SubEntity.cs :  » Game » RealmForge » Axiom » Core » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Core » SubEntity.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Collections;
using System.Diagnostics;
using Axiom.Collections;
using Axiom.MathLib;
using Axiom.Graphics;

namespace Axiom.Core{
    /// <summary>
    ///    Utility class which defines the sub-parts of an Entity.
    /// </summary>
    /// <remarks>
    ///    <para>
    ///    Just as models are split into meshes, an Entity is made up of
    ///    potentially multiple SubEntities. These are mainly here to provide the
    ///    link between the Material which the SubEntity uses (which may be the
    ///    default Material for the SubMesh or may have been changed for this
    ///    object) and the SubMesh data.
    ///    </para>
    ///    <para>
    ///    SubEntity instances are never created manually. They are created at
    ///    the same time as their parent Entity by the SceneManager method
    ///    CreateEntity.
    ///    </para>
    /// </remarks>
    public class SubEntity : IRenderable {
        #region Fields

        /// <summary>
        ///    Reference to the parent Entity.
        /// </summary>
        protected Entity parent;
        /// <summary>
        ///    Name of the material being used.
        /// </summary>
        protected string materialName;
        /// <summary>
        ///    Reference to the material being used by this SubEntity.
        /// </summary>
        protected Material material;
        /// <summary>
        ///    Reference to the subMesh that represents the geometry for this SubEntity.
        /// </summary>
        protected SubMesh subMesh;
        /// <summary>
        ///    Detail to be used for rendering this sub entity.
        /// </summary>
        protected SceneDetailLevel renderDetail;
    /// <summary>
    ///    Current LOD index to use.
    /// </summary>
    internal int materialLodIndex;
    /// <summary>
    ///    Flag indicating whether this sub entity should be rendered or not.
    /// </summary>
    protected bool isVisible;
    /// <summary>
    ///    Blend buffer details for dedicated geometry.
    /// </summary>
    protected internal VertexData blendedVertexData;
    /// <summary>
    ///    Quick lookup of buffers.
    /// </summary>
    protected internal TempBlendedBufferInfo tempBlendedBuffer = new TempBlendedBufferInfo();

    protected Hashtable customParams = new Hashtable();

        #endregion Fields

        #region Constructor

        /// <summary>
        ///    Internal constructor, only allows creation of SubEntities within the engine core.
        /// </summary>
        internal SubEntity() {
            material = MaterialManager.Instance.GetByName("BaseWhite");
            renderDetail = SceneDetailLevel.Solid;

      isVisible = true;
        }

        #endregion

        #region Properties

    /// <summary>
    ///    Gets a flag indicating whether or not this sub entity should be rendered or not.
    /// </summary>
    public bool IsVisible {
      get {
        return isVisible;
      }
    }

        /// <summary>
        ///    Gets/Sets the name of the material used for this SubEntity.
        /// </summary>
        public string MaterialName {
            get { 
                return materialName; 
            }
            set { 
        if(value == null)
          throw new AxiomException("Cannot set the subentity material to be null");
                materialName = value; 

                // load the material from the material manager (it should already exist
                material = MaterialManager.Instance.GetByName(materialName);

                if(material == null) {
                    LogManager.Instance.Write(
                        "Cannot assign material '{0}' to SubEntity '{1}' because the material doesn't exist.", materialName, parent.Name);

                    // give it base white so we can continue
                    material = MaterialManager.Instance.GetByName("BaseWhite");
                }

                // ensure the material is loaded.  It will skip it if it already is
                material.Load();

        // since the material has changed, re-evaulate its support of skeletal animation
        if(parent.Mesh.HasSkeleton) {
                    parent.ReevaluateVertexProcessing();
                }
            }
        }

        /// <summary>
        ///    Gets/Sets the subMesh to be used for rendering this SubEntity.
        /// </summary>
        public SubMesh SubMesh {
            get { 
                return subMesh; 
            }
            set { 
                subMesh = value; 
            }
        }

        /// <summary>
        ///    Gets/Sets the parent entity of this SubEntity.
        /// </summary>
        public Entity Parent {
            get { 
                return parent; 
            }
            set { 
                parent = value; 
            }
        }

        #endregion

    #region Methods

    /// <summary>
    ///    Internal method for preparing this sub entity for use in animation.
    /// </summary>
    protected internal void PrepareTempBlendBuffers() {
      blendedVertexData = parent.CloneVertexDataRemoveBlendInfo(subMesh.vertexData);
      parent.ExtractTempBufferInfo(blendedVertexData, tempBlendedBuffer);
    }

    #endregion Methods

        #region IRenderable Members

    public bool CastsShadows {
      get {
        return parent.CastShadows;
      }
    }

        /// <summary>
        ///    Gets/Sets a reference to the material being used by this SubEntity.
        /// </summary>
        /// <remarks>
        ///    By default, the SubEntity will use the material defined by the SubMesh.  However,
        ///    this can be overridden by the SubEntity in the case where several entities use the
        ///    same SubMesh instance, but want to shade it different.
        /// </remarks>
        public Material Material {
            get { 
                return material; 
            }
            set { 
                material = value; 
            }
        }

        public bool NormalizeNormals {
            get {
                return false;
            }
        }

        public Technique Technique {
            get {
                return material.GetBestTechnique(materialLodIndex);
            }
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="op"></param>
        public void GetRenderOperation(RenderOperation op) {
      // use LOD
            subMesh.GetRenderOperation(op, parent.MeshLodIndex);

      // Do we need to use software blended vertex data?
      if(parent.HasSkeleton && !parent.IsHardwareSkinningEnabled) {
        op.vertexData = subMesh.useSharedVertices ? 
          parent.sharedBlendedVertexData : blendedVertexData;
      }
        }

        Material IRenderable.Material {
            get { 
                return material; 
            }
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="matrices"></param>
        public void GetWorldTransforms(Matrix4[] matrices) {
            if(parent.numBoneMatrices == 0) {
                matrices[0] = parent.ParentFullTransform;
            }
            else {
                // use cached bone matrices of the parent entity
                for(int i = 0; i < parent.numBoneMatrices; i++) {
                    matrices[i] = parent.boneMatrices[i];
                }
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public ushort NumWorldTransforms {
            get {
                if(parent.numBoneMatrices == 0) {
                    return 1;
                }
                else {
                    return (ushort)parent.numBoneMatrices;
                }
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public bool UseIdentityProjection {
            get {
                return false;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public bool UseIdentityView {
            get {
                return false;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public SceneDetailLevel RenderDetail {
            get { 
                return renderDetail;  
            }
            set {
                renderDetail = value;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="camera"></param>
        /// <returns></returns>
        public float GetSquaredViewDepth(Camera camera) {
            // get the parent entitie's parent node
            Node node = parent.ParentNode;

            Debug.Assert(node != null);

            return node.GetSquaredViewDepth(camera);
        }

        /// <summary>
        /// 
        /// </summary>
        public Quaternion WorldOrientation {
            get {
                // get the parent entitie's parent node
                Node node = parent.ParentNode;

                Debug.Assert(node != null);

                return parent.ParentNode.DerivedOrientation;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public Vector3 WorldPosition {
            get {
                // get the parent entitie's parent node
                Node node = parent.ParentNode;

                Debug.Assert(node != null);

                return parent.ParentNode.DerivedPosition;
            }
        }

        /// <summary>
        ///    
        /// </summary>
        public LightList Lights {
            get {
                // get the parent entitie's parent node
                Node node = parent.ParentNode;

                Debug.Assert(node != null);

                return parent.ParentNode.Lights;
            }
        }

    public Vector4 GetCustomParameter(int index) {
      if(customParams[index] == null) {
        throw new Exception("A parameter was not found at the given index");
      }
      else {
        return (Vector4)customParams[index];
      }
    }

    public void SetCustomParameter(int index, Vector4 val) {
      customParams[index] = val;
    }

    public void UpdateCustomGpuParameter(GpuProgramParameters.AutoConstantEntry entry, GpuProgramParameters gpuParams) {
      if(customParams[entry.data] != null) {
        gpuParams.SetConstant(entry.index, (Vector4)customParams[entry.data]);
      }
    }

        #endregion
    }
}
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