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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Scene/Components/SceneComponent.h>
- #include <AnKi/Scene/RenderStateBucket.h>
- #include <AnKi/Scene/GpuSceneArray.h>
- #include <AnKi/Resource/Forward.h>
- #include <AnKi/Util/WeakArray.h>
- #include <AnKi/Collision/Aabb.h>
- namespace anki {
- /// @addtogroup scene
- /// @{
- /// Holds geometry and material information.
- class ModelComponent final : public SceneComponent
- {
- ANKI_SCENE_COMPONENT(ModelComponent)
- public:
- ModelComponent(SceneNode* node);
- ~ModelComponent();
- void loadModelResource(CString filename);
- const ModelResourcePtr& getModelResource() const
- {
- return m_model;
- }
- Bool isEnabled() const
- {
- return m_model.isCreated();
- }
- Bool getCastsShadow() const
- {
- return m_castsShadow;
- }
- private:
- class PatchInfo
- {
- public:
- U32 m_gpuSceneConstantsOffset = kMaxU32;
- GpuSceneArrays::MeshLod::Allocation m_gpuSceneMeshLods;
- GpuSceneArrays::Renderable::Allocation m_gpuSceneRenderable;
- GpuSceneArrays::RenderableBoundingVolumeGBuffer::Allocation m_gpuSceneRenderableAabbGBuffer;
- GpuSceneArrays::RenderableBoundingVolumeDepth::Allocation m_gpuSceneRenderableAabbDepth;
- GpuSceneArrays::RenderableBoundingVolumeForward::Allocation m_gpuSceneRenderableAabbForward;
- GpuSceneArrays::RenderableBoundingVolumeRt::Allocation m_gpuSceneRenderableAabbRt;
- Array<RenderStateBucketIndex, U32(RenderingTechnique::kCount)> m_renderStateBucketIndices;
- RenderingTechniqueBit m_techniques;
- };
- SkinComponent* m_skinComponent = nullptr;
- ModelResourcePtr m_model;
- // GPU scene part 1
- GpuSceneBufferAllocation m_gpuSceneConstants;
- GpuSceneArrays::Transform::Allocation m_gpuSceneTransforms;
- // Other stuff
- Bool m_resourceChanged : 1 = true;
- Bool m_castsShadow : 1 = false;
- Bool m_movedLastFrame : 1 = true;
- Bool m_firstTimeUpdate : 1 = true; ///< Extra flag in case the component is added in a node that hasn't been moved.
- RenderingTechniqueBit m_presentRenderingTechniques = RenderingTechniqueBit::kNone;
- // GPU scene part 2
- SceneDynamicArray<PatchInfo> m_patchInfos;
- void freeGpuScene();
- void update(SceneComponentUpdateInfo& info, Bool& updated) override;
- void onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added) override;
- Aabb computeAabbWorldSpace(const Transform& worldTransform) const;
- };
- /// @}
- } // end namespace anki
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