Skylicht Engine
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RenderMesh
CRenderMesh.h
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/*
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!@
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MIT License
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Copyright (c) 2019 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "Entity/CEntityPrefab.h"
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#include "Entity/CEntityHandler.h"
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#include "Material/CMaterial.h"
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#include "Material/CMaterialManager.h"
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#include "RenderMesh/CRenderMeshData.h"
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#include "Transform/CWorldTransformData.h"
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namespace
Skylicht
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{
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class
SKYLICHT_API CRenderMesh :
public
CEntityHandler
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{
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protected
:
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CEntity
* m_root;
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std::vector<CWorldTransformData*> m_renderTransforms;
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std::vector<CWorldTransformData*> m_transforms;
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std::vector<CRenderMeshData*> m_renderers;
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ArrayMaterial m_materials;
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std::string m_meshFile;
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std::string m_materialFile;
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bool
m_optimizeForRender;
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bool
m_loadTexcoord2;
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bool
m_loadNormal;
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bool
m_fixInverseNormal;
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bool
m_enableInstancing;
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u32
m_lightLayers;
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bool
m_shadowCasting;
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public
:
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CRenderMesh();
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virtual
~CRenderMesh();
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virtual
void
initComponent();
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virtual
void
updateComponent();
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virtual
CObjectSerializable
* createSerializable();
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virtual
void
loadSerializable(
CObjectSerializable
*
object
);
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public
:
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void
refreshModelAndMaterial(
bool
reloadModel =
true
);
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void
initFromPrefab(
CEntityPrefab
* prefab);
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void
initFromMeshFile(
const
char
* path,
bool
loadNormalMap =
true
,
bool
loadTexcoord2 =
false
);
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void
initMaterialFromFile(
const
char
* material);
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void
changeMaterialFromFile(
const
char
* material);
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void
changeShaderForAllMaterials(
const
char
* shader);
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void
initMaterial(ArrayMaterial& materials,
bool
cloneMaterial =
false
);
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void
enableOptimizeForRender(
bool
b)
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{
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m_optimizeForRender = b;
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}
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void
enableInstancing(
bool
b);
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void
enableInstancingMaterialForEntity(
bool
b);
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void
setShadowCasting(
bool
b);
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inline
bool
isShadowCasting()
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{
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return
m_shadowCasting;
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}
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void
setLightLayers(
u32
layers);
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inline
u32
getLightLayers()
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{
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return
m_lightLayers;
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}
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void
removeRenderMeshName(
const
char
* name);
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void
removeRenderMesh(
CRenderMeshData
* renderMesh);
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void
removeMaterials(ArrayMaterial& materials);
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void
attachMeshFromPrefab(
CEntityPrefab
* prefab, std::vector<std::string>& names, ArrayMaterial& materials,
bool
cloneMaterial =
false
,
bool
resetBoneTransform =
false
);
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void
resetDefaultTransform(
CEntityPrefab
* prefab, std::vector<std::string>& transformsName);
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inline
int
getMaterialCount()
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{
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return
(
int
)m_materials.size();
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}
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const
std::string& getMeshResource()
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{
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return
m_meshFile;
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}
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const
std::string& getMaterialResource()
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{
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return
m_materialFile;
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}
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CMaterial
* getMaterial(
int
i)
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{
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return
m_materials[i];
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}
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std::vector<CRenderMeshData*>& getRenderers()
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{
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return
m_renderers;
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}
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std::vector<CWorldTransformData*>& getRenderTransforms()
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{
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return
m_renderTransforms;
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}
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std::vector<CWorldTransformData*>& getAllTransforms()
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{
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return
m_transforms;
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}
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core::aabbox3df
getBounds();
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void
printEntites();
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CWorldTransformData
* getChildTransform(
const
char
* name);
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int
getChildTransforms(
const
char
* name, std::vector<CWorldTransformData*>& childs);
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int
getChildTransforms(
CWorldTransformData
* transform, std::vector<CWorldTransformData*>& childs,
size_t
from = 0);
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DECLARE_GETTYPENAME(CRenderMesh)
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protected
:
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void
initNoOptimizeFromPrefab(
CEntityPrefab
* prefab);
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void
initOptimizeFromPrefab(
CEntityPrefab
* prefab);
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void
releaseMaterial();
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void
releaseEntities();
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bool
addMaterial(
CMaterial
* material);
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};
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}
Skylicht::CEntity
This is the object class that describes an entity.
Definition
CEntity.h:58
Skylicht::CEntityPrefab
This object class is created to store data in an array of multiple CEntities.
Definition
CEntityPrefab.h:38
Skylicht::CMaterial
The object class describes material information such as which shader it's associated with,...
Definition
CMaterial.h:84
Skylicht::CObjectSerializable
Definition
CObjectSerializable.h:36
Skylicht::CRenderMeshData
Definition
CRenderMeshData.h:38
Skylicht::CWorldTransformData
Definition
CWorldTransformData.h:32
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::aabbox3df
aabbox3d< f32 > aabbox3df
Typedef for a f32 3d bounding box.
Definition
aabbox3d.h:351
irr::u32
unsigned int u32
32 bit unsigned variable.
Definition
irrTypes.h:58
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