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This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2006 Torus Knot Software Ltd
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to

You may alternatively use this source under the terms of a specific version of
the OGRE Unrestricted License provided you have obtained such a license from
Torus Knot Software Ltd.
#ifndef __InstancedGeometry_H__
#define __InstancedGeometry_H__

#include "OgrePrerequisites.h"
#include "OgreMovableObject.h"
#include "OgreSimpleRenderable.h"
#include "OgreSkeleton.h"
#include "OgreSkeletonInstance.h"
#include "OgreAnimationTrack.h"
#include "OgreBone.h"

namespace Ogre {

      /** Pre-transforms and batches up meshes for efficient use as instanced geometry
            in a scene
            Shader instancing allows to save both memory and draw calls. While 
            StaticGeometry stores 500 times the same object in a batch to display 500 
            objects, this shader instancing implementation stores only 80 times the object, 
            and then re-uses the vertex data with different shader parameter.
            Although you save memory, you make more draw call. However, you still 
            make less draw calls than if you were rendering each object independently.
            Plus, you can move the batched objects independently of one another which 
            you cannot do with StaticGeometry.
            Therefore it is important when you are rendering a lot of geometry to 
            batch things up into as few rendering calls as possible. This
            class allows you to build a batched object from a series of entities 
            in order to benefit from this behaviour.
            Batching has implications of it's own though:
            @li Batched geometry cannot be subdivided; that means that the whole
                  group will be displayed, or none of it will. This obivously has
                  culling issues.
            @li A single material must apply for each batch. In fact this class 
                  allows you to use multiple materials, but you should be aware that 
                  internally this means that there is one batch per material. 
                  Therefore you won't gain as much benefit from the batching if you 
                  use many different materials; try to keep the number down.
            The bounding box information is computed whith object position only. 
            It doesn't take account of the object orientation. 
            The LOD settings of both the Mesh and the Materials used in 
            constructing this instanced geometry will be respected. This means that 
            if you use meshes/materials which have LOD, batches in the distance 
            will have a lower polygon count or material detail to those in the 
            foreground. Since each mesh might have different LOD distances, during 
            build the furthest distance at each LOD level from all meshes  
            in that BatchInstance is used. This means all the LOD levels change at the 
            same time, but at the furthest distance of any of them (so quality is 
            not degraded). Be aware that using Mesh LOD in this class will 
            further increase the memory required. Only generated LOD
            is supported for meshes.
            There are 2 ways you can add geometry to this class; you can add
            Entity objects directly with predetermined positions, scales and 
            orientations, or you can add an entire SceneNode and it's subtree, 
            including all the objects attached to it. Once you've added everthing
            you need to, you have to call build() the fix the geometry in place. 
            You should not construct instances of this class directly; instead, call 
            SceneManager::createInstancedGeometry, which gives the SceneManager the 
            option of providing you with a specialised version of this class if it
            wishes, and also handles the memory management for you like other 
00095       class _OgreExport  InstancedGeometry
            /** Struct holding geometry optimised per SubMesh / lod level, ready
                  for copying to instances. 
                  Since we're going to be duplicating geometry lots of times, it's
                  far more important that we don't have redundant vertex data. If a 
                  SubMesh uses shared geometry, or we're looking at a lower LOD, not
                  all the vertices are being referenced by faces on that submesh.
                  Therefore to duplicate them, potentially hundreds or even thousands
                  of times, would be extremely wasteful. Therefore, if a SubMesh at
                  a given LOD has wastage, we create an optimised version of it's
                  geometry which is ready for copying with no wastage.
00110             class _OgrePrivate OptimisedSubMeshGeometry
                  OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {}
                        delete vertexData;
                        delete indexData;
                  VertexData *vertexData;
                  IndexData *indexData;
            typedef std::list<OptimisedSubMeshGeometry*> OptimisedSubMeshGeometryList;
            /// Saved link between SubMesh at a LOD and vertex/index data
            /// May point to original or optimised geometry
00125             struct SubMeshLodGeometryLink
                  VertexData* vertexData;
                  IndexData* indexData;
            typedef std::vector<SubMeshLodGeometryLink> SubMeshLodGeometryLinkList;
            typedef std::map<SubMesh*, SubMeshLodGeometryLinkList*> SubMeshGeometryLookup;
            /// Structure recording a queued submesh for the build
00133             struct QueuedSubMesh
                  SubMesh* submesh;
                  /// Link to LOD list of geometry, potentially optimised
00137                   SubMeshLodGeometryLinkList* geometryLodList;
                  String materialName;
                  Vector3 position;
                  Quaternion orientation;
                  Vector3 scale;
                  /// Pre-transformed world AABB 
00143                   AxisAlignedBox worldBounds;
                  unsigned int ID;
            typedef std::vector<QueuedSubMesh*> QueuedSubMeshList;
            typedef std::vector<String> QueuedSubMeshOriginList;
            /// Structure recording a queued geometry for low level builds
00149             struct QueuedGeometry
                  SubMeshLodGeometryLink* geometry;
                  Vector3 position;
                  Quaternion orientation;
                  Vector3 scale;
                  unsigned int ID;
            typedef std::vector<QueuedGeometry*> QueuedGeometryList;
            // forward declarations
            class LODBucket;
            class MaterialBucket;
            class BatchInstance;
            class InstancedObject;

            /** A GeometryBucket is a the lowest level bucket where geometry with 
                  the same vertex & index format is stored. It also acts as the 
00169             class _OgreExport  GeometryBucket : public SimpleRenderable
                  /// Geometry which has been queued up pre-build (not for deallocation)
00174                   QueuedGeometryList mQueuedGeometry;
                  /// Pointer to the Batch
00176                   InstancedGeometry*mBatch;
                  /// Pointer to parent bucket
00178                   MaterialBucket* mParent;
                  /// String identifying the vertex / index format
00180                   String mFormatString;
                  /// Vertex information, includes current number of vertices
                  /// committed to be a part of this bucket
00183                   VertexData* mVertexData;
                  /// Index information, includes index type which limits the max
                  /// number of vertices which are allowed in one bucket
00186                   IndexData* mIndexData;
                  /// Size of indexes
00188                   HardwareIndexBuffer::IndexType mIndexType;
                  /// Maximum vertex indexable
00190                   size_t mMaxVertexIndex;
                  ///   Index of the Texcoord where the index is stored
00192                   unsigned short mTexCoordIndex;
                  AxisAlignedBox mAABB;

                  template<typename T>
                  void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset)
                        if (indexOffset == 0)
                              memcpy(dst, src, sizeof(T) * count);
                                    *dst++ = static_cast<T>(*src++ + indexOffset);
                  GeometryBucket(MaterialBucket* parent, const String& formatString, 
                        const VertexData* vData, const IndexData* iData);
                  GeometryBucket(MaterialBucket* parent,const String& formatString,GeometryBucket*bucket);
                  virtual ~GeometryBucket();
                  MaterialBucket* getParent(void) { return mParent; }
                  Real getBoundingRadius(void) const;
                  /// Get the vertex data for this geometry 
00218                   const VertexData* getVertexData(void) const { return mVertexData; }
                  /// Get the index data for this geometry 
00220                   const IndexData* getIndexData(void) const { return mIndexData; }
                  /// @copydoc Renderable::getMaterial
                  const MaterialPtr& getMaterial(void) const;
                  Technique* getTechnique(void) const;
              void getWorldTransforms(Matrix4* xform) const;
                  virtual unsigned short getNumWorldTransforms(void) const ;
              const Quaternion& getWorldOrientation(void) const;
              const Vector3& getWorldPosition(void) const;
                  Real getSquaredViewDepth(const Camera* cam) const;
              const LightList& getLights(void) const;
                  bool getCastsShadows(void) const;
                  String getFormatString(void) const;
                  /** Try to assign geometry to this bucket.
                  @returns false if there is no room left in this bucket
                  bool assign(QueuedGeometry* qsm);
                  /// Build
                  void build();
                  /// Dump contents for diagnostics
                  void dump(std::ofstream& of) const;
                  /// retun the BoundingBox information. Usefull when cloning the batch instance.
00241                   AxisAlignedBox & getAABB(void){return mAABB;};
            class _OgreExport  InstancedObject
                  friend class GeometryBucket;
                   enum TransformSpace
            /// Transform is relative to the local space
            /// Transform is relative to the space of the parent node
            /// Transform is relative to world space
                  /// list of Geometry Buckets that contains the instanced object
                  typedef std::vector<GeometryBucket*> GeometryBucketList;
                  GeometryBucketList mGeometryBucketList;
                  unsigned short mIndex;
                  Matrix4  mTransformation;
                  Quaternion mOrientation;
                  Vector3     mScale;
                  Vector3 mPosition;
                  SkeletonInstance* mSkeletonInstance;
                  /// Cached bone matrices, including any world transform
                  Matrix4 *mBoneWorldMatrices;
                  /// Cached bone matrices in skeleton local space
                  Matrix4 *mBoneMatrices;
                  /// State of animation for animable meshes
                  AnimationStateSet* mAnimationState;
                  unsigned short mNumBoneMatrices;
                  /// Records the last frame in which animation was updated
                  unsigned long mFrameAnimationLastUpdated;
                  InstancedObject(int index);
                  InstancedObject(int index,SkeletonInstance *skeleton,AnimationStateSet*animations);
                  void setPosition( Vector3  position);
                  Vector3 & getPosition(void);
                  void yaw(const Radian& angle);
                  void pitch(const Radian& angle);
                  void roll(const Radian& angle);
                  void rotate(const Quaternion& q);
                  void setScale(const Vector3& scale);
                  void addBucketToList(GeometryBucket* bucket);
                  void needUpdate();
                  GeometryBucketList&getGeometryBucketList(void){return mGeometryBucketList;}
                  void translate(const Matrix3& axes, const Vector3& move);
                  void translate(const Vector3& d);
                  Matrix3 getLocalAxes(void) const;
                  void updateAnimation(void);
                  AnimationState* getAnimationState(const String& name) const;
                  SkeletonInstance*getSkeletonInstance(void){return mSkeletonInstance;}

            /** A MaterialBucket is a collection of smaller buckets with the same 
                  Material (and implicitly the same LOD). */
00299             class _OgreExport  MaterialBucket
                  /// list of Geometry Buckets in this BatchInstance
00303                   typedef std::vector<GeometryBucket*> GeometryBucketList;
                  /// Pointer to parent LODBucket
00306                   LODBucket* mParent;
                  /// Material being used
00308                   String mMaterialName;
                  /// Pointer to material being used
00310                   MaterialPtr mMaterial;
                  /// Active technique
00312                   Technique* mTechnique;
                  int mLastIndex;
                  /// list of Geometry Buckets in this BatchInstance
00315                   GeometryBucketList mGeometryBucketList;
                  // index to current Geometry Buckets for a given geometry format
                  typedef std::map<String, GeometryBucket*> CurrentGeometryMap;
                  CurrentGeometryMap mCurrentGeometryMap;
                  /// Get a packed string identifying the geometry format
                  String getGeometryFormatString(SubMeshLodGeometryLink* geom);
                  MaterialBucket(LODBucket* parent, const String& materialName);
                  virtual ~MaterialBucket();
                  LODBucket* getParent(void) { return mParent; }
                  /// Get the material name
00327                   const String& getMaterialName(void) const { return mMaterialName; }
                  /// Assign geometry to this bucket
                  void assign(QueuedGeometry* qsm);
                  /// Build
                  void build();
                  /// Add children to the render queue
                  void addRenderables(RenderQueue* queue, uint8 group, 
                        Real camSquaredDist);
                  /// Get the material for this bucket
00336                   const MaterialPtr& getMaterial(void) const { return mMaterial; }
                  /// Iterator over geometry
00338                   typedef VectorIterator<GeometryBucketList> GeometryIterator;
                  /// Get an iterator over the contained geometry
                  GeometryIterator getGeometryIterator(void);
                  /// Get the current Technique
00342                   Technique* getCurrentTechnique(void) const { return mTechnique; }
                  /// Dump contents for diagnostics
                  void dump(std::ofstream& of) const;
                  /// Return the geometry map
                  MaterialBucket::CurrentGeometryMap* getMaterialBucketMap(void) const;
                  /// Return the geometry list
                  MaterialBucket::GeometryBucketList*getGeometryBucketList(void) const;
                  /// fill in the map and the list
                  void updateContainers(GeometryBucket* bucket, const String &format);
                  void setLastIndex(int index){mLastIndex=index;}
                  int getLastIndex(){return mLastIndex;}
                  void setMaterial(const String & name);
            /** A LODBucket is a collection of smaller buckets with the same LOD. 
                  LOD refers to Mesh LOD here. Material LOD can change separately
                  at the next bucket down from this.
00361             class _OgreExport  LODBucket
                  /// Lookup of Material Buckets in this BatchInstance
00365                   typedef std::map<String, MaterialBucket*> MaterialBucketMap;
                  /// Pointer to parent BatchInstance
00368                   BatchInstance* mParent;
                  /// LOD level (0 == full LOD)
00370                   unsigned short mLod;
                  /// distance at which this LOD starts to apply (squared)
00372                   Real mSquaredDistance;
                  /// Lookup of Material Buckets in this BatchInstance
00374                   MaterialBucketMap mMaterialBucketMap;
                  /// Geometry queued for a single LOD (deallocated here)
00376                   QueuedGeometryList mQueuedGeometryList;
                  LODBucket(BatchInstance* parent, unsigned short lod, Real lodDist);
                  virtual ~LODBucket();
                  BatchInstance* getParent(void) { return mParent; }
                  /// Get the lod index
00382                   ushort getLod(void) const { return mLod; }
                  /// Get the lod squared distance
00384                   Real getSquaredDistance(void) const { return mSquaredDistance; }
                  /// Assign a queued submesh to this bucket, using specified mesh LOD
                  void assign(QueuedSubMesh* qsm, ushort atLod);
                  /// Build
                  void build();
                  /// Add children to the render queue
                  void addRenderables(RenderQueue* queue, uint8 group, 
                        Real camSquaredDistance);
                  /// Iterator over the materials in this LOD
00393                   typedef MapIterator<MaterialBucketMap> MaterialIterator;
                  /// Get an iterator over the materials in this LOD
                  MaterialIterator getMaterialIterator(void);
                  /// Dump contents for diagnostics
                  void dump(std::ofstream& of) const;
                  /// fill the map
                  void updateContainers(MaterialBucket* bucket, String& name );
            /** The details of a topological BatchInstance which is the highest level of
                  partitioning for this class.
                  The size & shape of BatchInstances entirely depends on the SceneManager
                  specific implementation. It is a MovableObject since it will be
                  attached to a node based on the local centre - in practice it
                  won't actually move (although in theory it could).
00410             class _OgreExport  BatchInstance : public MovableObject

                  /// list of LOD Buckets in this BatchInstance
00416                   typedef std::vector<LODBucket*> LODBucketList;
                  typedef std::map<int, InstancedObject*> ObjectsMap;
                  /// Parent static geometry
00421                   InstancedGeometry* mParent;
                  /// Scene manager link
00423                   SceneManager* mSceneMgr;
                  /// Scene node
00425                   SceneNode* mNode;
                  /// Local list of queued meshes (not used for deallocation)
00427                   QueuedSubMeshList mQueuedSubMeshes;
                  /// Unique identifier for the BatchInstance
00429                   uint32 mBatchInstanceID;

                  ObjectsMap mInstancesMap;
                  /// LOD distances (squared) as built up - use the max at each level
00434                   std::vector<Real> mLodSquaredDistances;
                  /// Local AABB relative to BatchInstance centre
00436                   AxisAlignedBox mAABB;
                  /// Local bounding radius
00438                   Real mBoundingRadius;
                  /// The current lod level, as determined from the last camera
00440                   ushort mCurrentLod;
                  /// Current camera distance, passed on to do material lod later
00442                   Real mCamDistanceSquared;
                  /// List of LOD buckets             
00445                   LODBucketList mLodBucketList;

                  BatchInstance(InstancedGeometry* parent, const String& name, SceneManager* mgr, 
                        uint32 BatchInstanceID);
                  virtual ~BatchInstance();
                  // more fields can be added in subclasses
                  InstancedGeometry* getParent(void) const { return mParent;}
                  /// Assign a queued mesh to this BatchInstance, read for final build
                  void assign(QueuedSubMesh* qmesh);
                  /// Build this BatchInstance
                  void build();
                  /// Get the BatchInstance ID of this BatchInstance
00458                   uint32 getID(void) const { return mBatchInstanceID; }
                  /// Get the centre point of the BatchInstance
//                const Vector3& getCentre(void) const { return mCentre; }
                  const String& getMovableType(void) const;
                  void _notifyCurrentCamera(Camera* cam);
                  const AxisAlignedBox& getBoundingBox(void) const;
                  void  setBoundingBox(AxisAlignedBox& box);
                  Real getBoundingRadius(void) const;
                  void _updateRenderQueue(RenderQueue* queue);
                  bool isVisible(void) const;
            //    uint32 getTypeFlags(void) const;

                  typedef VectorIterator<LODBucketList> LODIterator;
                  /// Get an iterator over the LODs in this BatchInstance
                  LODIterator getLODIterator(void);
                  /// Shared set of lights for all GeometryBuckets
                  const LightList& getLights(void) const;

                  /// update the bounding box of the BatchInstance according to the positions of the objects
                  void updateBoundingBox();

                  /// Dump contents for diagnostics
                  void dump(std::ofstream& of) const;
                  /// fill in the list 
                  void updateContainers(LODBucket* bucket );
                  /// attach the BatchInstance to the scene
                  void attachToScene();
                  void addInstancedObject(int index, InstancedObject* object);
                  InstancedObject*  isInstancedObjectPresent(int index);
                  InstancedObject** getObjectsAsArray(unsigned short & size);
                  SceneNode*getSceneNode(void){return mNode;}
                  ObjectsMap&getInstancesMap(void){return  mInstancesMap;};
                  /// change the shader used to render the batch instance
            /** Indexed BatchInstance map based on packed x/y/z BatchInstance index, 10 bits for
                  each axis.
00496             typedef std::map<uint32, BatchInstance*> BatchInstanceMap;
            /** Simple vectors where are stored all the renderoperations of the Batch.
                  This vector is used when we want to delete the batch, in order to delete only one time each
                  render operation.

00502             typedef std::vector<RenderOperation*> RenderOperationVector;
            // General state & settings
            SceneManager* mOwner;
            String mName;
            bool mBuilt;
            Real mUpperDistance;
            Real mSquaredUpperDistance;
            bool mCastShadows;
            Vector3 mBatchInstanceDimensions;
            Vector3 mHalfBatchInstanceDimensions;
            Vector3 mOrigin;
            bool mVisible;
        /// The render queue to use when rendering this object
00516         uint8 mRenderQueueID;
            /// Flags whether the RenderQueue's default should be used.
00518             bool mRenderQueueIDSet;
            /// number of objects in the batch
00520             unsigned int mObjectCount;
            QueuedSubMeshList mQueuedSubMeshes;
            /**this is just a pointer to the base skeleton that will be used for each animated object in the batches
            This pointer has a value only during the creation of the InstancedGeometry
00526             SkeletonPtr mBaseSkeleton;
            SkeletonInstance *mSkeletonInstance;
            /**This is the main animation state. All "objects" in the batch will use an instance of this animation
00531             AnimationStateSet* mAnimationState;
            /// List of geometry which has been optimised for SubMesh use
            /// This is the primary storage used for cleaning up later
00534             OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList;

            /** Cached links from SubMeshes to (potentially optimised) geometry
                  This is not used for deletion since the lookup may reference
                  original vertex data
00540             SubMeshGeometryLookup mSubMeshGeometryLookup;
            /// Map of BatchInstances
00543             BatchInstanceMap mBatchInstanceMap;
            /** This vector stores all the renderOperation used in the batch. 
            See the type definition for more details.
00547             RenderOperationVector mRenderOps;
            /** Virtual method for getting a BatchInstance most suitable for the
                  passed in bounds. Can be overridden by subclasses.
            virtual BatchInstance* getBatchInstance(const AxisAlignedBox& bounds, bool autoCreate);
            /** Get the BatchInstance within which a point lies */
            virtual BatchInstance* getBatchInstance(const Vector3& point, bool autoCreate);
            /** Get the BatchInstance using indexes */
            virtual BatchInstance* getBatchInstance(ushort x, ushort y, ushort z, bool autoCreate);
            /** Get the BatchInstance using a packed index, returns null if it doesn't exist. */
            virtual BatchInstance* getBatchInstance(uint32 index);
            /** Get the BatchInstance indexes for a point.
            virtual void getBatchInstanceIndexes(const Vector3& point, 
                  ushort& x, ushort& y, ushort& z);
            /** get the first BatchInstance or create on if it does not exists.
            virtual BatchInstance* getInstancedGeometryInstance(void);
            /** Pack 3 indexes into a single index value
            virtual uint32 packIndex(ushort x, ushort y, ushort z);
            /** Get the volume intersection for an indexed BatchInstance with some bounds.
            virtual Real getVolumeIntersection(const AxisAlignedBox& box,  
                  ushort x, ushort y, ushort z);
            /** Get the bounds of an indexed BatchInstance.
            virtual AxisAlignedBox getBatchInstanceBounds(ushort x, ushort y, ushort z);
            /** Get the centre of an indexed BatchInstance.
            virtual Vector3 getBatchInstanceCentre(ushort x, ushort y, ushort z);
            /** Calculate world bounds from a set of vertex data. */
            virtual AxisAlignedBox calculateBounds(VertexData* vertexData, 
                  const Vector3& position, const Quaternion& orientation, 
                  const Vector3& scale);
            /** Look up or calculate the geometry data to use for this SubMesh */
            SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm);
            /** Split some shared geometry into dedicated geometry. */
            void splitGeometry(VertexData* vd, IndexData* id, 
                  SubMeshLodGeometryLink* targetGeomLink);

            typedef std::map<size_t, size_t> IndexRemap;
            /** Method for figuring out which vertices are used by an index buffer
                  and calculating a remap lookup for a vertex buffer just containing
                  those vertices. 
            template <typename T>
00594             void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap)
                  for (size_t i = 0; i < numIndexes; ++i)
                        // use insert since duplicates are silently discarded
                        remap.insert(IndexRemap::value_type(*pBuffer++, remap.size()));
                        // this will have mapped oldindex -> new index IF oldindex
                        // wasn't already there
            /** Method for altering indexes based on a remap. */
            template <typename T>
00607             void remapIndexes(T* src, T* dst, const IndexRemap& remap, 
                        size_t numIndexes)
                  for (size_t i = 0; i < numIndexes; ++i)
                        // look up original and map to target
                        IndexRemap::const_iterator ix = remap.find(*src++);
                        assert(ix != remap.end());
                        *dst++ = static_cast<T>(ix->second);
            /// Constructor; do not use directly (@see SceneManager::createInstancedGeometry)
            InstancedGeometry(SceneManager* owner, const String& name);
            /// Destructor
            virtual ~InstancedGeometry();

            /// Get the name of this object
00626             const String& getName(void) const { return mName; }
            /** Adds an Entity to the static geometry.
                  This method takes an existing Entity and adds its details to the 
                  list of     elements to include when building. Note that the Entity
                  itself is not copied or referenced in this method; an Entity is 
                  passed simply so that you can change the materials of attached 
                  SubEntity objects if you want. You can add the same Entity 
                  instance multiple times with different material settings 
                  completely safely, and destroy the Entity before destroying 
                  this InstancedGeometry if you like. The Entity passed in is simply 
                  used as a definition.
            @note Must be called before 'build'.
            @param ent The Entity to use as a definition (the Mesh and Materials 
                  referenced will be recorded for the build call).
            @param position The world position at which to add this Entity
            @param orientation The world orientation at which to add this Entity
            @param scale The scale at which to add this entity
            virtual void addEntity(Entity* ent, const Vector3& position,
                  const Quaternion& orientation = Quaternion::IDENTITY, 
                  const Vector3& scale = Vector3::UNIT_SCALE);

            /** Adds all the Entity objects attached to a SceneNode and all it's
                  children to the static geometry.
                  This method performs just like addEntity, except it adds all the 
                  entities attached to an entire sub-tree to the geometry. 
                  The position / orientation / scale parameters are taken from the
                  node structure instead of being specified manually. 
                  The SceneNode you pass in will not be automatically detached from 
                  it's parent, so if you have this node already attached to the scene
                  graph, you will need to remove it if you wish to avoid the overhead
                  of rendering <i>both</i> the original objects and their new static
                  versions! We don't do this for you incase you are preparing this 
                  in advance and so don't want the originals detached yet. 
            @note Must be called before 'build'.
            @param node Pointer to the node to use to provide a set of Entity 
            virtual void addSceneNode(const SceneNode* node);

            /** Build the geometry. 
                  Based on all the entities which have been added, and the batching 
                  options which have been set, this method constructs   the batched 
                  geometry structures required. The batches are added to the scene 
                  and will be rendered unless you specifically hide them.
                  Once you have called this method, you can no longer add any more 
            virtual void build(void);
                  /** Add a new batch instance
                        This method add a new instance of the whole batch, by creating a new 
                        BatchInstance, containing new lod buckets, material buckets and geometry buckets.
                        The new geometry bukets will use the same buffers as the base bucket.
                  no note
            void addBatchInstance(void);
            /** Destroys all the built geometry state (reverse of build). 
                  You can call build() again after this and it will pick up all the
                  same entities / nodes you queued last time.
            virtual void destroy(void);

            /** Clears any of the entities / nodes added to this geometry and 
                  destroys anything which has already been built.
            virtual void reset(void);

            /** Sets the distance at which batches are no longer rendered.
                  This lets you turn off batches at a given distance. This can be 
                  useful for things like detail meshes (grass, foliage etc) and could
                  be combined with a shader which fades the geometry out beforehand 
                  to lessen the effect.
            @param dist Distance beyond which the batches will not be rendered 
                  (the default is 0, which means batches are always rendered).
00710             virtual void setRenderingDistance(Real dist) { 
                  mUpperDistance = dist; 
                  mSquaredUpperDistance = mUpperDistance * mUpperDistance;

            /** Gets the distance at which batches are no longer rendered. */
00716             virtual Real getRenderingDistance(void) const { return mUpperDistance; }

            /** Gets the squared distance at which batches are no longer rendered. */
00719             virtual Real getSquaredRenderingDistance(void) const 
            { return mSquaredUpperDistance; }

            /** Hides or shows all the batches. */
            virtual void setVisible(bool visible);

            /** Are the batches visible? */
00726             virtual bool isVisible(void) const { return mVisible; }

            /** Sets whether this geometry should cast shadows.
                  No matter what the settings on the original entities,
                  the InstancedGeometry class defaults to not casting shadows. 
                  This is because, being static, unless you have moving lights
                  you'd be better to use precalculated shadows of some sort.
                  However, if you need them, you can enable them using this
                  method. If the SceneManager is set up to use stencil shadows,
                  edge lists will be copied from the underlying meshes on build.
                  It is essential that all meshes support stencil shadows in this
            @note If you intend to use stencil shadows, you must set this to 
                  true before calling 'build' as well as making sure you set the
                  scene's shadow type (that should always be the first thing you do
                  anyway). You can turn shadows off temporarily but they can never 
                  be turned on if they were not at the time of the build. 
            virtual void setCastShadows(bool castShadows);
            /// Will the geometry from this object cast shadows?
00747             virtual bool getCastShadows(void) { return mCastShadows; }

            /** Sets the size of a single BatchInstance of geometry.
                  This method allows you to configure the physical world size of 
                  each BatchInstance, so you can balance culling against batch size. Entities
                  will be fitted within the batch they most closely fit, and the 
                  eventual bounds of each batch may well be slightly larger than this
                  if they overlap a little. The default is Vector3(1000, 1000, 1000).
            @note Must be called before 'build'.
            @param size Vector3 expressing the 3D size of each BatchInstance.
00759             virtual void setBatchInstanceDimensions(const Vector3& size) { 
                  mBatchInstanceDimensions = size; 
                  mHalfBatchInstanceDimensions = size * 0.5;
            /** Gets the size of a single batch of geometry. */
00764             virtual const Vector3& getBatchInstanceDimensions(void) const { return mBatchInstanceDimensions; }
            /** Sets the origin of the geometry.
                  This method allows you to configure the world centre of the geometry,
                  thus the place which all BatchInstances surround. You probably don't need 
                  to mess with this unless you have a seriously large world, since the
                  default set up can handle an area 1024 * mBatchInstanceDimensions, and 
                  the sparseness of population is no issue when it comes to rendering.
                  The default is Vector3(0,0,0).
            @note Must be called before 'build'.
            @param size Vector3 expressing the 3D origin of the geometry.
00776             virtual void setOrigin(const Vector3& origin) { mOrigin = origin; }
            /** Gets the origin of this geometry. */
00778             virtual const Vector3& getOrigin(void) const { return mOrigin; }

        /** Sets the render queue group this object will be rendered through.
            Render queues are grouped to allow you to more tightly control the ordering
            of rendered objects. If you do not call this method, all  objects default
            to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for 
                  most objects. You may want to alter this if you want to perform more complex
            See RenderQueue for more details.
        @param queueID Enumerated value of the queue group to use.
        virtual void setRenderQueueGroup(uint8 queueID);

        /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
        virtual uint8 getRenderQueueGroup(void) const;
            /// Iterator for iterating over contained BatchInstances
00796             typedef MapIterator<BatchInstanceMap> BatchInstanceIterator;
            /// Get an iterator over the BatchInstances in this geometry
            BatchInstanceIterator getBatchInstanceIterator(void);
            /// get the mRenderOps vector.
00800             RenderOperationVector& getRenderOperationVector(){return mRenderOps;}
            /** Dump the contents of this InstancedGeometry to a file for diagnostic
            virtual void dump(const String& filename) const;
            Return the skeletonInstance that will be used 
00809             SkeletonInstance *getBaseSkeletonInstance(void){return mSkeletonInstance;}
            Return the skeleton that is shared by all instanced objects.
00814             SkeletonPtr getBaseSkeleton(void){return mBaseSkeleton;}
            Return the animation state that will be cloned each time an InstancedObject is made
00819             AnimationStateSet* getBaseAnimationState(void){return mAnimationState;}
            return the total number of object that are in all the batches
00824             unsigned int getObjectCount(void){return mObjectCount;}




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