The Nebula Device 3: Models::Model Class Reference

The Nebula Device 3

Models::Model Class Reference

#include <model.h>

Inheritance diagram for Models::Model:

Resources::Resource Core::RefCounted

Detailed Description

A Model represents the template for a renderable object, consisting of a hierarchy of ModelNodes which represent transformations and shapes. Models should generally be created through the ModelServer, which guarantees that a given Model is only loaded once into memory. To render a Model, at least one ModelInstance must be created from the Model. Usually one ModelInstance is created per game object. Generally speaking, all per-instance data lives in the ModelInstance objects, while all constant data lives in the Model object.

(C) 2007 Radon Labs GmbH

Public Types

enum  State
 resource states (DO NOT CHANGE ORDER!)

Public Member Functions

 Model ()
 constructor
virtual ~Model ()
 destructor
virtual void Unload ()
 unload the resource, or cancel the pending load
void LoadResources ()
 load node resources (meshes, textures, shaders, ...)
void UnloadResources ()
 unload node resources
bool CheckPendingResources ()
 check if all resources have been loaded, return true if yes
void UpdateBoundingBox ()
 update model's bounding box from model nodes
void SetBoundingBox (const Math::bbox &b)
 set the model's local bounding box
const Math::bboxGetBoundingBox () const
 get the model's local bounding box
Ptr< ModelNodeLookupNode (const Util::String &path) const
 lookup a ModelNode in the Model by path, returns invalid pointer if not found
void AttachNode (const Ptr< ModelNode > &node)
 attach a model node to the Model
void RemoveNode (const Ptr< ModelNode > &node)
 remove a model node from the Model
const Util::Array< Ptr< ModelNode > > & GetNodes () const
 access to model nodes
const Ptr< ModelNode > & GetRootNode () const
 get root node (always at index 0)
Ptr< ModelInstanceCreateInstance ()
 create a ModelInstance of the Model
Ptr< ModelInstanceCreatePartialInstance (const Util::StringAtom &rootNodePath, const Math::matrix44 &rootNodeOffsetMatrix)
 create a ModelInstance from a hierarchy sub-tree
void DiscardInstance (Ptr< ModelInstance > modelInstance)
 discard an instance
const Util::Array< Ptr< ModelInstance > > & GetInstances () const
 get all attached model instances
void SetAsyncEnabled (bool b)
 request synchronous/asynchronous resource loading
bool IsAsyncEnabled () const
 return true if asynchronous resource loading is enabled
void Lock ()
 set locked to true
void Unlock ()
 set locked to false
bool IsLocked () const
 returns true if resource will be used as source for copy process soon
void SetResourceId (const ResourceId &id)
 set the resource identifier
const ResourceIdGetResourceId () const
 get the resource identifier
void SetLoader (const Ptr< ResourceLoader > &loader)
 set optional resource loader
const Ptr< ResourceLoader > & GetLoader () const
 get optional resource loader
void SetSaver (const Ptr< ResourceSaver > &saver)
 set optional resource saver
const Ptr< ResourceSaver > & GetSaver () const
 get optional resource saver
SizeT GetUseCount () const
 get current use count
virtual State Load ()
 load the resource
void SetState (State s)
 set current state (usually only called during Load()!)
State GetState () const
 get current state
bool IsLoaded () const
 return true if current state is Loaded
bool IsPending () const
 return true if current state is Pending
bool LoadFailed () const
 return true if current state is Failed
virtual bool Save ()
 save the resource
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

void IncrUseCount ()
 increment use count
void DecrUseCount ()
 decrement use count

Member Function Documentation

void Models::Model::LoadResources (  ) 

load node resources (meshes, textures, shaders, ...)

This method asks all model nodes to load their resources. Note that actual resource loading may be asynchronous and placeholder resources may be in place right after this method returns.

void Models::Model::UnloadResources (  ) 

unload node resources

This method asks all model nodes to unload their resources.

bool Models::Model::CheckPendingResources (  ) 

check if all resources have been loaded, return true if yes

This checks whether all resource have been loaded, if yes the method OnResourcesLoaded() will be called once. If some resources are not loaded yet, the method will return false.

void Models::Model::UpdateBoundingBox (  ) 

update model's bounding box from model nodes

This method will update the Model's bounding box to include the bounding boxes of all ModelNodes owned by the Model object.

Ptr< ModelNode > Models::Model::LookupNode ( const Util::String path  )  const

lookup a ModelNode in the Model by path, returns invalid pointer if not found

Careful, this method is SLOW!

const Ptr< ModelNode > & Models::Model::GetRootNode (  )  const [inline]

get root node (always at index 0)

Get a pointer to the root node. This is always the first node.

Resource::State Resources::Resource::Load (  )  [virtual, inherited]

load the resource

This loads the resource through the attached resource loader. Depending on the resource loader, the resource may happen synchronously or asynchronously. If the resource is loaded asynchronously, the IsPending() method will return true as long as the load is in progress, and IsLoaded() will become true when the loading process has finished. If the load has failed, IsPending() will switch to false and IsLoaded() will not be true.

bool Resources::Resource::Save (  )  [virtual, inherited]

save the resource

This will save the resource. A resource saver must be attached to the resource and the resource must be loaded for the method to succeed. Saving will always be performed synchronously.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.