// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "StaticModel.h" namespace Urho3D { /// Renders several object instances while culling and receiving light as one unit. Can be used as a CPU-side optimization, but note that also regular StaticModels will use instanced rendering if possible. class URHO3D_API StaticModelGroup : public StaticModel { OBJECT(StaticModelGroup); public: /// Construct. StaticModelGroup(Context* context); /// Destruct. virtual ~StaticModelGroup(); /// Register object factory. StaticModel must be registered first. static void RegisterObject(Context* context); /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update. void ApplyAttributes(); /// Process octree raycast. May be called from a worker thread. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector& results); /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly. virtual void UpdateBatches(const FrameInfo& frame); /// Return number of occlusion geometry triangles. virtual unsigned GetNumOccluderTriangles(); /// Draw to occlusion buffer. Return true if did not run out of triangles. virtual bool DrawOcclusion(OcclusionBuffer* buffer); /// Add an instance scene node. It does not need any drawable components of its own. void AddInstanceNode(Node* node); /// Remove an instance scene node. void RemoveInstanceNode(Node* node); /// Remove all instance scene nodes. void RemoveAllInstanceNodes(); /// Return number of instance nodes. unsigned GetNumInstanceNodes() const { return instanceNodes_.Size(); } /// Return instance node by index. Node* GetInstanceNode(unsigned index) const; /// Set node IDs attribute. void SetNodeIDsAttr(const VariantVector& value); /// Return node IDs attribute. const VariantVector& GetNodeIDsAttr() const { return nodeIDsAttr_; } protected: /// Handle scene node enabled status changing. virtual void OnNodeSetEnabled(Node* node); /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); private: /// Update node IDs attribute and ensure the transforms vector has the right size. void UpdateNodeIDs(); /// Instance nodes. Vector > instanceNodes_; /// World transforms of valid (existing and visible) instances. PODVector worldTransforms_; /// IDs of instance nodes for serialization. mutable VariantVector nodeIDsAttr_; /// Number of valid instance node transforms. unsigned numWorldTransforms_; /// Whether node IDs have been set and nodes should be searched for during ApplyAttributes. bool nodeIDsDirty_; }; }