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- //
- // Copyright (c) 2008-2013 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 instances of static models while culling and receiving light as one unit. Using this class is not necessary for instanced rendering, but can be used as a CPU-side optimization.
- 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);
-
- /// Process octree raycast. May be called from a worker thread.
- //virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& 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);
-
- /// Return number of instance nodes.
- unsigned GetNumInstanceNodes() const { return instanceNodes_.Size(); }
- /// Return instance node by index.
- Node* GetInstanceNode(unsigned index) const;
-
- protected:
- /// Handle node transform being dirtied.
- virtual void OnMarkedDirty(Node* node);
- /// Handle scene node enabled status changing.
- virtual void OnNodeSetEnabled(Node* node);
- /// Recalculate the world-space bounding box.
- virtual void OnWorldBoundingBoxUpdate();
-
- private:
- /// Gather the instances' transforms.
- void UpdateTransforms();
-
- /// Instance nodes.
- Vector<WeakPtr<Node> > instanceNodes_;
- /// World transforms of enabled instances.
- PODVector<Matrix3x4> worldTransforms_;
- /// Instance transforms dirty flag.
- bool transformsDirty_;
- };
- }
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