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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/*
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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 __Mesh_H__
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#define __Mesh_H__
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#include "OgrePrerequisites.h"
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#include "OgreResource.h"
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#include "OgreVertexIndexData.h"
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#include "OgreAxisAlignedBox.h"
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#include "OgreVertexBoneAssignment.h"
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#include "OgreIteratorWrappers.h"
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#include "OgreProgressiveMesh.h"
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#include "OgreHardwareVertexBuffer.h"
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#include "OgreSkeleton.h"
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#include "OgreAnimationTrack.h"
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#include "OgrePose.h"
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namespace Ogre {
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/** Resource holding data about 3D mesh.
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@remarks
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This class holds the data used to represent a discrete
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3-dimensional object. Mesh data usually contains more
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than just vertices and triangle information; it also
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includes references to materials (and the faces which use them),
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level-of-detail reduction information, convex hull definition,
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skeleton/bones information, keyframe animation etc.
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However, it is important to note the emphasis on the word
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'discrete' here. This class does not cover the large-scale
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sprawling geometry found in level / landscape data.
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@par
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Multiple world objects can (indeed should) be created from a
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single mesh object - see the Entity class for more info.
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The mesh object will have it's own default
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material properties, but potentially each world instance may
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wish to customise the materials from the original. When the object
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is instantiated into a scene node, the mesh material properties
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will be taken by default but may be changed. These properties
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are actually held at the SubMesh level since a single mesh may
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have parts with different materials.
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@par
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As described above, because the mesh may have sections of differing
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material properties, a mesh is inherently a compound contruct,
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consisting of one or more SubMesh objects.
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However, it strongly 'owns' it's SubMeshes such that they
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are loaded / unloaded at the same time. This is contrary to
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the approach taken to hierarchically related (but loosely owned)
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scene nodes, where data is loaded / unloaded separately. Note
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also that mesh sub-sections (when used in an instantiated object)
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share the same scene node as the parent.
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*/
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struct MeshLodUsage;
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class _OgreExport Mesh: public Resource
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{
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friend class SubMesh;
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friend class MeshSerializerImpl;
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friend class MeshSerializerImpl_v1_2;
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friend class MeshSerializerImpl_v1_1;
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public:
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typedef std::vector<Real> LodDistanceList;
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/// Multimap of vertex bone assignments (orders by vertex index)
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typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
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typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
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typedef std::vector<SubMesh*> SubMeshList;
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typedef std::vector<unsigned short> IndexMap;
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protected:
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/** A list of submeshes which make up this mesh.
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Each mesh is made up of 1 or more submeshes, which
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are each based on a single material and can have their
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own vertex data (they may not - they can share vertex data
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from the Mesh, depending on preference).
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*/
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SubMeshList mSubMeshList;
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/** Internal method for making the space for a vertex element to hold tangents. */
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void organiseTangentsBuffer(VertexData *vertexData,
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VertexElementSemantic targetSemantic, unsigned short index,
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unsigned short sourceTexCoordSet);
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public:
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/** A hashmap used to store optional SubMesh names.
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Translates a name into SubMesh index
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*/
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typedef HashMap<String, ushort> SubMeshNameMap ;
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protected:
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SubMeshNameMap mSubMeshNameMap ;
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/// Local bounding box volume
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AxisAlignedBox mAABB;
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/// Local bounding sphere radius (centered on object)
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Real mBoundRadius;
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/// Optional linked skeleton
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String mSkeletonName;
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SkeletonPtr mSkeleton;
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VertexBoneAssignmentList mBoneAssignments;
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/// Flag indicating that bone assignments need to be recompiled
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bool mBoneAssignmentsOutOfDate;
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/** Build the index map between bone index and blend index */
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void buildIndexMap(const VertexBoneAssignmentList& boneAssignments,
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IndexMap& boneIndexToBlendIndexMap, IndexMap& blendIndexToBoneIndexMap);
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/** Compile bone assignments into blend index and weight buffers. */
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void compileBoneAssignments(const VertexBoneAssignmentList& boneAssignments,
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unsigned short numBlendWeightsPerVertex,
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IndexMap& blendIndexToBoneIndexMap,
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VertexData* targetVertexData);
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bool mIsLodManual;
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ushort mNumLods;
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typedef std::vector<MeshLodUsage> MeshLodUsageList;
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MeshLodUsageList mMeshLodUsageList;
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HardwareBuffer::Usage mVertexBufferUsage;
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HardwareBuffer::Usage mIndexBufferUsage;
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bool mVertexBufferShadowBuffer;
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bool mIndexBufferShadowBuffer;
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bool mPreparedForShadowVolumes;
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bool mEdgeListsBuilt;
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bool mAutoBuildEdgeLists;
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/// Storage of morph animations, lookup by name
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typedef std::map<String, Animation*> AnimationList;
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AnimationList mAnimationsList;
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/// The vertex animation type associated with the shared vertex data
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mutable VertexAnimationType mSharedVertexDataAnimationType;
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/// Do we need to scan animations for animation types?
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mutable bool mAnimationTypesDirty;
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/// List of available poses for shared and dedicated geometryPoseList
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PoseList mPoseList;
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/// @copydoc Resource::loadImpl
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void loadImpl(void);
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/// @copydoc Resource::postLoadImpl
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void postLoadImpl(void);
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/// @copydoc Resource::unloadImpl
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void unloadImpl(void);
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/// @copydoc Resource::calculateSize
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size_t calculateSize(void) const;
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public:
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/** Default constructor - used by MeshManager
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@warning
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Do not call this method directly.
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*/
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Mesh(ResourceManager* creator, const String& name, ResourceHandle handle,
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const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
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~Mesh();
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// NB All methods below are non-virtual since they will be
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// called in the rendering loop - speed is of the essence.
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/** Creates a new SubMesh.
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@remarks
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Method for manually creating geometry for the mesh.
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Note - use with extreme caution - you must be sure that
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you have set up the geometry properly.
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*/
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SubMesh* createSubMesh(void);
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/** Creates a new SubMesh and gives it a name
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*/
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SubMesh* createSubMesh(const String& name);
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/** Gives a name to a SubMesh
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*/
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void nameSubMesh(const String& name, ushort index);
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/** Gets the index of a submesh with a given name.
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@remarks
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Useful if you identify the SubMeshes by name (using nameSubMesh)
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but wish to have faster repeat access.
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*/
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ushort _getSubMeshIndex(const String& name) const;
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/** Gets the number of sub meshes which comprise this mesh.
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*/
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unsigned short getNumSubMeshes(void) const;
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/** Gets a pointer to the submesh indicated by the index.
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*/
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SubMesh* getSubMesh(unsigned short index) const;
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/** Gets a SubMesh by name
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*/
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SubMesh* getSubMesh(const String& name) const ;
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typedef VectorIterator<SubMeshList> SubMeshIterator;
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/// Gets an iterator over the available submeshes
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SubMeshIterator getSubMeshIterator(void)
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{ return SubMeshIterator(mSubMeshList.begin(), mSubMeshList.end()); }
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/** Shared vertex data.
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@remarks
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This vertex data can be shared among multiple submeshes. SubMeshes may not have
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their own VertexData, they may share this one.
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@par
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The use of shared or non-shared buffers is determined when
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model data is converted to the OGRE .mesh format.
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*/
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VertexData *sharedVertexData;
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/** Shared index map for translating blend index to bone index.
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@remarks
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This index map can be shared among multiple submeshes. SubMeshes might not have
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their own IndexMap, they might share this one.
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@par
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We collect actually used bones of all bone assignments, and build the
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blend index in 'packed' form, then the range of the blend index in vertex
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data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by
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minimising the world matrix array constants passing to GPU, we can support
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more bones for a mesh when hardware skinning is used. The hardware skinning
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support limit is applied to each set of vertex data in the mesh, in other words, the
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hardware skinning support limit is applied only to the actually used bones of each
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SubMeshes, not all bones across the entire Mesh.
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@par
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Because the blend index is different to the bone index, therefore, we use
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the index map to translate the blend index to bone index.
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@par
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The use of shared or non-shared index map is determined when
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model data is converted to the OGRE .mesh format.
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*/
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IndexMap sharedBlendIndexToBoneIndexMap;
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/** Makes a copy of this mesh object and gives it a new name.
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@remarks
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This is useful if you want to tweak an existing mesh without affecting the original one. The
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newly cloned mesh is registered with the MeshManager under the new name.
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@param newName The name to give the clone
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@param newGroup Optional name of the new group to assign the clone to;
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if you leave this blank, the clone will be assigned to the same
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group as this Mesh.
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*/
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MeshPtr clone(const String& newName, const String& newGroup = StringUtil::BLANK);
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/** Get the axis-aligned bounding box for this mesh.
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*/
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const AxisAlignedBox& getBounds(void) const;
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/** Gets the radius of the bounding sphere surrounding this mesh. */
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Real getBoundingSphereRadius(void) const;
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/** Manually set the bounding box for this Mesh.
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@remarks
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Calling this method is required when building manual meshes now, because OGRE can no longer
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update the bounds for you, because it cannot necessarily read vertex data back from
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the vertex buffers which this mesh uses (they very well might be write-only, and even
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if they are not, reading data from a hardware buffer is a bottleneck).
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@param pad If true, a certain padding will be added to the bounding box to separate it from the mesh
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*/
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void _setBounds(const AxisAlignedBox& bounds, bool pad = true);
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/** Manually set the bounding radius.
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@remarks
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Calling this method is required when building manual meshes now, because OGRE can no longer
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update the bounds for you, because it cannot necessarily read vertex data back from
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the vertex buffers which this mesh uses (they very well might be write-only, and even
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if they are not, reading data from a hardware buffer is a bottleneck).
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*/
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void _setBoundingSphereRadius(Real radius);
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/** Sets the name of the skeleton this Mesh uses for animation.
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@remarks
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Meshes can optionally be assigned a skeleton which can be used to animate
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the mesh through bone assignments. The default is for the Mesh to use no
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skeleton. Calling this method with a valid skeleton filename will cause the
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skeleton to be loaded if it is not already (a single skeleton can be shared
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by many Mesh objects).
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@param skelName The name of the .skeleton file to use, or an empty string to use
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no skeleton
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*/
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void setSkeletonName(const String& skelName);
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/** Returns true if this Mesh has a linked Skeleton. */
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bool hasSkeleton(void) const;
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/** Returns whether or not this mesh has some kind of vertex animation.
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*/
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bool hasVertexAnimation(void) const;
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/** Gets a pointer to any linked Skeleton.
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@returns Weak reference to the skeleton - copy this if you want to hold a strong pointer.
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*/
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const SkeletonPtr& getSkeleton(void) const;
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/** Gets the name of any linked Skeleton */
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const String& getSkeletonName(void) const;
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/** Initialise an animation set suitable for use with this mesh.
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@remarks
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Only recommended for use inside the engine, not by applications.
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*/
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void _initAnimationState(AnimationStateSet* animSet);
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/** Refresh an animation set suitable for use with this mesh.
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@remarks
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Only recommended for use inside the engine, not by applications.
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*/
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void _refreshAnimationState(AnimationStateSet* animSet);
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/** Assigns a vertex to a bone with a given weight, for skeletal animation.
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@remarks
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This method is only valid after calling setSkeletonName.
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Since this is a one-off process there exists only 'addBoneAssignment' and
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'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
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to modify bone assignments during rendering (only the positions of bones) and OGRE
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reserves the right to do some internal data reformatting of this information, depending
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on render system requirements.
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@par
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This method is for assigning weights to the shared geometry of the Mesh. To assign
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weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
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*/
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void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
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+
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+
/** Removes all bone assignments for this mesh.
|
359
|
+
@remarks
|
360
|
+
This method is for modifying weights to the shared geometry of the Mesh. To assign
|
361
|
+
weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
|
362
|
+
*/
|
363
|
+
void clearBoneAssignments(void);
|
364
|
+
|
365
|
+
/** Internal notification, used to tell the Mesh which Skeleton to use without loading it.
|
366
|
+
@remarks
|
367
|
+
This is only here for unusual situation where you want to manually set up a
|
368
|
+
Skeleton. Best to let OGRE deal with this, don't call it yourself unless you
|
369
|
+
really know what you're doing.
|
370
|
+
*/
|
371
|
+
void _notifySkeleton(SkeletonPtr& pSkel);
|
372
|
+
|
373
|
+
|
374
|
+
/** Gets an iterator for access all bone assignments.
|
375
|
+
*/
|
376
|
+
BoneAssignmentIterator getBoneAssignmentIterator(void);
|
377
|
+
|
378
|
+
|
379
|
+
/** Automatically generates lower level of detail versions of this mesh for use
|
380
|
+
when a simpler version of the model is acceptable for rendering.
|
381
|
+
@remarks
|
382
|
+
There are 2 ways that you can create level-of-detail (LOD) versions of a mesh;
|
383
|
+
the first is to call this method, which does fairly extensive calculations to
|
384
|
+
work out how to simplify the mesh whilst having the minimum affect on the model.
|
385
|
+
The alternative is to actually create simpler versions of the mesh yourself in
|
386
|
+
a modelling tool, and having exported them, tell the 'master' mesh to use these
|
387
|
+
alternative meshes for lower detail versions; this is done by calling the
|
388
|
+
createManualLodLevel method.
|
389
|
+
@par
|
390
|
+
As well as creating the lower detail versions of the mesh, this method will
|
391
|
+
also associate them with depth values. As soon as an object is at least as far
|
392
|
+
away from the camera as the depth value associated with it's LOD, it will drop
|
393
|
+
to that level of detail.
|
394
|
+
@par
|
395
|
+
I recommend calling this method before mesh export, not at runtime.
|
396
|
+
@param lodDistances A list of depth values indicating the distances at which new lods should be
|
397
|
+
generated.
|
398
|
+
@param reductionMethod The way to determine the number of vertices collapsed per LOD
|
399
|
+
@param reductionValue Meaning depends on reductionMethod, typically either the proportion
|
400
|
+
of remaining vertices to collapse or a fixed number of vertices.
|
401
|
+
*/
|
402
|
+
void generateLodLevels(const LodDistanceList& lodDistances,
|
403
|
+
ProgressiveMesh::VertexReductionQuota reductionMethod, Real reductionValue);
|
404
|
+
|
405
|
+
/** Returns the number of levels of detail that this mesh supports.
|
406
|
+
@remarks
|
407
|
+
This number includes the original model.
|
408
|
+
*/
|
409
|
+
ushort getNumLodLevels(void) const;
|
410
|
+
/** Gets details of the numbered level of detail entry. */
|
411
|
+
const MeshLodUsage& getLodLevel(ushort index) const;
|
412
|
+
/** Adds a new manual level-of-detail entry to this Mesh.
|
413
|
+
@remarks
|
414
|
+
As an alternative to generating lower level of detail versions of a mesh, you can
|
415
|
+
use your own manually modelled meshes as lower level versions. This lets you
|
416
|
+
have complete control over the LOD, and in addition lets you scale down other
|
417
|
+
aspects of the model which cannot be done using the generated method; for example,
|
418
|
+
you could use less detailed materials and / or use less bones in the skeleton if
|
419
|
+
this is an animated mesh. Therefore for complex models you are likely to be better off
|
420
|
+
modelling your LODs yourself and using this method, whilst for models with fairly
|
421
|
+
simple materials and no animation you can just use the generateLodLevels method.
|
422
|
+
@param fromDepth The z value from which this Lod will apply.
|
423
|
+
@param meshName The name of the mesh which will be the lower level detail version.
|
424
|
+
*/
|
425
|
+
void createManualLodLevel(Real fromDepth, const String& meshName);
|
426
|
+
|
427
|
+
/** Changes the alternate mesh to use as a manual LOD at the given index.
|
428
|
+
@remarks
|
429
|
+
Note that the index of a LOD may change if you insert other LODs. If in doubt,
|
430
|
+
use getLodIndex().
|
431
|
+
@param index The index of the level to be changed
|
432
|
+
@param meshName The name of the mesh which will be the lower level detail version.
|
433
|
+
*/
|
434
|
+
void updateManualLodLevel(ushort index, const String& meshName);
|
435
|
+
|
436
|
+
/** Retrieves the level of detail index for the given depth value.
|
437
|
+
*/
|
438
|
+
ushort getLodIndex(Real depth) const;
|
439
|
+
|
440
|
+
/** Retrieves the level of detail index for the given squared depth value.
|
441
|
+
@remarks
|
442
|
+
Internally the lods are stored at squared depths to avoid having to perform
|
443
|
+
square roots when determining the lod. This method allows you to provide a
|
444
|
+
squared length depth value to avoid having to do your own square roots.
|
445
|
+
*/
|
446
|
+
ushort getLodIndexSquaredDepth(Real squaredDepth) const;
|
447
|
+
|
448
|
+
/** Returns true if this mesh is using manual LOD.
|
449
|
+
@remarks
|
450
|
+
A mesh can either use automatically generated LOD, or it can use alternative
|
451
|
+
meshes as provided by an artist. A mesh can only use either all manual LODs
|
452
|
+
or all generated LODs, not a mixture of both.
|
453
|
+
*/
|
454
|
+
bool isLodManual(void) const { return mIsLodManual; }
|
455
|
+
|
456
|
+
/** Internal methods for loading LOD, do not use. */
|
457
|
+
void _setLodInfo(unsigned short numLevels, bool isManual);
|
458
|
+
/** Internal methods for loading LOD, do not use. */
|
459
|
+
void _setLodUsage(unsigned short level, MeshLodUsage& usage);
|
460
|
+
/** Internal methods for loading LOD, do not use. */
|
461
|
+
void _setSubMeshLodFaceList(unsigned short subIdx, unsigned short level, IndexData* facedata);
|
462
|
+
|
463
|
+
/** Removes all LOD data from this Mesh. */
|
464
|
+
void removeLodLevels(void);
|
465
|
+
|
466
|
+
/** Sets the policy for the vertex buffers to be used when loading
|
467
|
+
this Mesh.
|
468
|
+
@remarks
|
469
|
+
By default, when loading the Mesh, static, write-only vertex and index buffers
|
470
|
+
will be used where possible in order to improve rendering performance.
|
471
|
+
However, such buffers
|
472
|
+
cannot be manipulated on the fly by CPU code (although shader code can). If you
|
473
|
+
wish to use the CPU to modify these buffers, you should call this method. Note,
|
474
|
+
however, that it only takes effect after the Mesh has been reloaded. Note that you
|
475
|
+
still have the option of manually repacing the buffers in this mesh with your
|
476
|
+
own if you see fit too, in which case you don't need to call this method since it
|
477
|
+
only affects buffers created by the mesh itself.
|
478
|
+
@par
|
479
|
+
You can define the approach to a Mesh by changing the default parameters to
|
480
|
+
MeshManager::load if you wish; this means the Mesh is loaded with those options
|
481
|
+
the first time instead of you having to reload the mesh after changing these options.
|
482
|
+
@param usage The usage flags, which by default are
|
483
|
+
HardwareBuffer::HBU_STATIC_WRITE_ONLY
|
484
|
+
@param shadowBuffer If set to true, the vertex buffers will be created with a
|
485
|
+
system memory shadow buffer. You should set this if you want to be able to
|
486
|
+
read from the buffer, because reading from a hardware buffer is a no-no.
|
487
|
+
*/
|
488
|
+
void setVertexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
|
489
|
+
/** Sets the policy for the index buffers to be used when loading
|
490
|
+
this Mesh.
|
491
|
+
@remarks
|
492
|
+
By default, when loading the Mesh, static, write-only vertex and index buffers
|
493
|
+
will be used where possible in order to improve rendering performance.
|
494
|
+
However, such buffers
|
495
|
+
cannot be manipulated on the fly by CPU code (although shader code can). If you
|
496
|
+
wish to use the CPU to modify these buffers, you should call this method. Note,
|
497
|
+
however, that it only takes effect after the Mesh has been reloaded. Note that you
|
498
|
+
still have the option of manually repacing the buffers in this mesh with your
|
499
|
+
own if you see fit too, in which case you don't need to call this method since it
|
500
|
+
only affects buffers created by the mesh itself.
|
501
|
+
@par
|
502
|
+
You can define the approach to a Mesh by changing the default parameters to
|
503
|
+
MeshManager::load if you wish; this means the Mesh is loaded with those options
|
504
|
+
the first time instead of you having to reload the mesh after changing these options.
|
505
|
+
@param usage The usage flags, which by default are
|
506
|
+
HardwareBuffer::HBU_STATIC_WRITE_ONLY
|
507
|
+
@param shadowBuffer If set to true, the index buffers will be created with a
|
508
|
+
system memory shadow buffer. You should set this if you want to be able to
|
509
|
+
read from the buffer, because reading from a hardware buffer is a no-no.
|
510
|
+
*/
|
511
|
+
void setIndexBufferPolicy(HardwareBuffer::Usage usage, bool shadowBuffer = false);
|
512
|
+
/** Gets the usage setting for this meshes vertex buffers. */
|
513
|
+
HardwareBuffer::Usage getVertexBufferUsage(void) const { return mVertexBufferUsage; }
|
514
|
+
/** Gets the usage setting for this meshes index buffers. */
|
515
|
+
HardwareBuffer::Usage getIndexBufferUsage(void) const { return mIndexBufferUsage; }
|
516
|
+
/** Gets whether or not this meshes vertex buffers are shadowed. */
|
517
|
+
bool isVertexBufferShadowed(void) const { return mVertexBufferShadowBuffer; }
|
518
|
+
/** Gets whether or not this meshes index buffers are shadowed. */
|
519
|
+
bool isIndexBufferShadowed(void) const { return mIndexBufferShadowBuffer; }
|
520
|
+
|
521
|
+
|
522
|
+
/** Rationalises the passed in bone assignment list.
|
523
|
+
@remarks
|
524
|
+
OGRE supports up to 4 bone assignments per vertex. The reason for this limit
|
525
|
+
is that this is the maximum number of assignments that can be passed into
|
526
|
+
a hardware-assisted blending algorithm. This method identifies where there are
|
527
|
+
more than 4 bone assignments for a given vertex, and eliminates the bone
|
528
|
+
assignments with the lowest weights to reduce to this limit. The remaining
|
529
|
+
weights are then re-balanced to ensure that they sum to 1.0.
|
530
|
+
@param vertexCount The number of vertices.
|
531
|
+
@param assignments The bone assignment list to rationalise. This list will be modified and
|
532
|
+
entries will be removed where the limits are exceeded.
|
533
|
+
@returns The maximum number of bone assignments per vertex found, clamped to [1-4]
|
534
|
+
*/
|
535
|
+
unsigned short _rationaliseBoneAssignments(size_t vertexCount, VertexBoneAssignmentList& assignments);
|
536
|
+
|
537
|
+
/** Internal method, be called once to compile bone assignments into geometry buffer.
|
538
|
+
@remarks
|
539
|
+
The OGRE engine calls this method automatically. It compiles the information
|
540
|
+
submitted as bone assignments into a format usable in realtime. It also
|
541
|
+
eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS)
|
542
|
+
and re-normalises the remaining assignments.
|
543
|
+
*/
|
544
|
+
void _compileBoneAssignments(void);
|
545
|
+
|
546
|
+
/** Internal method, be called once to update the compiled bone assignments.
|
547
|
+
@remarks
|
548
|
+
The OGRE engine calls this method automatically. It updates the compiled bone
|
549
|
+
assignments if requested.
|
550
|
+
*/
|
551
|
+
void _updateCompiledBoneAssignments(void);
|
552
|
+
|
553
|
+
/** This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.
|
554
|
+
@remarks
|
555
|
+
Tangent vectors are vectors representing the local 'X' axis for a given vertex based
|
556
|
+
on the orientation of the 2D texture on the geometry. They are built from a combination
|
557
|
+
of existing normals, and from the 2D texture coordinates already baked into the model.
|
558
|
+
They can be used for a number of things, but most of all they are useful for
|
559
|
+
vertex and fragment programs, when you wish to arrive at a common space for doing
|
560
|
+
per-pixel calculations.
|
561
|
+
@par
|
562
|
+
The prerequisites for calling this method include that the vertex data used by every
|
563
|
+
SubMesh has both vertex normals and 2D texture coordinates.
|
564
|
+
@param targetSemantic The semantic to store the tangents in. Defaults to
|
565
|
+
the explicit tangent binding, but note that this is only usable on more
|
566
|
+
modern hardware (Shader Model 2), so if you need portability with older
|
567
|
+
cards you should change this to a texture coordinate binding instead.
|
568
|
+
@param sourceTexCoordSet The texture coordinate index which should be used as the source
|
569
|
+
of 2D texture coordinates, with which to calculate the tangents.
|
570
|
+
@param index The element index, ie the texture coordinate set which should be used to store the 3D
|
571
|
+
coordinates representing a tangent vector per vertex, if targetSemantic is
|
572
|
+
VES_TEXTURE_COORDINATES. If this already exists, it will be overwritten.
|
573
|
+
*/
|
574
|
+
void buildTangentVectors(VertexElementSemantic targetSemantic = VES_TANGENT,
|
575
|
+
unsigned short sourceTexCoordSet = 0, unsigned short index = 0);
|
576
|
+
|
577
|
+
/** Ask the mesh to suggest parameters to a future buildTangentVectors call,
|
578
|
+
should you wish to use texture coordinates to store the tangents.
|
579
|
+
@remarks
|
580
|
+
This helper method will suggest source and destination texture coordinate sets
|
581
|
+
for a call to buildTangentVectors. It will detect when there are inappropriate
|
582
|
+
conditions (such as multiple geometry sets which don't agree).
|
583
|
+
Moreover, it will return 'true' if it detects that there are aleady 3D
|
584
|
+
coordinates in the mesh, and therefore tangents may have been prepared already.
|
585
|
+
@param targetSemantic The semantic you intend to use to store the tangents
|
586
|
+
if they are not already present;
|
587
|
+
most likely options are VES_TEXTURE_COORDINATES or VES_TANGENT; you should
|
588
|
+
use texture coordinates if you want compatibility with older, pre-SM2
|
589
|
+
graphics cards, and the tangent binding otherwise.
|
590
|
+
@param outSourceCoordSet Reference to a source texture coordinate set which
|
591
|
+
will be populated
|
592
|
+
@param outIndex Reference to a destination element index (e.g. texture coord set)
|
593
|
+
which will be populated
|
594
|
+
*/
|
595
|
+
bool suggestTangentVectorBuildParams(VertexElementSemantic targetSemantic,
|
596
|
+
unsigned short& outSourceCoordSet, unsigned short& outIndex);
|
597
|
+
|
598
|
+
/** Builds an edge list for this mesh, which can be used for generating a shadow volume
|
599
|
+
among other things.
|
600
|
+
*/
|
601
|
+
void buildEdgeList(void);
|
602
|
+
/** Destroys and frees the edge lists this mesh has built. */
|
603
|
+
void freeEdgeList(void);
|
604
|
+
|
605
|
+
/** This method prepares the mesh for generating a renderable shadow volume.
|
606
|
+
@remarks
|
607
|
+
Preparing a mesh to generate a shadow volume involves firstly ensuring that the
|
608
|
+
vertex buffer containing the positions for the mesh is a standalone vertex buffer,
|
609
|
+
with no other components in it. This method will therefore break apart any existing
|
610
|
+
vertex buffers this mesh holds if position is sharing a vertex buffer.
|
611
|
+
Secondly, it will double the size of this vertex buffer so that there are 2 copies of
|
612
|
+
the position data for the mesh. The first half is used for the original, and the second
|
613
|
+
half is used for the 'extruded' version of the mesh. The vertex count of the main
|
614
|
+
VertexData used to render the mesh will remain the same though, so as not to add any
|
615
|
+
overhead to regular rendering of the object.
|
616
|
+
Both copies of the position are required in one buffer because shadow volumes stretch
|
617
|
+
from the original mesh to the extruded version.
|
618
|
+
@par
|
619
|
+
Because shadow volumes are rendered in turn, no additional
|
620
|
+
index buffer space is allocated by this method, a shared index buffer allocated by the
|
621
|
+
shadow rendering algorithm is used for addressing this extended vertex buffer.
|
622
|
+
*/
|
623
|
+
void prepareForShadowVolume(void);
|
624
|
+
|
625
|
+
/** Return the edge list for this mesh, building it if required.
|
626
|
+
@remarks
|
627
|
+
You must ensure that the Mesh as been prepared for shadow volume
|
628
|
+
rendering if you intend to use this information for that purpose.
|
629
|
+
@lodIndex The LOD at which to get the edge list, 0 being the highest.
|
630
|
+
*/
|
631
|
+
EdgeData* getEdgeList(unsigned int lodIndex = 0);
|
632
|
+
|
633
|
+
/** Return the edge list for this mesh, building it if required.
|
634
|
+
@remarks
|
635
|
+
You must ensure that the Mesh as been prepared for shadow volume
|
636
|
+
rendering if you intend to use this information for that purpose.
|
637
|
+
@lodIndex The LOD at which to get the edge list, 0 being the highest.
|
638
|
+
*/
|
639
|
+
const EdgeData* getEdgeList(unsigned int lodIndex = 0) const;
|
640
|
+
|
641
|
+
/** Returns whether this mesh has already had it's geometry prepared for use in
|
642
|
+
rendering shadow volumes. */
|
643
|
+
bool isPreparedForShadowVolumes(void) const { return mPreparedForShadowVolumes; }
|
644
|
+
|
645
|
+
/** Returns whether this mesh has an attached edge list. */
|
646
|
+
bool isEdgeListBuilt(void) const { return mEdgeListsBuilt; }
|
647
|
+
|
648
|
+
/** Prepare matrices for software indexed vertex blend.
|
649
|
+
@remarks
|
650
|
+
This function organise bone indexed matrices to blend indexed matrices,
|
651
|
+
so software vertex blending can access to the matrix via blend index
|
652
|
+
directly.
|
653
|
+
@param blendMatrices Pointer to an array of matrix pointers to store
|
654
|
+
prepared results, which indexed by blend index
|
655
|
+
@param boneMatrices Pointer to an array of matrices to be used to blend,
|
656
|
+
which indexed by bone index
|
657
|
+
@param indexMap The index map used to translate blend index to bone index
|
658
|
+
*/
|
659
|
+
static void prepareMatricesForVertexBlend(const Matrix4** blendMatrices,
|
660
|
+
const Matrix4* boneMatrices, const IndexMap& indexMap);
|
661
|
+
|
662
|
+
/** Performs a software indexed vertex blend, of the kind used for
|
663
|
+
skeletal animation although it can be used for other purposes.
|
664
|
+
@remarks
|
665
|
+
This function is supplied to update vertex data with blends
|
666
|
+
done in software, either because no hardware support is available,
|
667
|
+
or that you need the results of the blend for some other CPU operations.
|
668
|
+
@param sourceVertexData VertexData class containing positions, normals,
|
669
|
+
blend indices and blend weights.
|
670
|
+
@param targetVertexData VertexData class containing target position
|
671
|
+
and normal buffers which will be updated with the blended versions.
|
672
|
+
Note that the layout of the source and target position / normal
|
673
|
+
buffers must be identical, ie they must use the same buffer indexes
|
674
|
+
@param blendMatrices Pointer to an array of matrix pointers to be used to blend,
|
675
|
+
indexed by blend indices in the sourceVertexData
|
676
|
+
@param numMatrices Number of matrices in the blendMatrices, it might be used
|
677
|
+
as a hint for optimisation.
|
678
|
+
@param blendNormals If true, normals are blended as well as positions
|
679
|
+
*/
|
680
|
+
static void softwareVertexBlend(const VertexData* sourceVertexData,
|
681
|
+
const VertexData* targetVertexData,
|
682
|
+
const Matrix4* const* blendMatrices, size_t numMatrices,
|
683
|
+
bool blendNormals);
|
684
|
+
|
685
|
+
/** Performs a software vertex morph, of the kind used for
|
686
|
+
morph animation although it can be used for other purposes.
|
687
|
+
@remarks
|
688
|
+
This function will linearly interpolate positions between two
|
689
|
+
source buffers, into a third buffer.
|
690
|
+
@param t Parametric distance between the start and end buffer positions
|
691
|
+
@param b1 Vertex buffer containing VET_FLOAT3 entries for the start positions
|
692
|
+
@param b2 Vertex buffer containing VET_FLOAT3 entries for the end positions
|
693
|
+
@param targetVertexData VertexData destination; assumed to have a separate position
|
694
|
+
buffer already bound, and the number of vertices must agree with the
|
695
|
+
number in start and end
|
696
|
+
*/
|
697
|
+
static void softwareVertexMorph(Real t,
|
698
|
+
const HardwareVertexBufferSharedPtr& b1,
|
699
|
+
const HardwareVertexBufferSharedPtr& b2,
|
700
|
+
VertexData* targetVertexData);
|
701
|
+
|
702
|
+
/** Performs a software vertex pose blend, of the kind used for
|
703
|
+
morph animation although it can be used for other purposes.
|
704
|
+
@remarks
|
705
|
+
This function will apply a weighted offset to the positions in the
|
706
|
+
incoming vertex data (therefore this is a read/write operation, and
|
707
|
+
if you expect to call it more than once with the same data, then
|
708
|
+
you would be best to suppress hardware uploads of the position buffer
|
709
|
+
for the duration)
|
710
|
+
@param weight Parametric weight to scale the offsets by
|
711
|
+
@param vertexOffsetMap Potentially sparse map of vertex index -> offset
|
712
|
+
@param targetVertexData VertexData destination; assumed to have a separate position
|
713
|
+
buffer already bound, and the number of vertices must agree with the
|
714
|
+
number in start and end
|
715
|
+
*/
|
716
|
+
static void softwareVertexPoseBlend(Real weight,
|
717
|
+
const std::map<size_t, Vector3>& vertexOffsetMap,
|
718
|
+
VertexData* targetVertexData);
|
719
|
+
/** Gets a reference to the optional name assignments of the SubMeshes. */
|
720
|
+
const SubMeshNameMap& getSubMeshNameMap(void) const { return mSubMeshNameMap; }
|
721
|
+
|
722
|
+
/** Sets whether or not this Mesh should automatically build edge lists
|
723
|
+
when asked for them, or whether it should never build them if
|
724
|
+
they are not already provided.
|
725
|
+
@remarks
|
726
|
+
This allows you to create meshes which do not have edge lists calculated,
|
727
|
+
because you never want to use them. This value defaults to 'true'
|
728
|
+
for mesh formats which did not include edge data, and 'false' for
|
729
|
+
newer formats, where edge lists are expected to have been generated
|
730
|
+
in advance.
|
731
|
+
*/
|
732
|
+
void setAutoBuildEdgeLists(bool autobuild) { mAutoBuildEdgeLists = autobuild; }
|
733
|
+
/** Sets whether or not this Mesh should automatically build edge lists
|
734
|
+
when asked for them, or whether it should never build them if
|
735
|
+
they are not already provided.
|
736
|
+
*/
|
737
|
+
bool getAutoBuildEdgeLists(void) const { return mAutoBuildEdgeLists; }
|
738
|
+
|
739
|
+
/** Gets the type of vertex animation the shared vertex data of this mesh supports.
|
740
|
+
*/
|
741
|
+
virtual VertexAnimationType getSharedVertexDataAnimationType(void) const;
|
742
|
+
|
743
|
+
/** Creates a new Animation object for vertex animating this mesh.
|
744
|
+
@param name The name of this animation
|
745
|
+
@param length The length of the animation in seconds
|
746
|
+
*/
|
747
|
+
virtual Animation* createAnimation(const String& name, Real length);
|
748
|
+
|
749
|
+
/** Returns the named vertex Animation object.
|
750
|
+
@param name The name of the animation
|
751
|
+
*/
|
752
|
+
virtual Animation* getAnimation(const String& name) const;
|
753
|
+
|
754
|
+
/** Internal access to the named vertex Animation object - returns null
|
755
|
+
if it does not exist.
|
756
|
+
@param name The name of the animation
|
757
|
+
*/
|
758
|
+
virtual Animation* _getAnimationImpl(const String& name) const;
|
759
|
+
|
760
|
+
/** Returns whether this mesh contains the named vertex animation. */
|
761
|
+
virtual bool hasAnimation(const String& name);
|
762
|
+
|
763
|
+
/** Removes vertex Animation from this mesh. */
|
764
|
+
virtual void removeAnimation(const String& name);
|
765
|
+
|
766
|
+
/** Gets the number of morph animations in this mesh. */
|
767
|
+
virtual unsigned short getNumAnimations(void) const;
|
768
|
+
|
769
|
+
/** Gets a single morph animation by index.
|
770
|
+
*/
|
771
|
+
virtual Animation* getAnimation(unsigned short index) const;
|
772
|
+
|
773
|
+
/** Removes all morph Animations from this mesh. */
|
774
|
+
virtual void removeAllAnimations(void);
|
775
|
+
/** Gets a pointer to a vertex data element based on a morph animation
|
776
|
+
track handle.
|
777
|
+
@remarks
|
778
|
+
0 means the shared vertex data, 1+ means a submesh vertex data (index+1)
|
779
|
+
*/
|
780
|
+
VertexData* getVertexDataByTrackHandle(unsigned short handle);
|
781
|
+
/** Iterates through all submeshes and requests them
|
782
|
+
to apply their texture aliases to the material they use.
|
783
|
+
@remarks
|
784
|
+
The submesh will only apply texture aliases to the material if matching
|
785
|
+
texture alias names are found in the material. If a match is found, the
|
786
|
+
submesh will automatically clone the original material and then apply its
|
787
|
+
texture to the new material.
|
788
|
+
@par
|
789
|
+
This method is normally called by the protected method loadImpl when a
|
790
|
+
mesh if first loaded.
|
791
|
+
*/
|
792
|
+
void updateMaterialForAllSubMeshes(void);
|
793
|
+
|
794
|
+
/** Internal method which, if animation types have not been determined,
|
795
|
+
scans any vertex animations and determines the type for each set of
|
796
|
+
vertex data (cannot have 2 different types).
|
797
|
+
*/
|
798
|
+
void _determineAnimationTypes(void) const;
|
799
|
+
/** Are the derived animation types out of date? */
|
800
|
+
bool _getAnimationTypesDirty(void) const { return mAnimationTypesDirty; }
|
801
|
+
|
802
|
+
/** Create a new Pose for this mesh or one of its submeshes.
|
803
|
+
@param target The target geometry index; 0 is the shared Mesh geometry, 1+ is the
|
804
|
+
dedicated SubMesh geometry belonging to submesh index + 1.
|
805
|
+
@param name Name to give the pose, which is optional
|
806
|
+
@returns A new Pose ready for population
|
807
|
+
*/
|
808
|
+
Pose* createPose(ushort target, const String& name = StringUtil::BLANK);
|
809
|
+
/** Get the number of poses.*/
|
810
|
+
size_t getPoseCount(void) const { return mPoseList.size(); }
|
811
|
+
/** Retrieve an existing Pose by index.*/
|
812
|
+
Pose* getPose(ushort index);
|
813
|
+
/** Retrieve an existing Pose by name.*/
|
814
|
+
Pose* getPose(const String& name);
|
815
|
+
/** Destroy a pose by index.
|
816
|
+
@note This will invalidate any animation tracks referring to this pose or those after it.
|
817
|
+
*/
|
818
|
+
void removePose(ushort index);
|
819
|
+
/** Destroy a pose by name.
|
820
|
+
@note This will invalidate any animation tracks referring to this pose or those after it.
|
821
|
+
*/
|
822
|
+
void removePose(const String& name);
|
823
|
+
/** Destroy all poses */
|
824
|
+
void removeAllPoses(void);
|
825
|
+
|
826
|
+
typedef VectorIterator<PoseList> PoseIterator;
|
827
|
+
typedef ConstVectorIterator<PoseList> ConstPoseIterator;
|
828
|
+
|
829
|
+
/** Get an iterator over all the poses defined. */
|
830
|
+
PoseIterator getPoseIterator(void);
|
831
|
+
/** Get an iterator over all the poses defined. */
|
832
|
+
ConstPoseIterator getPoseIterator(void) const;
|
833
|
+
/** Get pose list */
|
834
|
+
const PoseList& getPoseList(void) const;
|
835
|
+
|
836
|
+
};
|
837
|
+
|
838
|
+
/** Specialisation of SharedPtr to allow SharedPtr to be assigned to MeshPtr
|
839
|
+
@note Has to be a subclass since we need operator=.
|
840
|
+
We could templatise this instead of repeating per Resource subclass,
|
841
|
+
except to do so requires a form VC6 does not support i.e.
|
842
|
+
ResourceSubclassPtr<T> : public SharedPtr<T>
|
843
|
+
*/
|
844
|
+
class _OgreExport MeshPtr : public SharedPtr<Mesh>
|
845
|
+
{
|
846
|
+
public:
|
847
|
+
MeshPtr() : SharedPtr<Mesh>() {}
|
848
|
+
explicit MeshPtr(Mesh* rep) : SharedPtr<Mesh>(rep) {}
|
849
|
+
MeshPtr(const MeshPtr& r) : SharedPtr<Mesh>(r) {}
|
850
|
+
MeshPtr(const ResourcePtr& r);
|
851
|
+
/// Operator used to convert a ResourcePtr to a MeshPtr
|
852
|
+
MeshPtr& operator=(const ResourcePtr& r);
|
853
|
+
protected:
|
854
|
+
/// Override destroy since we need to delete Mesh after fully defined
|
855
|
+
void destroy(void);
|
856
|
+
};
|
857
|
+
|
858
|
+
/** A way of recording the way each LODs is recorded this Mesh. */
|
859
|
+
struct MeshLodUsage
|
860
|
+
{
|
861
|
+
/// squared Z value from which this LOD will apply
|
862
|
+
Real fromDepthSquared;
|
863
|
+
/// Only relevant if mIsLodManual is true, the name of the alternative mesh to use
|
864
|
+
String manualName;
|
865
|
+
/// Hard link to mesh to avoid looking up each time
|
866
|
+
mutable MeshPtr manualMesh;
|
867
|
+
/// Edge list for this LOD level (may be derived from manual mesh)
|
868
|
+
mutable EdgeData* edgeData;
|
869
|
+
};
|
870
|
+
|
871
|
+
|
872
|
+
|
873
|
+
} // namespace
|
874
|
+
|
875
|
+
#endif
|