OGRE  1.9
Object-Oriented Graphics Rendering Engine
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Ogre::Mesh Class Reference

Resource holding data about 3D mesh. More...

#include <OgreMesh.h>

+ Inheritance diagram for Ogre::Mesh:
+ Collaboration diagram for Ogre::Mesh:

Public Types

typedef MapIterator
< VertexBoneAssignmentList
BoneAssignmentIterator
 
typedef ConstVectorIterator
< PoseList
ConstPoseIterator
 
typedef vector< unsigned short >
::type 
IndexMap
 
enum  LoadingState {
  LOADSTATE_UNLOADED, LOADSTATE_LOADING, LOADSTATE_LOADED, LOADSTATE_UNLOADING,
  LOADSTATE_PREPARED, LOADSTATE_PREPARING
}
 Enum identifying the loading state of the resource. More...
 
typedef vector< Real >::type LodValueList
 
typedef vector< MeshLodUsage >
::type 
MeshLodUsageList
 
typedef VectorIterator< PoseListPoseIterator
 
typedef VectorIterator
< SubMeshList
SubMeshIterator
 
typedef vector< SubMesh * >::type SubMeshList
 
typedef HashMap< String, ushortSubMeshNameMap
 A hashmap used to store optional SubMesh names. More...
 
typedef multimap< size_t,
VertexBoneAssignment >::type 
VertexBoneAssignmentList
 Multimap of vertex bone assignments (orders by vertex index). More...
 

Public Member Functions

 Mesh (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0)
 Default constructor - used by MeshManager. More...
 
 ~Mesh ()
 
void _compileBoneAssignments (void)
 Internal method, be called once to compile bone assignments into geometry buffer. More...
 
void _configureMeshLodUsage (const LodConfig &lodConfig)
 
void _determineAnimationTypes (void) const
 Internal method which, if animation types have not been determined, scans any vertex animations and determines the type for each set of vertex data (cannot have 2 different types). More...
 
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed. More...
 
virtual void _fireLoadingComplete (bool wasBackgroundLoaded)
 Firing of loading complete event. More...
 
virtual void _firePreparingComplete (bool wasBackgroundLoaded)
 Firing of preparing complete event. More...
 
virtual void _fireUnloadingComplete (void)
 Firing of unloading complete event. More...
 
virtual Animation_getAnimationImpl (const String &name) const
 Internal access to the named vertex Animation object - returns null if it does not exist. More...
 
bool _getAnimationTypesDirty (void) const
 Are the derived animation types out of date? More...
 
ushort _getSubMeshIndex (const String &name) const
 Gets the index of a submesh with a given name. More...
 
void _initAnimationState (AnimationStateSet *animSet)
 Initialise an animation set suitable for use with this mesh. More...
 
virtual void _notifyOrigin (const String &origin)
 Notify this resource of it's origin. More...
 
void _notifySkeleton (SkeletonPtr &pSkel)
 Internal notification, used to tell the Mesh which Skeleton to use without loading it. More...
 
unsigned short _rationaliseBoneAssignments (size_t vertexCount, VertexBoneAssignmentList &assignments)
 Rationalises the passed in bone assignment list. More...
 
void _refreshAnimationState (AnimationStateSet *animSet)
 Refresh an animation set suitable for use with this mesh. More...
 
void _setBoundingSphereRadius (Real radius)
 Manually set the bounding radius. More...
 
void _setBounds (const AxisAlignedBox &bounds, bool pad=true)
 Manually set the bounding box for this Mesh. More...
 
void _setLodInfo (unsigned short numLevels, bool isManual)
 Internal methods for loading LOD, do not use. More...
 
void _setLodUsage (unsigned short level, MeshLodUsage &usage)
 Internal methods for loading LOD, do not use. More...
 
void _setSubMeshLodFaceList (unsigned short subIdx, unsigned short level, IndexData *facedata)
 Internal methods for loading LOD, do not use. More...
 
void _updateCompiledBoneAssignments (void)
 Internal method, be called once to update the compiled bone assignments. More...
 
void addBoneAssignment (const VertexBoneAssignment &vertBoneAssign)
 Assigns a vertex to a bone with a given weight, for skeletal animation. More...
 
virtual void addListener (Listener *lis)
 Register a listener on this resource. More...
 
void buildEdgeList (void)
 Builds an edge list for this mesh, which can be used for generating a shadow volume among other things. More...
 
void buildTangentVectors (VertexElementSemantic targetSemantic=VES_TANGENT, unsigned short sourceTexCoordSet=0, unsigned short index=0, bool splitMirrored=false, bool splitRotated=false, bool storeParityInW=false)
 This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer. More...
 
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource. More...
 
void clearBoneAssignments (void)
 Removes all bone assignments for this mesh. More...
 
MeshPtr clone (const String &newName, const String &newGroup=StringUtil::BLANK)
 Makes a copy of this mesh object and gives it a new name. More...
 
virtual void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
virtual AnimationcreateAnimation (const String &name, Real length)
 Creates a new Animation object for vertex animating this mesh. More...
 
void createManualLodLevel (Real value, const String &meshName, const String &groupName=Ogre::String())
 Adds a new manual level-of-detail entry to this Mesh. More...
 
PosecreatePose (ushort target, const String &name=StringUtil::BLANK)
 Create a new Pose for this mesh or one of its submeshes. More...
 
SubMeshcreateSubMesh (void)
 Creates a new SubMesh. More...
 
SubMeshcreateSubMesh (const String &name)
 Creates a new SubMesh and gives it a name. More...
 
void destroySubMesh (unsigned short index)
 Destroy a SubMesh with the given index. More...
 
void destroySubMesh (const String &name)
 Destroy a SubMesh with the given name. More...
 
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource. More...
 
void freeEdgeList (void)
 Destroys and frees the edge lists this mesh has built. More...
 
virtual AnimationgetAnimation (const String &name) const
 Returns the named vertex Animation object. More...
 
virtual AnimationgetAnimation (unsigned short index) const
 Gets a single morph animation by index. More...
 
bool getAutoBuildEdgeLists (void) const
 Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided. More...
 
BoneAssignmentIterator getBoneAssignmentIterator (void)
 Gets an iterator for access all bone assignments. More...
 
const VertexBoneAssignmentListgetBoneAssignments () const
 Gets a const reference to the list of bone assignments. More...
 
Real getBoundingSphereRadius (void) const
 Gets the radius of the bounding sphere surrounding this mesh. More...
 
const AxisAlignedBoxgetBounds (void) const
 Get the axis-aligned bounding box for this mesh. More...
 
virtual ResourceManagergetCreator (void)
 Gets the manager which created this resource. More...
 
EdgeDatagetEdgeList (unsigned short lodIndex=0)
 Return the edge list for this mesh, building it if required. More...
 
const EdgeDatagetEdgeList (unsigned short lodIndex=0) const
 Return the edge list for this mesh, building it if required. More...
 
virtual const StringgetGroup (void) const
 Gets the group which this resource is a member of. More...
 
virtual ResourceHandle getHandle (void) const
 
HardwareBuffer::Usage getIndexBufferUsage (void) const
 Gets the usage setting for this meshes index buffers. More...
 
virtual LoadingState getLoadingState () const
 Returns the current loading state. More...
 
ushort getLodIndex (Real value) const
 Retrieves the level of detail index for the given LOD value. More...
 
const MeshLodUsagegetLodLevel (ushort index) const
 Gets details of the numbered level of detail entry. More...
 
const LodStrategygetLodStrategy () const
 Get LOD strategy used by this mesh. More...
 
virtual const StringgetName (void) const
 Gets resource name. More...
 
virtual unsigned short getNumAnimations (void) const
 Gets the number of morph animations in this mesh. More...
 
ushort getNumLodLevels (void) const
 Returns the number of levels of detail that this mesh supports. More...
 
unsigned short getNumSubMeshes (void) const
 Gets the number of sub meshes which comprise this mesh. More...
 
virtual const StringgetOrigin (void) const
 Get the origin of this resource, e.g. More...
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary (void) const
 
virtual String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object. More...
 
PosegetPose (ushort index)
 Retrieve an existing Pose by index. More...
 
PosegetPose (const String &name)
 Retrieve an existing Pose by name. More...
 
size_t getPoseCount (void) const
 Get the number of poses. More...
 
PoseIterator getPoseIterator (void)
 Get an iterator over all the poses defined. More...
 
ConstPoseIterator getPoseIterator (void) const
 Get an iterator over all the poses defined. More...
 
const PoseListgetPoseList (void) const
 Get pose list. More...
 
bool getSharedVertexDataAnimationIncludesNormals () const
 Returns whether animation on shared vertex data includes normals. More...
 
virtual VertexAnimationType getSharedVertexDataAnimationType (void) const
 Gets the type of vertex animation the shared vertex data of this mesh supports. More...
 
virtual size_t getSize (void) const
 Retrieves info about the size of the resource. More...
 
const SkeletonPtrgetSkeleton (void) const
 Gets a pointer to any linked Skeleton. More...
 
const StringgetSkeletonName (void) const
 Gets the name of any linked Skeleton. More...
 
virtual size_t getStateCount () const
 Returns the number of times this resource has changed state, which generally means the number of times it has been loaded. More...
 
SubMeshgetSubMesh (unsigned short index) const
 Gets a pointer to the submesh indicated by the index. More...
 
SubMeshgetSubMesh (const String &name) const
 Gets a SubMesh by name. More...
 
SubMeshIterator getSubMeshIterator (void)
 Gets an iterator over the available submeshes. More...
 
const SubMeshNameMapgetSubMeshNameMap (void) const
 Gets a reference to the optional name assignments of the SubMeshes. More...
 
HardwareBuffer::Usage getVertexBufferUsage (void) const
 Gets the usage setting for this meshes vertex buffers. More...
 
VertexDatagetVertexDataByTrackHandle (unsigned short handle)
 Gets a pointer to a vertex data element based on a morph animation track handle. More...
 
virtual bool hasAnimation (const String &name) const
 Returns whether this mesh contains the named vertex animation. More...
 
bool hasSkeleton (void) const
 Returns true if this Mesh has a linked Skeleton. More...
 
bool hasVertexAnimation (void) const
 Returns whether or not this mesh has some kind of vertex animation. More...
 
virtual bool isBackgroundLoaded (void) const
 Returns whether this Resource has been earmarked for background loading. More...
 
bool isEdgeListBuilt (void) const
 Returns whether this mesh has an attached edge list. More...
 
bool isIndexBufferShadowed (void) const
 Gets whether or not this meshes index buffers are shadowed. More...
 
virtual bool isLoaded (void) const
 Returns true if the Resource has been loaded, false otherwise. More...
 
virtual bool isLoading () const
 Returns whether the resource is currently in the process of background loading. More...
 
bool isLodManual (void) const
 Returns true if this mesh is using manual LOD. More...
 
virtual bool isManuallyLoaded (void) const
 Is this resource manually loaded? More...
 
virtual bool isPrepared (void) const
 Returns true if the Resource has been prepared, false otherwise. More...
 
bool isPreparedForShadowVolumes (void) const
 Returns whether this mesh has already had it's geometry prepared for use in rendering shadow volumes. More...
 
virtual bool isReloadable (void) const
 Returns true if the Resource is reloadable, false otherwise. More...
 
bool isVertexBufferShadowed (void) const
 Gets whether or not this meshes vertex buffers are shadowed. More...
 
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already. More...
 
void mergeAdjacentTexcoords (unsigned short finalTexCoordSet, unsigned short texCoordSetToDestroy)
 This method collapses two texcoords into one for all submeshes where this is possible. More...
 
void nameSubMesh (const String &name, ushort index)
 Gives a name to a SubMesh. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, void *)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void * operator new[] (size_t sz)
 
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already. More...
 
void prepareForShadowVolume (void)
 This method prepares the mesh for generating a renderable shadow volume. More...
 
virtual void reload (void)
 Reloads the resource, if it is already loaded. More...
 
virtual void removeAllAnimations (void)
 Removes all morph Animations from this mesh. More...
 
void removeAllPoses (void)
 Destroy all poses. More...
 
virtual void removeAnimation (const String &name)
 Removes vertex Animation from this mesh. More...
 
virtual void removeListener (Listener *lis)
 Remove a listener on this resource. More...
 
void removeLodLevels (void)
 Removes all LOD data from this Mesh. More...
 
void removePose (ushort index)
 Destroy a pose by index. More...
 
void removePose (const String &name)
 Destroy a pose by name. More...
 
void setAutoBuildEdgeLists (bool autobuild)
 Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided. More...
 
virtual void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not. More...
 
void setIndexBufferPolicy (HardwareBuffer::Usage usage, bool shadowBuffer=false)
 Sets the policy for the index buffers to be used when loading this Mesh. More...
 
void setLodStrategy (LodStrategy *lodStrategy)
 Set the LOD strategy used by this mesh. More...
 
virtual bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
virtual void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 
void setSkeletonName (const String &skelName)
 Sets the name of the skeleton this Mesh uses for animation. More...
 
void setVertexBufferPolicy (HardwareBuffer::Usage usage, bool shadowBuffer=false)
 Sets the policy for the vertex buffers to be used when loading this Mesh. More...
 
bool suggestTangentVectorBuildParams (VertexElementSemantic targetSemantic, unsigned short &outSourceCoordSet, unsigned short &outIndex)
 Ask the mesh to suggest parameters to a future buildTangentVectors call, should you wish to use texture coordinates to store the tangents. More...
 
virtual void touch (void)
 'Touches' the resource to indicate it has been used. More...
 
virtual void unload (void)
 Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
 
void unnameSubMesh (const String &name)
 Removes a name from a SubMesh. More...
 
void updateManualLodLevel (ushort index, const String &meshName)
 Changes the alternate mesh to use as a manual LOD at the given index. More...
 
void updateMaterialForAllSubMeshes (void)
 Iterates through all submeshes and requests them to apply their texture aliases to the material they use. More...
 

Static Public Member Functions

static void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...
 
static void prepareMatricesForVertexBlend (const Matrix4 **blendMatrices, const Matrix4 *boneMatrices, const IndexMap &indexMap)
 Prepare matrices for software indexed vertex blend. More...
 
static void softwareVertexBlend (const VertexData *sourceVertexData, const VertexData *targetVertexData, const Matrix4 *const *blendMatrices, size_t numMatrices, bool blendNormals)
 Performs a software indexed vertex blend, of the kind used for skeletal animation although it can be used for other purposes. More...
 
static void softwareVertexMorph (Real t, const HardwareVertexBufferSharedPtr &b1, const HardwareVertexBufferSharedPtr &b2, VertexData *targetVertexData)
 Performs a software vertex morph, of the kind used for morph animation although it can be used for other purposes. More...
 
static void softwareVertexPoseBlend (Real weight, const map< size_t, Vector3 >::type &vertexOffsetMap, const map< size_t, Vector3 >::type &normalsMap, VertexData *targetVertexData)
 Performs a software vertex pose blend, of the kind used for morph animation although it can be used for other purposes. More...
 

Public Attributes

 OGRE_AUTO_MUTEX
 
IndexMap sharedBlendIndexToBoneIndexMap
 Shared index map for translating blend index to bone index. More...
 
VertexDatasharedVertexData
 Shared vertex data. More...
 

Protected Types

typedef map< String, Animation * >
::type 
AnimationList
 Storage of morph animations, lookup by name. More...
 
typedef set< Listener * >::type ListenerList
 

Protected Member Functions

void buildIndexMap (const VertexBoneAssignmentList &boneAssignments, IndexMap &boneIndexToBlendIndexMap, IndexMap &blendIndexToBoneIndexMap)
 Build the index map between bone index and blend index. More...
 
size_t calculateSize (void) const
 Calculate the size of a resource; this will only be called after 'load'. More...
 
void compileBoneAssignments (const VertexBoneAssignmentList &boneAssignments, unsigned short numBlendWeightsPerVertex, IndexMap &blendIndexToBoneIndexMap, VertexData *targetVertexData)
 Compile bone assignments into blend index and weight buffers. More...
 
bool createParamDictionary (const String &className)
 Internal method for creating a parameter dictionary for the class, if it does not already exist. More...
 
void loadImpl (void)
 Internal implementation of the meat of the 'load' action, only called if this resource is not being loaded from a ManualResourceLoader. More...
 
void mergeAdjacentTexcoords (unsigned short finalTexCoordSet, unsigned short texCoordSetToDestroy, VertexData *vertexData)
 
 OGRE_MUTEX (mListenerListMutex)
 
void organiseTangentsBuffer (VertexData *vertexData, VertexElementSemantic targetSemantic, unsigned short index, unsigned short sourceTexCoordSet)
 Internal method for making the space for a vertex element to hold tangents. More...
 
void postLoadImpl (void)
 Internal hook to perform actions after the load process, but before the resource has been marked as fully loaded. More...
 
virtual void postUnloadImpl (void)
 Internal hook to perform actions after the unload process, but before the resource has been marked as fully unloaded. More...
 
virtual void preLoadImpl (void)
 Internal hook to perform actions before the load process, but after the resource has been marked as 'loading'. More...
 
void prepareImpl (void)
 Loads the mesh from disk. More...
 
virtual void preUnloadImpl (void)
 Internal hook to perform actions before the unload process. More...
 
void unloadImpl (void)
 Internal implementation of the 'unload' action; called regardless of whether this resource is being loaded from a ManualResourceLoader. More...
 
void unprepareImpl (void)
 Destroys data cached by prepareImpl. More...
 

Protected Attributes

AxisAlignedBox mAABB
 Local bounding box volume. More...
 
AnimationList mAnimationsList
 
bool mAnimationTypesDirty
 Do we need to scan animations for animation types? More...
 
bool mAutoBuildEdgeLists
 
VertexBoneAssignmentList mBoneAssignments
 
bool mBoneAssignmentsOutOfDate
 Flag indicating that bone assignments need to be recompiled. More...
 
Real mBoundRadius
 Local bounding sphere radius (centered on object). More...
 
ResourceManagermCreator
 Creator. More...
 
bool mEdgeListsBuilt
 
DataStreamPtr mFreshFromDisk
 
String mGroup
 The name of the resource group. More...
 
ResourceHandle mHandle
 Numeric handle for more efficient look up than name. More...
 
bool mIndexBufferShadowBuffer
 
HardwareBuffer::Usage mIndexBufferUsage
 
volatile bool mIsBackgroundLoaded
 Is this resource going to be background loaded? Only applicable for multithreaded. More...
 
bool mIsLodManual
 
bool mIsManual
 Is this file manually loaded? More...
 
ListenerList mListenerList
 
ManualResourceLoadermLoader
 Optional manual loader; if provided, data is loaded from here instead of a file. More...
 
AtomicScalar< LoadingStatemLoadingState
 Is the resource currently loaded? More...
 
const LodStrategymLodStrategy
 
MeshLodUsageList mMeshLodUsageList
 
String mName
 Unique name of the resource. More...
 
ushort mNumLods
 
String mOrigin
 Origin of this resource (e.g. script name) - optional. More...
 
PoseList mPoseList
 List of available poses for shared and dedicated geometryPoseList. More...
 
bool mPosesIncludeNormals
 
bool mPreparedForShadowVolumes
 
bool mSharedVertexDataAnimationIncludesNormals
 Whether vertex animation includes normals. More...
 
VertexAnimationType mSharedVertexDataAnimationType
 The vertex animation type associated with the shared vertex data. More...
 
size_t mSize
 The size of the resource in bytes. More...
 
SkeletonPtr mSkeleton
 
String mSkeletonName
 Optional linked skeleton. More...
 
size_t mStateCount
 State count, the number of times this resource has changed state. More...
 
SubMeshList mSubMeshList
 A list of submeshes which make up this mesh. More...
 
SubMeshNameMap mSubMeshNameMap
 
bool mVertexBufferShadowBuffer
 
HardwareBuffer::Usage mVertexBufferUsage
 

Friends

class MeshSerializerImpl
 
class MeshSerializerImpl_v1_1
 
class MeshSerializerImpl_v1_2
 
class MeshSerializerImpl_v1_4
 
class SubMesh
 

Detailed Description

Resource holding data about 3D mesh.

Remarks
This class holds the data used to represent a discrete 3-dimensional object. Mesh data usually contains more than just vertices and triangle information; it also includes references to materials (and the faces which use them), level-of-detail reduction information, convex hull definition, skeleton/bones information, keyframe animation etc. However, it is important to note the emphasis on the word 'discrete' here. This class does not cover the large-scale sprawling geometry found in level / landscape data.
Multiple world objects can (indeed should) be created from a single mesh object - see the Entity class for more info. The mesh object will have it's own default material properties, but potentially each world instance may wish to customise the materials from the original. When the object is instantiated into a scene node, the mesh material properties will be taken by default but may be changed. These properties are actually held at the SubMesh level since a single mesh may have parts with different materials.
As described above, because the mesh may have sections of differing material properties, a mesh is inherently a compound construct, consisting of one or more SubMesh objects. However, it strongly 'owns' it's SubMeshes such that they are loaded / unloaded at the same time. This is contrary to the approach taken to hierarchically related (but loosely owned) scene nodes, where data is loaded / unloaded separately. Note also that mesh sub-sections (when used in an instantiated object) share the same scene node as the parent.

Definition at line 93 of file OgreMesh.h.

Member Typedef Documentation

typedef map<String, Animation*>::type Ogre::Mesh::AnimationList
protected

Storage of morph animations, lookup by name.

Definition at line 177 of file OgreMesh.h.

typedef vector<unsigned short>::type Ogre::Mesh::IndexMap

Definition at line 108 of file OgreMesh.h.

typedef set<Listener*>::type Ogre::Resource::ListenerList
protectedinherited

Definition at line 166 of file OgreResource.h.

Definition at line 102 of file OgreMesh.h.

Definition at line 103 of file OgreMesh.h.

Definition at line 928 of file OgreMesh.h.

Definition at line 107 of file OgreMesh.h.

A hashmap used to store optional SubMesh names.

Translates a name into SubMesh index.

Definition at line 128 of file OgreMesh.h.

Multimap of vertex bone assignments (orders by vertex index).

Definition at line 105 of file OgreMesh.h.

Member Enumeration Documentation

Enum identifying the loading state of the resource.

Enumerator
LOADSTATE_UNLOADED 

Not loaded.

LOADSTATE_LOADING 

Loading is in progress.

LOADSTATE_LOADED 

Fully loaded.

LOADSTATE_UNLOADING 

Currently unloading.

LOADSTATE_PREPARED 

Fully prepared.

LOADSTATE_PREPARING 

Preparing is in progress.

Definition at line 127 of file OgreResource.h.

Constructor & Destructor Documentation

Ogre::Mesh::Mesh ( ResourceManager creator,
const String name,
ResourceHandle  handle,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0 
)

Default constructor - used by MeshManager.

Warning
Do not call this method directly.
Ogre::Mesh::~Mesh ( )

Member Function Documentation

void Ogre::Mesh::_compileBoneAssignments ( void  )

Internal method, be called once to compile bone assignments into geometry buffer.

Remarks
The OGRE engine calls this method automatically. It compiles the information submitted as bone assignments into a format usable in realtime. It also eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS) and re-normalises the remaining assignments.
void Ogre::Mesh::_configureMeshLodUsage ( const LodConfig lodConfig)
void Ogre::Mesh::_determineAnimationTypes ( void  ) const

Internal method which, if animation types have not been determined, scans any vertex animations and determines the type for each set of vertex data (cannot have 2 different types).

virtual void Ogre::Resource::_dirtyState ( )
virtualinherited

Manually mark the state of this resource as having been changed.

Remarks
You only need to call this from outside if you explicitly want derived objects to think this object has changed.
See also
getStateCount.
virtual void Ogre::Resource::_fireLoadingComplete ( bool  wasBackgroundLoaded)
virtualinherited

Firing of loading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event
virtual void Ogre::Resource::_firePreparingComplete ( bool  wasBackgroundLoaded)
virtualinherited

Firing of preparing complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event
virtual void Ogre::Resource::_fireUnloadingComplete ( void  )
virtualinherited

Firing of unloading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
virtual Animation* Ogre::Mesh::_getAnimationImpl ( const String name) const
virtual

Internal access to the named vertex Animation object - returns null if it does not exist.

Parameters
nameThe name of the animation.
bool Ogre::Mesh::_getAnimationTypesDirty ( void  ) const
inline

Are the derived animation types out of date?

Definition at line 897 of file OgreMesh.h.

ushort Ogre::Mesh::_getSubMeshIndex ( const String name) const

Gets the index of a submesh with a given name.

Remarks
Useful if you identify the SubMeshes by name (using nameSubMesh) but wish to have faster repeat access.
void Ogre::Mesh::_initAnimationState ( AnimationStateSet animSet)

Initialise an animation set suitable for use with this mesh.

Remarks
Only recommended for use inside the engine, not by applications.
virtual void Ogre::Resource::_notifyOrigin ( const String origin)
inlinevirtualinherited

Notify this resource of it's origin.

Definition at line 420 of file OgreResource.h.

void Ogre::Mesh::_notifySkeleton ( SkeletonPtr pSkel)

Internal notification, used to tell the Mesh which Skeleton to use without loading it.

Remarks
This is only here for unusual situation where you want to manually set up a Skeleton. Best to let OGRE deal with this, don't call it yourself unless you really know what you're doing.
unsigned short Ogre::Mesh::_rationaliseBoneAssignments ( size_t  vertexCount,
VertexBoneAssignmentList assignments 
)

Rationalises the passed in bone assignment list.

Remarks
OGRE supports up to 4 bone assignments per vertex. The reason for this limit is that this is the maximum number of assignments that can be passed into a hardware-assisted blending algorithm. This method identifies where there are more than 4 bone assignments for a given vertex, and eliminates the bone assignments with the lowest weights to reduce to this limit. The remaining weights are then re-balanced to ensure that they sum to 1.0.
Parameters
vertexCountThe number of vertices.
assignmentsThe bone assignment list to rationalise. This list will be modified and entries will be removed where the limits are exceeded.
Returns
The maximum number of bone assignments per vertex found, clamped to [1-4]
void Ogre::Mesh::_refreshAnimationState ( AnimationStateSet animSet)

Refresh an animation set suitable for use with this mesh.

Remarks
Only recommended for use inside the engine, not by applications.
void Ogre::Mesh::_setBoundingSphereRadius ( Real  radius)

Manually set the bounding radius.

Remarks
Calling this method is required when building manual meshes now, because OGRE can no longer update the bounds for you, because it cannot necessarily read vertex data back from the vertex buffers which this mesh uses (they very well might be write-only, and even if they are not, reading data from a hardware buffer is a bottleneck).
void Ogre::Mesh::_setBounds ( const AxisAlignedBox bounds,
bool  pad = true 
)

Manually set the bounding box for this Mesh.

Remarks
Calling this method is required when building manual meshes now, because OGRE can no longer update the bounds for you, because it cannot necessarily read vertex data back from the vertex buffers which this mesh uses (they very well might be write-only, and even if they are not, reading data from a hardware buffer is a bottleneck).
Parameters
padIf true, a certain padding will be added to the bounding box to separate it from the mesh
void Ogre::Mesh::_setLodInfo ( unsigned short  numLevels,
bool  isManual 
)

Internal methods for loading LOD, do not use.

void Ogre::Mesh::_setLodUsage ( unsigned short  level,
MeshLodUsage usage 
)

Internal methods for loading LOD, do not use.

void Ogre::Mesh::_setSubMeshLodFaceList ( unsigned short  subIdx,
unsigned short  level,
IndexData facedata 
)

Internal methods for loading LOD, do not use.

void Ogre::Mesh::_updateCompiledBoneAssignments ( void  )

Internal method, be called once to update the compiled bone assignments.

Remarks
The OGRE engine calls this method automatically. It updates the compiled bone assignments if requested.
void Ogre::Mesh::addBoneAssignment ( const VertexBoneAssignment vertBoneAssign)

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

Remarks
This method is only valid after calling setSkeletonName. Since this is a one-off process there exists only 'addBoneAssignment' and 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need to modify bone assignments during rendering (only the positions of bones) and OGRE reserves the right to do some internal data reformatting of this information, depending on render system requirements.
This method is for assigning weights to the shared geometry of the Mesh. To assign weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
virtual void Ogre::Resource::addListener ( Listener lis)
virtualinherited

Register a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::buildEdgeList ( void  )

Builds an edge list for this mesh, which can be used for generating a shadow volume among other things.

void Ogre::Mesh::buildIndexMap ( const VertexBoneAssignmentList boneAssignments,
IndexMap boneIndexToBlendIndexMap,
IndexMap blendIndexToBoneIndexMap 
)
protected

Build the index map between bone index and blend index.

void Ogre::Mesh::buildTangentVectors ( VertexElementSemantic  targetSemantic = VES_TANGENT,
unsigned short  sourceTexCoordSet = 0,
unsigned short  index = 0,
bool  splitMirrored = false,
bool  splitRotated = false,
bool  storeParityInW = false 
)

This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.

Remarks
Tangent vectors are vectors representing the local 'X' axis for a given vertex based on the orientation of the 2D texture on the geometry. They are built from a combination of existing normals, and from the 2D texture coordinates already baked into the model. They can be used for a number of things, but most of all they are useful for vertex and fragment programs, when you wish to arrive at a common space for doing per-pixel calculations.
The prerequisites for calling this method include that the vertex data used by every SubMesh has both vertex normals and 2D texture coordinates.
Parameters
targetSemanticThe semantic to store the tangents in. Defaults to the explicit tangent binding, but note that this is only usable on more modern hardware (Shader Model 2), so if you need portability with older cards you should change this to a texture coordinate binding instead.
sourceTexCoordSetThe texture coordinate index which should be used as the source of 2D texture coordinates, with which to calculate the tangents.
indexThe element index, ie the texture coordinate set which should be used to store the 3D coordinates representing a tangent vector per vertex, if targetSemantic is VES_TEXTURE_COORDINATES. If this already exists, it will be overwritten.
splitMirroredSets whether or not to split vertices when a mirrored tangent space transition is detected (matrix parity differs).
See also
TangentSpaceCalc::setSplitMirrored
Parameters
splitRotatedSets whether or not to split vertices when a rotated tangent space is detected.
See also
TangentSpaceCalc::setSplitRotated
Parameters
storeParityInWIf true, store tangents as a 4-vector and include parity in w.
size_t Ogre::Mesh::calculateSize ( void  ) const
protectedvirtual

Calculate the size of a resource; this will only be called after 'load'.

Reimplemented from Ogre::Resource.

virtual void Ogre::Resource::changeGroupOwnership ( const String newGroup)
virtualinherited

Change the resource group ownership of a Resource.

Remarks
This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.
Parameters
newGroupName of the new group
static void Ogre::StringInterface::cleanupDictionary ( )
staticinherited

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

void Ogre::Mesh::clearBoneAssignments ( void  )

Removes all bone assignments for this mesh.

Remarks
This method is for modifying weights to the shared geometry of the Mesh. To assign weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
MeshPtr Ogre::Mesh::clone ( const String newName,
const String newGroup = StringUtil::BLANK 
)

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

Remarks
This is useful if you want to tweak an existing mesh without affecting the original one. The newly cloned mesh is registered with the MeshManager under the new name.
Parameters
newNameThe name to give the clone.
newGroupOptional name of the new group to assign the clone to; if you leave this blank, the clone will be assigned to the same group as this Mesh.
void Ogre::Mesh::compileBoneAssignments ( const VertexBoneAssignmentList boneAssignments,
unsigned short  numBlendWeightsPerVertex,
IndexMap blendIndexToBoneIndexMap,
VertexData targetVertexData 
)
protected

Compile bone assignments into blend index and weight buffers.

virtual void Ogre::StringInterface::copyParametersTo ( StringInterface dest) const
inlinevirtualinherited

Method for copying this object's parameters to another object.

Remarks
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters
destPointer to object to have it's parameters set the same as this object.

Definition at line 303 of file OgreStringInterface.h.

References Ogre::ParamDictionary::mParamDefs, and Ogre::StringInterface::setParameter().

virtual Animation* Ogre::Mesh::createAnimation ( const String name,
Real  length 
)
virtual

Creates a new Animation object for vertex animating this mesh.

Parameters
nameThe name of this animation.
lengthThe length of the animation in seconds.

Implements Ogre::AnimationContainer.

void Ogre::Mesh::createManualLodLevel ( Real  value,
const String meshName,
const String groupName = Ogre::String() 
)

Adds a new manual level-of-detail entry to this Mesh.

Remarks
As an alternative to generating lower level of detail versions of a mesh, you can use your own manually modelled meshes as lower level versions. This lets you have complete control over the LOD, and in addition lets you scale down other aspects of the model which cannot be done using the generated method; for example, you could use less detailed materials and / or use less bones in the skeleton if this is an animated mesh. Therefore for complex models you are likely to be better off modelling your LODs yourself and using this method, whilst for models with fairly simple materials and no animation you can just use the generateLodLevels method.
Parameters
valueThe value from which this LOD will apply.
meshNameThe name of the mesh which will be the lower level detail version.
bool Ogre::StringInterface::createParamDictionary ( const String className)
inlineprotectedinherited

Internal method for creating a parameter dictionary for the class, if it does not already exist.

Remarks
This method will check to see if a parameter dictionary exist for this class yet, and if not will create one. NB you must supply the name of the class (RTTI is not used or performance).
Parameters
classNamethe name of the class using the dictionary
Returns
true if a new dictionary was created, false if it was already there

Definition at line 186 of file OgreStringInterface.h.

References OGRE_LOCK_MUTEX.

Pose* Ogre::Mesh::createPose ( ushort  target,
const String name = StringUtil::BLANK 
)

Create a new Pose for this mesh or one of its submeshes.

Parameters
targetThe target geometry index; 0 is the shared Mesh geometry, 1+ is the dedicated SubMesh geometry belonging to submesh index + 1.
nameName to give the pose, which is optional.
Returns
A new Pose ready for population.
SubMesh* Ogre::Mesh::createSubMesh ( void  )

Creates a new SubMesh.

Remarks
Method for manually creating geometry for the mesh. Note - use with extreme caution - you must be sure that you have set up the geometry properly.
SubMesh* Ogre::Mesh::createSubMesh ( const String name)

Creates a new SubMesh and gives it a name.

void Ogre::Mesh::destroySubMesh ( unsigned short  index)

Destroy a SubMesh with the given index.

Note
This will invalidate the contents of any existing Entity, or any other object that is referring to the SubMesh list. Entity will detect this and reinitialise, but it is still a disruptive action.
void Ogre::Mesh::destroySubMesh ( const String name)

Destroy a SubMesh with the given name.

Note
This will invalidate the contents of any existing Entity, or any other object that is referring to the SubMesh list. Entity will detect this and reinitialise, but it is still a disruptive action.
virtual void Ogre::Resource::escalateLoading ( )
virtualinherited

Escalates the loading of a background loaded resource.

Remarks
If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::freeEdgeList ( void  )

Destroys and frees the edge lists this mesh has built.

virtual Animation* Ogre::Mesh::getAnimation ( const String name) const
virtual

Returns the named vertex Animation object.

Parameters
nameThe name of the animation.

Implements Ogre::AnimationContainer.

virtual Animation* Ogre::Mesh::getAnimation ( unsigned short  index) const
virtual

Gets a single morph animation by index.

Implements Ogre::AnimationContainer.

bool Ogre::Mesh::getAutoBuildEdgeLists ( void  ) const
inline

Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.

Definition at line 827 of file OgreMesh.h.

BoneAssignmentIterator Ogre::Mesh::getBoneAssignmentIterator ( void  )

Gets an iterator for access all bone assignments.

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

Gets a const reference to the list of bone assignments.

Definition at line 431 of file OgreMesh.h.

Real Ogre::Mesh::getBoundingSphereRadius ( void  ) const

Gets the radius of the bounding sphere surrounding this mesh.

const AxisAlignedBox& Ogre::Mesh::getBounds ( void  ) const

Get the axis-aligned bounding box for this mesh.

virtual ResourceManager* Ogre::Resource::getCreator ( void  )
inlinevirtualinherited

Gets the manager which created this resource.

Definition at line 411 of file OgreResource.h.

EdgeData* Ogre::Mesh::getEdgeList ( unsigned short  lodIndex = 0)

Return the edge list for this mesh, building it if required.

Remarks
You must ensure that the Mesh as been prepared for shadow volume rendering if you intend to use this information for that purpose.
Parameters
lodIndexThe LOD at which to get the edge list, 0 being the highest.
const EdgeData* Ogre::Mesh::getEdgeList ( unsigned short  lodIndex = 0) const

Return the edge list for this mesh, building it if required.

Remarks
You must ensure that the Mesh as been prepared for shadow volume rendering if you intend to use this information for that purpose.
Parameters
lodIndexThe LOD at which to get the edge list, 0 being the highest.
virtual const String& Ogre::Resource::getGroup ( void  ) const
inlinevirtualinherited

Gets the group which this resource is a member of.

Definition at line 399 of file OgreResource.h.

virtual ResourceHandle Ogre::Resource::getHandle ( void  ) const
inlinevirtualinherited

Reimplemented in Ogre::SkeletonInstance.

Definition at line 317 of file OgreResource.h.

HardwareBuffer::Usage Ogre::Mesh::getIndexBufferUsage ( void  ) const
inline

Gets the usage setting for this meshes index buffers.

Definition at line 548 of file OgreMesh.h.

virtual LoadingState Ogre::Resource::getLoadingState ( ) const
inlinevirtualinherited

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 348 of file OgreResource.h.

ushort Ogre::Mesh::getLodIndex ( Real  value) const

Retrieves the level of detail index for the given LOD value.

Note
The value passed in is the 'transformed' value. If you are dealing with an original source value (e.g. distance), use LodStrategy::transformUserValue to turn this into a lookup value.
const MeshLodUsage& Ogre::Mesh::getLodLevel ( ushort  index) const

Gets details of the numbered level of detail entry.

const LodStrategy* Ogre::Mesh::getLodStrategy ( ) const

Get LOD strategy used by this mesh.

virtual const String& Ogre::Resource::getName ( void  ) const
inlinevirtualinherited

Gets resource name.

Reimplemented in Ogre::SkeletonInstance.

Definition at line 312 of file OgreResource.h.

virtual unsigned short Ogre::Mesh::getNumAnimations ( void  ) const
virtual

Gets the number of morph animations in this mesh.

Implements Ogre::AnimationContainer.

ushort Ogre::Mesh::getNumLodLevels ( void  ) const

Returns the number of levels of detail that this mesh supports.

Remarks
This number includes the original model.
unsigned short Ogre::Mesh::getNumSubMeshes ( void  ) const

Gets the number of sub meshes which comprise this mesh.

virtual const String& Ogre::Resource::getOrigin ( void  ) const
inlinevirtualinherited

Get the origin of this resource, e.g.

a script file name.

Remarks
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

Definition at line 418 of file OgreResource.h.

ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  )
inlineinherited

Retrieves the parameter dictionary for this class.

Remarks
Only valid to call this after createParamDictionary.
Returns
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

Definition at line 219 of file OgreStringInterface.h.

const ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  ) const
inlineinherited

Definition at line 224 of file OgreStringInterface.h.

virtual String Ogre::StringInterface::getParameter ( const String name) const
inlinevirtualinherited

Generic parameter retrieval method.

Remarks
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters
nameThe name of the parameter to get
Returns
String value of parameter, blank if not found

Definition at line 272 of file OgreStringInterface.h.

References Ogre::ParamCommand::doGet(), and Ogre::ParamDictionary::getParamCommand().

const ParameterList& Ogre::StringInterface::getParameters ( void  ) const
inherited

Retrieves a list of parameters valid for this object.

Returns
A reference to a static list of ParameterDef objects.
Pose* Ogre::Mesh::getPose ( ushort  index)

Retrieve an existing Pose by index.

Pose* Ogre::Mesh::getPose ( const String name)

Retrieve an existing Pose by name.

size_t Ogre::Mesh::getPoseCount ( void  ) const
inline

Get the number of poses.

Definition at line 910 of file OgreMesh.h.

PoseIterator Ogre::Mesh::getPoseIterator ( void  )

Get an iterator over all the poses defined.

ConstPoseIterator Ogre::Mesh::getPoseIterator ( void  ) const

Get an iterator over all the poses defined.

const PoseList& Ogre::Mesh::getPoseList ( void  ) const

Get pose list.

bool Ogre::Mesh::getSharedVertexDataAnimationIncludesNormals ( ) const
inline

Returns whether animation on shared vertex data includes normals.

Definition at line 834 of file OgreMesh.h.

virtual VertexAnimationType Ogre::Mesh::getSharedVertexDataAnimationType ( void  ) const
virtual

Gets the type of vertex animation the shared vertex data of this mesh supports.

virtual size_t Ogre::Resource::getSize ( void  ) const
inlinevirtualinherited

Retrieves info about the size of the resource.

Reimplemented in Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

Definition at line 301 of file OgreResource.h.

const SkeletonPtr& Ogre::Mesh::getSkeleton ( void  ) const

Gets a pointer to any linked Skeleton.

Returns
Weak reference to the skeleton - copy this if you want to hold a strong pointer.
const String& Ogre::Mesh::getSkeletonName ( void  ) const

Gets the name of any linked Skeleton.

virtual size_t Ogre::Resource::getStateCount ( ) const
inlinevirtualinherited

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

Definition at line 429 of file OgreResource.h.

SubMesh* Ogre::Mesh::getSubMesh ( unsigned short  index) const

Gets a pointer to the submesh indicated by the index.

SubMesh* Ogre::Mesh::getSubMesh ( const String name) const

Gets a SubMesh by name.

SubMeshIterator Ogre::Mesh::getSubMeshIterator ( void  )
inline

Gets an iterator over the available submeshes.

Definition at line 282 of file OgreMesh.h.

const SubMeshNameMap& Ogre::Mesh::getSubMeshNameMap ( void  ) const
inline

Gets a reference to the optional name assignments of the SubMeshes.

Definition at line 810 of file OgreMesh.h.

HardwareBuffer::Usage Ogre::Mesh::getVertexBufferUsage ( void  ) const
inline

Gets the usage setting for this meshes vertex buffers.

Definition at line 546 of file OgreMesh.h.

VertexData* Ogre::Mesh::getVertexDataByTrackHandle ( unsigned short  handle)

Gets a pointer to a vertex data element based on a morph animation track handle.

Remarks
0 means the shared vertex data, 1+ means a submesh vertex data (index+1)
virtual bool Ogre::Mesh::hasAnimation ( const String name) const
virtual

Returns whether this mesh contains the named vertex animation.

Implements Ogre::AnimationContainer.

bool Ogre::Mesh::hasSkeleton ( void  ) const

Returns true if this Mesh has a linked Skeleton.

bool Ogre::Mesh::hasVertexAnimation ( void  ) const

Returns whether or not this mesh has some kind of vertex animation.

virtual bool Ogre::Resource::isBackgroundLoaded ( void  ) const
inlinevirtualinherited

Returns whether this Resource has been earmarked for background loading.

Remarks
This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 365 of file OgreResource.h.

bool Ogre::Mesh::isEdgeListBuilt ( void  ) const
inline

Returns whether this mesh has an attached edge list.

Definition at line 718 of file OgreMesh.h.

bool Ogre::Mesh::isIndexBufferShadowed ( void  ) const
inline

Gets whether or not this meshes index buffers are shadowed.

Definition at line 552 of file OgreMesh.h.

virtual bool Ogre::Resource::isLoaded ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 332 of file OgreResource.h.

virtual bool Ogre::Resource::isLoading ( ) const
inlinevirtualinherited

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 341 of file OgreResource.h.

bool Ogre::Mesh::isLodManual ( void  ) const
inline

Returns true if this mesh is using manual LOD.

Remarks
A mesh can either use automatically generated LOD, or it can use alternative meshes as provided by an artist. A mesh can only use either all manual LODs or all generated LODs, not a mixture of both.

Definition at line 483 of file OgreMesh.h.

virtual bool Ogre::Resource::isManuallyLoaded ( void  ) const
inlinevirtualinherited

Is this resource manually loaded?

Definition at line 289 of file OgreResource.h.

virtual bool Ogre::Resource::isPrepared ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been prepared, false otherwise.

Definition at line 324 of file OgreResource.h.

bool Ogre::Mesh::isPreparedForShadowVolumes ( void  ) const
inline

Returns whether this mesh has already had it's geometry prepared for use in rendering shadow volumes.

Definition at line 715 of file OgreMesh.h.

virtual bool Ogre::Resource::isReloadable ( void  ) const
inlinevirtualinherited

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 282 of file OgreResource.h.

bool Ogre::Mesh::isVertexBufferShadowed ( void  ) const
inline

Gets whether or not this meshes vertex buffers are shadowed.

Definition at line 550 of file OgreMesh.h.

virtual void Ogre::Resource::load ( bool  backgroundThread = false)
virtualinherited

Loads the resource, if it is not already.

Remarks
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.
Parameters
backgroundThreadIndicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::loadImpl ( void  )
protectedvirtual

Internal implementation of the meat of the 'load' action, only called if this resource is not being loaded from a ManualResourceLoader.

Implements Ogre::Resource.

Reimplemented in Ogre::PatchMesh.

void Ogre::Mesh::mergeAdjacentTexcoords ( unsigned short  finalTexCoordSet,
unsigned short  texCoordSetToDestroy,
VertexData vertexData 
)
protected
void Ogre::Mesh::mergeAdjacentTexcoords ( unsigned short  finalTexCoordSet,
unsigned short  texCoordSetToDestroy 
)

This method collapses two texcoords into one for all submeshes where this is possible.

Remarks
Often a submesh can have two tex. coords. (i.e. TEXCOORD0 & TEXCOORD1), being both composed of two floats. There are many practical reasons why it would be more convenient to merge both of them into one TEXCOORD0 of 4 floats. This function does exactly that The finalTexCoordSet must have enough space for the merge, or else the submesh will be skipped. (i.e. you can't merge a tex. coord with 3 floats with one having 2 floats)

finalTexCoordSet & texCoordSetToDestroy must be in the same buffer source, and must be adjacent.

Parameters
finalTexCoordSetThe tex. coord index to merge to. Should have enough space to actually work.
texCoordSetToDestroyThe texture coordinate index that will disappear on successful merges.
void Ogre::Mesh::nameSubMesh ( const String name,
ushort  index 
)

Gives a name to a SubMesh.

Ogre::Resource::OGRE_MUTEX ( mListenerListMutex  )
protectedinherited
template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

Definition at line 96 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

Definition at line 102 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 108 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

Definition at line 113 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 119 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

Definition at line 68 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

Definition at line 73 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

Definition at line 79 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

Definition at line 86 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

Definition at line 91 of file OgreMemoryAllocatedObject.h.

void Ogre::Mesh::organiseTangentsBuffer ( VertexData vertexData,
VertexElementSemantic  targetSemantic,
unsigned short  index,
unsigned short  sourceTexCoordSet 
)
protected

Internal method for making the space for a vertex element to hold tangents.

void Ogre::Mesh::postLoadImpl ( void  )
protectedvirtual

Internal hook to perform actions after the load process, but before the resource has been marked as fully loaded.

Note
Mutex will have already been acquired by the loading thread. Also, this call will occur even when using a ManualResourceLoader (when loadImpl is not actually called)

Reimplemented from Ogre::Resource.

virtual void Ogre::Resource::postUnloadImpl ( void  )
inlineprotectedvirtualinherited

Internal hook to perform actions after the unload process, but before the resource has been marked as fully unloaded.

Note
Mutex will have already been acquired by the unloading thread.

Definition at line 201 of file OgreResource.h.

virtual void Ogre::Resource::preLoadImpl ( void  )
inlineprotectedvirtualinherited

Internal hook to perform actions before the load process, but after the resource has been marked as 'loading'.

Note
Mutex will have already been acquired by the loading thread. Also, this call will occur even when using a ManualResourceLoader (when loadImpl is not actually called)

Definition at line 184 of file OgreResource.h.

virtual void Ogre::Resource::prepare ( bool  backgroundThread = false)
virtualinherited

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters
backgroundThreadWhether this is occurring in a background thread
void Ogre::Mesh::prepareForShadowVolume ( void  )

This method prepares the mesh for generating a renderable shadow volume.

Remarks
Preparing a mesh to generate a shadow volume involves firstly ensuring that the vertex buffer containing the positions for the mesh is a standalone vertex buffer, with no other components in it. This method will therefore break apart any existing vertex buffers this mesh holds if position is sharing a vertex buffer. Secondly, it will double the size of this vertex buffer so that there are 2 copies of the position data for the mesh. The first half is used for the original, and the second half is used for the 'extruded' version of the mesh. The vertex count of the main VertexData used to render the mesh will remain the same though, so as not to add any overhead to regular rendering of the object. Both copies of the position are required in one buffer because shadow volumes stretch from the original mesh to the extruded version.
Because shadow volumes are rendered in turn, no additional index buffer space is allocated by this method, a shared index buffer allocated by the shadow rendering algorithm is used for addressing this extended vertex buffer.
void Ogre::Mesh::prepareImpl ( void  )
protectedvirtual

Loads the mesh from disk.

This call only performs IO, it does not parse the bytestream or check for any errors therein. It also does not set up submeshes, etc. You have to call load() to do that.

Reimplemented from Ogre::Resource.

Reimplemented in Ogre::PatchMesh.

static void Ogre::Mesh::prepareMatricesForVertexBlend ( const Matrix4 **  blendMatrices,
const Matrix4 boneMatrices,
const IndexMap indexMap 
)
static

Prepare matrices for software indexed vertex blend.

Remarks
This function organise bone indexed matrices to blend indexed matrices, so software vertex blending can access to the matrix via blend index directly.
Parameters
blendMatricesPointer to an array of matrix pointers to store prepared results, which indexed by blend index.
boneMatricesPointer to an array of matrices to be used to blend, which indexed by bone index.
indexMapThe index map used to translate blend index to bone index.
virtual void Ogre::Resource::preUnloadImpl ( void  )
inlineprotectedvirtualinherited

Internal hook to perform actions before the unload process.

Note
Mutex will have already been acquired by the unloading thread.

Definition at line 196 of file OgreResource.h.

virtual void Ogre::Resource::reload ( void  )
virtualinherited

Reloads the resource, if it is already loaded.

Remarks
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

virtual void Ogre::Mesh::removeAllAnimations ( void  )
virtual

Removes all morph Animations from this mesh.

void Ogre::Mesh::removeAllPoses ( void  )

Destroy all poses.

virtual void Ogre::Mesh::removeAnimation ( const String name)
virtual

Removes vertex Animation from this mesh.

Implements Ogre::AnimationContainer.

virtual void Ogre::Resource::removeListener ( Listener lis)
virtualinherited

Remove a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::removeLodLevels ( void  )

Removes all LOD data from this Mesh.

void Ogre::Mesh::removePose ( ushort  index)

Destroy a pose by index.

Note
This will invalidate any animation tracks referring to this pose or those after it.
void Ogre::Mesh::removePose ( const String name)

Destroy a pose by name.

Note
This will invalidate any animation tracks referring to this pose or those after it.
void Ogre::Mesh::setAutoBuildEdgeLists ( bool  autobuild)
inline

Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.

Remarks
This allows you to create meshes which do not have edge lists calculated, because you never want to use them. This value defaults to 'true' for mesh formats which did not include edge data, and 'false' for newer formats, where edge lists are expected to have been generated in advance.

Definition at line 822 of file OgreMesh.h.

virtual void Ogre::Resource::setBackgroundLoaded ( bool  bl)
inlinevirtualinherited

Tells the resource whether it is background loaded or not.

See also
Resource::isBackgroundLoaded. Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 375 of file OgreResource.h.

void Ogre::Mesh::setIndexBufferPolicy ( HardwareBuffer::Usage  usage,
bool  shadowBuffer = false 
)

Sets the policy for the index buffers to be used when loading this Mesh.

Remarks
By default, when loading the Mesh, static, write-only vertex and index buffers will be used where possible in order to improve rendering performance. However, such buffers cannot be manipulated on the fly by CPU code (although shader code can). If you wish to use the CPU to modify these buffers, you should call this method. Note, however, that it only takes effect after the Mesh has been reloaded. Note that you still have the option of manually repacing the buffers in this mesh with your own if you see fit too, in which case you don't need to call this method since it only affects buffers created by the mesh itself.
You can define the approach to a Mesh by changing the default parameters to MeshManager::load if you wish; this means the Mesh is loaded with those options the first time instead of you having to reload the mesh after changing these options.
Parameters
usageThe usage flags, which by default are HardwareBuffer::HBU_STATIC_WRITE_ONLY
shadowBufferIf set to true, the index buffers will be created with a system memory shadow buffer. You should set this if you want to be able to read from the buffer, because reading from a hardware buffer is a no-no.
void Ogre::Mesh::setLodStrategy ( LodStrategy lodStrategy)

Set the LOD strategy used by this mesh.

virtual bool Ogre::StringInterface::setParameter ( const String name,
const String value 
)
virtualinherited

Generic parameter setting method.

Remarks
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
nameThe name of the parameter to set
valueString value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

virtual void Ogre::StringInterface::setParameterList ( const NameValuePairList paramList)
virtualinherited

Generic multiple parameter setting method.

Remarks
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
paramListName/value pair list
void Ogre::Mesh::setSkeletonName ( const String skelName)

Sets the name of the skeleton this Mesh uses for animation.

Remarks
Meshes can optionally be assigned a skeleton which can be used to animate the mesh through bone assignments. The default is for the Mesh to use no skeleton. Calling this method with a valid skeleton filename will cause the skeleton to be loaded if it is not already (a single skeleton can be shared by many Mesh objects).
Parameters
skelNameThe name of the .skeleton file to use, or an empty string to use no skeleton
void Ogre::Mesh::setVertexBufferPolicy ( HardwareBuffer::Usage  usage,
bool  shadowBuffer = false 
)

Sets the policy for the vertex buffers to be used when loading this Mesh.

Remarks
By default, when loading the Mesh, static, write-only vertex and index buffers will be used where possible in order to improve rendering performance. However, such buffers cannot be manipulated on the fly by CPU code (although shader code can). If you wish to use the CPU to modify these buffers, you should call this method. Note, however, that it only takes effect after the Mesh has been reloaded. Note that you still have the option of manually repacing the buffers in this mesh with your own if you see fit too, in which case you don't need to call this method since it only affects buffers created by the mesh itself.
You can define the approach to a Mesh by changing the default parameters to MeshManager::load if you wish; this means the Mesh is loaded with those options the first time instead of you having to reload the mesh after changing these options.
Parameters
usageThe usage flags, which by default are HardwareBuffer::HBU_STATIC_WRITE_ONLY
shadowBufferIf set to true, the vertex buffers will be created with a system memory shadow buffer. You should set this if you want to be able to read from the buffer, because reading from a hardware buffer is a no-no.
static void Ogre::Mesh::softwareVertexBlend ( const VertexData sourceVertexData,
const VertexData targetVertexData,
const Matrix4 *const *  blendMatrices,
size_t  numMatrices,
bool  blendNormals 
)
static

Performs a software indexed vertex blend, of the kind used for skeletal animation although it can be used for other purposes.

Remarks
This function is supplied to update vertex data with blends done in software, either because no hardware support is available, or that you need the results of the blend for some other CPU operations.
Parameters
sourceVertexDataVertexData class containing positions, normals, blend indices and blend weights.
targetVertexDataVertexData class containing target position and normal buffers which will be updated with the blended versions. Note that the layout of the source and target position / normal buffers must be identical, ie they must use the same buffer indexes
blendMatricesPointer to an array of matrix pointers to be used to blend, indexed by blend indices in the sourceVertexData
numMatricesNumber of matrices in the blendMatrices, it might be used as a hint for optimisation.
blendNormalsIf true, normals are blended as well as positions.
static void Ogre::Mesh::softwareVertexMorph ( Real  t,
const HardwareVertexBufferSharedPtr b1,
const HardwareVertexBufferSharedPtr b2,
VertexData targetVertexData 
)
static

Performs a software vertex morph, of the kind used for morph animation although it can be used for other purposes.

Remarks
This function will linearly interpolate positions between two source buffers, into a third buffer.
Parameters
tParametric distance between the start and end buffer positions.
b1Vertex buffer containing VET_FLOAT3 entries for the start positions.
b2Vertex buffer containing VET_FLOAT3 entries for the end positions.
targetVertexDataVertexData destination; assumed to have a separate position buffer already bound, and the number of vertices must agree with the number in start and end
static void Ogre::Mesh::softwareVertexPoseBlend ( Real  weight,
const map< size_t, Vector3 >::type &  vertexOffsetMap,
const map< size_t, Vector3 >::type &  normalsMap,
VertexData targetVertexData 
)
static

Performs a software vertex pose blend, of the kind used for morph animation although it can be used for other purposes.

Remarks
This function will apply a weighted offset to the positions in the incoming vertex data (therefore this is a read/write operation, and if you expect to call it more than once with the same data, then you would be best to suppress hardware uploads of the position buffer for the duration).
Parameters
weightParametric weight to scale the offsets by.
vertexOffsetMapPotentially sparse map of vertex index -> offset.
normalsMapPotentially sparse map of vertex index -> normal.
targetVertexDataVertexData destination; assumed to have a separate position buffer already bound, and the number of vertices must agree with the number in start and end.
bool Ogre::Mesh::suggestTangentVectorBuildParams ( VertexElementSemantic  targetSemantic,
unsigned short &  outSourceCoordSet,
unsigned short &  outIndex 
)

Ask the mesh to suggest parameters to a future buildTangentVectors call, should you wish to use texture coordinates to store the tangents.

Remarks
This helper method will suggest source and destination texture coordinate sets for a call to buildTangentVectors. It will detect when there are inappropriate conditions (such as multiple geometry sets which don't agree). Moreover, it will return 'true' if it detects that there are aleady 3D coordinates in the mesh, and therefore tangents may have been prepared already.
Parameters
targetSemanticThe semantic you intend to use to store the tangents if they are not already present; most likely options are VES_TEXTURE_COORDINATES or VES_TANGENT; you should use texture coordinates if you want compatibility with older, pre-SM2 graphics cards, and the tangent binding otherwise.
outSourceCoordSetReference to a source texture coordinate set which will be populated.
outIndexReference to a destination element index (e.g. texture coord set) which will be populated
virtual void Ogre::Resource::touch ( void  )
virtualinherited

'Touches' the resource to indicate it has been used.

Reimplemented in Ogre::Material, Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

Referenced by Ogre::Material::touch().

virtual void Ogre::Resource::unload ( void  )
virtualinherited

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::unloadImpl ( void  )
protectedvirtual

Internal implementation of the 'unload' action; called regardless of whether this resource is being loaded from a ManualResourceLoader.

Implements Ogre::Resource.

void Ogre::Mesh::unnameSubMesh ( const String name)

Removes a name from a SubMesh.

void Ogre::Mesh::unprepareImpl ( void  )
protectedvirtual

Destroys data cached by prepareImpl.

Reimplemented from Ogre::Resource.

void Ogre::Mesh::updateManualLodLevel ( ushort  index,
const String meshName 
)

Changes the alternate mesh to use as a manual LOD at the given index.

Remarks
Note that the index of a LOD may change if you insert other LODs. If in doubt, use getLodIndex().
Parameters
indexThe index of the level to be changed.
meshNameThe name of the mesh which will be the lower level detail version.
void Ogre::Mesh::updateMaterialForAllSubMeshes ( void  )

Iterates through all submeshes and requests them to apply their texture aliases to the material they use.

Remarks
The submesh will only apply texture aliases to the material if matching texture alias names are found in the material. If a match is found, the submesh will automatically clone the original material and then apply its texture to the new material.
This method is normally called by the protected method loadImpl when a mesh if first loaded.

Friends And Related Function Documentation

friend class MeshSerializerImpl
friend

Definition at line 96 of file OgreMesh.h.

friend class MeshSerializerImpl_v1_1
friend

Definition at line 99 of file OgreMesh.h.

friend class MeshSerializerImpl_v1_2
friend

Definition at line 98 of file OgreMesh.h.

friend class MeshSerializerImpl_v1_4
friend

Definition at line 97 of file OgreMesh.h.

friend class SubMesh
friend

Definition at line 95 of file OgreMesh.h.

Member Data Documentation

AxisAlignedBox Ogre::Mesh::mAABB
protected

Local bounding box volume.

Definition at line 138 of file OgreMesh.h.

AnimationList Ogre::Mesh::mAnimationsList
protected

Definition at line 178 of file OgreMesh.h.

bool Ogre::Mesh::mAnimationTypesDirty
mutableprotected

Do we need to scan animations for animation types?

Definition at line 184 of file OgreMesh.h.

bool Ogre::Mesh::mAutoBuildEdgeLists
protected

Definition at line 174 of file OgreMesh.h.

VertexBoneAssignmentList Ogre::Mesh::mBoneAssignments
protected

Definition at line 147 of file OgreMesh.h.

bool Ogre::Mesh::mBoneAssignmentsOutOfDate
protected

Flag indicating that bone assignments need to be recompiled.

Definition at line 150 of file OgreMesh.h.

Real Ogre::Mesh::mBoundRadius
protected

Local bounding sphere radius (centered on object).

Definition at line 140 of file OgreMesh.h.

ResourceManager* Ogre::Resource::mCreator
protectedinherited

Creator.

Definition at line 144 of file OgreResource.h.

bool Ogre::Mesh::mEdgeListsBuilt
protected

Definition at line 173 of file OgreMesh.h.

DataStreamPtr Ogre::Mesh::mFreshFromDisk
protected

Definition at line 133 of file OgreMesh.h.

String Ogre::Resource::mGroup
protectedinherited

The name of the resource group.

Definition at line 148 of file OgreResource.h.

ResourceHandle Ogre::Resource::mHandle
protectedinherited

Numeric handle for more efficient look up than name.

Definition at line 150 of file OgreResource.h.

bool Ogre::Mesh::mIndexBufferShadowBuffer
protected

Definition at line 169 of file OgreMesh.h.

HardwareBuffer::Usage Ogre::Mesh::mIndexBufferUsage
protected

Definition at line 167 of file OgreMesh.h.

volatile bool Ogre::Resource::mIsBackgroundLoaded
protectedinherited

Is this resource going to be background loaded? Only applicable for multithreaded.

Definition at line 154 of file OgreResource.h.

bool Ogre::Mesh::mIsLodManual
protected

Definition at line 162 of file OgreMesh.h.

bool Ogre::Resource::mIsManual
protectedinherited

Is this file manually loaded?

Definition at line 158 of file OgreResource.h.

ListenerList Ogre::Resource::mListenerList
protectedinherited

Definition at line 167 of file OgreResource.h.

ManualResourceLoader* Ogre::Resource::mLoader
protectedinherited

Optional manual loader; if provided, data is loaded from here instead of a file.

Definition at line 162 of file OgreResource.h.

AtomicScalar<LoadingState> Ogre::Resource::mLoadingState
protectedinherited

Is the resource currently loaded?

Definition at line 152 of file OgreResource.h.

const LodStrategy* Ogre::Mesh::mLodStrategy
protected

Definition at line 161 of file OgreMesh.h.

MeshLodUsageList Ogre::Mesh::mMeshLodUsageList
protected

Definition at line 164 of file OgreMesh.h.

String Ogre::Resource::mName
protectedinherited

Unique name of the resource.

Definition at line 146 of file OgreResource.h.

ushort Ogre::Mesh::mNumLods
protected

Definition at line 163 of file OgreMesh.h.

String Ogre::Resource::mOrigin
protectedinherited

Origin of this resource (e.g. script name) - optional.

Definition at line 160 of file OgreResource.h.

PoseList Ogre::Mesh::mPoseList
protected

List of available poses for shared and dedicated geometryPoseList.

Definition at line 187 of file OgreMesh.h.

bool Ogre::Mesh::mPosesIncludeNormals
mutableprotected

Definition at line 188 of file OgreMesh.h.

bool Ogre::Mesh::mPreparedForShadowVolumes
protected

Definition at line 172 of file OgreMesh.h.

bool Ogre::Mesh::mSharedVertexDataAnimationIncludesNormals
mutableprotected

Whether vertex animation includes normals.

Definition at line 182 of file OgreMesh.h.

VertexAnimationType Ogre::Mesh::mSharedVertexDataAnimationType
mutableprotected

The vertex animation type associated with the shared vertex data.

Definition at line 180 of file OgreMesh.h.

size_t Ogre::Resource::mSize
protectedinherited

The size of the resource in bytes.

Definition at line 156 of file OgreResource.h.

SkeletonPtr Ogre::Mesh::mSkeleton
protected

Definition at line 144 of file OgreMesh.h.

String Ogre::Mesh::mSkeletonName
protected

Optional linked skeleton.

Definition at line 143 of file OgreMesh.h.

size_t Ogre::Resource::mStateCount
protectedinherited

State count, the number of times this resource has changed state.

Definition at line 164 of file OgreResource.h.

SubMeshList Ogre::Mesh::mSubMeshList
protected

A list of submeshes which make up this mesh.

Each mesh is made up of 1 or more submeshes, which are each based on a single material and can have their own vertex data (they may not - they can share vertex data from the Mesh, depending on preference).

Definition at line 117 of file OgreMesh.h.

SubMeshNameMap Ogre::Mesh::mSubMeshNameMap
protected

Definition at line 135 of file OgreMesh.h.

bool Ogre::Mesh::mVertexBufferShadowBuffer
protected

Definition at line 168 of file OgreMesh.h.

HardwareBuffer::Usage Ogre::Mesh::mVertexBufferUsage
protected

Definition at line 166 of file OgreMesh.h.

Ogre::Resource::OGRE_AUTO_MUTEX
inherited

Definition at line 82 of file OgreResource.h.

IndexMap Ogre::Mesh::sharedBlendIndexToBoneIndexMap

Shared index map for translating blend index to bone index.

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

Definition at line 315 of file OgreMesh.h.

VertexData* Ogre::Mesh::sharedVertexData

Shared vertex data.

Remarks
This vertex data can be shared among multiple submeshes. SubMeshes may not have their own VertexData, they may share this one.
The use of shared or non-shared buffers is determined when model data is converted to the OGRE .mesh format.

Definition at line 293 of file OgreMesh.h.


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