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Base class for Entitys that use a built-in G3D::Model subclass. More...
Inherits G3D::Entity.
Inherited by G3D::Light, and G3D::ParticleSystem.
Public Types | |
enum | VisualizationMode { SKELETON, BOUNDS, SKELETON_AND_BOUNDS } |
Public Member Functions | |
ArticulatedModel::Pose & | articulatedModelPose () |
bool | canCauseCollisions () const |
bool | canChange () const |
True if this Entity can change (when not Scene::editing(); all objects can change when in editing mode). More... | |
bool | castsShadows () const |
const Surface::ExpressiveLightScatteringProperties & | expressiveLightScatteringProperties () const |
const CoordinateFrame & | frame () const |
Current position, i.e., as of last onSimulation call. More... | |
virtual void | getLastBounds (class AABox &box) const |
Return a world-space axis-aligned bounding box as of the last call to onPose(). More... | |
virtual void | getLastBounds (class Sphere &sphere) const |
Return a world-space bounding sphere as of the last call to onPose(). More... | |
virtual void | getLastBounds (class Box &box) const |
Return a world-space bounding box as of the last call to onPose(). More... | |
virtual bool | intersect (const Ray &R, float &maxDistance, Model::HitInfo &info=Model::HitInfo::ignore) const override |
virtual bool | intersectBounds (const Ray &R, float &maxDistance, Model::HitInfo &info) const override |
Returns true if there is conservatively some intersection with the object's bounds closer than maxDistance to the ray origin. More... | |
virtual const Array< Box > & | lastBoxBoundArray () const |
Return a world-space bounding box array for all surfaces produced by this Entity as of the last call to onPose(). More... | |
bool | lastBoxBoundArraysOverlap (const shared_ptr< Entity > &other) const |
Returns true if the world space bounds of these two entities overlap. More... | |
RealTime | lastChangeTime () const |
Wall-clock time at which this entity changed in some way, e.g., that might require recomputing a spatial data structure. More... | |
virtual void | makeGUI (class GuiPane *pane, class GApp *app) override |
Create a user interface for controlling the properties of this Entity. More... | |
void | markChanged () |
Sets the lastChangeTime() to the current System::time() More... | |
float | mass () const |
const shared_ptr< Model > & | model () const |
const String & | name () const |
virtual void | onPose (Array< shared_ptr< Surface > > &surfaceArray) override |
Invokes poseModel to compute the actual surfaces and then computes bounds on them when needed. More... | |
virtual void | onSimulation (SimTime absoluteTime, SimTime deltaTime) override |
Physical simulation callback. More... | |
bool | physicalSimulation () const |
virtual shared_ptr< SoundEntity > | playSound (const shared_ptr< Sound > &sound, const CFrame &childFrame=CFrame(), bool attach=true) |
Creates a new G3D::SoundEntity attached to this Entity at childFrame by an Entity::EntityTrack and returns it. More... | |
virtual const shared_ptr< Model::Pose > & | pose () const |
const CoordinateFrame & | previousFrame () const |
virtual void | setCanCauseCollisions (bool c) |
If true, causes collisions for other objects during physical simulation. More... | |
void | setCastsShadows (bool b) |
virtual void | setFrame (const CFrame &f, bool updatePreviousFrame=true) |
This sets the position of the Entity for the current simulation step. More... | |
virtual void | setFrameSpline (const PhysicsFrameSpline &spline) |
If there is a controller on this object and it is a SplineTrack, mutate it to store this value. More... | |
virtual void | setMass (float m) |
Set to a negative number to tell the physics system to use the absolute value as a density and infer the mass from the mesh on load. More... | |
virtual void | setModel (const shared_ptr< Model > &model) |
Not all VisibleEntity subclasses will accept all models. More... | |
virtual void | setPhysicalSimulation (bool s) |
If true, this object should receive physical simulation for its motion. More... | |
virtual void | setPose (const shared_ptr< Model::Pose > &pose) |
virtual void | setPreviousFrame (const CFrame &f) |
Explicitly override the previous frame value used for computing motion vectors. More... | |
void | setShouldBeSaved (bool b) |
virtual void | setTrack (const shared_ptr< Track > &c) |
virtual void | setVisible (bool b) |
bool | shouldBeSaved () const |
True if this Entity should be saved when the scene is converted to Any for saving/serialization. More... | |
virtual Any | toAny (const bool forceAll=false) const override |
Converts the current VisibleEntity to an Any. More... | |
virtual shared_ptr< Track > | track () const |
bool | visible () const |
virtual void | visualize (RenderDevice *rd, bool isSelected, const class SceneVisualizationSettings &s, const shared_ptr< GFont > &font, const shared_ptr< Camera > &camera) |
Called by Scene::visualize every frame. More... | |
Static Public Member Functions | |
static shared_ptr< Entity > | create (const String &name, Scene *scene, AnyTableReader &propertyTable, const ModelTable &modelTable, const Scene::LoadOptions &options) |
Construct a VisibleEntity. More... | |
static shared_ptr< VisibleEntity > | create (const String &name, Scene *scene, const shared_ptr< Model > &model, const CFrame &frame=CFrame(), const shared_ptr< Track > &track=shared_ptr< Entity::Track >(), bool canChange=true, bool shouldBeSaved=true, bool visible=true, const Surface::ExpressiveLightScatteringProperties &expressiveLightScatteringProperties=Surface::ExpressiveLightScatteringProperties(), const ArticulatedModel::PoseSpline &artPoseSpline=ArticulatedModel::PoseSpline(), const shared_ptr< Model::Pose > &pose=nullptr) |
Protected Member Functions | |
VisibleEntity () | |
void | init (AnyTableReader &propertyTable, const ModelTable &modelTable) |
void | init (const shared_ptr< Model > &model, bool visible, const Surface::ExpressiveLightScatteringProperties &expressiveLightScatteringProperties, const ArticulatedModel::PoseSpline &artPoseSpline, const MD3Model::PoseSequence &md3PoseSequence=MD3Model::PoseSequence(), const shared_ptr< Model::Pose > &pose=nullptr) |
void | init (const String &name, Scene *scene, AnyTableReader &propertyTable) |
The initialization sequence for Entity and its subclasses is different than for typical C++ classes. More... | |
void | init (const String &name, Scene *scene, const CFrame &frame, const shared_ptr< Track > &controller, bool canChange, bool shouldBeSaved) |
void | onModelDropDownAction () |
GUI callback. More... | |
virtual void | poseModel (Array< shared_ptr< Surface > > &surfaceArray) const |
Called from VisibleEntity::onPose to extract surfaces from the model. More... | |
virtual void | simulatePose (SimTime absoluteTime, SimTime deltaTime) |
Animates the appropriate pose type for the model selected. More... | |
Static Protected Member Functions | |
template<class T , class ... ArgTypes> | |
static shared_ptr< T > | createShared (ArgTypes &&... args) |
Like std::make_shared, but works for protected constructors. More... | |
Protected Attributes | |
ArticulatedModel::PoseSpline | m_artPoseSpline |
Pose over time. More... | |
bool | m_canCauseCollisions = false |
bool | m_canChange |
If true, the canChange() method returns true. More... | |
Surface::ExpressiveLightScatteringProperties | m_expressiveLightScatteringProperties |
CoordinateFrame | m_frame |
Current position. More... | |
AABox | m_lastAABoxBounds |
Bounds at the last pose() call, in world space. More... | |
RealTime | m_lastBoundsTime |
Time at which the bounds were computed. More... | |
Array< Box > | m_lastBoxBoundArray |
Bounds on all of the surfaces from the last pose() call, in world space. More... | |
Box | m_lastBoxBounds |
Bounds at the last pose() call, in world space. More... | |
RealTime | m_lastChangeTime |
AABox | m_lastObjectSpaceAABoxBounds |
Bounds at the last pose() call, in object space. More... | |
Sphere | m_lastSphereBounds |
Bounds at the last pose() call, in world space. More... | |
float | m_mass = 1 |
MD3Model::PoseSequence | m_md3PoseSequence |
shared_ptr< Model > | m_model |
class GuiDropDownList * | m_modelDropDownList |
bool | m_movedSinceLoad |
True if the frame has changed since load. More... | |
bool | m_movedSinceSimulation = false |
Has this Entity been explicitly moved by setFrame() since it was last simulated? If so, onSimulation will not update the m_previousFrame because it assumes some external logic is moving the Entity. More... | |
String | m_name |
bool | m_physicalSimulation = false |
shared_ptr< Model::Pose > | m_pose |
CoordinateFrame | m_previousFrame |
Frame before onSimulation(). More... | |
shared_ptr< Model::Pose > | m_previousPose |
Scene * | m_scene |
bool | m_shouldBeSaved |
True if this Entity should be saved when the scene is converted to Any for saving/serialization. More... | |
Any | m_sourceAny |
The Any from which this was originally constructed. More... | |
shared_ptr< Track > | m_track |
Basic simulation behavior for the Entity. More... | |
bool | m_visible |
Should this Entity currently be allowed to affect any part of the rendering pipeline (e.g., shadows, primary rays, indirect light)? If false, the Entity never returns any surfaces from onPose(). More... | |
Base class for Entitys that use a built-in G3D::Model subclass.
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True if this Entity can change (when not Scene::editing(); all objects can change when in editing mode).
It is safe to build static data structures over Entitys that cannot change.
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Construct a VisibleEntity.
name | The name of this Entity, e.g., "Player 1" |
propertyTable | The form is given below. It is intended that subclasses replace the table name and add new fields. |
In particular, to pass a custom Shader argument (see also G3D::Args and G3D::UniformTable) for a VisibleEntity, use:
See also the properties from Entity::init.
expressiveLightScatteringProperties are stored on the pose object for the specific model chosen so that multiple instances of the same model can exist with different shadow-casting properties.
The poseSpline and castsShadows fields are optional. The Entity base class reads these fields. Other subclasses read their own fields. Do not specify a poseSpline unless you want to override the defaults. Specifying them reduces rendering performance slightly.
modelTable | Maps model names that are referenced in propertyTable to shared_ptr<ArticulatedModel>, shared_ptr<MD2Model> or MD3::ModelRef. |
scene | May be nullptr |
The original caller (typically, a Scene class) should invoke AnyTableReader::verifyDone to ensure that all of the fields specified were read by some subclass along the inheritance chain.
See samples/starter/source/Scene.cpp for an example of use.
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Like std::make_shared, but works for protected constructors.
Call as createShared<myclass>.
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Current position, i.e., as of last onSimulation call.
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Return a world-space axis-aligned bounding box as of the last call to onPose().
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Return a world-space bounding sphere as of the last call to onPose().
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The initialization sequence for Entity and its subclasses is different than for typical C++ classes.
That is because they must avoid throwing exceptions from a constructor when parsing, need to support both AnyTableReader and direct parameter versions, and have to verify that all fields from an AnyTableReader are actually consumed. See samples/entity and G3D::VisibleEntity for examples of how to initialize an Entity subclass.
name | The name of this Entity, e.g., "Player 1" |
propertyTable | The form is given below. It is intended that subclasses replace the table name and add new fields. <some base class name> { model = <modelname>; frame = <initial CFrame or equivalent; overriden if a controller is present> track = <see Entity::Track>; canChange = <boolean> }
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scene | May be nullptr so long as no entity() controller is used |
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Reimplemented from G3D::Entity.
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Returns true if there is conservatively some intersection with the object's bounds closer than maxDistance to the ray origin.
If so, updates maxDistance with the intersection distance.
The bounds used may be more accurate than any of the given getLastBounds() results because the method may recurse into individual parts of the scene graph within the Entity.
Reimplemented from G3D::Entity.
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Returns true if the world space bounds of these two entities overlap.
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Wall-clock time at which this entity changed in some way, e.g., that might require recomputing a spatial data structure.
Create a user interface for controlling the properties of this Entity.
Called by SceneEditorWindow on selection.
app | May be nullptr. |
Reimplemented from G3D::Entity.
Reimplemented in G3D::Light.
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Sets the lastChangeTime() to the current System::time()
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Referenced by G3D::Light::spotTarget().
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GUI callback.
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Invokes poseModel to compute the actual surfaces and then computes bounds on them when needed.
Reimplemented from G3D::Entity.
Reimplemented in G3D::Light, and G3D::ParticleSystem.
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Physical simulation callback.
The default implementation animates the model pose (by calling simulatePose()) and moves the frame() along m_frameSpline.
If setFrame() has been called since the last onSimulation call, then the previous frame is not updated to the current frame by onSimulation because it assumes some external logic is maintaining the Entity's position.
deltaTime | The change in time since the previous call to onSimulation. Two values are special: 0 means that simulation is paused and time should not advance. As much as possible, all state should remain unchanged. For example, anything computed by differentials such as velocity should remain at its current value (rather than becoming infinite!). In particular, this allows freeze-frame rendering of motion blur. The default implementation leaves m_previousFrame and the previous pose unchanged. A value of nan() means that the time has been changed discontinuously, for example, by Scene::setTime. In this case, all state should update to the new absolute time and differentials can be approximated as zero (or whatever other result is reasonable for this Entity). |
Reimplemented from G3D::Entity.
Reimplemented in G3D::Light, and G3D::ParticleSystem.
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Creates a new G3D::SoundEntity attached to this Entity at childFrame by an Entity::EntityTrack and returns it.
The new SoundEntity is automatically added to the Scene and will remain rigidly attached to the Entity.
You do not need to retain the pointer to the created sound for it to remain playing and in the scene. The SoundEntity will automatically remove itself from the Scene when it stops playing.
If attach == false, then the EntityTrack is not created and the sound will remain fixed in space.
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Called from VisibleEntity::onPose to extract surfaces from the model.
If you subclass VisibleEntity to support a new model type, override this method. onPose will then still compute bounds correctly for your model.
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If true, causes collisions for other objects during physical simulation.
It may not react to those collisions if physicalSimulation is false. Default is true for VisibleEntity and false for other subclasses.
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This sets the position of the Entity for the current simulation step.
If there is a controller set and the base class Entity::onSimulation is invoked, it will override the value assigned here.
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If there is a controller on this object and it is a SplineTrack, mutate it to store this value.
Otherwise, create a new SplineTrack to overwrite the current controller.
Used by SceneEditorWindow
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Set to a negative number to tell the physics system to use the absolute value as a density and infer the mass from the mesh on load.
Default is -10 (kg/m^3).
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Not all VisibleEntity subclasses will accept all models.
If this model is not appropriate for this subclass, then the model() will not change.
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If true, this object should receive physical simulation for its motion.
If true, canMove must also be true and there must be no Track on this Entity.
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Explicitly override the previous frame value used for computing motion vectors.
This is very rarely needed because simulation automatically updates this value.
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True if this Entity should be saved when the scene is converted to Any for saving/serialization.
Defaults to true. Set to false for transient objects. For example, a character's spawn point Entity might have shouldBeSaved() = true, while the character itself might have shouldBeSaved() = false. This would allow editing of the scene while the simulation loop is running without having the scene at the end of the editing session reflecting the result of the character moving about.
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Animates the appropriate pose type for the model selected.
Called from onSimulation. Subclasses will frequently replace onSimulation but retain this helper method.
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Converts the current VisibleEntity to an Any.
Subclasses should modify at least the name of the Table returned by the base class, which will be "Entity" if not changed.
Reimplemented from G3D::Entity.
Reimplemented in G3D::Light, and G3D::ParticleSystem.
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Called by Scene::visualize every frame.
During this, Entitys may make rendering calls according to the SceneVisualizationSettings to display control points and other features.
isSelected | True if this entity is selected by a sceneEditorWindow, which may trigger additional visualization for it. |
Reimplemented in G3D::MarkerEntity, and G3D::SoundEntity.
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Pose over time.
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Referenced by G3D::Entity::canCauseCollisions(), and G3D::Entity::setCanCauseCollisions().
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If true, the canChange() method returns true.
Defaults to true.
It is illegal to set m_canChange to false if m_frameSpline has more than one control point because a spline implies animation.
Subclasses should set this to false during initialization if the object will never move so that other classes can precompute data structures that are affected by the Entity.
Referenced by G3D::Entity::canChange().
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Referenced by castsShadows(), expressiveLightScatteringProperties(), and setCastsShadows().
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Current position.
Do not directly mutate–invoke setFrame() to ensure that times are modified correctly.
Referenced by G3D::Light::distance(), G3D::Entity::frame(), G3D::Light::frame(), and G3D::Light::position().
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Bounds at the last pose() call, in world space.
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Time at which the bounds were computed.
Bounds on all of the surfaces from the last pose() call, in world space.
Referenced by G3D::Entity::lastBoxBoundArray().
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Bounds at the last pose() call, in object space.
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Bounds at the last pose() call, in world space.
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Referenced by G3D::Entity::mass(), and G3D::Entity::setMass().
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True if the frame has changed since load.
Used by toAny() to decide if m_sourceAny is out of date.
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Has this Entity been explicitly moved by setFrame() since it was last simulated? If so, onSimulation will not update the m_previousFrame because it assumes some external logic is moving the Entity.
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Referenced by G3D::Entity::name().
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Referenced by G3D::Entity::physicalSimulation(), and G3D::Entity::setPhysicalSimulation().
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Referenced by articulatedModelPose(), and pose().
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Frame before onSimulation().
Used for tracking poses and for velocity estimation.
Referenced by G3D::Entity::previousFrame(), and G3D::Entity::setPreviousFrame().
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True if this Entity should be saved when the scene is converted to Any for saving/serialization.
Defaults to true. Set to false for transient objects. For example, a character's spawn point Entity might have shouldBeSaved() = true, while the character itself might have shouldBeSaved() = false. This would allow editing of the scene while the simulation loop is running without having the scene at the end of the editing session reflecting the result of the character moving about.
Referenced by G3D::Entity::setShouldBeSaved(), and G3D::Entity::shouldBeSaved().
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Basic simulation behavior for the Entity.
If nullptr, the Entity is never moved by the base class' onSimulation method. You can subclass Track, but it is usually easier to subclass Entity and override onSimulation directly when creating behaviors more complex than those supported by the default Track language.
Referenced by G3D::Entity::setTrack(), and G3D::Entity::track().
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Should this Entity currently be allowed to affect any part of the rendering pipeline (e.g., shadows, primary rays, indirect light)? If false, the Entity never returns any surfaces from onPose().
Does not necessarily mean that the underlying model is visible to primary rays.
Referenced by setVisible(), and visible().