inline

◆ _getRenderOperation()

void Ogre::SubMesh::_getRenderOperation ( RenderOperation rend,
ushort  lodIndex = 0 
)

Returns a RenderOperation structure required to render this mesh.

Parameters
rendReference to a RenderOperation structure to populate.
lodIndexThe index of the LOD to use.

◆ addBoneAssignment()

void Ogre::SubMesh::addBoneAssignment ( const VertexBoneAssignment vertBoneAssign)

Assigns a vertex to a bone with a given weight, for skeletal animation.

This method is only valid after calling setSkeletonName. Since this is a one-off process there exists only 'addBoneAssignment' and 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need to modify bone assignments during rendering (only the positions of bones) and OGRE reserves the right to do some internal data reformatting of this information, depending on render system requirements.

This method is for assigning weights to the dedicated geometry of the SubMesh. To assign weights to the shared Mesh geometry, see the equivalent methods on Mesh.

◆ clearBoneAssignments()

void Ogre::SubMesh::clearBoneAssignments ( void  )

Removes all bone assignments for this mesh.

This method is for assigning weights to the dedicated geometry of the SubMesh. To assign weights to the shared Mesh geometry, see the equivalent methods on Mesh.

◆ getBoneAssignmentIterator()

BoneAssignmentIterator Ogre::SubMesh::getBoneAssignmentIterator ( void  )
Deprecated:
use getBoneAssignments

◆ getBoneAssignments()

const VertexBoneAssignmentList & Ogre::SubMesh::getBoneAssignments ( ) const
inline

Gets a const reference to the list of bone assignments.

◆ _compileBoneAssignments()

void Ogre::SubMesh::_compileBoneAssignments ( void  )

Must be called once to compile bone assignments into geometry buffer.

◆ getVertexAnimationType()

VertexAnimationType Ogre::SubMesh::getVertexAnimationType ( void  ) const

Get the type of any vertex animation used by dedicated geometry.

◆ getVertexAnimationIncludesNormals()

bool Ogre::SubMesh::getVertexAnimationIncludesNormals ( ) const
inline

Returns whether animation on dedicated vertex data includes normals.

◆ generateExtremes()

void Ogre::SubMesh::generateExtremes ( size_t  count)

Generate the submesh extremes (see extremityPoints()).

Parameters
countNumber of extreme points to compute for the submesh.

◆ isBuildEdgesEnabled()

bool Ogre::SubMesh::isBuildEdgesEnabled ( void  ) const
inline

Returns true(by default) if the submesh should be included in the mesh EdgeList, otherwise returns false.

◆ setBuildEdgesEnabled()

void Ogre::SubMesh::setBuildEdgesEnabled ( bool  b)

◆ clone()

SubMesh * Ogre::SubMesh::clone ( const String newName,
Mesh parentMesh = 0 
)

Makes a copy of this submesh object and gives it a new name.

Parameters
newNameThe name to give the clone.
parentMeshOptional mesh to make the parent of the newly created clone. If you leave this blank, the clone will be parented to the same Mesh as the original.

Member Data Documentation

◆ vertexData

VertexData* Ogre::SubMesh::vertexData

Dedicated vertex data (only valid if useSharedVertices = false).

This data is completely owned by this submesh.

The use of shared or non-shared buffers is determined when model data is converted to the OGRE .mesh format.

Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().

◆ indexData

IndexData* Ogre::SubMesh::indexData

Face index data.

Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().

◆ blendIndexToBoneIndexMap

IndexMap Ogre::SubMesh::blendIndexToBoneIndexMap

◆ mLodFaceList

LODFaceList Ogre::SubMesh::mLodFaceList

◆ extremityPoints

std::vector<Vector3> Ogre::SubMesh::extremityPoints

A list of extreme points on the submesh (optional).

These points are some arbitrary points on the mesh that are used by engine to better sort submeshes by depth. This doesn't matter much for non-transparent submeshes, as Z-buffer takes care of invisible surface culling anyway, but is pretty useful for semi-transparent submeshes because the order in which transparent submeshes must be rendered cannot be always correctly deduced from entity position.

These points are intelligently chosen from the points that make up the submesh, the criteria for choosing them should be that these points somewhat characterize the submesh outline, e.g. they should not be close to each other, and they should be on the outer hull of the submesh. They can be stored in the .mesh file, or generated at runtime (see generateExtremes()).
If this array is empty, submesh sorting is done like in older versions - by comparing the positions of the owning entity.

◆ parent

Mesh* Ogre::SubMesh::parent

Reference to parent Mesh (not a smart pointer so child does not keep parent alive).

◆ useSharedVertices

bool Ogre::SubMesh::useSharedVertices

Indicates if this submesh shares vertex data with other meshes or whether it has it's own vertices.

Referenced by Ogre::Lod0Stripifier::StripLod0Vertices().

◆ operationType

RenderOperation::OperationType Ogre::SubMesh::operationType

The render operation type used to render this submesh.


The documentation for this class was generated from the following file: