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/*
   Copyright (c) 2017 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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.

 */

#ifndef _MESH_H_
#define _MESH_H_

/**
DIVIDE-Engine: 21.10.2010 (Ionut Cava)

Mesh class. This class wraps all of the renderable geometry drawn by the engine.
The only exceptions are: Terrain (including TerrainChunk) and Vegetation.

Meshes are composed of at least 1 submesh that contains vertex data, texture
info and so on.
A mesh has a name, position, rotation, scale and a Boolean value that enables or
disables rendering
across the network and one that disables rendering altogether;

Note: all transformations applied to the mesh affect every submesh that compose
the mesh.
*/

#include "Object3D.h"

struct aiScene;
namespace Divide {

FWD_DECLARE_MANAGED_CLASS(SubMesh);

class Mesh : public Object3D {
   public:
    explicit Mesh(GFXDevice& context,
                  ResourceCache& parentCache,
                  const stringImpl& name,
                  const stringImpl& resourceName,
                  const stringImpl& resourceLocation,
                  ObjectFlag flag = ObjectFlag::OBJECT_FLAG_NONE);

    virtual ~Mesh();

    void postLoad(SceneGraphNode& sgn);

    void addSubMesh(SubMesh_ptr subMesh);

    void setAnimator(const std::shared_ptr<SceneAnimator>& animator) {
        assert(getObjectFlag(ObjectFlag::OBJECT_FLAG_SKINNED));
        _animator = animator;
    }

    inline std::shared_ptr<SceneAnimator> getAnimator() { 
        assert(getObjectFlag(ObjectFlag::OBJECT_FLAG_SKINNED));
        return _animator; 
    }

   protected:
    /// Called from SceneGraph "sceneUpdate"
    virtual void sceneUpdate(const U64 deltaTime,
                             SceneGraphNode& sgn,
                             SceneState& sceneState);
    void updateBoundsInternal(SceneGraphNode& sgn) override;

   protected:
    bool _visibleToNetwork;
    /// Animation player to animate the mesh if necessary
    std::shared_ptr<SceneAnimator> _animator;
    vectorImpl<SubMesh_ptr> _subMeshList;
};

TYPEDEF_SMART_POINTERS_FOR_CLASS(Mesh);

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Geometry/Shapes/Headers/Mesh.h

Diff revisions: vs.
Revision Author Commited Message
836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

829 Diff Diff IonutCava picture IonutCava Tue 24 Jan, 2017 17:28:39 +0000

[IonutCava]
- Separate resourceLocation for resources into resourceLocation and resourceName.
- More XML config loading refactoring

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
720 Diff Diff IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

[IonutCava]
- PVS-Studio guided static analysis fixes and optimizations
- Added a flag to SceneState to bypass the Save/Load system not needed for certain types of scenes (menus, cinematics, etc)

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

[IonutCava]
- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

[IonutCava]
- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

705 Diff Diff IonutCava picture IonutCava Thu 12 May, 2016 20:27:20 +0000

[IonutCava]
- Decouple asset loading from the active scene
— completely remove GET_ACTIVE_SCENE() method

692 Diff Diff IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

[IonutCava]
- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering

651 Diff Diff IonutCava picture IonutCava Wed 24 Feb, 2016 16:54:46 +0000

[IonutCava]
- Improved component access speed
- Added update flags to SceneNodes
— Currently used to flag bounding box update
- SceneNode bounds are only updated in the sceneUpdate call. BOUNDS_CHANGED flag can be set at any time.
- Changed SceneNode->SceneGraphNode BB update system to use the new SceneNode flag system
- Added initial code for compressed texture support (formats, containers, etc)
- Added STB libraries for future use

650 IonutCava picture IonutCava Tue 23 Feb, 2016 16:54:54 +0000

[IonutCava]
- Fix decoupling between PhysicsComponent and BoundsComponent
— SceneNodes now keep references to all owning SGNs and informs them when the bounds change
- AnimationComponent does not need a SceneAnimator on creation but most functionality will assert if one is not specified
— This was needed for the new component configuration system
- Added placeholder classes for an Inverse Kinematic component and a Ragdoll component
- SNG component configuration is now an upfront requirement: pass a component type mask when adding a node the the scenegraph
- SGN SpatialPartitionFlag is now an update flag that is set and cleared. More flags can be added in a similar fashion to nodes