The Nebula Device 3: Models::SkinShapeNode Class Reference

The Nebula Device 3

Models::SkinShapeNode Class Reference

#include <skinshapenode.h>

Inheritance diagram for Models::SkinShapeNode:

Models::ShapeNode Models::StateNode Models::TransformNode Models::ModelNode Core::RefCounted


Detailed Description

A ModelNode which describes a skinned shape. Since the SkinShapeNode is derived from the ShapeNode (which in turn is derived from the TransformNode), a SkinShapeNode contains all the necessary information for rendering a skinned mesh.

It supports the use of variations and skinlists for multi exchangeable animated skins and textures (all the nebula2 character3 functionalities).

(C) 2007 Radon Labs GmbH

Public Member Functions

 SkinShapeNode ()
 constructor
virtual ~SkinShapeNode ()
 destructor
virtual Ptr
< ModelNodeInstance
CreateNodeInstance () const
 create a model node instance
virtual void ApplySharedState ()
 apply state shared by all my SkinShapeNodeInstances
void BeginFragments (int num)
 begin defining mesh fragments
void SetFragGroupIndex (int fragIndex, int primGroupIndex)
 set mesh group index of a skin fragment
int GetFragGroupIndex (int fragIndex) const
 get mesh group index of a skin fragment
void BeginJointPalette (int fragIndex, int numJoints)
 begin defining the joint palette of a fragment
void SetJointIndices (int fragIndex, int paletteIndex, int ji0, int ji1, int ji2, int ji3, int ji4, int ji5, int ji6, int ji7)
 add up to 8 joint indices to the fragments joint palette
void SetJointIndex (int fragIndex, int paletteIndex, int jointIndex)
 add a single joint index to the fragments joint palette
void EndJointPalette (int fragIndex)
 finish adding joints to the joint palette
void EndFragments ()
 finish defining fragments
int GetNumFragments () const
 get number of fragments
const
Util::FixedArray
< Char::CharFragment > & 
GetFragmentArray () const
 get fragment array
int GetJointPaletteSize (int fragIndex) const
 get number of joints in a fragment's joint palette
int GetJointIndex (int fragIndex, int paletteIndex) const
 get a joint index from a fragment's joint palette
void RequestLoadResources ()
 request load resources, if not loaded yet
void RequestUnloadResources ()
 request to unload our resources
virtual
Resources::Resource::State 
GetResourceState () const
 get overall state of contained resources (Initial, Loaded, Pending, Failed, Cancelled)
const Ptr
< Resources::ManagedMesh > & 
GetManagedMesh () const
 get managed mesh
const Ptr
< CoreGraphics::ShaderInstance > & 
GetShaderInstance () const
 get pointer to contained shader instance
void SetPosition (const Math::point &p)
 set position
const Math::pointGetPosition () const
 get position
void SetRotate (const Math::quaternion &r)
 set rotate quaternion
const Math::quaternionGetRotate () const
 get rotate quaternion
void SetScale (const Math::vector &s)
 set scale
const Math::vectorGetScale () const
 get scale
void SetRotatePivot (const Math::point &p)
 set rotate pivot
const Math::pointGetRotatePivot () const
 get rotate pivot
void SetScalePivot (const Math::point &p)
 set scale pivot
const Math::pointGetScalePivot () const
 get scale pivot
const Util::Atom
< Util::String > & 
GetName () const
 get model node name
ModelNodeType::Code GetType () const
 get the ModelNodeType
bool HasParent () const
 return true if node has a parent
const Ptr< ModelNode > & GetParent () const
 get parent node
const Util::Array
< Ptr< ModelNode > > & 
GetChildren () const
 get child nodes
bool IsAttachedToModel () const
 return true if currently attached to a Model
const Ptr< Model > & GetModel () const
 get model this node is attached to
const Math::bboxGetBoundingBox () const
 get bounding box of model node
const
Attr::AttributeContainer
GetAttrs () const
 read access to model node attributes
bool HasAttr (const Attr::AttrId &attrId) const
 check if model node attribute exists
void SetAttr (const Attr::Attribute &attr)
 set generic model node attribute
const Attr::AttributeGetAttr (const Attr::AttrId &attrId) const
 get generic model node attribute
void SetBool (const Attr::BoolAttrId &attrId, bool val)
 set bool value
bool GetBool (const Attr::BoolAttrId &attrId) const
 get bool value
void SetFloat (const Attr::FloatAttrId &attrId, float val)
 set float value
float GetFloat (const Attr::FloatAttrId &attrId) const
 get float value
void SetInt (const Attr::IntAttrId &attrId, int val)
 set int value
int GetInt (const Attr::IntAttrId &attrId) const
 get int value
void SetString (const Attr::StringAttrId &attrId, const Util::String &val)
 set string value
const Util::StringGetString (const Attr::StringAttrId &attrId) const
 get string value
void SetFloat4 (const Attr::Float4AttrId &attrId, const Math::float4 &val)
 set float4 value
Math::float4 GetFloat4 (const Attr::Float4AttrId &attrId) const
 get float4 value
void SetMatrix44 (const Attr::Matrix44AttrId &attrId, const Math::matrix44 &val)
 set matrix44 value
const Math::matrix44GetMatrix44 (const Attr::Matrix44AttrId &attrId) const
 get matrix44 value
void SetGuid (const Attr::GuidAttrId &attrId, const Util::Guid &guid)
 set guid value
const Util::GuidGetGuid (const Attr::GuidAttrId &attrId) const
 get guid value
void SetBlob (const Attr::BlobAttrId &attrId, const Util::Blob &blob)
 set blob value
const Util::BlobGetBlob (const Attr::BlobAttrId &attrId) const
 get blob value
void SetName (const Util::Atom< Util::String > &n)
 set model node name
void SetType (ModelNodeType::Code t)
 set ModelNodeType
void SetParent (const Ptr< ModelNode > &p)
 set parent node
void AddChild (const Ptr< ModelNode > &c)
 add a child node
void AddVisibleNodeInstance (IndexT frameIndex, const Ptr< ModelNodeInstance > &nodeInst)
 called by model node instance on NotifyVisible()
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

virtual void LoadResources ()
 called when resources should be loaded
virtual void UnloadResources ()
 called when resources should be unloaded
void SetupManagedTextureVariable (const Attr::AttrId &resAttrId, const Ptr< CoreGraphics::ShaderVariable > &var)
 setup a new managed texture variable
void UpdateManagedTextureVariables ()
 update managed texture variables
virtual void LoadFromAttrs (const Attr::AttributeContainer &attrs)
 called to initialize from attributes
virtual void SaveToAttrs (Attr::AttributeContainer &attrs)
 called to save state back to attributes
void SetBoundingBox (const Math::bbox &b)
 set bounding box
virtual void OnAttachToModel (const Ptr< Model > &model)
 called when attached to model node
virtual void OnRemoveFromModel ()
 called when removed from model node
const Util::Array
< Ptr
< ModelNodeInstance > > & 
GetVisibleModelNodeInstances (ModelNodeType::Code t) const
 get visible model node instances

Member Function Documentation

void Models::SkinShapeNode::ApplySharedState (  )  [virtual]

apply state shared by all my SkinShapeNodeInstances

This method is called once before rendering the ModelNode's visible instance nodes through the ModelNodeInstance::ApplyState() and ModelNodeInstance::Render() methods. The method must apply the shader state that is shared across all instances. Since this state is constant across all instance nodes, this only happens once before rendering an instance set.

Reimplemented from Models::ShapeNode.

void Models::SkinShapeNode::BeginFragments ( int  num  ) 

begin defining mesh fragments

Begin defining mesh fragment. A skin mesh may be divided into several fragments to account for gfx hardware which an only render a skinned mesh with a limited number of influence objects (joints).

void Models::SkinShapeNode::SetFragGroupIndex ( int  fragIndex,
int  primGroupIndex 
)

set mesh group index of a skin fragment

Set the mesh group index for a skin fragment.

int Models::SkinShapeNode::GetFragGroupIndex ( int  fragIndex  )  const

get mesh group index of a skin fragment

Get the mesh group index for a skin fragment.

void Models::SkinShapeNode::BeginJointPalette ( int  fragIndex,
int  numJoints 
)

begin defining the joint palette of a fragment

Begin defining the joint palette of a skin fragment.

void Models::SkinShapeNode::SetJointIndices ( int  fragIndex,
int  paletteIndex,
int  ji0,
int  ji1,
int  ji2,
int  ji3,
int  ji4,
int  ji5,
int  ji6,
int  ji7 
)

add up to 8 joint indices to the fragments joint palette

Add up to 8 joints to a fragments joint palette starting at a given palette index.

void Models::SkinShapeNode::EndJointPalette ( int  fragIndex  ) 

finish adding joints to the joint palette

Finish defining the joint palette of a skin fragment.

void Models::SkinShapeNode::EndFragments (  ) 

finish defining fragments

Finish defining fragments.

int Models::SkinShapeNode::GetNumFragments (  )  const [inline]

get number of fragments

Get number of fragments.

const Util::FixedArray< Char::CharFragment > & Models::SkinShapeNode::GetFragmentArray (  )  const [inline]

get fragment array

Get fragments.

int Models::SkinShapeNode::GetJointPaletteSize ( int  fragIndex  )  const [inline]

get number of joints in a fragment's joint palette

Get joint palette size of a skin fragment.

int Models::SkinShapeNode::GetJointIndex ( int  fragIndex,
int  paletteIndex 
) const [inline]

get a joint index from a fragment's joint palette

Get a joint index from a fragment's joint index.

void Models::SkinShapeNode::RequestLoadResources (  ) 

request load resources, if not loaded yet

Is call by instances which are getting visible.

void Models::SkinShapeNode::RequestUnloadResources (  ) 

request to unload our resources

Request an unload of our resources, if no instance node references out resource, we try to unload it

void Models::SkinShapeNode::LoadResources (  )  [protected, virtual]

called when resources should be loaded

Do not load resources by default.

Reimplemented from Models::ShapeNode.

void Models::StateNode::SetupManagedTextureVariable ( const Attr::AttrId resAttrId,
const Ptr< CoreGraphics::ShaderVariable > &  var 
) [protected, inherited]

setup a new managed texture variable

Create a new managed texture resource and bind it to the provided shader variable.

void Models::StateNode::UpdateManagedTextureVariables (  )  [protected, inherited]

update managed texture variables

This method transfers texture from our managed texture objects into their associated shader variable. This is necessary since the actual texture of a managed texture may change from frame to frame because of resource management.

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.