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74 lines
2.5 KiB
C++
74 lines
2.5 KiB
C++
//
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// RenderableModelEntityItem.h
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// interface/src/entities
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//
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// Created by Brad Hefta-Gaub on 8/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_RenderableModelEntityItem_h
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#define hifi_RenderableModelEntityItem_h
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#include <QString>
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#include <QStringList>
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#include <ModelEntityItem.h>
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class Model;
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class EntityTreeRenderer;
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class RenderableModelEntityItem : public ModelEntityItem {
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public:
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static EntityItem* factory(const EntityItemID& entityID, const EntityItemProperties& properties);
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RenderableModelEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
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ModelEntityItem(entityItemID, properties),
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_model(NULL),
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_needsInitialSimulation(true),
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_needsModelReload(true),
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_myRenderer(NULL),
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_originalTexturesRead(false) { }
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virtual ~RenderableModelEntityItem();
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virtual EntityItemProperties getProperties() const;
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virtual bool setProperties(const EntityItemProperties& properties);
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virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
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ReadBitstreamToTreeParams& args,
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
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virtual void somethingChangedNotification() { _needsInitialSimulation = true; }
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virtual void render(RenderArgs* args);
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject, bool precisionPicking) const;
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Model* getModel(EntityTreeRenderer* renderer);
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bool needsToCallUpdate() const;
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virtual void updateDimensions(const glm::vec3& value);
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bool isReadyToComputeShape();
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void computeShapeInfo(ShapeInfo& info);
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ShapeType getShapeType() const;
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private:
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void remapTextures();
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Model* _model;
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bool _needsInitialSimulation;
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bool _needsModelReload;
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EntityTreeRenderer* _myRenderer;
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QString _currentTextures;
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QStringList _originalTextures;
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bool _originalTexturesRead;
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QVector<QVector<glm::vec3>> _points;
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};
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#endif // hifi_RenderableModelEntityItem_h
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