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
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  870. data/vendor/ogrerb/src_headers/OIS/OISConfig.h +49 -0
  871. data/vendor/ogrerb/src_headers/OIS/OISEffect.h +254 -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
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@@ -0,0 +1,875 @@
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 __Mesh_H__
30
+ #define __Mesh_H__
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+
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+ #include "OgrePrerequisites.h"
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+
34
+ #include "OgreResource.h"
35
+ #include "OgreVertexIndexData.h"
36
+ #include "OgreAxisAlignedBox.h"
37
+ #include "OgreVertexBoneAssignment.h"
38
+ #include "OgreIteratorWrappers.h"
39
+ #include "OgreProgressiveMesh.h"
40
+ #include "OgreHardwareVertexBuffer.h"
41
+ #include "OgreSkeleton.h"
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+ #include "OgreAnimationTrack.h"
43
+ #include "OgrePose.h"
44
+
45
+
46
+ namespace Ogre {
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+
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+
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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
52
+ 3-dimensional object. Mesh data usually contains more
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+ than just vertices and triangle information; it also
54
+ includes references to materials (and the faces which use them),
55
+ level-of-detail reduction information, convex hull definition,
56
+ skeleton/bones information, keyframe animation etc.
57
+ However, it is important to note the emphasis on the word
58
+ 'discrete' here. This class does not cover the large-scale
59
+ sprawling geometry found in level / landscape data.
60
+ @par
61
+ Multiple world objects can (indeed should) be created from a
62
+ single mesh object - see the Entity class for more info.
63
+ The mesh object will have it's own default
64
+ material properties, but potentially each world instance may
65
+ 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
72
+ material properties, a mesh is inherently a compound contruct,
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+ consisting of one or more SubMesh objects.
74
+ 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
78
+ also that mesh sub-sections (when used in an instantiated object)
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+ share the same scene node as the parent.
80
+ */
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+
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+
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+ struct MeshLodUsage;
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+
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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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+
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+ public:
93
+ typedef std::vector<Real> LodDistanceList;
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+ /// Multimap of vertex bone assignments (orders by vertex index)
95
+ typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList;
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+ typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator;
97
+ typedef std::vector<SubMesh*> SubMeshList;
98
+ typedef std::vector<unsigned short> IndexMap;
99
+
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+ protected:
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+ /** A list of submeshes which make up this mesh.
102
+ Each mesh is made up of 1 or more submeshes, which
103
+ are each based on a single material and can have their
104
+ own vertex data (they may not - they can share vertex data
105
+ from the Mesh, depending on preference).
106
+ */
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+ SubMeshList mSubMeshList;
108
+
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+ /** Internal method for making the space for a vertex element to hold tangents. */
110
+ void organiseTangentsBuffer(VertexData *vertexData,
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+ VertexElementSemantic targetSemantic, unsigned short index,
112
+ unsigned short sourceTexCoordSet);
113
+
114
+ public:
115
+ /** A hashmap used to store optional SubMesh names.
116
+ Translates a name into SubMesh index
117
+ */
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+ typedef HashMap<String, ushort> SubMeshNameMap ;
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+
120
+
121
+ protected:
122
+ SubMeshNameMap mSubMeshNameMap ;
123
+
124
+ /// Local bounding box volume
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+ AxisAlignedBox mAABB;
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+ /// Local bounding sphere radius (centered on object)
127
+ Real mBoundRadius;
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+
129
+ /// Optional linked skeleton
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+ String mSkeletonName;
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+ SkeletonPtr mSkeleton;
132
+
133
+
134
+ VertexBoneAssignmentList mBoneAssignments;
135
+
136
+ /// Flag indicating that bone assignments need to be recompiled
137
+ bool mBoneAssignmentsOutOfDate;
138
+
139
+ /** Build the index map between bone index and blend index */
140
+ void buildIndexMap(const VertexBoneAssignmentList& boneAssignments,
141
+ IndexMap& boneIndexToBlendIndexMap, IndexMap& blendIndexToBoneIndexMap);
142
+ /** Compile bone assignments into blend index and weight buffers. */
143
+ void compileBoneAssignments(const VertexBoneAssignmentList& boneAssignments,
144
+ unsigned short numBlendWeightsPerVertex,
145
+ IndexMap& blendIndexToBoneIndexMap,
146
+ VertexData* targetVertexData);
147
+
148
+ bool mIsLodManual;
149
+ ushort mNumLods;
150
+ typedef std::vector<MeshLodUsage> MeshLodUsageList;
151
+ MeshLodUsageList mMeshLodUsageList;
152
+
153
+ HardwareBuffer::Usage mVertexBufferUsage;
154
+ HardwareBuffer::Usage mIndexBufferUsage;
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+ bool mVertexBufferShadowBuffer;
156
+ bool mIndexBufferShadowBuffer;
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+
158
+
159
+ bool mPreparedForShadowVolumes;
160
+ bool mEdgeListsBuilt;
161
+ bool mAutoBuildEdgeLists;
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+
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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;
166
+ /// The vertex animation type associated with the shared vertex data
167
+ 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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+
171
+ /// List of available poses for shared and dedicated geometryPoseList
172
+ PoseList mPoseList;
173
+
174
+
175
+ /// @copydoc Resource::loadImpl
176
+ void loadImpl(void);
177
+ /// @copydoc Resource::postLoadImpl
178
+ void postLoadImpl(void);
179
+ /// @copydoc Resource::unloadImpl
180
+ void unloadImpl(void);
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+ /// @copydoc Resource::calculateSize
182
+ size_t calculateSize(void) const;
183
+
184
+
185
+
186
+ public:
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+ /** Default constructor - used by MeshManager
188
+ @warning
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+ Do not call this method directly.
190
+ */
191
+ 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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+
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+ // NB All methods below are non-virtual since they will be
196
+ // called in the rendering loop - speed is of the essence.
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+
198
+ /** 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
202
+ you have set up the geometry properly.
203
+ */
204
+ SubMesh* createSubMesh(void);
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+
206
+ /** Creates a new SubMesh and gives it a name
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+ */
208
+ SubMesh* createSubMesh(const String& name);
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+
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+ /** Gives a name to a SubMesh
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+ */
212
+ void nameSubMesh(const String& name, ushort index);
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+
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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.
218
+ */
219
+ ushort _getSubMeshIndex(const String& name) const;
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+
221
+ /** Gets the number of sub meshes which comprise this mesh.
222
+ */
223
+ unsigned short getNumSubMeshes(void) const;
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+
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+ /** Gets a pointer to the submesh indicated by the index.
226
+ */
227
+ SubMesh* getSubMesh(unsigned short index) const;
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+
229
+ /** Gets a SubMesh by name
230
+ */
231
+ SubMesh* getSubMesh(const String& name) const ;
232
+
233
+ typedef VectorIterator<SubMeshList> SubMeshIterator;
234
+ /// Gets an iterator over the available submeshes
235
+ SubMeshIterator getSubMeshIterator(void)
236
+ { return SubMeshIterator(mSubMeshList.begin(), mSubMeshList.end()); }
237
+
238
+ /** Shared vertex data.
239
+ @remarks
240
+ This vertex data can be shared among multiple submeshes. SubMeshes may not have
241
+ their own VertexData, they may share this one.
242
+ @par
243
+ The use of shared or non-shared buffers is determined when
244
+ model data is converted to the OGRE .mesh format.
245
+ */
246
+ VertexData *sharedVertexData;
247
+
248
+ /** Shared index map for translating blend index to bone index.
249
+ @remarks
250
+ This index map can be shared among multiple submeshes. SubMeshes might not have
251
+ their own IndexMap, they might share this one.
252
+ @par
253
+ We collect actually used bones of all bone assignments, and build the
254
+ blend index in 'packed' form, then the range of the blend index in vertex
255
+ 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
257
+ 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
259
+ hardware skinning support limit is applied only to the actually used bones of each
260
+ SubMeshes, not all bones across the entire Mesh.
261
+ @par
262
+ Because the blend index is different to the bone index, therefore, we use
263
+ the index map to translate the blend index to bone index.
264
+ @par
265
+ The use of shared or non-shared index map is determined when
266
+ model data is converted to the OGRE .mesh format.
267
+ */
268
+ IndexMap sharedBlendIndexToBoneIndexMap;
269
+
270
+ /** Makes a copy of this mesh object and gives it a new name.
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+ @remarks
272
+ This is useful if you want to tweak an existing mesh without affecting the original one. The
273
+ newly cloned mesh is registered with the MeshManager under the new name.
274
+ @param newName The name to give the clone
275
+ @param newGroup Optional name of the new group to assign the clone to;
276
+ if you leave this blank, the clone will be assigned to the same
277
+ group as this Mesh.
278
+ */
279
+ MeshPtr clone(const String& newName, const String& newGroup = StringUtil::BLANK);
280
+
281
+ /** Get the axis-aligned bounding box for this mesh.
282
+ */
283
+ const AxisAlignedBox& getBounds(void) const;
284
+
285
+ /** Gets the radius of the bounding sphere surrounding this mesh. */
286
+ Real getBoundingSphereRadius(void) const;
287
+
288
+ /** Manually set the bounding box for this Mesh.
289
+ @remarks
290
+ Calling this method is required when building manual meshes now, because OGRE can no longer
291
+ update the bounds for you, because it cannot necessarily read vertex data back from
292
+ the vertex buffers which this mesh uses (they very well might be write-only, and even
293
+ if they are not, reading data from a hardware buffer is a bottleneck).
294
+ @param pad If true, a certain padding will be added to the bounding box to separate it from the mesh
295
+ */
296
+ void _setBounds(const AxisAlignedBox& bounds, bool pad = true);
297
+
298
+ /** Manually set the bounding radius.
299
+ @remarks
300
+ Calling this method is required when building manual meshes now, because OGRE can no longer
301
+ update the bounds for you, because it cannot necessarily read vertex data back from
302
+ the vertex buffers which this mesh uses (they very well might be write-only, and even
303
+ if they are not, reading data from a hardware buffer is a bottleneck).
304
+ */
305
+ void _setBoundingSphereRadius(Real radius);
306
+
307
+ /** Sets the name of the skeleton this Mesh uses for animation.
308
+ @remarks
309
+ Meshes can optionally be assigned a skeleton which can be used to animate
310
+ the mesh through bone assignments. The default is for the Mesh to use no
311
+ skeleton. Calling this method with a valid skeleton filename will cause the
312
+ skeleton to be loaded if it is not already (a single skeleton can be shared
313
+ by many Mesh objects).
314
+ @param skelName The name of the .skeleton file to use, or an empty string to use
315
+ no skeleton
316
+ */
317
+ void setSkeletonName(const String& skelName);
318
+
319
+ /** Returns true if this Mesh has a linked Skeleton. */
320
+ bool hasSkeleton(void) const;
321
+
322
+ /** Returns whether or not this mesh has some kind of vertex animation.
323
+ */
324
+ bool hasVertexAnimation(void) const;
325
+
326
+ /** Gets a pointer to any linked Skeleton.
327
+ @returns Weak reference to the skeleton - copy this if you want to hold a strong pointer.
328
+ */
329
+ const SkeletonPtr& getSkeleton(void) const;
330
+
331
+ /** Gets the name of any linked Skeleton */
332
+ const String& getSkeletonName(void) const;
333
+ /** Initialise an animation set suitable for use with this mesh.
334
+ @remarks
335
+ Only recommended for use inside the engine, not by applications.
336
+ */
337
+ void _initAnimationState(AnimationStateSet* animSet);
338
+
339
+ /** Refresh an animation set suitable for use with this mesh.
340
+ @remarks
341
+ Only recommended for use inside the engine, not by applications.
342
+ */
343
+ void _refreshAnimationState(AnimationStateSet* animSet);
344
+ /** Assigns a vertex to a bone with a given weight, for skeletal animation.
345
+ @remarks
346
+ This method is only valid after calling setSkeletonName.
347
+ Since this is a one-off process there exists only 'addBoneAssignment' and
348
+ 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need
349
+ to modify bone assignments during rendering (only the positions of bones) and OGRE
350
+ reserves the right to do some internal data reformatting of this information, depending
351
+ on render system requirements.
352
+ @par
353
+ This method is for assigning weights to the shared geometry of the Mesh. To assign
354
+ weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
355
+ */
356
+ void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign);
357
+
358
+ /** 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