shattered_ogrerb 0.5.0.1

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  1. data/lib/shattered_ogrerb.rb +17 -0
  2. data/lib/shattered_ogrerb/base.rb +28 -0
  3. data/lib/shattered_ogrerb/camera.rb +6 -0
  4. data/lib/shattered_ogrerb/key_manager.rb +54 -0
  5. data/lib/shattered_ogrerb/light.rb +5 -0
  6. data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
  7. data/lib/shattered_ogrerb/rmaterial.rb +86 -0
  8. data/lib/shattered_ogrerb/vector.rb +211 -0
  9. data/vendor/Ogre/OIS.dll +0 -0
  10. data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
  11. data/vendor/Ogre/OgreMain.dll +0 -0
  12. data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
  13. data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
  14. data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
  15. data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
  16. data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
  17. data/vendor/Ogre/RenderSystem_GL.dll +0 -0
  18. data/vendor/Ogre/cg.dll +0 -0
  19. data/vendor/Ogre/plugins.cfg +9 -0
  20. data/vendor/ogrerb/MIT_LICENCE +19 -0
  21. data/vendor/ogrerb/README +79 -0
  22. data/vendor/ogrerb/Rakefile +220 -0
  23. data/vendor/ogrerb/build/navi/extconf.rb +53 -0
  24. data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
  25. data/vendor/ogrerb/build/ois/extconf.rb +48 -0
  26. data/vendor/ogrerb/doc_src/ogre.rb +152 -0
  27. data/vendor/ogrerb/doc_src/ois.rb +67 -0
  28. data/vendor/ogrerb/lib/constants.rb +35 -0
  29. data/vendor/ogrerb/lib/ogre.dll +0 -0
  30. data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
  31. data/vendor/ogrerb/navi/Navi.i +5 -0
  32. data/vendor/ogrerb/navi/NaviData.i +18 -0
  33. data/vendor/ogrerb/navi/NaviManager.i +5 -0
  34. data/vendor/ogrerb/navi/NaviProxies.i +7 -0
  35. data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
  36. data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
  37. data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
  38. data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
  39. data/vendor/ogrerb/navi/navi_rb.i +53 -0
  40. data/vendor/ogrerb/navi/std_multimap.i +581 -0
  41. data/vendor/ogrerb/ogre.rb +23 -0
  42. data/vendor/ogrerb/ogre/Application.i +59 -0
  43. data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
  44. data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
  45. data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
  46. data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
  47. data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
  48. data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
  49. data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
  50. data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
  51. data/vendor/ogrerb/ogre/OgreAny.i +5 -0
  52. data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
  53. data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
  54. data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
  55. data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
  56. data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
  57. data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
  58. data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
  59. data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
  60. data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
  61. data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
  62. data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
  63. data/vendor/ogrerb/ogre/OgreBone.i +5 -0
  64. data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
  65. data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
  66. data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
  67. data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
  68. data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
  69. data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
  70. data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
  71. data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
  72. data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
  73. data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
  74. data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
  75. data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
  76. data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
  77. data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
  78. data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
  79. data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
  80. data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
  81. data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
  82. data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
  83. data/vendor/ogrerb/ogre/OgreController.i +5 -0
  84. data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
  85. data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
  86. data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
  87. data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
  88. data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
  89. data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
  90. data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
  91. data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
  92. data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
  93. data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
  94. data/vendor/ogrerb/ogre/OgreException.i +5 -0
  95. data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
  96. data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
  97. data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
  98. data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
  99. data/vendor/ogrerb/ogre/OgreFont.i +5 -0
  100. data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
  101. data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
  102. data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
  103. data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
  104. data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
  105. data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
  106. data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
  107. data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
  108. data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
  109. data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
  110. data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
  111. data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
  112. data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
  113. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
  114. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
  115. data/vendor/ogrerb/ogre/OgreImage.i +5 -0
  116. data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
  117. data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
  118. data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
  119. data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
  120. data/vendor/ogrerb/ogre/OgreLight.i +5 -0
  121. data/vendor/ogrerb/ogre/OgreLog.i +5 -0
  122. data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
  123. data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
  124. data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
  125. data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
  126. data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
  127. data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
  128. data/vendor/ogrerb/ogre/OgreMath.i +48 -0
  129. data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
  130. data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
  131. data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
  132. data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
  133. data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
  134. data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
  135. data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
  136. data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
  137. data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
  138. data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
  139. data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
  140. data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
  141. data/vendor/ogrerb/ogre/OgreNode.i +11 -0
  142. data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
  143. data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
  144. data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
  145. data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
  146. data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
  147. data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
  148. data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
  149. data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
  150. data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
  151. data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
  152. data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
  153. data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
  154. data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
  155. data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
  156. data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
  157. data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
  158. data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
  159. data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
  160. data/vendor/ogrerb/ogre/OgrePass.i +10 -0
  161. data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
  162. data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
  163. data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
  164. data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
  165. data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
  166. data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
  167. data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
  168. data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
  169. data/vendor/ogrerb/ogre/OgrePose.i +5 -0
  170. data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
  171. data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
  172. data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
  173. data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
  174. data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
  175. data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
  176. data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
  177. data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
  178. data/vendor/ogrerb/ogre/OgreRay.i +5 -0
  179. data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
  180. data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
  181. data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
  182. data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
  183. data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
  184. data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
  185. data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
  186. data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
  187. data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
  188. data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
  189. data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
  190. data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
  191. data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
  192. data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
  193. data/vendor/ogrerb/ogre/OgreResource.i +68 -0
  194. data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
  195. data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
  196. data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
  197. data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
  198. data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
  199. data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
  200. data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
  201. data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
  202. data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
  203. data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
  204. data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
  205. data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
  206. data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
  207. data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
  208. data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
  209. data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
  210. data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
  211. data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
  212. data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
  213. data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
  214. data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
  215. data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
  216. data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
  217. data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
  218. data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
  219. data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
  220. data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
  221. data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
  222. data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
  223. data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
  224. data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
  225. data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
  226. data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
  227. data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
  228. data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
  229. data/vendor/ogrerb/ogre/OgreString.i +5 -0
  230. data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
  231. data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
  232. data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
  233. data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
  234. data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
  235. data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
  236. data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
  237. data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
  238. data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
  239. data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
  240. data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
  241. data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
  242. data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
  243. data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
  244. data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
  245. data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
  246. data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
  247. data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
  248. data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
  249. data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
  250. data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
  251. data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
  252. data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
  253. data/vendor/ogrerb/ogre/OgreZip.i +5 -0
  254. data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
  255. data/vendor/ogrerb/ogre/std_multimap.i +581 -0
  256. data/vendor/ogrerb/ois/OISProxies.i +9 -0
  257. data/vendor/ogrerb/ois/OISRenames.i +11 -0
  258. data/vendor/ogrerb/ois/ois.i +135 -0
  259. data/vendor/ogrerb/ois/std_multimap.i +581 -0
  260. data/vendor/ogrerb/platform.rb +23 -0
  261. data/vendor/ogrerb/samples/application.rb +146 -0
  262. data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
  263. data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
  264. data/vendor/ogrerb/samples/bsp.rb +74 -0
  265. data/vendor/ogrerb/samples/cg.dll +0 -0
  266. data/vendor/ogrerb/samples/js3250.dll +0 -0
  267. data/vendor/ogrerb/samples/lighting.rb +136 -0
  268. data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
  269. data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
  270. data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
  271. data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
  272. data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
  273. data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
  274. data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
  275. data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
  276. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
  277. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
  278. data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
  279. data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
  280. data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
  281. data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
  282. data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
  283. data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
  284. data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
  285. data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
  286. data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
  287. data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
  288. data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
  289. data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
  290. data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
  291. data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
  292. data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
  293. data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
  294. data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
  295. data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
  296. data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
  297. data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
  298. data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
  299. data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
  300. data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
  301. data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
  302. data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
  303. data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
  304. data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
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  835. data/vendor/ogrerb/src_headers/OGRE/OgreSkeletonManager.h +98 -0
  836. data/vendor/ogrerb/src_headers/OGRE/OgreSkeletonSerializer.h +117 -0
  837. data/vendor/ogrerb/src_headers/OGRE/OgreSphere.h +101 -0
  838. data/vendor/ogrerb/src_headers/OGRE/OgreSpotShadowFadePng.h +648 -0
  839. data/vendor/ogrerb/src_headers/OGRE/OgreStableHeaders.h +80 -0
  840. data/vendor/ogrerb/src_headers/OGRE/OgreStaticFaceGroup.h +134 -0
  841. data/vendor/ogrerb/src_headers/OGRE/OgreStaticGeometry.h +748 -0
  842. data/vendor/ogrerb/src_headers/OGRE/OgreStdHeaders.h +102 -0
  843. data/vendor/ogrerb/src_headers/OGRE/OgreString.h +149 -0
  844. data/vendor/ogrerb/src_headers/OGRE/OgreStringConverter.h +246 -0
  845. data/vendor/ogrerb/src_headers/OGRE/OgreStringInterface.h +332 -0
  846. data/vendor/ogrerb/src_headers/OGRE/OgreStringVector.h +45 -0
  847. data/vendor/ogrerb/src_headers/OGRE/OgreSubEntity.h +230 -0
  848. data/vendor/ogrerb/src_headers/OGRE/OgreSubMesh.h +267 -0
  849. data/vendor/ogrerb/src_headers/OGRE/OgreTagPoint.h +116 -0
  850. data/vendor/ogrerb/src_headers/OGRE/OgreTechnique.h +488 -0
  851. data/vendor/ogrerb/src_headers/OGRE/OgreTextAreaOverlayElement.h +247 -0
  852. data/vendor/ogrerb/src_headers/OGRE/OgreTexture.h +414 -0
  853. data/vendor/ogrerb/src_headers/OGRE/OgreTextureManager.h +398 -0
  854. data/vendor/ogrerb/src_headers/OGRE/OgreTextureUnitState.h +1169 -0
  855. data/vendor/ogrerb/src_headers/OGRE/OgreTimer.h +44 -0
  856. data/vendor/ogrerb/src_headers/OGRE/OgreUTFString.h +2406 -0
  857. data/vendor/ogrerb/src_headers/OGRE/OgreUnifiedHighLevelGpuProgram.h +168 -0
  858. data/vendor/ogrerb/src_headers/OGRE/OgreUserDefinedObject.h +93 -0
  859. data/vendor/ogrerb/src_headers/OGRE/OgreVector2.h +532 -0
  860. data/vendor/ogrerb/src_headers/OGRE/OgreVector3.h +768 -0
  861. data/vendor/ogrerb/src_headers/OGRE/OgreVector4.h +396 -0
  862. data/vendor/ogrerb/src_headers/OGRE/OgreVertexBoneAssignment.h +56 -0
  863. data/vendor/ogrerb/src_headers/OGRE/OgreVertexIndexData.h +286 -0
  864. data/vendor/ogrerb/src_headers/OGRE/OgreViewport.h +331 -0
  865. data/vendor/ogrerb/src_headers/OGRE/OgreWindowEventUtilities.h +151 -0
  866. data/vendor/ogrerb/src_headers/OGRE/OgreWireBoundingBox.h +81 -0
  867. data/vendor/ogrerb/src_headers/OGRE/OgreZip.h +136 -0
  868. data/vendor/ogrerb/src_headers/OGRE/asm_math.h +367 -0
  869. data/vendor/ogrerb/src_headers/OIS/OIS.h +38 -0
  870. data/vendor/ogrerb/src_headers/OIS/OISConfig.h +49 -0
  871. data/vendor/ogrerb/src_headers/OIS/OISEffect.h +254 -0
  872. data/vendor/ogrerb/src_headers/OIS/OISEvents.h +43 -0
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  874. data/vendor/ogrerb/src_headers/OIS/OISForceFeedback.h +102 -0
  875. data/vendor/ogrerb/src_headers/OIS/OISInputManager.h +127 -0
  876. data/vendor/ogrerb/src_headers/OIS/OISInterface.h +47 -0
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  878. data/vendor/ogrerb/src_headers/OIS/OISKeyboard.h +310 -0
  879. data/vendor/ogrerb/src_headers/OIS/OISMouse.h +135 -0
  880. data/vendor/ogrerb/src_headers/OIS/OISObject.h +89 -0
  881. data/vendor/ogrerb/src_headers/OIS/OISPrereqs.h +170 -0
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  883. data/vendor/ogrerb/src_headers/navi/NaviData.h +145 -0
  884. data/vendor/ogrerb/src_headers/navi/NaviEventListener.h +56 -0
  885. data/vendor/ogrerb/src_headers/navi/NaviManager.h +439 -0
  886. data/vendor/ogrerb/src_headers/navi/llmozlib.h +222 -0
  887. data/vendor/ogrerb/src_headers/wrappers/Application.h +61 -0
  888. data/vendor/ogrerb/src_headers/wrappers/ApplicationFrameListener.h +43 -0
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  890. data/vendor/ogrerb/src_headers/wrappers/OISProxies.h +58 -0
  891. data/vendor/ogrerb/src_headers/wrappers/OgreProxies.h +98 -0
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@@ -0,0 +1,771 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org
6
+
7
+ Copyright (c) 2000-2006 Torus Knot Software Ltd
8
+ Also see acknowledgements in Readme.html
9
+
10
+ This program is free software; you can redistribute it and/or modify it under
11
+ the terms of the GNU Lesser General Public License as published by the Free Software
12
+ Foundation; either version 2 of the License, or (at your option) any later
13
+ version.
14
+
15
+ This program is distributed in the hope that it will be useful, but WITHOUT
16
+ ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17
+ FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
+
19
+ You should have received a copy of the GNU Lesser General Public License along with
20
+ this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21
+ Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22
+ http://www.gnu.org/copyleft/lesser.txt.
23
+
24
+ You may alternatively use this source under the terms of a specific version of
25
+ the OGRE Unrestricted License provided you have obtained such a license from
26
+ Torus Knot Software Ltd.
27
+ -----------------------------------------------------------------------------
28
+ */
29
+ #ifndef __Entity_H__
30
+ #define __Entity_H__
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+
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+ #include "OgrePrerequisites.h"
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+ #include "OgreCommon.h"
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+
35
+ #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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+
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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'.
49
+ @par
50
+ The Mesh and SubMesh classes deal with the definition of the geometry
51
+ 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
58
+ 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
62
+ 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
65
+ createEntity method of the SceneManager (passing a model name) to
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+ create one.
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+ @par
68
+ 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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+ */
74
+ 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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+
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+ protected:
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+
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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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+
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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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+
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+ /** List of SubEntities (point to SubMeshes).
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+ */
97
+ typedef std::vector<SubEntity*> SubEntityList;
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+ SubEntityList mSubEntityList;
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+
100
+
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+ /// State of animation for animable meshes
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+ AnimationStateSet* mAnimationState;
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+
104
+
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+ /// Temp buffer details for software skeletal anim of shared geometry
106
+ 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?
120
+ bool mPreparedForShadowVolumes;
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+
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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
126
+ any SubMesh, finds the corresponding SubEntity. */
127
+ SubEntity* findSubEntityForVertexData(const VertexData* orig);
128
+
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+ /** Internal method for extracting metadata out of source vertex data
130
+ for fast assignment of temporary buffers later. */
131
+ void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info);
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+ /** Internal method to clone vertex data definitions but to remove blend buffers. */
133
+ VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source);
134
+ /** Internal method for preparing this Entity for use in animation. */
135
+ void prepareTempBlendBuffers(void);
136
+ /** Mark all vertex data as so far unanimated.
137
+ */
138
+ void markBuffersUnusedForAnimation(void);
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+ /** Internal method to restore original vertex data where we didn't
140
+ perform any vertex animation this frame.
141
+ */
142
+ void restoreBuffersForUnusedAnimation(bool hardwareAnimation);
143
+
144
+ /** Ensure that any unbound pose animation buffers are bound to a safe
145
+ default.
146
+ @param srcData Original vertex data containing original positions
147
+ @param destData Hardware animation vertex data to be checked
148
+ */
149
+ void bindMissingHardwarePoseBuffers(const VertexData* srcData,
150
+ VertexData* destData);
151
+
152
+ /// 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.
155
+ Matrix4 *mBoneMatrices;
156
+ 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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+
160
+ /// Perform all the updates required for an animated entity
161
+ void updateAnimation(void);
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+
163
+ /// 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.
166
+ unsigned long *mFrameBonesLastUpdated;
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+
168
+ /**
169
+ * A set of all the entities which shares a single SkeletonInstance.
170
+ * This is only created if the entity is in fact sharing it's SkeletonInstance with
171
+ * other Entities.
172
+ */
173
+ EntitySet* mSharedSkeletonEntities;
174
+
175
+ /// Private method to cache bone matrices from skeleton
176
+ void cacheBoneMatrices(void);
177
+
178
+ /// Flag determines whether or not to display skeleton
179
+ bool mDisplaySkeleton;
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+ /// Flag indicating whether hardware animation is supported by this entities materials
181
+ bool mHardwareAnimation;
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+ /// Number of hardware poses supported by materials
183
+ ushort mHardwarePoseCount;
184
+ /// Flag indicating whether we have a vertex program in use on any of our subentities
185
+ bool mVertexProgramInUse;
186
+ /// Counter indicating number of requests for software animation.
187
+ int mSoftwareAnimationRequests;
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+ /// Counter indicating number of requests for software blended normals.
189
+ int mSoftwareAnimationNormalsRequests;
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+
191
+
192
+ /// The LOD number of the mesh to use, calculated by _notifyCurrentCamera
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+ ushort mMeshLodIndex;
194
+
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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)
200
+ ushort mMaxMeshLodIndex;
201
+
202
+ /// LOD bias factor, inverted for optimisation when calculating adjusted depth
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+ Real mMaterialLodFactorInv;
204
+ /// Index of minimum detail LOD (NB higher index is lower detail)
205
+ ushort mMinMaterialLodIndex;
206
+ /// Index of maximum detail LOD (NB lower index is higher detail)
207
+ ushort mMaxMaterialLodIndex;
208
+
209
+ /** List of LOD Entity instances (for manual LODs).
210
+ We don't know when the mesh is using manual LODs whether one LOD to the next will have the
211
+ same number of SubMeshes, therefore we have to allow a separate Entity list
212
+ with each alternate one.
213
+ */
214
+ typedef std::vector<Entity*> LODEntityList;
215
+ LODEntityList mLodEntityList;
216
+
217
+ /** This Entity's personal copy of the skeleton, if skeletally animated
218
+ */
219
+ SkeletonInstance* mSkeletonInstance;
220
+
221
+ /// Has this entity been initialised yet?
222
+ bool mInitialised;
223
+
224
+ /// Last parent xform
225
+ Matrix4 mLastParentXform;
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+
227
+ /** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */
228
+ void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist);
229
+
230
+ /// internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity
231
+ void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint);
232
+
233
+ /// internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
234
+ void detachObjectImpl(MovableObject* pObject);
235
+
236
+ /// internal implementation of detaching all 'child' objects of this entity
237
+ void detachAllObjectsImpl(void);
238
+
239
+ /// Trigger reevaluation of the kind of vertex processing in use
240
+ void reevaluateVertexProcessing(void);
241
+
242
+ /// Apply vertex animation
243
+ void applyVertexAnimation(bool hardwareAnimation, bool stencilShadows);
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+ /// Initialise the hardware animation elements for given vertex data
245
+ void initHardwareAnimationElements(VertexData* vdata,
246
+ ushort numberOfElements);
247
+ /// Are software vertex animation temp buffers bound?
248
+ bool tempVertexAnimBuffersBound(void) const;
249
+ /// Are software skeleton animation temp buffers bound?
250
+ bool tempSkelAnimBuffersBound(bool requestNormals) const;
251
+
252
+ public:
253
+ /// Contains the child objects (attached to bones) indexed by name
254
+ typedef std::map<String, MovableObject*> ChildObjectList;
255
+ protected:
256
+ ChildObjectList mChildObjectList;
257
+
258
+
259
+ /// Bounding box that 'contains' all the mesh of each child entity
260
+ mutable AxisAlignedBox mFullBoundingBox;
261
+
262
+ bool mNormaliseNormals;
263
+
264
+ ShadowRenderableList mShadowRenderables;
265
+
266
+ /** Nested class to allow entity shadows. */
267
+ class _OgreExport EntityShadowRenderable : public ShadowRenderable
268
+ {
269
+ protected:
270
+ Entity* mParent;
271
+ // Shared link to position buffer
272
+ HardwareVertexBufferSharedPtr mPositionBuffer;
273
+ // Shared link to w-coord buffer (optional)
274
+ HardwareVertexBufferSharedPtr mWBuffer;
275
+ // Link to current vertex data used to bind (maybe changes)
276
+ const VertexData* mCurrentVertexData;
277
+ // Original position buffer source binding
278
+ unsigned short mOriginalPosBufferBinding;
279
+ /// Link to SubEntity, only present if SubEntity has it's own geometry
280
+ SubEntity* mSubEntity;
281
+
282
+
283
+ public:
284
+ EntityShadowRenderable(Entity* parent,
285
+ HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
286
+ bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false);
287
+ ~EntityShadowRenderable();
288
+ /// Overridden from ShadowRenderable
289
+ void getWorldTransforms(Matrix4* xform) const;
290
+ /// Overridden from ShadowRenderable
291
+ const Quaternion& getWorldOrientation(void) const;
292
+ /// Overridden from ShadowRenderable
293
+ const Vector3& getWorldPosition(void) const;
294
+ HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
295
+ HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
296
+ /// Rebind the source positions (for temp buffer users)
297
+ void rebindPositionBuffer(const VertexData* vertexData, bool force);
298
+ /// Overridden from ShadowRenderable
299
+ bool isVisible(void) const;
300
+
301
+ };
302
+ public:
303
+ /** Default destructor.
304
+ */
305
+ ~Entity();
306
+
307
+ /** Gets the Mesh that this Entity is based on.
308
+ */
309
+ const MeshPtr& getMesh(void) const;
310
+
311
+ /** Gets a pointer to a SubEntity, ie a part of an Entity.
312
+ */
313
+ SubEntity* getSubEntity(unsigned int index) const;
314
+
315
+ /** Gets a pointer to a SubEntity by name
316
+ @remarks - names should be initialized during a Mesh creation.
317
+ */
318
+ SubEntity* getSubEntity( const String& name ) const;
319
+
320
+ /** Retrieves the number of SubEntity objects making up this entity.
321
+ */
322
+ unsigned int getNumSubEntities(void) const;
323
+
324
+ /** Clones this entity and returns a pointer to the clone.
325
+ @remarks
326
+ Useful method for duplicating an entity. The new entity must be
327
+ given a unique name, and is not attached to the scene in any way
328
+ so must be attached to a SceneNode to be visible (exactly as
329
+ entities returned from SceneManager::createEntity).
330
+ @param
331
+ newName Name for the new entity.
332
+ */
333
+ Entity* clone( const String& newName ) const;
334
+
335
+ /** Sets the material to use for the whole of this entity.
336
+ @remarks
337
+ This is a shortcut method to set all the materials for all
338
+ subentities of this entity. Only use this method is you want to
339
+ set the same material for all subentities or if you know there
340
+ is only one. Otherwise call getSubEntity() and call the same
341
+ method on the individual SubEntity.
342
+ */
343
+ void setMaterialName(const String& name);
344
+
345
+ /** Overridden - see MovableObject.
346
+ */
347
+ void _notifyCurrentCamera(Camera* cam);
348
+
349
+ /// Overridden - see MovableObject.
350
+ void setRenderQueueGroup(uint8 queueID);
351
+
352
+ /** Overridden - see MovableObject.
353
+ */
354
+ const AxisAlignedBox& getBoundingBox(void) const;
355
+
356
+ /// merge all the child object Bounds a return it
357
+ AxisAlignedBox getChildObjectsBoundingBox(void) const;
358
+
359
+ /** Overridden - see MovableObject.
360
+ */
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