The Nebula Device 3: Models::ModelInstance Class Reference

The Nebula Device 3

Models::ModelInstance Class Reference

#include <modelinstance.h>

Inheritance diagram for Models::ModelInstance:

Core::RefCounted

Detailed Description

A ModelInstance contains the per-instance data for rendering a Model. Usually there is one ModelInstance created per game object.

A ModelInstance is roughly comparable to a Nebula2 nRenderContext.

(C) 2007 Radon Labs GmbH

Public Member Functions

 ModelInstance ()
 constructor
virtual ~ModelInstance ()
 destructor
bool IsValid () const
 return true if currently valid
const Ptr< Model > & GetModel () const
 get the Model this instance was created from
const Ptr< InternalGraphics::InternalModelEntity > & GetModelEntity () const
 get the ModelEntity which owns this instance
void SetTransform (const Math::matrix44 &m)
 set world space transform of the instance
const Math::matrix44GetTransform () const
 get world space transform
Ptr< ModelNodeInstanceLookupNodeInstance (const Util::StringAtom &path) const
 lookup a node instance, return invalid ptr if not exists, this method is SLOW
const Util::Array< Ptr< ModelNodeInstance > > & GetNodeInstances () const
 get all node instances
const Ptr< ModelNodeInstance > & GetRootNodeInstance () const
 get pointer to top-level node instance
void AttachNodeInstance (const Ptr< ModelNodeInstance > &nodeInst)
 attach a node instance which has already been setup
void RemoveNodeInstance (const Ptr< ModelNodeInstance > &nodeInst)
 remove a node instance, does not discard the node instance!
void OnNotifyCullingVisible (IndexT frameIndex, Timing::Time time)
 called from ModelEntity::OnNotifyCullingVisible
void OnRenderBefore (IndexT frameIndex, Timing::Time time)
 called from ModelEntity::OnRenderBefore
void OnVisibilityResolve (IndexT resolveIndex, const Math::matrix44 &cameraTransform)
 called during visibility resolve
void UpdateRenderStats (const Math::matrix44 &cameraTransform)
 calls ModelInstance::OnVisibilityResolve(...) + updating screen space stats
void RenderDebug ()
 render node specific debug shape
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 Setup (const Ptr< Model > &model, const Ptr< ModelNode > &rootModelNode)
 setup the ModelInstance from a root model node
void Discard ()
 cleanup and unlink from model
void SetModelEntity (const Ptr< InternalGraphics::InternalModelEntity > &mdlEntity)
 set pointer to ModelEntity which owns this instance
void OnShow (Timing::Time time)
 called when the entity becomes visible with current time
void OnHide (Timing::Time time)
 called when the entity becomes invisible

Member Function Documentation

Ptr< ModelNodeInstance > Models::ModelInstance::LookupNodeInstance ( const Util::StringAtom path  )  const

lookup a node instance, return invalid ptr if not exists, this method is SLOW

Careful, this method is SLOW!

const Ptr< ModelNodeInstance > & Models::ModelInstance::GetRootNodeInstance (  )  const

get pointer to top-level node instance

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

void Models::ModelInstance::AttachNodeInstance ( const Ptr< ModelNodeInstance > &  nodeInst  ) 

attach a node instance which has already been setup

Attach a node instance which has already been setup.

void Models::ModelInstance::RemoveNodeInstance ( const Ptr< ModelNodeInstance > &  nodeInst  ) 

remove a node instance, does not discard the node instance!

Remove a node instance, do not discard it!

void Models::ModelInstance::OnNotifyCullingVisible ( IndexT  frameIndex,
Timing::Time  time 
)

called from ModelEntity::OnNotifyCullingVisible

This method is called once per frame on ModelInstances which have been detected as visible during the culling phase (so, relatively early).

void Models::ModelInstance::OnRenderBefore ( IndexT  frameIndex,
Timing::Time  time 
)

called from ModelEntity::OnRenderBefore

This method is called once per frame on visible ModelInstances right before rendering.

void Models::ModelInstance::OnVisibilityResolve ( IndexT  resolveIndex,
const Math::matrix44 cameraTransform 
)

called during visibility resolve

This method is called by the Graphics subsystem when we are currently visible. Once all visible model instances are notified, the Graphics subsystem can get a render-order-optimized list of all visible model-node-instances through the ModelServer.

void Models::ModelInstance::UpdateRenderStats ( const Math::matrix44 cameraTransform  ) 

calls ModelInstance::OnVisibilityResolve(...) + updating screen space stats

This updates the render stats of the model. This may only be called by the players camera as other camera transforms (e.g. for light and shadow) shall not influence the LOD of a model.

void Models::ModelInstance::RenderDebug (  ) 

render node specific debug shape

This method is called from the RenderDebug of Graphics::ModelEntity.

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.