27 using std::unique_ptr;
111 const vector<Model*>& imposterModelsLOD2,
240 inline const string&
getId()
override {
273 return objectLOD1->getNodeTransformMatrix(
id);
388 objectLOD1->setShaderParameter(parameterName, parameterValue);
389 objectLOD2->setShaderParameter(parameterName, parameterValue);
const Vector3 & getLookFrom() const
Color 4 definition class.
TDME2 engine entity shader parameters.
void setShaderParameter(const string ¶meterName, const ShaderParameter ¶meterValue)
Set shader parameter for given parameter name.
void setShader(const string &shaderId)
Set shader.
const ShaderParameter getShaderParameter(const string ¶meterName) const
Returns shader parameter for given parameter name, if the value does not exist, the default will be r...
@ ENTITYTYPE_LODOBJECTIMPOSTER
Imposter object to be used with engine class.
LOD object + imposter to be used with engine class.
BoundingBox * getBoundingBox() override
const Vector3 & getTranslation() const override
const Transform & getTransform() const override
RenderPass getRenderPass() const override
void dispose() override
Dispose this entity.
void setShader(const string &id)
Set shader id.
LODObjectImposter(const string &id, Model *modelLOD1, const vector< Model * > &imposterModelsLOD2, float lod2MinDistance, float lodNoneMinDistance=150.0f)
Public constructor.
const Color4 & getEffectColorAddLOD2() const
void setTranslation(const Vector3 &translation) override
Set translation.
Transform parentTransform
void removeRotation(const int idx) override
Remove rotation.
Rotation & getRotation(const int idx) override
Get rotation at given index.
unique_ptr< ImposterObject > objectLOD2
const int getRotationCount() const override
const Vector3 & getRotationAxis(const int idx) const override
void initialize() override
Initiates this entity.
bool isReceivesShadows() override
EntityShaderParameters shaderParameters
void setRenderPass(RenderPass renderPass) override
Set render pass.
void setReceivesShadows(bool receivesShadows) override
Enable/disable receives shadows.
const string & getShader()
void addRotation(const Vector3 &axis, const float angle) override
Add rotation.
void update() override
Update transform.
const Matrix4x4 getNodeTransformMatrix(const string &id)
void setPickable(bool pickable) override
Set this entity pickable.
void setEffectColorMul(const Color4 &effectColorMul) override
Set effect color that will be multiplied with fragment color.
const ShaderParameter getShaderParameter(const string ¶meterName)
Returns shader parameter for given parameter name, if the value does not exist, the default will be r...
bool isPickable() override
void setShaderParameter(const string ¶meterName, const ShaderParameter ¶meterValue)
Set shader parameter for given parameter name.
Matrix4x4 entityTransformMatrix
void setTransform(const Transform &transform) override
Set transform.
unique_ptr< Object > objectLOD1
ImposterObject * getLOD2Object()
void setEffectColorAddLOD2(const Color4 &effectColorAddLOD2)
Set effect color add for LOD2 level.
~LODObjectImposter()
Public destructor.
Color4 effectColorMulLOD2
const Quaternion & getRotationsQuaternion() const override
void setScale(const Vector3 &scale) override
Set scale.
bool isContributesShadows() override
const Vector3 & getScale() const override
const Color4 & getEffectColorMulLOD2() const
const float getRotationAngle(const int idx) const override
BoundingBox * getWorldBoundingBox() override
const Color4 & getEffectColorMul() const override
The effect color will be multiplied with fragment color.
void setFrustumCulling(bool frustumCulling) override
Set frustum culling.
void setEngine(Engine *engine) override
Set up engine.
void setEnabled(bool enabled) override
Enable/disable rendering.
const Transform & getParentTransform() const override
const Matrix4x4 & getTransformMatrix() const override
const string & getId() override
EntityType getEntityType() override
Color4 effectColorAddLOD2
void setContributesShadows(bool contributesShadows) override
Enable/disable contributes shadows.
void setRotationAxis(const int idx, const Vector3 &axis) override
Set rotation axis.
bool isFrustumCulling() override
bool isEnabled() override
Object * determineLODObject(Camera *camera)
Get current lod object.
void setEffectColorMulLOD2(const Color4 &effectColorMulLOD2)
Set effect color mul for LOD2 level.
void setEffectColorAdd(const Color4 &effectColorAdd) override
Set effect color that will be added to fragment color.
const Color4 & getEffectColorAdd() const override
The effect color will be added to fragment color.
void setParentTransform(const Transform &parentTransform) override
Set parent transform.
void setRenderer(Renderer *renderer) override
Set up renderer.
void setRotationAngle(const int idx, const float angle) override
Object to be used with engine class.
Shader parameter model class.
Representation of a 3D model.
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
Vector3 computeClosestPointInBoundingBox(const Vector3 &point)
Compute closest point in bounding box of given point.
Matrix4x4 class representing matrix4x4 mathematical structure and operations for 3d space.
Quaternion class representing quaternion mathematical structure and operations with x,...
Vector3 class representing vector3 mathematical structure and operations with x, y,...
float computeLengthSquared() const
Vector3 & sub(float scalar)
Subtracts a scalar.
#define FORBID_CLASS_COPY(CLASS)