// // Copyright (c) 2008-2017 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 "../Graphics/Drawable.h" namespace Urho3D { /// Custom geometry vertex. struct CustomGeometryVertex { /// Position. Vector3 position_; /// Normal. Vector3 normal_; /// Color. unsigned color_; /// Texture coordinates. Vector2 texCoord_; /// Tangent. Vector4 tangent_; }; class VertexBuffer; /// Custom geometry component. class URHO3D_API CustomGeometry : public Drawable { URHO3D_OBJECT(CustomGeometry, Drawable); public: /// Construct. CustomGeometry(Context* context); /// Destruct. virtual ~CustomGeometry(); /// Register object factory. Drawable must be registered first. static void RegisterObject(Context* context); /// Process octree raycast. May be called from a worker thread. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector& results); /// Return the geometry for a specific LOD level. virtual Geometry* GetLodGeometry(unsigned batchIndex, unsigned level); /// 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); /// Clear all geometries. void Clear(); /// Set number of geometries. void SetNumGeometries(unsigned num); /// Set vertex buffer dynamic mode. A dynamic buffer should be faster to update frequently. Effective at the next Commit() call. void SetDynamic(bool enable); /// Begin defining a geometry. Clears existing vertices in that index. void BeginGeometry(unsigned index, PrimitiveType type); /// Define a vertex position. This begins a new vertex. void DefineVertex(const Vector3& position); /// Define a vertex normal. void DefineNormal(const Vector3& normal); /// Define a vertex color. void DefineColor(const Color& color); /// Define a vertex UV coordinate. void DefineTexCoord(const Vector2& texCoord); /// Define a vertex tangent. void DefineTangent(const Vector4& tangent); /// Set the primitive type, number of vertices and elements in a geometry, after which the vertices can be edited with GetVertex(). An alternative to BeginGeometry() / DefineVertex(). void DefineGeometry (unsigned index, PrimitiveType type, unsigned numVertices, bool hasNormals, bool hasColors, bool hasTexCoords, bool hasTangents); /// Update vertex buffer and calculate the bounding box. Call after finishing defining geometry. void Commit(); /// Set material on all geometries. void SetMaterial(Material* material); /// Set material on one geometry. Return true if successful. bool SetMaterial(unsigned index, Material* material); /// Return number of geometries. unsigned GetNumGeometries() const { return geometries_.Size(); } /// Return number of vertices in a geometry. unsigned GetNumVertices(unsigned index) const; /// Return whether vertex buffer dynamic mode is enabled. bool IsDynamic() const { return dynamic_; } /// Return material by geometry index. Material* GetMaterial(unsigned index = 0) const; /// Return all vertices. These can be edited; calling Commit() updates the vertex buffer. Vector >& GetVertices() { return vertices_; } /// Return a vertex in a geometry for editing, or null if out of bounds. After the edits are finished, calling Commit() updates the vertex buffer. CustomGeometryVertex* GetVertex(unsigned geometryIndex, unsigned vertexNum); /// Set geometry data attribute. void SetGeometryDataAttr(const PODVector& value); /// Set materials attribute. void SetMaterialsAttr(const ResourceRefList& value); /// Return geometry data attribute. PODVector GetGeometryDataAttr() const; /// Return materials attribute. const ResourceRefList& GetMaterialsAttr() const; protected: /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); private: /// Primitive type per geometry. PODVector primitiveTypes_; /// Source vertices per geometry. Vector > vertices_; /// All geometries. Vector > geometries_; /// Vertex buffer. SharedPtr vertexBuffer_; /// Element mask used so far. unsigned elementMask_; /// Current geometry being updated. unsigned geometryIndex_; /// Material list attribute. mutable ResourceRefList materialsAttr_; /// Vertex buffer dynamic flag. bool dynamic_; }; }