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

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Core » SubMesh.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 Axiom.Animating;
using Axiom.Collections;
using Axiom.Configuration;

using Axiom.Graphics;

namespace Axiom.Core{
    /// <summary>
    ///    Defines a part of a complete 3D mesh.
    /// </summary>
    /// <remarks>
    ///    Models which make up the definition of a discrete 3D object
    ///    are made up of potentially multiple parts. This is because
    ///    different parts of the mesh may use different materials or
    ///    use different vertex formats, such that a rendering state
    ///    change is required between them.
    ///    <p/>
    ///    Like the Mesh class, instatiations of 3D objects in the scene
    ///    share the SubMesh instances, and have the option of overriding
    ///    their material differences on a per-object basis if required.
    ///    See the SubEntity class for more information.
    /// </remarks>
    public class SubMesh {
        #region Member variables

        /// <summary>The parent mesh that this subMesh belongs to.</summary>
        protected Mesh parent;
        /// <summary>Name of the material assigned to this subMesh.</summary>
        protected string materialName;
        /// <summary>Name of this SubMesh.</summary>
        internal string name;
        /// <summary></summary>
        protected bool isMaterialInitialized;
        /// <summary>Number of faces in this subMesh.</summary>
        protected internal short numFaces;
    
        /// <summary>List of bone assignment for this mesh.</summary>
        protected Map boneAssignmentList = new Map();
        /// <summary>Flag indicating that bone assignments need to be recompiled.</summary>
        protected internal bool boneAssignmentsOutOfDate;

        /// <summary>Mode used for rendering this submesh.</summary>
        protected internal Axiom.Graphics.OperationType operationType;
        public VertexData vertexData;
        public IndexData indexData = new IndexData();
        /// <summary>Indicates if this submesh shares vertex data with other meshes or whether it has it's own vertices.</summary>
        public bool useSharedVertices;
        protected internal ArrayList lodFaceList = new ArrayList();

        #endregion
    
        #region Constructor

        /// <summary>
        ///    Basic contructor.
        /// </summary>
        /// <param name="name"></param>
        public SubMesh(string name) {
            this.name = name;

            useSharedVertices = true;

            operationType = OperationType.TriangleList;
        }

        #endregion

        #region Methods

        /// <summary>
        ///    Assigns a vertex to a bone with a given weight, for skeletal animation. 
        /// </summary>
        /// <remarks>
        ///    This method is only valid after setting the SkeletonName property.
        ///    You should not need to modify bone assignments during rendering (only the positions of bones) 
        ///    and the engine reserves the right to do some internal data reformatting of this information, 
        ///    depending on render system requirements.
        /// </remarks>
        /// <param name="boneAssignment"></param>
        public void AddBoneAssignment(ref VertexBoneAssignment boneAssignment) {
            boneAssignmentList.Insert(boneAssignment.vertexIndex, boneAssignment);
            boneAssignmentsOutOfDate = true;
        }

        /// <summary>
        ///    Removes all bone assignments for this mesh. 
        /// </summary>
        /// <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.
        /// </remarks>
        public void ClearBoneAssignments() {
            boneAssignmentList.Clear();
            boneAssignmentsOutOfDate = true;
        }

        /// <summary>
        ///    Must be called once to compile bone assignments into geometry buffer.
        /// </summary>
        protected internal void CompileBoneAssignments() {
            int maxBones = parent.RationalizeBoneAssignments(vertexData.vertexCount, boneAssignmentList);

            // no bone assignments?  get outta here
            if(maxBones == 0) {
                return;
            }

      parent.CompileBoneAssignments(boneAssignmentList, maxBones, vertexData);

            boneAssignmentsOutOfDate = false;
        }

        #endregion Methods

        #region Properties

        /// <summary>
        ///    Gets/Sets the name of the material this SubMesh will be using.
        /// </summary>
        public string MaterialName {
            get { return materialName; }
            set { materialName = value; isMaterialInitialized = true; }
        }

        /// <summary>
        ///    Gets/Sets the parent mode of this SubMesh.
        /// </summary>
        public Mesh Parent {
            get { return parent; }
            set { parent = value; }
        }

        /// <summary>
        ///    Overloaded method.
        /// </summary>
        /// <param name="op"></param>
        /// <returns></returns>
        public void GetRenderOperation(RenderOperation op) {
            // call overloaded method with lod index of 0 by default
            GetRenderOperation(op, 0);
        }

        /// <summary>
        ///    Fills a RenderOperation structure required to render this mesh.
        /// </summary>
        /// <param name="op">Reference to a RenderOperation structure to populate.</param>
        /// <param name="lodIndex">The index of the LOD to use.</param>
        public void GetRenderOperation(RenderOperation op, int lodIndex) {
            // meshes always use indices
            op.useIndices = true;

            // use lod face list if requested, else pass the normal face list
            if(lodIndex > 0 && (lodIndex - 1) < lodFaceList.Count) {
                // Use the set of indices defined for this LOD level
                op.indexData = (IndexData)lodFaceList[lodIndex - 1];
            }
            else
                op.indexData = indexData;
      
            // set the operation type
            op.operationType = operationType;

            // set the vertex data correctly
            op.vertexData = useSharedVertices? parent.SharedVertexData : vertexData;
        }

        /// <summary>
        ///    Gets whether or not a material has been set for this subMesh.
        /// </summary>
        public bool IsMaterialInitialized {
            get { return isMaterialInitialized; }
        }

        #endregion
    }
}
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