Ogre::Mesh Class Reference
[Resources]

#include <OgreMesh.h>

Inheritance diagram for Ogre::Mesh:
Inheritance graph
[legend]

List of all members.

Public Types

typedef vector< Real >::type LodValueList
typedef vector< MeshLodUsage >
::type 
MeshLodUsageList
typedef multimap< size_t,
VertexBoneAssignment >::type 
VertexBoneAssignmentList
 Multimap of vertex bone assignments (orders by vertex index).
typedef MapIterator
< VertexBoneAssignmentList
BoneAssignmentIterator
typedef vector< SubMesh * >::type SubMeshList
typedef vector< unsigned short >
::type 
IndexMap
typedef HashMap< String, ushortSubMeshNameMap
 A hashmap used to store optional SubMesh names.
typedef VectorIterator
< SubMeshList
SubMeshIterator
typedef VectorIterator< PoseListPoseIterator
typedef ConstVectorIterator
< PoseList
ConstPoseIterator
enum  LoadingState {
  LOADSTATE_UNLOADED, LOADSTATE_LOADING, LOADSTATE_LOADED, LOADSTATE_UNLOADING,
  LOADSTATE_PREPARED, LOADSTATE_PREPARING
}
 

Enum identifying the loading state of the resource.

More...

Public Member Functions

 Mesh (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0)
 Default constructor - used by MeshManager.
 ~Mesh ()
SubMeshcreateSubMesh (void)
 Creates a new SubMesh.
SubMeshcreateSubMesh (const String &name)
 Creates a new SubMesh and gives it a name.
void nameSubMesh (const String &name, ushort index)
 Gives a name to a SubMesh.
void unnameSubMesh (const String &name)
 Removes a name from a SubMesh.
ushort _getSubMeshIndex (const String &name) const
 Gets the index of a submesh with a given name.
unsigned short getNumSubMeshes (void) const
 Gets the number of sub meshes which comprise this mesh.
SubMeshgetSubMesh (unsigned short index) const
 Gets a pointer to the submesh indicated by the index.
SubMeshgetSubMesh (const String &name) const
 Gets a SubMesh by name.
void destroySubMesh (unsigned short index)
 Destroy a SubMesh with the given index.
void destroySubMesh (const String &name)
 Destroy a SubMesh with the given name.
SubMeshIterator getSubMeshIterator (void)
 Gets an iterator over the available submeshes.
MeshPtr clone (const String &newName, const String &newGroup=StringUtil::BLANK)
 Makes a copy of this mesh object and gives it a new name.
const AxisAlignedBoxgetBounds (void) const
 Get the axis-aligned bounding box for this mesh.
Real getBoundingSphereRadius (void) const
 Gets the radius of the bounding sphere surrounding this mesh.
void _setBounds (const AxisAlignedBox &bounds, bool pad=true)
 Manually set the bounding box for this Mesh.
void _setBoundingSphereRadius (Real radius)
 Manually set the bounding radius.
void setSkeletonName (const String &skelName)
 Sets the name of the skeleton this Mesh uses for animation.
bool hasSkeleton (void) const
 Returns true if this Mesh has a linked Skeleton.
bool hasVertexAnimation (void) const
 Returns whether or not this mesh has some kind of vertex animation.
const SkeletonPtrgetSkeleton (void) const
 Gets a pointer to any linked Skeleton.
const StringgetSkeletonName (void) const
 Gets the name of any linked Skeleton.
void _initAnimationState (AnimationStateSet *animSet)
 Initialise an animation set suitable for use with this mesh.
void _refreshAnimationState (AnimationStateSet *animSet)
 Refresh an animation set suitable for use with this mesh.
void addBoneAssignment (const VertexBoneAssignment &vertBoneAssign)
 Assigns a vertex to a bone with a given weight, for skeletal animation.
void clearBoneAssignments (void)
 Removes all bone assignments for this mesh.
void _notifySkeleton (SkeletonPtr &pSkel)
 Internal notification, used to tell the Mesh which Skeleton to use without loading it.
BoneAssignmentIterator getBoneAssignmentIterator (void)
 Gets an iterator for access all bone assignments.
const VertexBoneAssignmentListgetBoneAssignments () const
 Gets a const reference to the list of bone assignments.
ushort getNumLodLevels (void) const
 Returns the number of levels of detail that this mesh supports.
const MeshLodUsagegetLodLevel (ushort index) const
 Gets details of the numbered level of detail entry.
void createManualLodLevel (Real value, const String &meshName, const String &groupName=Ogre::String())
 Adds a new manual level-of-detail entry to this Mesh.
void updateManualLodLevel (ushort index, const String &meshName)
 Changes the alternate mesh to use as a manual LOD at the given index.
ushort getLodIndex (Real value) const
 Retrieves the level of detail index for the given lod value.
bool isLodManual (void) const
 Returns true if this mesh is using manual LOD.
void _setLodInfo (unsigned short numLevels, bool isManual)
 Internal methods for loading LOD, do not use.
void _setLodUsage (unsigned short level, MeshLodUsage &usage)
 Internal methods for loading LOD, do not use.
void _setSubMeshLodFaceList (unsigned short subIdx, unsigned short level, IndexData *facedata)
 Internal methods for loading LOD, do not use.
void removeLodLevels (void)
 Removes all LOD data from this Mesh.
void setVertexBufferPolicy (HardwareBuffer::Usage usage, bool shadowBuffer=false)
 Sets the policy for the vertex buffers to be used when loading this Mesh.
void setIndexBufferPolicy (HardwareBuffer::Usage usage, bool shadowBuffer=false)
 Sets the policy for the index buffers to be used when loading this Mesh.
HardwareBuffer::Usage getVertexBufferUsage (void) const
 Gets the usage setting for this meshes vertex buffers.
HardwareBuffer::Usage getIndexBufferUsage (void) const
 Gets the usage setting for this meshes index buffers.
bool isVertexBufferShadowed (void) const
 Gets whether or not this meshes vertex buffers are shadowed.
bool isIndexBufferShadowed (void) const
 Gets whether or not this meshes index buffers are shadowed.
unsigned short _rationaliseBoneAssignments (size_t vertexCount, VertexBoneAssignmentList &assignments)
 Rationalises the passed in bone assignment list.
void _compileBoneAssignments (void)
 Internal method, be called once to compile bone assignments into geometry buffer.
void _updateCompiledBoneAssignments (void)
 Internal method, be called once to update the compiled bone assignments.
void buildTangentVectors (VertexElementSemantic targetSemantic=VES_TANGENT, unsigned short sourceTexCoordSet=0, unsigned short index=0, bool splitMirrored=false, bool splitRotated=false, bool storeParityInW=false)
 This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.
bool suggestTangentVectorBuildParams (VertexElementSemantic targetSemantic, unsigned short &outSourceCoordSet, unsigned short &outIndex)
 Ask the mesh to suggest parameters to a future buildTangentVectors call, should you wish to use texture coordinates to store the tangents.
void buildEdgeList (void)
 Builds an edge list for this mesh, which can be used for generating a shadow volume among other things.
void freeEdgeList (void)
 Destroys and frees the edge lists this mesh has built.
void prepareForShadowVolume (void)
 This method prepares the mesh for generating a renderable shadow volume.
EdgeDatagetEdgeList (unsigned short lodIndex=0)
 Return the edge list for this mesh, building it if required.
const EdgeDatagetEdgeList (unsigned short lodIndex=0) const
 Return the edge list for this mesh, building it if required.
bool isPreparedForShadowVolumes (void) const
 Returns whether this mesh has already had it's geometry prepared for use in rendering shadow volumes.
bool isEdgeListBuilt (void) const
 Returns whether this mesh has an attached edge list.
const SubMeshNameMapgetSubMeshNameMap (void) const
 Gets a reference to the optional name assignments of the SubMeshes.
void setAutoBuildEdgeLists (bool autobuild)
 Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.
bool getAutoBuildEdgeLists (void) const
 Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.
virtual VertexAnimationType getSharedVertexDataAnimationType (void) const
 Gets the type of vertex animation the shared vertex data of this mesh supports.
bool getSharedVertexDataAnimationIncludesNormals () const
 Returns whether animation on shared vertex data includes normals.
virtual AnimationcreateAnimation (const String &name, Real length)
 Creates a new Animation object for vertex animating this mesh.
virtual AnimationgetAnimation (const String &name) const
 Returns the named vertex Animation object.
virtual Animation_getAnimationImpl (const String &name) const
 Internal access to the named vertex Animation object - returns null if it does not exist.
virtual bool hasAnimation (const String &name) const
 Returns whether this mesh contains the named vertex animation.
virtual void removeAnimation (const String &name)
 Removes vertex Animation from this mesh.
virtual unsigned short getNumAnimations (void) const
 Gets the number of morph animations in this mesh.
virtual AnimationgetAnimation (unsigned short index) const
 Gets a single morph animation by index.
virtual void removeAllAnimations (void)
 Removes all morph Animations from this mesh.
VertexDatagetVertexDataByTrackHandle (unsigned short handle)
 Gets a pointer to a vertex data element based on a morph animation track handle.
void updateMaterialForAllSubMeshes (void)
 Iterates through all submeshes and requests them to apply their texture aliases to the material they use.
void _determineAnimationTypes (void) const
 Internal method which, if animation types have not been determined, scans any vertex animations and determines the type for each set of vertex data (cannot have 2 different types).
bool _getAnimationTypesDirty (void) const
 Are the derived animation types out of date?
PosecreatePose (ushort target, const String &name=StringUtil::BLANK)
 Create a new Pose for this mesh or one of its submeshes.
size_t getPoseCount (void) const
 Get the number of poses.
PosegetPose (ushort index)
 Retrieve an existing Pose by index.
PosegetPose (const String &name)
 Retrieve an existing Pose by name.
void removePose (ushort index)
 Destroy a pose by index.
void removePose (const String &name)
 Destroy a pose by name.
void removeAllPoses (void)
 Destroy all poses.
PoseIterator getPoseIterator (void)
 Get an iterator over all the poses defined.
ConstPoseIterator getPoseIterator (void) const
 Get an iterator over all the poses defined.
const PoseListgetPoseList (void) const
 Get pose list.
const LodStrategygetLodStrategy () const
 Get lod strategy used by this mesh.
void setLodStrategy (LodStrategy *lodStrategy)
 Set the lod strategy used by this mesh.
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already.
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already.
virtual void reload (void)
 Reloads the resource, if it is already loaded.
virtual bool isReloadable (void) const
 Returns true if the Resource is reloadable, false otherwise.
virtual bool isManuallyLoaded (void) const
 Is this resource manually loaded?
virtual void unload (void)
 Unloads the resource; this is not permanent, the resource can be reloaded later if required.
virtual size_t getSize (void) const
 Retrieves info about the size of the resource.
virtual void touch (void)
 'Touches' the resource to indicate it has been used.
virtual const StringgetName (void) const
 Gets resource name.
virtual ResourceHandle getHandle (void) const
virtual bool isPrepared (void) const
 Returns true if the Resource has been prepared, false otherwise.
virtual bool isLoaded (void) const
 Returns true if the Resource has been loaded, false otherwise.
virtual bool isLoading () const
 Returns whether the resource is currently in the process of background loading.
virtual LoadingState getLoadingState () const
 Returns the current loading state.
virtual bool isBackgroundLoaded (void) const
 Returns whether this Resource has been earmarked for background loading.
virtual void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not.
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource.
virtual void addListener (Listener *lis)
 Register a listener on this resource.
virtual void removeListener (Listener *lis)
 Remove a listener on this resource.
virtual const StringgetGroup (void) const
 Gets the group which this resource is a member of.
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource.
virtual ResourceManagergetCreator (void)
 Gets the manager which created this resource.
virtual const StringgetOrigin (void) const
 Get the origin of this resource, e.g.
virtual void _notifyOrigin (const String &origin)
 Notify this resource of it's origin.
virtual size_t getStateCount () const
 Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed.
virtual void _fireLoadingComplete (bool wasBackgroundLoaded)
 Firing of loading complete event.
virtual void _firePreparingComplete (bool wasBackgroundLoaded)
 Firing of preparing complete event.
virtual void _fireUnloadingComplete (void)
 Firing of unloading complete event.
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class.
const ParamDictionarygetParamDictionary (void) const
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object.
virtual bool setParameter (const String &name, const String &value)
 Generic parameter setting method.
virtual void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method.
virtual String getParameter (const String &name) const
 Generic parameter retrieval method.
virtual void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object.
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info
void * operator new (size_t sz)
void * operator new (size_t sz, void *ptr)
 placement operator new
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info
void * operator new[] (size_t sz)
void operator delete (void *ptr)
void operator delete (void *ptr, void *)
void operator delete (void *ptr, const char *, int, const char *)
void operator delete[] (void *ptr)
void operator delete[] (void *ptr, const char *, int, const char *)

Static Public Member Functions

static void prepareMatricesForVertexBlend (const Matrix4 **blendMatrices, const Matrix4 *boneMatrices, const IndexMap &indexMap)
 Prepare matrices for software indexed vertex blend.
static void softwareVertexBlend (const VertexData *sourceVertexData, const VertexData *targetVertexData, const Matrix4 *const *blendMatrices, size_t numMatrices, bool blendNormals)
 Performs a software indexed vertex blend, of the kind used for skeletal animation although it can be used for other purposes.
static void softwareVertexMorph (Real t, const HardwareVertexBufferSharedPtr &b1, const HardwareVertexBufferSharedPtr &b2, VertexData *targetVertexData)
 Performs a software vertex morph, of the kind used for morph animation although it can be used for other purposes.
static void softwareVertexPoseBlend (Real weight, const map< size_t, Vector3 >::type &vertexOffsetMap, const map< size_t, Vector3 >::type &normalsMap, VertexData *targetVertexData)
 Performs a software vertex pose blend, of the kind used for morph animation although it can be used for other purposes.
static void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

Public Attributes

VertexDatasharedVertexData
 Shared vertex data.
IndexMap sharedBlendIndexToBoneIndexMap
 Shared index map for translating blend index to bone index.

Protected Types

typedef map< String, Animation * >
::type 
AnimationList
 Storage of morph animations, lookup by name.
typedef set< Listener * >::type ListenerList

Protected Member Functions

void organiseTangentsBuffer (VertexData *vertexData, VertexElementSemantic targetSemantic, unsigned short index, unsigned short sourceTexCoordSet)
 Internal method for making the space for a vertex element to hold tangents.
void buildIndexMap (const VertexBoneAssignmentList &boneAssignments, IndexMap &boneIndexToBlendIndexMap, IndexMap &blendIndexToBoneIndexMap)
 Build the index map between bone index and blend index.
void compileBoneAssignments (const VertexBoneAssignmentList &boneAssignments, unsigned short numBlendWeightsPerVertex, IndexMap &blendIndexToBoneIndexMap, VertexData *targetVertexData)
 Compile bone assignments into blend index and weight buffers.
void prepareImpl (void)
 Loads the mesh from disk.
void unprepareImpl (void)
 Destroys data cached by prepareImpl.
void loadImpl (void)
void postLoadImpl (void)
void unloadImpl (void)
size_t calculateSize (void) const
virtual void preLoadImpl (void)
 Internal hook to perform actions before the load process, but after the resource has been marked as 'loading'.
virtual void preUnloadImpl (void)
 Internal hook to perform actions before the unload process.
virtual void postUnloadImpl (void)
 Internal hook to perform actions after the unload process, but before the resource has been marked as fully unloaded.
bool createParamDictionary (const String &className)
 Internal method for creating a parameter dictionary for the class, if it does not already exist.

Protected Attributes

SubMeshList mSubMeshList
 A list of submeshes which make up this mesh.
DataStreamPtr mFreshFromDisk
SubMeshNameMap mSubMeshNameMap
AxisAlignedBox mAABB
 Local bounding box volume.
Real mBoundRadius
 Local bounding sphere radius (centered on object).
String mSkeletonName
 Optional linked skeleton.
SkeletonPtr mSkeleton
VertexBoneAssignmentList mBoneAssignments
bool mBoneAssignmentsOutOfDate
 Flag indicating that bone assignments need to be recompiled.
const LodStrategymLodStrategy
bool mIsLodManual
ushort mNumLods
MeshLodUsageList mMeshLodUsageList
HardwareBuffer::Usage mVertexBufferUsage
HardwareBuffer::Usage mIndexBufferUsage
bool mVertexBufferShadowBuffer
bool mIndexBufferShadowBuffer
bool mPreparedForShadowVolumes
bool mEdgeListsBuilt
bool mAutoBuildEdgeLists
AnimationList mAnimationsList
VertexAnimationType mSharedVertexDataAnimationType
 The vertex animation type associated with the shared vertex data.
bool mSharedVertexDataAnimationIncludesNormals
 Whether vertex animation includes normals.
bool mAnimationTypesDirty
 Do we need to scan animations for animation types?
PoseList mPoseList
 List of available poses for shared and dedicated geometryPoseList.
bool mPosesIncludeNormals
ResourceManagermCreator
 Creator.
String mName
 Unique name of the resource.
String mGroup
 The name of the resource group.
ResourceHandle mHandle
 Numeric handle for more efficient look up than name.
AtomicScalar< LoadingStatemLoadingState
 Is the resource currently loaded?
volatile bool mIsBackgroundLoaded
 Is this resource going to be background loaded? Only applicable for multithreaded.
size_t mSize
 The size of the resource in bytes.
bool mIsManual
 Is this file manually loaded?
String mOrigin
 Origin of this resource (e.g. script name) - optional.
ManualResourceLoadermLoader
 Optional manual loader; if provided, data is loaded from here instead of a file.
size_t mStateCount
 State count, the number of times this resource has changed state.
ListenerList mListenerList

Friends

class SubMesh
class MeshSerializerImpl
class MeshSerializerImpl_v1_4
class MeshSerializerImpl_v1_2
class MeshSerializerImpl_v1_1

Detailed Description

Definition at line 91 of file OgreMesh.h.


Member Typedef Documentation

typedef map<String, Animation*>::type Ogre::Mesh::AnimationList [protected]

Storage of morph animations, lookup by name.

Definition at line 175 of file OgreMesh.h.

Definition at line 104 of file OgreMesh.h.

Definition at line 852 of file OgreMesh.h.

typedef vector<unsigned short>::type Ogre::Mesh::IndexMap

Definition at line 106 of file OgreMesh.h.

typedef set<Listener*>::type Ogre::Resource::ListenerList [protected, inherited]

Definition at line 164 of file OgreResource.h.

Definition at line 100 of file OgreMesh.h.

Definition at line 101 of file OgreMesh.h.

Definition at line 851 of file OgreMesh.h.

Definition at line 274 of file OgreMesh.h.

Definition at line 105 of file OgreMesh.h.

A hashmap used to store optional SubMesh names.

Translates a name into SubMesh index

Definition at line 126 of file OgreMesh.h.

Multimap of vertex bone assignments (orders by vertex index).

Definition at line 103 of file OgreMesh.h.


Member Enumeration Documentation

enum Ogre::Resource::LoadingState [inherited]

Enum identifying the loading state of the resource.

Enumerator:
LOADSTATE_UNLOADED 

Not loaded.

LOADSTATE_LOADING 

Loading is in progress.

LOADSTATE_LOADED 

Fully loaded.

LOADSTATE_UNLOADING 

Currently unloading.

LOADSTATE_PREPARED 

Fully prepared.

LOADSTATE_PREPARING 

Preparing is in progress.

Definition at line 125 of file OgreResource.h.


Constructor & Destructor Documentation

Ogre::Mesh::Mesh ( ResourceManager creator,
const String name,
ResourceHandle  handle,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0 
)

Default constructor - used by MeshManager.

Warning:
Do not call this method directly.
Ogre::Mesh::~Mesh (  ) 

Member Function Documentation

void Ogre::Mesh::_compileBoneAssignments ( void   ) 

Internal method, be called once to compile bone assignments into geometry buffer.

Remarks:
The OGRE engine calls this method automatically. It compiles the information submitted as bone assignments into a format usable in realtime. It also eliminates excessive bone assignments (max is OGRE_MAX_BLEND_WEIGHTS) and re-normalises the remaining assignments.
void Ogre::Mesh::_determineAnimationTypes ( void   )  const

Internal method which, if animation types have not been determined, scans any vertex animations and determines the type for each set of vertex data (cannot have 2 different types).

virtual void Ogre::Resource::_dirtyState (  )  [virtual, inherited]

Manually mark the state of this resource as having been changed.

Remarks:
You only need to call this from outside if you explicitly want derived objects to think this object has changed.
See also:
getStateCount.
virtual void Ogre::Resource::_fireLoadingComplete ( bool  wasBackgroundLoaded  )  [virtual, inherited]

Firing of loading complete event.

Remarks:
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters:
wasBackgroundLoaded Whether this was a background loaded event
virtual void Ogre::Resource::_firePreparingComplete ( bool  wasBackgroundLoaded  )  [virtual, inherited]

Firing of preparing complete event.

Remarks:
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters:
wasBackgroundLoaded Whether this was a background loaded event
virtual void Ogre::Resource::_fireUnloadingComplete ( void   )  [virtual, inherited]

Firing of unloading complete event.

Remarks:
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
virtual Animation* Ogre::Mesh::_getAnimationImpl ( const String name  )  const [virtual]

Internal access to the named vertex Animation object - returns null if it does not exist.

Parameters:
name The name of the animation
bool Ogre::Mesh::_getAnimationTypesDirty ( void   )  const

Are the derived animation types out of date?

Definition at line 825 of file OgreMesh.h.

ushort Ogre::Mesh::_getSubMeshIndex ( const String name  )  const

Gets the index of a submesh with a given name.

Remarks:
Useful if you identify the SubMeshes by name (using nameSubMesh) but wish to have faster repeat access.
void Ogre::Mesh::_initAnimationState ( AnimationStateSet animSet  ) 

Initialise an animation set suitable for use with this mesh.

Remarks:
Only recommended for use inside the engine, not by applications.
virtual void Ogre::Resource::_notifyOrigin ( const String origin  )  [virtual, inherited]

Notify this resource of it's origin.

Definition at line 420 of file OgreResource.h.

void Ogre::Mesh::_notifySkeleton ( SkeletonPtr pSkel  ) 

Internal notification, used to tell the Mesh which Skeleton to use without loading it.

Remarks:
This is only here for unusual situation where you want to manually set up a Skeleton. Best to let OGRE deal with this, don't call it yourself unless you really know what you're doing.
unsigned short Ogre::Mesh::_rationaliseBoneAssignments ( size_t  vertexCount,
VertexBoneAssignmentList assignments 
)

Rationalises the passed in bone assignment list.

Remarks:
OGRE supports up to 4 bone assignments per vertex. The reason for this limit is that this is the maximum number of assignments that can be passed into a hardware-assisted blending algorithm. This method identifies where there are more than 4 bone assignments for a given vertex, and eliminates the bone assignments with the lowest weights to reduce to this limit. The remaining weights are then re-balanced to ensure that they sum to 1.0.
Parameters:
vertexCount The number of vertices.
assignments The bone assignment list to rationalise. This list will be modified and entries will be removed where the limits are exceeded.
Returns:
The maximum number of bone assignments per vertex found, clamped to [1-4]
void Ogre::Mesh::_refreshAnimationState ( AnimationStateSet animSet  ) 

Refresh an animation set suitable for use with this mesh.

Remarks:
Only recommended for use inside the engine, not by applications.
void Ogre::Mesh::_setBoundingSphereRadius ( Real  radius  ) 

Manually set the bounding radius.

Remarks:
Calling this method is required when building manual meshes now, because OGRE can no longer update the bounds for you, because it cannot necessarily read vertex data back from the vertex buffers which this mesh uses (they very well might be write-only, and even if they are not, reading data from a hardware buffer is a bottleneck).
void Ogre::Mesh::_setBounds ( const AxisAlignedBox bounds,
bool  pad = true 
)

Manually set the bounding box for this Mesh.

Remarks:
Calling this method is required when building manual meshes now, because OGRE can no longer update the bounds for you, because it cannot necessarily read vertex data back from the vertex buffers which this mesh uses (they very well might be write-only, and even if they are not, reading data from a hardware buffer is a bottleneck).
Parameters:
pad If true, a certain padding will be added to the bounding box to separate it from the mesh
void Ogre::Mesh::_setLodInfo ( unsigned short  numLevels,
bool  isManual 
)

Internal methods for loading LOD, do not use.

void Ogre::Mesh::_setLodUsage ( unsigned short  level,
MeshLodUsage usage 
)

Internal methods for loading LOD, do not use.

void Ogre::Mesh::_setSubMeshLodFaceList ( unsigned short  subIdx,
unsigned short  level,
IndexData facedata 
)

Internal methods for loading LOD, do not use.

void Ogre::Mesh::_updateCompiledBoneAssignments ( void   ) 

Internal method, be called once to update the compiled bone assignments.

Remarks:
The OGRE engine calls this method automatically. It updates the compiled bone assignments if requested.
void Ogre::Mesh::addBoneAssignment ( const VertexBoneAssignment vertBoneAssign  ) 

Assigns a vertex to a bone with a given weight, for skeletal animation.

Remarks:
This method is only valid after calling setSkeletonName. Since this is a one-off process there exists only 'addBoneAssignment' and 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need to modify bone assignments during rendering (only the positions of bones) and OGRE reserves the right to do some internal data reformatting of this information, depending on render system requirements.
This method is for assigning weights to the shared geometry of the Mesh. To assign weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
virtual void Ogre::Resource::addListener ( Listener lis  )  [virtual, inherited]

Register a listener on this resource.

See also:
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::buildEdgeList ( void   ) 

Builds an edge list for this mesh, which can be used for generating a shadow volume among other things.

void Ogre::Mesh::buildIndexMap ( const VertexBoneAssignmentList boneAssignments,
IndexMap boneIndexToBlendIndexMap,
IndexMap blendIndexToBoneIndexMap 
) [protected]

Build the index map between bone index and blend index.

void Ogre::Mesh::buildTangentVectors ( VertexElementSemantic  targetSemantic = VES_TANGENT,
unsigned short  sourceTexCoordSet = 0,
unsigned short  index = 0,
bool  splitMirrored = false,
bool  splitRotated = false,
bool  storeParityInW = false 
)

This method builds a set of tangent vectors for a given mesh into a 3D texture coordinate buffer.

Remarks:
Tangent vectors are vectors representing the local 'X' axis for a given vertex based on the orientation of the 2D texture on the geometry. They are built from a combination of existing normals, and from the 2D texture coordinates already baked into the model. They can be used for a number of things, but most of all they are useful for vertex and fragment programs, when you wish to arrive at a common space for doing per-pixel calculations.
The prerequisites for calling this method include that the vertex data used by every SubMesh has both vertex normals and 2D texture coordinates.
Parameters:
targetSemantic The semantic to store the tangents in. Defaults to the explicit tangent binding, but note that this is only usable on more modern hardware (Shader Model 2), so if you need portability with older cards you should change this to a texture coordinate binding instead.
sourceTexCoordSet The texture coordinate index which should be used as the source of 2D texture coordinates, with which to calculate the tangents.
index The element index, ie the texture coordinate set which should be used to store the 3D coordinates representing a tangent vector per vertex, if targetSemantic is VES_TEXTURE_COORDINATES. If this already exists, it will be overwritten.
splitMirrored Sets whether or not to split vertices when a mirrored tangent space transition is detected (matrix parity differs).
See also:
TangentSpaceCalc::setSplitMirrored
Parameters:
splitRotated Sets whether or not to split vertices when a rotated tangent space is detected.
See also:
TangentSpaceCalc::setSplitRotated
Parameters:
storeParityInW If true, store tangents as a 4-vector and include parity in w
size_t Ogre::Mesh::calculateSize ( void   )  const [protected, virtual]

Calculate the size of a resource; this will only be called after 'load'.

Implements Ogre::Resource.

virtual void Ogre::Resource::changeGroupOwnership ( const String newGroup  )  [virtual, inherited]

Change the resource group ownership of a Resource.

Remarks:
This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.
Parameters:
newGroup Name of the new group
static void Ogre::StringInterface::cleanupDictionary (  )  [static, inherited]

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

void Ogre::Mesh::clearBoneAssignments ( void   ) 

Removes all bone assignments for this mesh.

Remarks:
This method is for modifying weights to the shared geometry of the Mesh. To assign weights to the per-SubMesh geometry, see the equivalent methods on SubMesh.
MeshPtr Ogre::Mesh::clone ( const String newName,
const String newGroup = StringUtil::BLANK 
)

Makes a copy of this mesh object and gives it a new name.

Remarks:
This is useful if you want to tweak an existing mesh without affecting the original one. The newly cloned mesh is registered with the MeshManager under the new name.
Parameters:
newName The name to give the clone
newGroup Optional name of the new group to assign the clone to; if you leave this blank, the clone will be assigned to the same group as this Mesh.
void Ogre::Mesh::compileBoneAssignments ( const VertexBoneAssignmentList boneAssignments,
unsigned short  numBlendWeightsPerVertex,
IndexMap blendIndexToBoneIndexMap,
VertexData targetVertexData 
) [protected]

Compile bone assignments into blend index and weight buffers.

virtual void Ogre::StringInterface::copyParametersTo ( StringInterface dest  )  const [virtual, inherited]

Method for copying this object's parameters to another object.

Remarks:
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters:
dest Pointer to object to have it's parameters set the same as this object.

Definition at line 301 of file OgreStringInterface.h.

References Ogre::ParamDictionary::mParamDefs, and Ogre::StringInterface::setParameter().

virtual Animation* Ogre::Mesh::createAnimation ( const String name,
Real  length 
) [virtual]

Creates a new Animation object for vertex animating this mesh.

Parameters:
name The name of this animation
length The length of the animation in seconds

Implements Ogre::AnimationContainer.

void Ogre::Mesh::createManualLodLevel ( Real  value,
const String meshName,
const String groupName = Ogre::String() 
)

Adds a new manual level-of-detail entry to this Mesh.

Remarks:
As an alternative to generating lower level of detail versions of a mesh, you can use your own manually modelled meshes as lower level versions. This lets you have complete control over the LOD, and in addition lets you scale down other aspects of the model which cannot be done using the generated method; for example, you could use less detailed materials and / or use less bones in the skeleton if this is an animated mesh. Therefore for complex models you are likely to be better off modelling your LODs yourself and using this method, whilst for models with fairly simple materials and no animation you can just use the generateLodLevels method.
Parameters:
value The value from which this Lod will apply.
meshName The name of the mesh which will be the lower level detail version.
bool Ogre::StringInterface::createParamDictionary ( const String className  )  [protected, inherited]

Internal method for creating a parameter dictionary for the class, if it does not already exist.

Remarks:
This method will check to see if a parameter dictionary exist for this class yet, and if not will create one. NB you must supply the name of the class (RTTI is not used or performance).
Parameters:
className the name of the class using the dictionary
Returns:
true if a new dictionary was created, false if it was already there

Definition at line 184 of file OgreStringInterface.h.

References OGRE_LOCK_MUTEX.

Pose* Ogre::Mesh::createPose ( ushort  target,
const String name = StringUtil::BLANK 
)

Create a new Pose for this mesh or one of its submeshes.

Parameters:
target The target geometry index; 0 is the shared Mesh geometry, 1+ is the dedicated SubMesh geometry belonging to submesh index + 1.
name Name to give the pose, which is optional
Returns:
A new Pose ready for population
SubMesh* Ogre::Mesh::createSubMesh ( const String name  ) 

Creates a new SubMesh and gives it a name.

SubMesh* Ogre::Mesh::createSubMesh ( void   ) 

Creates a new SubMesh.

Remarks:
Method for manually creating geometry for the mesh. Note - use with extreme caution - you must be sure that you have set up the geometry properly.
void Ogre::Mesh::destroySubMesh ( const String name  ) 

Destroy a SubMesh with the given name.

Note:
This will invalidate the contents of any existing Entity, or any other object that is referring to the SubMesh list. Entity will detect this and reinitialise, but it is still a disruptive action.
void Ogre::Mesh::destroySubMesh ( unsigned short  index  ) 

Destroy a SubMesh with the given index.

Note:
This will invalidate the contents of any existing Entity, or any other object that is referring to the SubMesh list. Entity will detect this and reinitialise, but it is still a disruptive action.
virtual void Ogre::Resource::escalateLoading (  )  [virtual, inherited]

Escalates the loading of a background loaded resource.

Remarks:
If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::freeEdgeList ( void   ) 

Destroys and frees the edge lists this mesh has built.

virtual Animation* Ogre::Mesh::getAnimation ( unsigned short  index  )  const [virtual]

Gets a single morph animation by index.

Implements Ogre::AnimationContainer.

virtual Animation* Ogre::Mesh::getAnimation ( const String name  )  const [virtual]

Returns the named vertex Animation object.

Parameters:
name The name of the animation

Implements Ogre::AnimationContainer.

bool Ogre::Mesh::getAutoBuildEdgeLists ( void   )  const

Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.

Definition at line 759 of file OgreMesh.h.

BoneAssignmentIterator Ogre::Mesh::getBoneAssignmentIterator ( void   ) 

Gets an iterator for access all bone assignments.

const VertexBoneAssignmentList& Ogre::Mesh::getBoneAssignments (  )  const

Gets a const reference to the list of bone assignments.

Definition at line 421 of file OgreMesh.h.

Real Ogre::Mesh::getBoundingSphereRadius ( void   )  const

Gets the radius of the bounding sphere surrounding this mesh.

const AxisAlignedBox& Ogre::Mesh::getBounds ( void   )  const

Get the axis-aligned bounding box for this mesh.

virtual ResourceManager* Ogre::Resource::getCreator ( void   )  [virtual, inherited]

Gets the manager which created this resource.

Definition at line 411 of file OgreResource.h.

const EdgeData* Ogre::Mesh::getEdgeList ( unsigned short  lodIndex = 0  )  const

Return the edge list for this mesh, building it if required.

Remarks:
You must ensure that the Mesh as been prepared for shadow volume rendering if you intend to use this information for that purpose. The LOD at which to get the edge list, 0 being the highest.
EdgeData* Ogre::Mesh::getEdgeList ( unsigned short  lodIndex = 0  ) 

Return the edge list for this mesh, building it if required.

Remarks:
You must ensure that the Mesh as been prepared for shadow volume rendering if you intend to use this information for that purpose. The LOD at which to get the edge list, 0 being the highest.
virtual const String& Ogre::Resource::getGroup ( void   )  const [virtual, inherited]

Gets the group which this resource is a member of.

Definition at line 399 of file OgreResource.h.

virtual ResourceHandle Ogre::Resource::getHandle ( void   )  const [virtual, inherited]

Reimplemented in Ogre::SkeletonInstance.

Definition at line 317 of file OgreResource.h.

HardwareBuffer::Usage Ogre::Mesh::getIndexBufferUsage ( void   )  const

Gets the usage setting for this meshes index buffers.

Definition at line 529 of file OgreMesh.h.

virtual LoadingState Ogre::Resource::getLoadingState (  )  const [virtual, inherited]

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 348 of file OgreResource.h.

ushort Ogre::Mesh::getLodIndex ( Real  value  )  const

Retrieves the level of detail index for the given lod value.

Note:
The value passed in is the 'transformed' value. If you are dealing with an original source value (e.g. distance), use LodStrategy::transformUserValue to turn this into a lookup value.
const MeshLodUsage& Ogre::Mesh::getLodLevel ( ushort  index  )  const

Gets details of the numbered level of detail entry.

const LodStrategy* Ogre::Mesh::getLodStrategy (  )  const

Get lod strategy used by this mesh.

virtual const String& Ogre::Resource::getName ( void   )  const [virtual, inherited]

Gets resource name.

Reimplemented in Ogre::SkeletonInstance.

Definition at line 312 of file OgreResource.h.

virtual unsigned short Ogre::Mesh::getNumAnimations ( void   )  const [virtual]

Gets the number of morph animations in this mesh.

Implements Ogre::AnimationContainer.

ushort Ogre::Mesh::getNumLodLevels ( void   )  const

Returns the number of levels of detail that this mesh supports.

Remarks:
This number includes the original model.
unsigned short Ogre::Mesh::getNumSubMeshes ( void   )  const

Gets the number of sub meshes which comprise this mesh.

virtual const String& Ogre::Resource::getOrigin ( void   )  const [virtual, inherited]

Get the origin of this resource, e.g.

a script file name.

Remarks:
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

Definition at line 418 of file OgreResource.h.

const ParamDictionary* Ogre::StringInterface::getParamDictionary ( void   )  const [inherited]

Definition at line 222 of file OgreStringInterface.h.

ParamDictionary* Ogre::StringInterface::getParamDictionary ( void   )  [inherited]

Retrieves the parameter dictionary for this class.

Remarks:
Only valid to call this after createParamDictionary.
Returns:
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

Definition at line 217 of file OgreStringInterface.h.

virtual String Ogre::StringInterface::getParameter ( const String name  )  const [virtual, inherited]

Generic parameter retrieval method.

Remarks:
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters:
name The name of the parameter to get
Returns:
String value of parameter, blank if not found

Definition at line 270 of file OgreStringInterface.h.

References Ogre::ParamCommand::doGet(), and Ogre::ParamDictionary::getParamCommand().

const ParameterList& Ogre::StringInterface::getParameters ( void   )  const [inherited]

Retrieves a list of parameters valid for this object.

Returns:
A reference to a static list of ParameterDef objects.
Pose* Ogre::Mesh::getPose ( const String name  ) 

Retrieve an existing Pose by name.

Pose* Ogre::Mesh::getPose ( ushort  index  ) 

Retrieve an existing Pose by index.

size_t Ogre::Mesh::getPoseCount ( void   )  const

Get the number of poses.

Definition at line 835 of file OgreMesh.h.

ConstPoseIterator Ogre::Mesh::getPoseIterator ( void   )  const

Get an iterator over all the poses defined.

PoseIterator Ogre::Mesh::getPoseIterator ( void   ) 

Get an iterator over all the poses defined.

const PoseList& Ogre::Mesh::getPoseList ( void   )  const

Get pose list.

bool Ogre::Mesh::getSharedVertexDataAnimationIncludesNormals (  )  const

Returns whether animation on shared vertex data includes normals.

Definition at line 766 of file OgreMesh.h.

virtual VertexAnimationType Ogre::Mesh::getSharedVertexDataAnimationType ( void   )  const [virtual]

Gets the type of vertex animation the shared vertex data of this mesh supports.

virtual size_t Ogre::Resource::getSize ( void   )  const [virtual, inherited]

Retrieves info about the size of the resource.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 301 of file OgreResource.h.

const SkeletonPtr& Ogre::Mesh::getSkeleton ( void   )  const

Gets a pointer to any linked Skeleton.

Returns:
Weak reference to the skeleton - copy this if you want to hold a strong pointer.
const String& Ogre::Mesh::getSkeletonName ( void   )  const

Gets the name of any linked Skeleton.

virtual size_t Ogre::Resource::getStateCount (  )  const [virtual, inherited]

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

Definition at line 429 of file OgreResource.h.

SubMesh* Ogre::Mesh::getSubMesh ( const String name  )  const

Gets a SubMesh by name.

SubMesh* Ogre::Mesh::getSubMesh ( unsigned short  index  )  const

Gets a pointer to the submesh indicated by the index.

SubMeshIterator Ogre::Mesh::getSubMeshIterator ( void   ) 

Gets an iterator over the available submeshes.

Definition at line 276 of file OgreMesh.h.

const SubMeshNameMap& Ogre::Mesh::getSubMeshNameMap ( void   )  const

Gets a reference to the optional name assignments of the SubMeshes.

Definition at line 742 of file OgreMesh.h.

HardwareBuffer::Usage Ogre::Mesh::getVertexBufferUsage ( void   )  const

Gets the usage setting for this meshes vertex buffers.

Definition at line 527 of file OgreMesh.h.

VertexData* Ogre::Mesh::getVertexDataByTrackHandle ( unsigned short  handle  ) 

Gets a pointer to a vertex data element based on a morph animation track handle.

Remarks:
0 means the shared vertex data, 1+ means a submesh vertex data (index+1)
virtual bool Ogre::Mesh::hasAnimation ( const String name  )  const [virtual]

Returns whether this mesh contains the named vertex animation.

Implements Ogre::AnimationContainer.

bool Ogre::Mesh::hasSkeleton ( void   )  const

Returns true if this Mesh has a linked Skeleton.

bool Ogre::Mesh::hasVertexAnimation ( void   )  const

Returns whether or not this mesh has some kind of vertex animation.

virtual bool Ogre::Resource::isBackgroundLoaded ( void   )  const [virtual, inherited]

Returns whether this Resource has been earmarked for background loading.

Remarks:
This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 365 of file OgreResource.h.

bool Ogre::Mesh::isEdgeListBuilt ( void   )  const

Returns whether this mesh has an attached edge list.

Definition at line 666 of file OgreMesh.h.

bool Ogre::Mesh::isIndexBufferShadowed ( void   )  const

Gets whether or not this meshes index buffers are shadowed.

Definition at line 533 of file OgreMesh.h.

virtual bool Ogre::Resource::isLoaded ( void   )  const [virtual, inherited]

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 332 of file OgreResource.h.

virtual bool Ogre::Resource::isLoading (  )  const [virtual, inherited]

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 341 of file OgreResource.h.

bool Ogre::Mesh::isLodManual ( void   )  const

Returns true if this mesh is using manual LOD.

Remarks:
A mesh can either use automatically generated LOD, or it can use alternative meshes as provided by an artist. A mesh can only use either all manual LODs or all generated LODs, not a mixture of both.

Definition at line 468 of file OgreMesh.h.

virtual bool Ogre::Resource::isManuallyLoaded ( void   )  const [virtual, inherited]

Is this resource manually loaded?

Definition at line 289 of file OgreResource.h.

virtual bool Ogre::Resource::isPrepared ( void   )  const [virtual, inherited]

Returns true if the Resource has been prepared, false otherwise.

Definition at line 324 of file OgreResource.h.

bool Ogre::Mesh::isPreparedForShadowVolumes ( void   )  const

Returns whether this mesh has already had it's geometry prepared for use in rendering shadow volumes.

Definition at line 663 of file OgreMesh.h.

virtual bool Ogre::Resource::isReloadable ( void   )  const [virtual, inherited]

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 282 of file OgreResource.h.

bool Ogre::Mesh::isVertexBufferShadowed ( void   )  const

Gets whether or not this meshes vertex buffers are shadowed.

Definition at line 531 of file OgreMesh.h.

virtual void Ogre::Resource::load ( bool  backgroundThread = false  )  [virtual, inherited]

Loads the resource, if it is not already.

Remarks:
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.
Parameters:
backgroundThread Indicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::loadImpl ( void   )  [protected, virtual]

Internal implementation of the meat of the 'load' action, only called if this resource is not being loaded from a ManualResourceLoader.

Implements Ogre::Resource.

Reimplemented in Ogre::PatchMesh.

void Ogre::Mesh::nameSubMesh ( const String name,
ushort  index 
)

Gives a name to a SubMesh.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 107 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
) [inherited]

Definition at line 101 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr  )  [inherited]

Definition at line 95 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 118 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr  )  [inherited]

Definition at line 112 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
) [inherited]

placement operator new

Definition at line 78 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz  )  [inherited]

Definition at line 72 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

operator new, with debug line info

Definition at line 67 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz  )  [inherited]

Definition at line 90 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

array operator new, with debug line info

Definition at line 85 of file OgreMemoryAllocatedObject.h.

void Ogre::Mesh::organiseTangentsBuffer ( VertexData vertexData,
VertexElementSemantic  targetSemantic,
unsigned short  index,
unsigned short  sourceTexCoordSet 
) [protected]

Internal method for making the space for a vertex element to hold tangents.

void Ogre::Mesh::postLoadImpl ( void   )  [protected, virtual]

Internal hook to perform actions after the load process, but before the resource has been marked as fully loaded.

Note:
Mutex will have already been acquired by the loading thread. Also, this call will occur even when using a ManualResourceLoader (when loadImpl is not actually called)

Reimplemented from Ogre::Resource.

virtual void Ogre::Resource::postUnloadImpl ( void   )  [protected, virtual, inherited]

Internal hook to perform actions after the unload process, but before the resource has been marked as fully unloaded.

Note:
Mutex will have already been acquired by the unloading thread.

Definition at line 199 of file OgreResource.h.

virtual void Ogre::Resource::preLoadImpl ( void   )  [protected, virtual, inherited]

Internal hook to perform actions before the load process, but after the resource has been marked as 'loading'.

Note:
Mutex will have already been acquired by the loading thread. Also, this call will occur even when using a ManualResourceLoader (when loadImpl is not actually called)

Definition at line 182 of file OgreResource.h.

virtual void Ogre::Resource::prepare ( bool  backgroundThread = false  )  [virtual, inherited]

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters:
backgroundThread Whether this is occurring in a background thread
void Ogre::Mesh::prepareForShadowVolume ( void   ) 

This method prepares the mesh for generating a renderable shadow volume.

Remarks:
Preparing a mesh to generate a shadow volume involves firstly ensuring that the vertex buffer containing the positions for the mesh is a standalone vertex buffer, with no other components in it. This method will therefore break apart any existing vertex buffers this mesh holds if position is sharing a vertex buffer. Secondly, it will double the size of this vertex buffer so that there are 2 copies of the position data for the mesh. The first half is used for the original, and the second half is used for the 'extruded' version of the mesh. The vertex count of the main VertexData used to render the mesh will remain the same though, so as not to add any overhead to regular rendering of the object. Both copies of the position are required in one buffer because shadow volumes stretch from the original mesh to the extruded version.
Because shadow volumes are rendered in turn, no additional index buffer space is allocated by this method, a shared index buffer allocated by the shadow rendering algorithm is used for addressing this extended vertex buffer.
void Ogre::Mesh::prepareImpl ( void   )  [protected, virtual]

Loads the mesh from disk.

This call only performs IO, it does not parse the bytestream or check for any errors therein. It also does not set up submeshes, etc. You have to call load() to do that.

Reimplemented from Ogre::Resource.

Reimplemented in Ogre::PatchMesh.

static void Ogre::Mesh::prepareMatricesForVertexBlend ( const Matrix4 **  blendMatrices,
const Matrix4 boneMatrices,
const IndexMap indexMap 
) [static]

Prepare matrices for software indexed vertex blend.

Remarks:
This function organise bone indexed matrices to blend indexed matrices, so software vertex blending can access to the matrix via blend index directly.
Parameters:
blendMatrices Pointer to an array of matrix pointers to store prepared results, which indexed by blend index
boneMatrices Pointer to an array of matrices to be used to blend, which indexed by bone index
indexMap The index map used to translate blend index to bone index
virtual void Ogre::Resource::preUnloadImpl ( void   )  [protected, virtual, inherited]

Internal hook to perform actions before the unload process.

Note:
Mutex will have already been acquired by the unloading thread.

Definition at line 194 of file OgreResource.h.

virtual void Ogre::Resource::reload ( void   )  [virtual, inherited]

Reloads the resource, if it is already loaded.

Remarks:
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

virtual void Ogre::Mesh::removeAllAnimations ( void   )  [virtual]

Removes all morph Animations from this mesh.

void Ogre::Mesh::removeAllPoses ( void   ) 

Destroy all poses.

virtual void Ogre::Mesh::removeAnimation ( const String name  )  [virtual]

Removes vertex Animation from this mesh.

Implements Ogre::AnimationContainer.

virtual void Ogre::Resource::removeListener ( Listener lis  )  [virtual, inherited]

Remove a listener on this resource.

See also:
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::removeLodLevels ( void   ) 

Removes all LOD data from this Mesh.

void Ogre::Mesh::removePose ( const String name  ) 

Destroy a pose by name.

Note:
This will invalidate any animation tracks referring to this pose or those after it.
void Ogre::Mesh::removePose ( ushort  index  ) 

Destroy a pose by index.

Note:
This will invalidate any animation tracks referring to this pose or those after it.
void Ogre::Mesh::setAutoBuildEdgeLists ( bool  autobuild  ) 

Sets whether or not this Mesh should automatically build edge lists when asked for them, or whether it should never build them if they are not already provided.

Remarks:
This allows you to create meshes which do not have edge lists calculated, because you never want to use them. This value defaults to 'true' for mesh formats which did not include edge data, and 'false' for newer formats, where edge lists are expected to have been generated in advance.

Definition at line 754 of file OgreMesh.h.

virtual void Ogre::Resource::setBackgroundLoaded ( bool  bl  )  [virtual, inherited]

Tells the resource whether it is background loaded or not.

Remarks:
See also:
Resource::isBackgroundLoaded . Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 375 of file OgreResource.h.

void Ogre::Mesh::setIndexBufferPolicy ( HardwareBuffer::Usage  usage,
bool  shadowBuffer = false 
)

Sets the policy for the index buffers to be used when loading this Mesh.

Remarks:
By default, when loading the Mesh, static, write-only vertex and index buffers will be used where possible in order to improve rendering performance. However, such buffers cannot be manipulated on the fly by CPU code (although shader code can). If you wish to use the CPU to modify these buffers, you should call this method. Note, however, that it only takes effect after the Mesh has been reloaded. Note that you still have the option of manually repacing the buffers in this mesh with your own if you see fit too, in which case you don't need to call this method since it only affects buffers created by the mesh itself.
You can define the approach to a Mesh by changing the default parameters to MeshManager::load if you wish; this means the Mesh is loaded with those options the first time instead of you having to reload the mesh after changing these options.
Parameters:
usage The usage flags, which by default are HardwareBuffer::HBU_STATIC_WRITE_ONLY
shadowBuffer If set to true, the index buffers will be created with a system memory shadow buffer. You should set this if you want to be able to read from the buffer, because reading from a hardware buffer is a no-no.
void Ogre::Mesh::setLodStrategy ( LodStrategy lodStrategy  ) 

Set the lod strategy used by this mesh.

virtual bool Ogre::StringInterface::setParameter ( const String name,
const String value 
) [virtual, inherited]

Generic parameter setting method.

Remarks:
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters:
name The name of the parameter to set
value String value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns:
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

virtual void Ogre::StringInterface::setParameterList ( const NameValuePairList paramList  )  [virtual, inherited]

Generic multiple parameter setting method.

Remarks:
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters:
paramList Name/value pair list
void Ogre::Mesh::setSkeletonName ( const String skelName  ) 

Sets the name of the skeleton this Mesh uses for animation.

Remarks:
Meshes can optionally be assigned a skeleton which can be used to animate the mesh through bone assignments. The default is for the Mesh to use no skeleton. Calling this method with a valid skeleton filename will cause the skeleton to be loaded if it is not already (a single skeleton can be shared by many Mesh objects).
Parameters:
skelName The name of the .skeleton file to use, or an empty string to use no skeleton
void Ogre::Mesh::setVertexBufferPolicy ( HardwareBuffer::Usage  usage,
bool  shadowBuffer = false 
)

Sets the policy for the vertex buffers to be used when loading this Mesh.

Remarks:
By default, when loading the Mesh, static, write-only vertex and index buffers will be used where possible in order to improve rendering performance. However, such buffers cannot be manipulated on the fly by CPU code (although shader code can). If you wish to use the CPU to modify these buffers, you should call this method. Note, however, that it only takes effect after the Mesh has been reloaded. Note that you still have the option of manually repacing the buffers in this mesh with your own if you see fit too, in which case you don't need to call this method since it only affects buffers created by the mesh itself.
You can define the approach to a Mesh by changing the default parameters to MeshManager::load if you wish; this means the Mesh is loaded with those options the first time instead of you having to reload the mesh after changing these options.
Parameters:
usage The usage flags, which by default are HardwareBuffer::HBU_STATIC_WRITE_ONLY
shadowBuffer If set to true, the vertex buffers will be created with a system memory shadow buffer. You should set this if you want to be able to read from the buffer, because reading from a hardware buffer is a no-no.
static void Ogre::Mesh::softwareVertexBlend ( const VertexData sourceVertexData,
const VertexData targetVertexData,
const Matrix4 *const *  blendMatrices,
size_t  numMatrices,
bool  blendNormals 
) [static]

Performs a software indexed vertex blend, of the kind used for skeletal animation although it can be used for other purposes.

Remarks:
This function is supplied to update vertex data with blends done in software, either because no hardware support is available, or that you need the results of the blend for some other CPU operations.
Parameters:
sourceVertexData VertexData class containing positions, normals, blend indices and blend weights.
targetVertexData VertexData class containing target position and normal buffers which will be updated with the blended versions. Note that the layout of the source and target position / normal buffers must be identical, ie they must use the same buffer indexes
blendMatrices Pointer to an array of matrix pointers to be used to blend, indexed by blend indices in the sourceVertexData
numMatrices Number of matrices in the blendMatrices, it might be used as a hint for optimisation.
blendNormals If true, normals are blended as well as positions
static void Ogre::Mesh::softwareVertexMorph ( Real  t,
const HardwareVertexBufferSharedPtr b1,
const HardwareVertexBufferSharedPtr b2,
VertexData targetVertexData 
) [static]

Performs a software vertex morph, of the kind used for morph animation although it can be used for other purposes.

Remarks:
This function will linearly interpolate positions between two source buffers, into a third buffer.
Parameters:
t Parametric distance between the start and end buffer positions
b1 Vertex buffer containing VET_FLOAT3 entries for the start positions
b2 Vertex buffer containing VET_FLOAT3 entries for the end positions
targetVertexData VertexData destination; assumed to have a separate position buffer already bound, and the number of vertices must agree with the number in start and end
static void Ogre::Mesh::softwareVertexPoseBlend ( Real  weight,
const map< size_t, Vector3 >::type &  vertexOffsetMap,
const map< size_t, Vector3 >::type &  normalsMap,
VertexData targetVertexData 
) [static]

Performs a software vertex pose blend, of the kind used for morph animation although it can be used for other purposes.

Remarks:
This function will apply a weighted offset to the positions in the incoming vertex data (therefore this is a read/write operation, and if you expect to call it more than once with the same data, then you would be best to suppress hardware uploads of the position buffer for the duration)
Parameters:
weight Parametric weight to scale the offsets by
vertexOffsetMap Potentially sparse map of vertex index -> offset
normalsMap Potentially sparse map of vertex index -> normal
targetVertexData VertexData destination; assumed to have a separate position buffer already bound, and the number of vertices must agree with the number in start and end
bool Ogre::Mesh::suggestTangentVectorBuildParams ( VertexElementSemantic  targetSemantic,
unsigned short &  outSourceCoordSet,
unsigned short &  outIndex 
)

Ask the mesh to suggest parameters to a future buildTangentVectors call, should you wish to use texture coordinates to store the tangents.

Remarks:
This helper method will suggest source and destination texture coordinate sets for a call to buildTangentVectors. It will detect when there are inappropriate conditions (such as multiple geometry sets which don't agree). Moreover, it will return 'true' if it detects that there are aleady 3D coordinates in the mesh, and therefore tangents may have been prepared already.
Parameters:
targetSemantic The semantic you intend to use to store the tangents if they are not already present; most likely options are VES_TEXTURE_COORDINATES or VES_TANGENT; you should use texture coordinates if you want compatibility with older, pre-SM2 graphics cards, and the tangent binding otherwise.
outSourceCoordSet Reference to a source texture coordinate set which will be populated
outIndex Reference to a destination element index (e.g. texture coord set) which will be populated
virtual void Ogre::Resource::touch ( void   )  [virtual, inherited]

'Touches' the resource to indicate it has been used.

Reimplemented in Ogre::Material, and Ogre::UnifiedHighLevelGpuProgram.

Referenced by Ogre::Material::touch().

virtual void Ogre::Resource::unload ( void   )  [virtual, inherited]

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::Mesh::unloadImpl ( void   )  [protected, virtual]

Internal implementation of the 'unload' action; called regardless of whether this resource is being loaded from a ManualResourceLoader.

Implements Ogre::Resource.

void Ogre::Mesh::unnameSubMesh ( const String name  ) 

Removes a name from a SubMesh.

void Ogre::Mesh::unprepareImpl ( void   )  [protected, virtual]

Destroys data cached by prepareImpl.

Reimplemented from Ogre::Resource.

void Ogre::Mesh::updateManualLodLevel ( ushort  index,
const String meshName 
)

Changes the alternate mesh to use as a manual LOD at the given index.

Remarks:
Note that the index of a LOD may change if you insert other LODs. If in doubt, use getLodIndex().
Parameters:
index The index of the level to be changed
meshName The name of the mesh which will be the lower level detail version.
void Ogre::Mesh::updateMaterialForAllSubMeshes ( void   ) 

Iterates through all submeshes and requests them to apply their texture aliases to the material they use.

Remarks:
The submesh will only apply texture aliases to the material if matching texture alias names are found in the material. If a match is found, the submesh will automatically clone the original material and then apply its texture to the new material.
This method is normally called by the protected method loadImpl when a mesh if first loaded.

Friends And Related Function Documentation

friend class MeshSerializerImpl [friend]

Definition at line 94 of file OgreMesh.h.

friend class MeshSerializerImpl_v1_1 [friend]

Definition at line 97 of file OgreMesh.h.

friend class MeshSerializerImpl_v1_2 [friend]

Definition at line 96 of file OgreMesh.h.

friend class MeshSerializerImpl_v1_4 [friend]

Definition at line 95 of file OgreMesh.h.

friend class SubMesh [friend]

Definition at line 93 of file OgreMesh.h.


Member Data Documentation

Local bounding box volume.

Definition at line 136 of file OgreMesh.h.

Definition at line 176 of file OgreMesh.h.

bool Ogre::Mesh::mAnimationTypesDirty [mutable, protected]

Do we need to scan animations for animation types?

Definition at line 182 of file OgreMesh.h.

Definition at line 172 of file OgreMesh.h.

Definition at line 145 of file OgreMesh.h.

Flag indicating that bone assignments need to be recompiled.

Definition at line 148 of file OgreMesh.h.

Local bounding sphere radius (centered on object).

Definition at line 138 of file OgreMesh.h.

ResourceManager* Ogre::Resource::mCreator [protected, inherited]

Creator.

Definition at line 142 of file OgreResource.h.

bool Ogre::Mesh::mEdgeListsBuilt [protected]

Definition at line 171 of file OgreMesh.h.

Definition at line 131 of file OgreMesh.h.

String Ogre::Resource::mGroup [protected, inherited]

The name of the resource group.

Definition at line 146 of file OgreResource.h.

ResourceHandle Ogre::Resource::mHandle [protected, inherited]

Numeric handle for more efficient look up than name.

Definition at line 148 of file OgreResource.h.

Definition at line 167 of file OgreMesh.h.

Definition at line 165 of file OgreMesh.h.

volatile bool Ogre::Resource::mIsBackgroundLoaded [protected, inherited]

Is this resource going to be background loaded? Only applicable for multithreaded.

Definition at line 152 of file OgreResource.h.

bool Ogre::Mesh::mIsLodManual [protected]

Definition at line 160 of file OgreMesh.h.

bool Ogre::Resource::mIsManual [protected, inherited]

Is this file manually loaded?

Definition at line 156 of file OgreResource.h.

Definition at line 165 of file OgreResource.h.

Optional manual loader; if provided, data is loaded from here instead of a file.

Definition at line 160 of file OgreResource.h.

Is the resource currently loaded?

Definition at line 150 of file OgreResource.h.

Definition at line 159 of file OgreMesh.h.

Definition at line 162 of file OgreMesh.h.

String Ogre::Resource::mName [protected, inherited]

Unique name of the resource.

Definition at line 144 of file OgreResource.h.

Definition at line 161 of file OgreMesh.h.

String Ogre::Resource::mOrigin [protected, inherited]

Origin of this resource (e.g. script name) - optional.

Definition at line 158 of file OgreResource.h.

List of available poses for shared and dedicated geometryPoseList.

Definition at line 185 of file OgreMesh.h.

bool Ogre::Mesh::mPosesIncludeNormals [mutable, protected]

Definition at line 186 of file OgreMesh.h.

Definition at line 170 of file OgreMesh.h.

Whether vertex animation includes normals.

Definition at line 180 of file OgreMesh.h.

The vertex animation type associated with the shared vertex data.

Definition at line 178 of file OgreMesh.h.

size_t Ogre::Resource::mSize [protected, inherited]

The size of the resource in bytes.

Definition at line 154 of file OgreResource.h.

Definition at line 142 of file OgreMesh.h.

Optional linked skeleton.

Definition at line 141 of file OgreMesh.h.

size_t Ogre::Resource::mStateCount [protected, inherited]

State count, the number of times this resource has changed state.

Definition at line 162 of file OgreResource.h.

A list of submeshes which make up this mesh.

Each mesh is made up of 1 or more submeshes, which are each based on a single material and can have their own vertex data (they may not - they can share vertex data from the Mesh, depending on preference).

Definition at line 115 of file OgreMesh.h.

Definition at line 133 of file OgreMesh.h.

Definition at line 166 of file OgreMesh.h.

Definition at line 164 of file OgreMesh.h.

Shared index map for translating blend index to bone index.

Remarks:
This index map can be shared among multiple submeshes. SubMeshes might not have their own IndexMap, they might share this one.
We collect actually used bones of all bone assignments, and build the blend index in 'packed' form, then the range of the blend index in vertex data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by minimising the world matrix array constants passing to GPU, we can support more bones for a mesh when hardware skinning is used. The hardware skinning support limit is applied to each set of vertex data in the mesh, in other words, the hardware skinning support limit is applied only to the actually used bones of each SubMeshes, not all bones across the entire Mesh.
Because the blend index is different to the bone index, therefore, we use the index map to translate the blend index to bone index.
The use of shared or non-shared index map is determined when model data is converted to the OGRE .mesh format.

Definition at line 309 of file OgreMesh.h.

Shared vertex data.

Remarks:
This vertex data can be shared among multiple submeshes. SubMeshes may not have their own VertexData, they may share this one.
The use of shared or non-shared buffers is determined when model data is converted to the OGRE .mesh format.

Definition at line 287 of file OgreMesh.h.


The documentation for this class was generated from the following file:

Copyright © 2012 Torus Knot Software Ltd
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Fri May 25 23:38:14 2012