shattered_ogrerb 0.5.0.1
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- data/lib/shattered_ogrerb.rb +17 -0
- data/lib/shattered_ogrerb/base.rb +28 -0
- data/lib/shattered_ogrerb/camera.rb +6 -0
- data/lib/shattered_ogrerb/key_manager.rb +54 -0
- data/lib/shattered_ogrerb/light.rb +5 -0
- data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
- data/lib/shattered_ogrerb/rmaterial.rb +86 -0
- data/lib/shattered_ogrerb/vector.rb +211 -0
- data/vendor/Ogre/OIS.dll +0 -0
- data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
- data/vendor/Ogre/OgreMain.dll +0 -0
- data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
- data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
- data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
- data/vendor/Ogre/RenderSystem_GL.dll +0 -0
- data/vendor/Ogre/cg.dll +0 -0
- data/vendor/Ogre/plugins.cfg +9 -0
- data/vendor/ogrerb/MIT_LICENCE +19 -0
- data/vendor/ogrerb/README +79 -0
- data/vendor/ogrerb/Rakefile +220 -0
- data/vendor/ogrerb/build/navi/extconf.rb +53 -0
- data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
- data/vendor/ogrerb/build/ois/extconf.rb +48 -0
- data/vendor/ogrerb/doc_src/ogre.rb +152 -0
- data/vendor/ogrerb/doc_src/ois.rb +67 -0
- data/vendor/ogrerb/lib/constants.rb +35 -0
- data/vendor/ogrerb/lib/ogre.dll +0 -0
- data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
- data/vendor/ogrerb/navi/Navi.i +5 -0
- data/vendor/ogrerb/navi/NaviData.i +18 -0
- data/vendor/ogrerb/navi/NaviManager.i +5 -0
- data/vendor/ogrerb/navi/NaviProxies.i +7 -0
- data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
- data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
- data/vendor/ogrerb/navi/navi_rb.i +53 -0
- data/vendor/ogrerb/navi/std_multimap.i +581 -0
- data/vendor/ogrerb/ogre.rb +23 -0
- data/vendor/ogrerb/ogre/Application.i +59 -0
- data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
- data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
- data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
- data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
- data/vendor/ogrerb/ogre/OgreAny.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
- data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
- data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
- data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
- data/vendor/ogrerb/ogre/OgreBone.i +5 -0
- data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
- data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
- data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
- data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
- data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
- data/vendor/ogrerb/ogre/OgreController.i +5 -0
- data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
- data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
- data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
- data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreException.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
- data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
- data/vendor/ogrerb/ogre/OgreFont.i +5 -0
- data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
- data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreImage.i +5 -0
- data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
- data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
- data/vendor/ogrerb/ogre/OgreLight.i +5 -0
- data/vendor/ogrerb/ogre/OgreLog.i +5 -0
- data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
- data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
- data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMath.i +48 -0
- data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
- data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
- data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
- data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreNode.i +11 -0
- data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
- data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
- data/vendor/ogrerb/ogre/OgrePass.i +10 -0
- data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
- data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
- data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
- data/vendor/ogrerb/ogre/OgrePose.i +5 -0
- data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
- data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
- data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
- data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
- data/vendor/ogrerb/ogre/OgreRay.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
- data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
- data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
- data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreResource.i +68 -0
- data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
- data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
- data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
- data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
- data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
- data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
- data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
- data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
- data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
- data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
- data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
- data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreString.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
- data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
- data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
- data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
- data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
- data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
- data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
- data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
- data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
- data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreZip.i +5 -0
- data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
- data/vendor/ogrerb/ogre/std_multimap.i +581 -0
- data/vendor/ogrerb/ois/OISProxies.i +9 -0
- data/vendor/ogrerb/ois/OISRenames.i +11 -0
- data/vendor/ogrerb/ois/ois.i +135 -0
- data/vendor/ogrerb/ois/std_multimap.i +581 -0
- data/vendor/ogrerb/platform.rb +23 -0
- data/vendor/ogrerb/samples/application.rb +146 -0
- data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
- data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
- data/vendor/ogrerb/samples/bsp.rb +74 -0
- data/vendor/ogrerb/samples/cg.dll +0 -0
- data/vendor/ogrerb/samples/js3250.dll +0 -0
- data/vendor/ogrerb/samples/lighting.rb +136 -0
- data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
- data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
- data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
- data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
- data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
- data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
- data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
- data/vendor/ogrerb/samples/media/packs/cubemap.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/cubemapsJS.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/dragon.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/skybox.zip +0 -0
- data/vendor/ogrerb/samples/media/particles/smoke.particle +43 -0
- data/vendor/ogrerb/samples/navi/Media/NaviDemo.material +60 -0
- data/vendor/ogrerb/samples/navi/Media/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/navi/Media/cerulean.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/controlsNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/Media/grass.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/knot.mesh +0 -0
- data/vendor/ogrerb/samples/navi/Media/testNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/Navi.js +136 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/buttonBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/controls.html +303 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/knobBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/moo.dropdownmenu.js +87 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/mootools.v1.1.js +6964 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/naviLogo.html +32 -0
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- data/vendor/ogrerb/website/images/ogre3d.gif +0 -0
- data/vendor/ogrerb/website/images/redogrehead.png +0 -0
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- data/vendor/ogrerb/website/index.html +80 -0
- data/vendor/ogrerb/website/javascripts/prototype.js +3271 -0
- data/vendor/ogrerb/website/stylesheets/main.css +96 -0
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2006 Torus Knot Software Ltd
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Also see acknowledgements in Readme.html
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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You may alternatively use this source under the terms of a specific version of
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the OGRE Unrestricted License provided you have obtained such a license from
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Torus Knot Software Ltd.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Entity_H__
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#define __Entity_H__
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#include "OgrePrerequisites.h"
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#include "OgreCommon.h"
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#include "OgreString.h"
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#include "OgreMovableObject.h"
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#include "OgreQuaternion.h"
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#include "OgreVector3.h"
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#include "OgreHardwareBufferManager.h"
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#include "OgreMesh.h"
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namespace Ogre {
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/** Defines an instance of a discrete, movable object based on a Mesh.
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@remarks
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Ogre generally divides renderable objects into 2 groups, discrete
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(separate) and relatively small objects which move around the world,
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and large, sprawling geometry which makes up generally immovable
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scenery, aka 'level geometry'.
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@par
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The Mesh and SubMesh classes deal with the definition of the geometry
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used by discrete movable objects. Entities are actual instances of
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objects based on this geometry in the world. Therefore there is
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usually a single set Mesh for a car, but there may be multiple
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entities based on it in the world. Entities are able to override
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aspects of the Mesh it is defined by, such as changing material
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properties per instance (so you can have many cars using the same
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geometry but different textures for example). Because a Mesh is split
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into SubMeshes for this purpose, the Entity class is a grouping class
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(much like the Mesh class) and much of the detail regarding
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individual changes is kept in the SubEntity class. There is a 1:1
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relationship between SubEntity instances and the SubMesh instances
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associated with the Mesh the Entity is based on.
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@par
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Entity and SubEntity classes are never created directly. Use the
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createEntity method of the SceneManager (passing a model name) to
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create one.
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@par
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Entities are included in the scene by associating them with a
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SceneNode, using the attachEntity method. See the SceneNode class
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for full information.
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@note
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No functions were declared virtual to improve performance.
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*/
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class _OgreExport Entity: public MovableObject, public Resource::Listener
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{
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// Allow EntityFactory full access
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friend class EntityFactory;
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friend class SubEntity;
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public:
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typedef std::set<Entity*> EntitySet;
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protected:
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/** Private constructor (instances cannot be created directly).
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*/
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Entity();
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/** Private constructor - specify name (the usual constructor used).
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*/
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Entity( const String& name, MeshPtr& mesh);
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/** The Mesh that this Entity is based on.
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*/
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MeshPtr mMesh;
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/** List of SubEntities (point to SubMeshes).
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*/
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typedef std::vector<SubEntity*> SubEntityList;
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SubEntityList mSubEntityList;
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/// State of animation for animable meshes
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AnimationStateSet* mAnimationState;
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/// Temp buffer details for software skeletal anim of shared geometry
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TempBlendedBufferInfo mTempSkelAnimInfo;
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/// Vertex data details for software skeletal anim of shared geometry
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VertexData* mSkelAnimVertexData;
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/// Temp buffer details for software vertex anim of shared geometry
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TempBlendedBufferInfo mTempVertexAnimInfo;
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/// Vertex data details for software vertex anim of shared geometry
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VertexData* mSoftwareVertexAnimVertexData;
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/// Vertex data details for hardware vertex anim of shared geometry
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/// - separate since we need to s/w anim for shadows whilst still altering
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/// the vertex data for hardware morphing (pos2 binding)
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VertexData* mHardwareVertexAnimVertexData;
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/// Have we applied any vertex animation to shared geometry?
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bool mVertexAnimationAppliedThisFrame;
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/// Have the temp buffers already had their geometry prepared for use in rendering shadow volumes?
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bool mPreparedForShadowVolumes;
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/** Internal method - given vertex data which could be from the Mesh or
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any submesh, finds the temporary blend copy. */
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const VertexData* findBlendedVertexData(const VertexData* orig);
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/** Internal method - given vertex data which could be from the Mesh or
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any SubMesh, finds the corresponding SubEntity. */
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SubEntity* findSubEntityForVertexData(const VertexData* orig);
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/** Internal method for extracting metadata out of source vertex data
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for fast assignment of temporary buffers later. */
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void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info);
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/** Internal method to clone vertex data definitions but to remove blend buffers. */
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VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source);
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/** Internal method for preparing this Entity for use in animation. */
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void prepareTempBlendBuffers(void);
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/** Mark all vertex data as so far unanimated.
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*/
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void markBuffersUnusedForAnimation(void);
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/** Internal method to restore original vertex data where we didn't
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perform any vertex animation this frame.
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*/
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void restoreBuffersForUnusedAnimation(bool hardwareAnimation);
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/** Ensure that any unbound pose animation buffers are bound to a safe
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default.
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@param srcData Original vertex data containing original positions
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@param destData Hardware animation vertex data to be checked
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*/
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void bindMissingHardwarePoseBuffers(const VertexData* srcData,
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VertexData* destData);
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/// Cached bone matrices, including any world transform
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Matrix4 *mBoneWorldMatrices;
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/// Cached bone matrices in skeleton local space, might shares with other entity instances.
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Matrix4 *mBoneMatrices;
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unsigned short mNumBoneMatrices;
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/// Records the last frame in which animation was updated
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unsigned long mFrameAnimationLastUpdated;
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/// Perform all the updates required for an animated entity
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void updateAnimation(void);
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/// Records the last frame in which the bones was updated
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/// It's a pointer because it can be shared between different entities with
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/// a shared skeleton.
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unsigned long *mFrameBonesLastUpdated;
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/**
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* A set of all the entities which shares a single SkeletonInstance.
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* This is only created if the entity is in fact sharing it's SkeletonInstance with
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* other Entities.
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*/
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EntitySet* mSharedSkeletonEntities;
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/// Private method to cache bone matrices from skeleton
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void cacheBoneMatrices(void);
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/// Flag determines whether or not to display skeleton
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bool mDisplaySkeleton;
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/// Flag indicating whether hardware animation is supported by this entities materials
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bool mHardwareAnimation;
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/// Number of hardware poses supported by materials
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ushort mHardwarePoseCount;
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/// Flag indicating whether we have a vertex program in use on any of our subentities
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bool mVertexProgramInUse;
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/// Counter indicating number of requests for software animation.
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int mSoftwareAnimationRequests;
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/// Counter indicating number of requests for software blended normals.
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int mSoftwareAnimationNormalsRequests;
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/// The LOD number of the mesh to use, calculated by _notifyCurrentCamera
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ushort mMeshLodIndex;
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/// LOD bias factor, inverted for optimisation when calculating adjusted depth
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Real mMeshLodFactorInv;
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/// Index of minimum detail LOD (NB higher index is lower detail)
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ushort mMinMeshLodIndex;
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/// Index of maximum detail LOD (NB lower index is higher detail)
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ushort mMaxMeshLodIndex;
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/// LOD bias factor, inverted for optimisation when calculating adjusted depth
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Real mMaterialLodFactorInv;
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/// Index of minimum detail LOD (NB higher index is lower detail)
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ushort mMinMaterialLodIndex;
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/// Index of maximum detail LOD (NB lower index is higher detail)
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ushort mMaxMaterialLodIndex;
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/** List of LOD Entity instances (for manual LODs).
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We don't know when the mesh is using manual LODs whether one LOD to the next will have the
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same number of SubMeshes, therefore we have to allow a separate Entity list
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with each alternate one.
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*/
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typedef std::vector<Entity*> LODEntityList;
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LODEntityList mLodEntityList;
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/** This Entity's personal copy of the skeleton, if skeletally animated
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*/
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SkeletonInstance* mSkeletonInstance;
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/// Has this entity been initialised yet?
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bool mInitialised;
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/// Last parent xform
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Matrix4 mLastParentXform;
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/** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */
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void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist);
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/// internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity
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void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint);
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/// internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
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void detachObjectImpl(MovableObject* pObject);
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/// internal implementation of detaching all 'child' objects of this entity
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void detachAllObjectsImpl(void);
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/// Trigger reevaluation of the kind of vertex processing in use
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void reevaluateVertexProcessing(void);
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/// Apply vertex animation
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void applyVertexAnimation(bool hardwareAnimation, bool stencilShadows);
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/// Initialise the hardware animation elements for given vertex data
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void initHardwareAnimationElements(VertexData* vdata,
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ushort numberOfElements);
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/// Are software vertex animation temp buffers bound?
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bool tempVertexAnimBuffersBound(void) const;
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/// Are software skeleton animation temp buffers bound?
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bool tempSkelAnimBuffersBound(bool requestNormals) const;
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public:
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/// Contains the child objects (attached to bones) indexed by name
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typedef std::map<String, MovableObject*> ChildObjectList;
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protected:
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ChildObjectList mChildObjectList;
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/// Bounding box that 'contains' all the mesh of each child entity
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mutable AxisAlignedBox mFullBoundingBox;
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bool mNormaliseNormals;
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ShadowRenderableList mShadowRenderables;
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/** Nested class to allow entity shadows. */
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class _OgreExport EntityShadowRenderable : public ShadowRenderable
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{
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protected:
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Entity* mParent;
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// Shared link to position buffer
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HardwareVertexBufferSharedPtr mPositionBuffer;
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// Shared link to w-coord buffer (optional)
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HardwareVertexBufferSharedPtr mWBuffer;
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// Link to current vertex data used to bind (maybe changes)
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const VertexData* mCurrentVertexData;
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// Original position buffer source binding
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unsigned short mOriginalPosBufferBinding;
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/// Link to SubEntity, only present if SubEntity has it's own geometry
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SubEntity* mSubEntity;
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public:
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EntityShadowRenderable(Entity* parent,
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HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
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bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false);
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~EntityShadowRenderable();
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/// Overridden from ShadowRenderable
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void getWorldTransforms(Matrix4* xform) const;
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/// Overridden from ShadowRenderable
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const Quaternion& getWorldOrientation(void) const;
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/// Overridden from ShadowRenderable
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const Vector3& getWorldPosition(void) const;
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HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
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HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
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/// Rebind the source positions (for temp buffer users)
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void rebindPositionBuffer(const VertexData* vertexData, bool force);
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/// Overridden from ShadowRenderable
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bool isVisible(void) const;
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};
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public:
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/** Default destructor.
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*/
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~Entity();
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/** Gets the Mesh that this Entity is based on.
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*/
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const MeshPtr& getMesh(void) const;
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/** Gets a pointer to a SubEntity, ie a part of an Entity.
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*/
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SubEntity* getSubEntity(unsigned int index) const;
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/** Gets a pointer to a SubEntity by name
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@remarks - names should be initialized during a Mesh creation.
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*/
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SubEntity* getSubEntity( const String& name ) const;
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/** Retrieves the number of SubEntity objects making up this entity.
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*/
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unsigned int getNumSubEntities(void) const;
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/** Clones this entity and returns a pointer to the clone.
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@remarks
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Useful method for duplicating an entity. The new entity must be
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given a unique name, and is not attached to the scene in any way
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so must be attached to a SceneNode to be visible (exactly as
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entities returned from SceneManager::createEntity).
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@param
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newName Name for the new entity.
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*/
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Entity* clone( const String& newName ) const;
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/** Sets the material to use for the whole of this entity.
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@remarks
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This is a shortcut method to set all the materials for all
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subentities of this entity. Only use this method is you want to
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set the same material for all subentities or if you know there
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is only one. Otherwise call getSubEntity() and call the same
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method on the individual SubEntity.
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*/
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void setMaterialName(const String& name);
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/** Overridden - see MovableObject.
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*/
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void _notifyCurrentCamera(Camera* cam);
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/// Overridden - see MovableObject.
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void setRenderQueueGroup(uint8 queueID);
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/** Overridden - see MovableObject.
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*/
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const AxisAlignedBox& getBoundingBox(void) const;
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/// merge all the child object Bounds a return it
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AxisAlignedBox getChildObjectsBoundingBox(void) const;
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+
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/** Overridden - see MovableObject.
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*/
|
361
|
+
void _updateRenderQueue(RenderQueue* queue);
|
362
|
+
|
363
|
+
/** Overridden from MovableObject */
|
364
|
+
const String& getMovableType(void) const;
|
365
|
+
|
366
|
+
/** For entities based on animated meshes, gets the AnimationState object for a single animation.
|
367
|
+
@remarks
|
368
|
+
You animate an entity by updating the animation state objects. Each of these represents the
|
369
|
+
current state of each animation available to the entity. The AnimationState objects are
|
370
|
+
initialised from the Mesh object.
|
371
|
+
*/
|
372
|
+
AnimationState* getAnimationState(const String& name) const;
|
373
|
+
/** For entities based on animated meshes, gets the AnimationState objects for all animations.
|
374
|
+
@returns
|
375
|
+
In case the entity is animated, this functions returns the pointer to a AnimationStateSet
|
376
|
+
containing all animations of the entries. If the entity is not animated, it returns 0.
|
377
|
+
@remarks
|
378
|
+
You animate an entity by updating the animation state objects. Each of these represents the
|
379
|
+
current state of each animation available to the entity. The AnimationState objects are
|
380
|
+
initialised from the Mesh object.
|
381
|
+
*/
|
382
|
+
AnimationStateSet* getAllAnimationStates(void) const;
|
383
|
+
|
384
|
+
/** Tells the Entity whether or not it should display it's skeleton, if it has one.
|
385
|
+
*/
|
386
|
+
void setDisplaySkeleton(bool display);
|
387
|
+
|
388
|
+
/** Returns whether or not the entity is currently displaying its skeleton.
|
389
|
+
*/
|
390
|
+
bool getDisplaySkeleton(void) const;
|
391
|
+
|
392
|
+
|
393
|
+
/** Gets a pointer to the entity representing the numbered manual level of detail.
|
394
|
+
@remarks
|
395
|
+
The zero-based index never includes the original entity, unlike
|
396
|
+
Mesh::getLodLevel.
|
397
|
+
*/
|
398
|
+
Entity* getManualLodLevel(size_t index) const;
|
399
|
+
|
400
|
+
/** Returns the number of manual levels of detail that this entity supports.
|
401
|
+
@remarks
|
402
|
+
This number never includes the original entity, it is difference
|
403
|
+
with Mesh::getNumLodLevels.
|
404
|
+
*/
|
405
|
+
size_t getNumManualLodLevels(void) const;
|
406
|
+
|
407
|
+
/** Sets a level-of-detail bias for the mesh detail of this entity.
|
408
|
+
@remarks
|
409
|
+
Level of detail reduction is normally applied automatically based on the Mesh
|
410
|
+
settings. However, it is possible to influence this behaviour for this entity
|
411
|
+
by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this
|
412
|
+
entity up or down depending on your requirements. You might want to use this
|
413
|
+
if there was a particularly important entity in your scene which you wanted to
|
414
|
+
detail better than the others, such as a player model.
|
415
|
+
@par
|
416
|
+
There are three parameters to this method; the first is a factor to apply; it
|
417
|
+
defaults to 1.0 (no change), by increasing this to say 2.0, this model would
|
418
|
+
take twice as long to reduce in detail, whilst at 0.5 this entity would use lower
|
419
|
+
detail versions twice as quickly. The other 2 parameters are hard limits which
|
420
|
+
let you set the maximum and minimum level-of-detail version to use, after all
|
421
|
+
other calculations have been made. This lets you say that this entity should
|
422
|
+
never be simplified, or that it can only use LODs below a certain level even
|
423
|
+
when right next to the camera.
|
424
|
+
@param factor Proportional factor to apply to the distance at which LOD is changed.
|
425
|
+
Higher values increase the distance at which higher LODs are displayed (2.0 is
|
426
|
+
twice the normal distance, 0.5 is half).
|
427
|
+
@param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
|
428
|
+
indexes are higher detail: index 0 is the original full detail model).
|
429
|
+
@param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
|
430
|
+
indexes are lower detail). Use something like 99 if you want unlimited LODs (the actual
|
431
|
+
LOD will be limited by the number in the Mesh)
|
432
|
+
*/
|
433
|
+
void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
|
434
|
+
|
435
|
+
/** Sets a level-of-detail bias for the material detail of this entity.
|
436
|
+
@remarks
|
437
|
+
Level of detail reduction is normally applied automatically based on the Material
|
438
|
+
settings. However, it is possible to influence this behaviour for this entity
|
439
|
+
by adjusting the LOD bias. This 'nudges' the material level of detail used for this
|
440
|
+
entity up or down depending on your requirements. You might want to use this
|
441
|
+
if there was a particularly important entity in your scene which you wanted to
|
442
|
+
detail better than the others, such as a player model.
|
443
|
+
@par
|
444
|
+
There are three parameters to this method; the first is a factor to apply; it
|
445
|
+
defaults to 1.0 (no change), by increasing this to say 2.0, this entity would
|
446
|
+
take twice as long to use a lower detail material, whilst at 0.5 this entity
|
447
|
+
would use lower detail versions twice as quickly. The other 2 parameters are
|
448
|
+
hard limits which let you set the maximum and minimum level-of-detail index
|
449
|
+
to use, after all other calculations have been made. This lets you say that
|
450
|
+
this entity should never be simplified, or that it can only use LODs below
|
451
|
+
a certain level even when right next to the camera.
|
452
|
+
@param factor Proportional factor to apply to the distance at which LOD is changed.
|
453
|
+
Higher values increase the distance at which higher LODs are displayed (2.0 is
|
454
|
+
twice the normal distance, 0.5 is half).
|
455
|
+
@param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
|
456
|
+
indexes are higher detail: index 0 is the original full detail model).
|
457
|
+
@param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
|
458
|
+
indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
|
459
|
+
LOD will be limited by the number of lod indexes used in the Material)
|
460
|
+
*/
|
461
|
+
void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
|
462
|
+
|
463
|
+
/** Sets whether the polygon mode of this entire entity may be
|
464
|
+
overridden by the camera detail settings.
|
465
|
+
*/
|
466
|
+
void setPolygonModeOverrideable(bool PolygonModeOverrideable);
|
467
|
+
/** Attaches another object to a certain bone of the skeleton which this entity uses.
|
468
|
+
@remarks
|
469
|
+
This method can be used to attach another object to an animated part of this entity,
|
470
|
+
by attaching it to a bone in the skeleton (with an offset if required). As this entity
|
471
|
+
is animated, the attached object will move relative to the bone to which it is attached.
|
472
|
+
@par
|
473
|
+
An exception is thrown if the movable object is already attached to the bone, another bone or scenenode.
|
474
|
+
If the entity has no skeleton or the bone name cannot be found then an exception is thrown.
|
475
|
+
@param boneName The name of the bone (in the skeleton) to attach this object
|
476
|
+
@param pMovable Pointer to the object to attach
|
477
|
+
@param offsetOrientation An adjustment to the orientation of the attached object, relative to the bone.
|
478
|
+
@param offsetPosition An adjustment to the position of the attached object, relative to the bone.
|
479
|
+
@returns The TagPoint to which the object has been attached
|
480
|
+
*/
|
481
|
+
TagPoint* attachObjectToBone(const String &boneName,
|
482
|
+
MovableObject *pMovable,
|
483
|
+
const Quaternion &offsetOrientation = Quaternion::IDENTITY,
|
484
|
+
const Vector3 &offsetPosition = Vector3::ZERO);
|
485
|
+
|
486
|
+
/** Detach a MovableObject previously attached using attachObjectToBone.
|
487
|
+
If the movable object name is not found then an exception is raised.
|
488
|
+
@param movableName is the name of the movable object to be detached.
|
489
|
+
*/
|
490
|
+
MovableObject* detachObjectFromBone(const String &movableName);
|
491
|
+
|
492
|
+
/** Detaches an object by pointer.
|
493
|
+
@remarks
|
494
|
+
Use this method to destroy a MovableObject which is attached to a bone of belonging this entity.
|
495
|
+
But sometimes the object may be not in the child object list because it is a lod entity,
|
496
|
+
this method can safely detect and ignore in this case and won't raise an exception.
|
497
|
+
*/
|
498
|
+
void detachObjectFromBone(MovableObject* obj);
|
499
|
+
|
500
|
+
/// Detach all MovableObjects previously attached using attachObjectToBone
|
501
|
+
void detachAllObjectsFromBone(void);
|
502
|
+
|
503
|
+
typedef MapIterator<ChildObjectList> ChildObjectListIterator;
|
504
|
+
/** Gets an iterator to the list of objects attached to bones on this entity. */
|
505
|
+
ChildObjectListIterator getAttachedObjectIterator(void);
|
506
|
+
/** @see MovableObject::getBoundingRadius */
|
507
|
+
Real getBoundingRadius(void) const;
|
508
|
+
|
509
|
+
/** @copy MovableObject::getWorldBoundingBox */
|
510
|
+
const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const;
|
511
|
+
/** @copy MovableObject::getWorldBoundingSphere */
|
512
|
+
const Sphere& getWorldBoundingSphere(bool derive = false) const;
|
513
|
+
|
514
|
+
/** If set to true, this forces normals of this entity to be normalised
|
515
|
+
dynamically by the hardware.
|
516
|
+
@remarks
|
517
|
+
This option can be used to prevent lighting variations when scaling an
|
518
|
+
Entity using a SceneNode - normally because this scaling is hardware
|
519
|
+
based, the normals get scaled too which causes lighting to become inconsistent.
|
520
|
+
However, this has an overhead so only do this if you really need to.
|
521
|
+
*/
|
522
|
+
void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; }
|
523
|
+
|
524
|
+
/** Returns true if this entity has auto-normalisation of normals set. */
|
525
|
+
bool getNormaliseNormals(void) const {return mNormaliseNormals; }
|
526
|
+
|
527
|
+
|
528
|
+
/** Overridden member from ShadowCaster. */
|
529
|
+
EdgeData* getEdgeList(void);
|
530
|
+
/** Overridden member from ShadowCaster. */
|
531
|
+
bool hasEdgeList(void);
|
532
|
+
/** Overridden member from ShadowCaster. */
|
533
|
+
ShadowRenderableListIterator getShadowVolumeRenderableIterator(
|
534
|
+
ShadowTechnique shadowTechnique, const Light* light,
|
535
|
+
HardwareIndexBufferSharedPtr* indexBuffer,
|
536
|
+
bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 );
|
537
|
+
|
538
|
+
/** Internal method for retrieving bone matrix information. */
|
539
|
+
const Matrix4* _getBoneMatrices(void) const { return mBoneMatrices;}
|
540
|
+
/** Internal method for retrieving bone matrix information. */
|
541
|
+
unsigned short _getNumBoneMatrices(void) const { return mNumBoneMatrices; }
|
542
|
+
/** Returns whether or not this entity is skeletally animated. */
|
543
|
+
bool hasSkeleton(void) const { return mSkeletonInstance != 0; }
|
544
|
+
/** Get this Entity's personal skeleton instance. */
|
545
|
+
SkeletonInstance* getSkeleton(void) const { return mSkeletonInstance; }
|
546
|
+
/** Returns whether or not hardware animation is enabled.
|
547
|
+
@remarks
|
548
|
+
Because fixed-function indexed vertex blending is rarely supported
|
549
|
+
by existing graphics cards, hardware animation can only be done if
|
550
|
+
the vertex programs in the materials used to render an entity support
|
551
|
+
it. Therefore, this method will only return true if all the materials
|
552
|
+
assigned to this entity have vertex programs assigned, and all those
|
553
|
+
vertex programs must support 'includes_morph_animation true' if using
|
554
|
+
morph animation, 'includes_pose_animation true' if using pose animation
|
555
|
+
and 'includes_skeletal_animation true' if using skeletal animation.
|
556
|
+
*/
|
557
|
+
bool isHardwareAnimationEnabled(void) const { return mHardwareAnimation; }
|
558
|
+
|
559
|
+
/** Overridden from MovableObject */
|
560
|
+
void _notifyAttached(Node* parent, bool isTagPoint = false);
|
561
|
+
/** Returns the number of requests that have been made for software animation
|
562
|
+
@remarks
|
563
|
+
If non-zero then software animation will be performed in updateAnimation
|
564
|
+
regardless of the current setting of isHardwareAnimationEnabled or any
|
565
|
+
internal optimise for eliminate software animation. Requests for software
|
566
|
+
animation are made by calling the addSoftwareAnimationRequest() method.
|
567
|
+
*/
|
568
|
+
int getSoftwareAnimationRequests(void) const { return mSoftwareAnimationRequests; }
|
569
|
+
/** Returns the number of requests that have been made for software animation of normals
|
570
|
+
@remarks
|
571
|
+
If non-zero, and getSoftwareAnimationRequests() also returns non-zero,
|
572
|
+
then software animation of normals will be performed in updateAnimation
|
573
|
+
regardless of the current setting of isHardwareAnimationEnabled or any
|
574
|
+
internal optimise for eliminate software animation. Currently it is not
|
575
|
+
possible to force software animation of only normals. Consequently this
|
576
|
+
value is always less than or equal to that returned by getSoftwareAnimationRequests().
|
577
|
+
Requests for software animation of normals are made by calling the
|
578
|
+
addSoftwareAnimationRequest() method with 'true' as the parameter.
|
579
|
+
*/
|
580
|
+
int getSoftwareAnimationNormalsRequests(void) const { return mSoftwareAnimationNormalsRequests; }
|
581
|
+
/** Add a request for software animation
|
582
|
+
@remarks
|
583
|
+
Tells the entity to perform animation calculations for skeletal/vertex
|
584
|
+
animations in software, regardless of the current setting of
|
585
|
+
isHardwareAnimationEnabled(). Software animation will be performed
|
586
|
+
any time one or more requests have been made. If 'normalsAlso' is
|
587
|
+
'true', then the entity will also do software blending on normal
|
588
|
+
vectors, in addition to positions. This advanced method useful for
|
589
|
+
situations in which access to actual mesh vertices is required,
|
590
|
+
such as accurate collision detection or certain advanced shading
|
591
|
+
techniques. When software animation is no longer needed,
|
592
|
+
the caller of this method should always remove the request by calling
|
593
|
+
removeSoftwareAnimationRequest(), passing the same value for
|
594
|
+
'normalsAlso'.
|
595
|
+
*/
|
596
|
+
void addSoftwareAnimationRequest(bool normalsAlso);
|
597
|
+
/** Removes a request for software animation
|
598
|
+
@remarks
|
599
|
+
Calling this decrements the entity's internal counter of the number
|
600
|
+
of requests for software animation. If the counter is already zero
|
601
|
+
then calling this method throws an exception. The 'normalsAlso'
|
602
|
+
flag if set to 'true' will also decrement the internal counter of
|
603
|
+
number of requests for software animation of normals.
|
604
|
+
*/
|
605
|
+
void removeSoftwareAnimationRequest(bool normalsAlso);
|
606
|
+
|
607
|
+
/** Shares the SkeletonInstance with the supplied entity.
|
608
|
+
* Note that in order for this to work, both entities must have the same
|
609
|
+
* Skeleton.
|
610
|
+
*/
|
611
|
+
void shareSkeletonInstanceWith(Entity* entity);
|
612
|
+
|
613
|
+
/** Returns whether or not this entity is either morph or pose animated.
|
614
|
+
*/
|
615
|
+
bool hasVertexAnimation(void) const;
|
616
|
+
|
617
|
+
|
618
|
+
/** Stops sharing the SkeletonInstance with other entities.
|
619
|
+
*/
|
620
|
+
void stopSharingSkeletonInstance();
|
621
|
+
|
622
|
+
|
623
|
+
/**
|
624
|
+
* Returns whether this entity shares it's SkeltonInstance with other entity instances.
|
625
|
+
*/
|
626
|
+
inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; }
|
627
|
+
|
628
|
+
/**
|
629
|
+
* Returns a pointer to the set of entities which share a SkeletonInstance.
|
630
|
+
* If this instance does not share it's SkeletonInstance with other instances NULL will be returned
|
631
|
+
*/
|
632
|
+
inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; }
|
633
|
+
|
634
|
+
/** Updates the internal animation state set to include the latest
|
635
|
+
available animations from the attached skeleton.
|
636
|
+
@remarks
|
637
|
+
Use this method if you manually add animations to a skeleton, or have
|
638
|
+
linked the skeleton to another for animation purposes since creating
|
639
|
+
this entity.
|
640
|
+
@note
|
641
|
+
If you have called getAnimationState prior to calling this method,
|
642
|
+
the pointers will still remain valid.
|
643
|
+
*/
|
644
|
+
void refreshAvailableAnimationState(void);
|
645
|
+
|
646
|
+
/** Advanced method to perform all the updates required for an animated entity.
|
647
|
+
@remarks
|
648
|
+
You don't normally need to call this, but it's here incase you wish
|
649
|
+
to manually update the animation of an Entity at a specific point in
|
650
|
+
time. Animation will not be updated more than once a frame no matter
|
651
|
+
how many times you call this method.
|
652
|
+
*/
|
653
|
+
void _updateAnimation(void);
|
654
|
+
|
655
|
+
/** Tests if any animation applied to this entity.
|
656
|
+
@remarks
|
657
|
+
An entity is animated if any animation state is enabled, or any manual bone
|
658
|
+
applied to the skeleton.
|
659
|
+
*/
|
660
|
+
bool _isAnimated(void) const;
|
661
|
+
|
662
|
+
/** Tests if skeleton was animated.
|
663
|
+
*/
|
664
|
+
bool _isSkeletonAnimated(void) const;
|
665
|
+
|
666
|
+
/** Advanced method to get the temporarily blended skeletal vertex information
|
667
|
+
for entities which are software skinned.
|
668
|
+
@remarks
|
669
|
+
Internal engine will eliminate software animation if possible, this
|
670
|
+
information is unreliable unless added request for software animation
|
671
|
+
via addSoftwareAnimationRequest.
|
672
|
+
@note
|
673
|
+
The positions/normals of the returned vertex data is in object space.
|
674
|
+
*/
|
675
|
+
VertexData* _getSkelAnimVertexData(void) const;
|
676
|
+
/** Advanced method to get the temporarily blended software vertex animation information
|
677
|
+
@remarks
|
678
|
+
Internal engine will eliminate software animation if possible, this
|
679
|
+
information is unreliable unless added request for software animation
|
680
|
+
via addSoftwareAnimationRequest.
|
681
|
+
@note
|
682
|
+
The positions/normals of the returned vertex data is in object space.
|
683
|
+
*/
|
684
|
+
VertexData* _getSoftwareVertexAnimVertexData(void) const;
|
685
|
+
/** Advanced method to get the hardware morph vertex information
|
686
|
+
@note
|
687
|
+
The positions/normals of the returned vertex data is in object space.
|
688
|
+
*/
|
689
|
+
VertexData* _getHardwareVertexAnimVertexData(void) const;
|
690
|
+
/** Advanced method to get the temp buffer information for software
|
691
|
+
skeletal animation.
|
692
|
+
*/
|
693
|
+
TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void);
|
694
|
+
/** Advanced method to get the temp buffer information for software
|
695
|
+
morph animation.
|
696
|
+
*/
|
697
|
+
TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void);
|
698
|
+
/// Override to return specific type flag
|
699
|
+
uint32 getTypeFlags(void) const;
|
700
|
+
/// Retrieve the VertexData which should be used for GPU binding
|
701
|
+
VertexData* getVertexDataForBinding(void);
|
702
|
+
|
703
|
+
/// Identify which vertex data we should be sending to the renderer
|
704
|
+
enum VertexDataBindChoice
|
705
|
+
{
|
706
|
+
BIND_ORIGINAL,
|
707
|
+
BIND_SOFTWARE_SKELETAL,
|
708
|
+
BIND_SOFTWARE_MORPH,
|
709
|
+
BIND_HARDWARE_MORPH
|
710
|
+
};
|
711
|
+
/// Choose which vertex data to bind to the renderer
|
712
|
+
VertexDataBindChoice chooseVertexDataForBinding(bool hasVertexAnim) const;
|
713
|
+
|
714
|
+
/** Are buffers already marked as vertex animated? */
|
715
|
+
bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; }
|
716
|
+
/** Mark just this vertex data as animated.
|
717
|
+
*/
|
718
|
+
void _markBuffersUsedForAnimation(void);
|
719
|
+
|
720
|
+
/** Has this Entity been initialised yet?
|
721
|
+
@remarks
|
722
|
+
If this returns false, it means this Entity hasn't been completely
|
723
|
+
constructed yet from the underlying resources (Mesh, Skeleton), which
|
724
|
+
probably means they were delay-loaded and aren't available yet. This
|
725
|
+
Entity won't render until it has been successfully initialised, nor
|
726
|
+
will many of the manipulation methods function.
|
727
|
+
*/
|
728
|
+
bool isInitialised(void) const { return mInitialised; }
|
729
|
+
|
730
|
+
/** Try to initialise the Entity from the underlying resources.
|
731
|
+
@remarks
|
732
|
+
This method builds the internal structures of the Entity based on it
|
733
|
+
resources (Mesh, Skeleton). This may or may not succeed if the
|
734
|
+
resources it references have been earmarked for background loading,
|
735
|
+
so you should check isInitialised afterwards to see if it was sucessful.
|
736
|
+
@param forceReinitialise If true, this forces the Entity to tear down it's
|
737
|
+
internal structures and try to rebuild them. Useful if you changed the
|
738
|
+
content of a Mesh or Skeleton at runtime.
|
739
|
+
*/
|
740
|
+
void _initialise(bool forceReinitialise = false);
|
741
|
+
/** Tear down the internal structures of this Entity, rendering it uninitialised. */
|
742
|
+
void _deinitialise(void);
|
743
|
+
|
744
|
+
/** Resource::Listener hook to notify Entity that a delay-loaded Mesh is
|
745
|
+
complete.
|
746
|
+
*/
|
747
|
+
void backgroundLoadingComplete(Resource* res);
|
748
|
+
|
749
|
+
|
750
|
+
|
751
|
+
};
|
752
|
+
|
753
|
+
/** Factory object for creating Entity instances */
|
754
|
+
class _OgreExport EntityFactory : public MovableObjectFactory
|
755
|
+
{
|
756
|
+
protected:
|
757
|
+
MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
|
758
|
+
public:
|
759
|
+
EntityFactory() {}
|
760
|
+
~EntityFactory() {}
|
761
|
+
|
762
|
+
static String FACTORY_TYPE_NAME;
|
763
|
+
|
764
|
+
const String& getType(void) const;
|
765
|
+
void destroyInstance( MovableObject* obj);
|
766
|
+
|
767
|
+
};
|
768
|
+
|
769
|
+
} // namespace
|
770
|
+
|
771
|
+
#endif
|