Ogre::Entity Class Reference

Defines an instance of a discrete, movable object based on a Mesh. More...

#include <OgreEntity.h>

Inheritance diagram for Ogre::Entity:
[legend]

List of all members.

Public Types

enum  VertexDataBindChoice { BIND_ORIGINAL, BIND_SOFTWARE_SKELETAL, BIND_SOFTWARE_MORPH, BIND_HARDWARE_MORPH }
 Identify which vertex data we should be sending to the renderer. More...
typedef std::set
< Entity * > 
EntitySet
typedef std::map
< String,
MovableObject * > 
ChildObjectList
 Contains the child objects (attached to bones) indexed by name.
typedef MapIterator
< ChildObjectList
ChildObjectListIterator
typedef std::vector
< ShadowRenderable * > 
ShadowRenderableList
typedef
VectorIterator
< ShadowRenderableList
ShadowRenderableListIterator

Public Member Functions

 ~Entity ()
 Default destructor.
const MeshPtrgetMesh (void) const
 Gets the Mesh that this Entity is based on.
SubEntitygetSubEntity (unsigned int index) const
 Gets a pointer to a SubEntity, ie a part of an Entity.
SubEntitygetSubEntity (const String &name) const
 Gets a pointer to a SubEntity by name.
unsigned int getNumSubEntities (void) const
 Retrieves the number of SubEntity objects making up this entity.
Entityclone (const String &newName) const
 Clones this entity and returns a pointer to the clone.
void setMaterialName (const String &name)
 Sets the material to use for the whole of this entity.
void _notifyCurrentCamera (Camera *cam)
 Overridden - see MovableObject.
void setRenderQueueGroup (uint8 queueID)
 Overridden - see MovableObject.
const AxisAlignedBoxgetBoundingBox (void) const
 Overridden - see MovableObject.
AxisAlignedBox getChildObjectsBoundingBox (void) const
 merge all the child object Bounds a return it
void _updateRenderQueue (RenderQueue *queue)
 Overridden - see MovableObject.
const StringgetMovableType (void) const
 Overridden from MovableObject.
AnimationStategetAnimationState (const String &name) const
 For entities based on animated meshes, gets the AnimationState object for a single animation.
AnimationStateSetgetAllAnimationStates (void) const
 For entities based on animated meshes, gets the AnimationState objects for all animations.
void setDisplaySkeleton (bool display)
 Tells the Entity whether or not it should display it's skeleton, if it has one.
bool getDisplaySkeleton (void) const
 Returns whether or not the entity is currently displaying its skeleton.
EntitygetManualLodLevel (size_t index) const
 Gets a pointer to the entity representing the numbered manual level of detail.
size_t getNumManualLodLevels (void) const
 Returns the number of manual levels of detail that this entity supports.
void setMeshLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the mesh detail of this entity.
void setMaterialLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the material detail of this entity.
void setPolygonModeOverrideable (bool PolygonModeOverrideable)
 Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings.
TagPointattachObjectToBone (const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO)
 Attaches another object to a certain bone of the skeleton which this entity uses.
MovableObjectdetachObjectFromBone (const String &movableName)
 Detach a MovableObject previously attached using attachObjectToBone.
void detachObjectFromBone (MovableObject *obj)
 Detaches an object by pointer.
void detachAllObjectsFromBone (void)
 Detach all MovableObjects previously attached using attachObjectToBone.
ChildObjectListIterator getAttachedObjectIterator (void)
 Gets an iterator to the list of objects attached to bones on this entity.
Real getBoundingRadius (void) const
 
See also:
MovableObject::getBoundingRadius

const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const
 MovableObject::getWorldBoundingBox
const SpheregetWorldBoundingSphere (bool derive=false) const
 MovableObject::getWorldBoundingSphere
void setNormaliseNormals (bool normalise)
 If set to true, this forces normals of this entity to be normalised dynamically by the hardware.
bool getNormaliseNormals (void) const
 Returns true if this entity has auto-normalisation of normals set.
EdgeDatagetEdgeList (void)
 Overridden member from ShadowCaster.
bool hasEdgeList (void)
 Overridden member from ShadowCaster.
ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0)
 Overridden member from ShadowCaster.
const Matrix4_getBoneMatrices (void) const
 Internal method for retrieving bone matrix information.
unsigned short _getNumBoneMatrices (void) const
 Internal method for retrieving bone matrix information.
bool hasSkeleton (void) const
 Returns whether or not this entity is skeletally animated.
SkeletonInstancegetSkeleton (void) const
 Get this Entity's personal skeleton instance.
bool isHardwareAnimationEnabled (void) const
 Returns whether or not hardware animation is enabled.
void _notifyAttached (Node *parent, bool isTagPoint=false)
 Overridden from MovableObject.
int getSoftwareAnimationRequests (void) const
 Returns the number of requests that have been made for software animation.
int getSoftwareAnimationNormalsRequests (void) const
 Returns the number of requests that have been made for software animation of normals.
void addSoftwareAnimationRequest (bool normalsAlso)
 Add a request for software animation.
void removeSoftwareAnimationRequest (bool normalsAlso)
 Removes a request for software animation.
void shareSkeletonInstanceWith (Entity *entity)
 Shares the SkeletonInstance with the supplied entity.
bool hasVertexAnimation (void) const
 Returns whether or not this entity is either morph or pose animated.
void stopSharingSkeletonInstance ()
 Stops sharing the SkeletonInstance with other entities.
bool sharesSkeletonInstance () const
 Returns whether this entity shares it's SkeltonInstance with other entity instances.
const EntitySetgetSkeletonInstanceSharingSet () const
 Returns a pointer to the set of entities which share a SkeletonInstance.
void refreshAvailableAnimationState (void)
 Updates the internal animation state set to include the latest available animations from the attached skeleton.
void _updateAnimation (void)
 Advanced method to perform all the updates required for an animated entity.
bool _isAnimated (void) const
 Tests if any animation applied to this entity.
bool _isSkeletonAnimated (void) const
 Tests if skeleton was animated.
VertexData_getSkelAnimVertexData (void) const
 Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned.
VertexData_getSoftwareVertexAnimVertexData (void) const
 Advanced method to get the temporarily blended software vertex animation information.
VertexData_getHardwareVertexAnimVertexData (void) const
 Advanced method to get the hardware morph vertex information.
TempBlendedBufferInfo_getSkelAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software skeletal animation.
TempBlendedBufferInfo_getVertexAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software morph animation.
uint32 getTypeFlags (void) const
 Override to return specific type flag.
VertexDatagetVertexDataForBinding (void)
 Retrieve the VertexData which should be used for GPU binding.
VertexDataBindChoice chooseVertexDataForBinding (bool hasVertexAnim) const
 Choose which vertex data to bind to the renderer.
bool _getBuffersMarkedForAnimation (void) const
 Are buffers already marked as vertex animated?
void _markBuffersUsedForAnimation (void)
 Mark just this vertex data as animated.
bool isInitialised (void) const
 Has this Entity been initialised yet?
void _initialise (bool forceReinitialise=false)
 Try to initialise the Entity from the underlying resources.
void _deinitialise (void)
 Tear down the internal structures of this Entity, rendering it uninitialised.
void backgroundLoadingComplete (Resource *res)
 Resource::Listener hook to notify Entity that a delay-loaded Mesh is complete.
virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only).
virtual
MovableObjectFactory
_getCreator (void) const
 Get the creator of this object, if any (internal use only).
virtual void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only).
virtual SceneManager_getManager (void) const
 Get the manager of this object, if any (internal use only).
virtual const StringgetName (void) const
 Returns the name of this object.
virtual NodegetParentNode (void) const
 Returns the node to which this object is attached.
virtual SceneNodegetParentSceneNode (void) const
 Returns the scene node to which this object is attached.
virtual bool isAttached (void) const
 Returns true if this object is attached to a SceneNode or TagPoint.
virtual bool isInScene (void) const
 Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph.
virtual void _notifyMoved (void)
 Internal method called to notify the object that it has been moved.
virtual void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component.
virtual bool getVisible (void) const
 Gets this object whether to be visible or not, if it has a renderable component.
virtual bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not.
virtual void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered.
virtual Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered.
virtual void setUserObject (UserDefinedObject *obj)
 Call this to associate your own custom user object instance with this MovableObject.
virtual
UserDefinedObject
getUserObject (void)
 Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject.
virtual void setUserAny (const Any &anything)
 Sets any kind of user value on this object.
virtual const AnygetUserAny (void) const
 Retrieves the custom user value associated with this object.
virtual uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity, see setRenderQueueGroup for full details.
virtual const Matrix4_getParentNodeFullTransform (void) const
 return the full transformation of the parent sceneNode or the attachingPoint node
virtual void setQueryFlags (uint32 flags)
 Sets the query flags for this object.
virtual void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.
virtual void removeQueryFlags (unsigned long flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.
virtual uint32 getQueryFlags (void) const
 Returns the query flags relevant for this object.
virtual void setVisibilityFlags (uint32 flags)
 Sets the visiblity flags for this object.
virtual void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.
virtual void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.
virtual uint32 getVisibilityFlags (void) const
 Returns the visibility flags relevant for this object.
virtual void setListener (Listener *listener)
 Sets a listener for this object.
virtual Listener * getListener (void) const
 Gets the current listener for this object.
virtual const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object.
const AxisAlignedBoxgetLightCapBounds (void) const
 Overridden member from ShadowCaster.
const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
 Overridden member from ShadowCaster.
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows.
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object.
Real getPointExtrusionDistance (const Light *l) const
 Get the distance to extrude for a point/spot light.
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object.
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value.
virtual void objectDestroyed (MovableObject *)
 MovableObject is being destroyed.
virtual void objectAttached (MovableObject *)
 MovableObject has been attached to a node.
virtual void objectDetached (MovableObject *)
 MovableObject has been detached from a node.
virtual void objectMoved (MovableObject *)
 MovableObject has been moved.
virtual bool objectRendering (const MovableObject *, const Camera *)
 Called when the movable object of the camera to be used for rendering.
virtual const LightListobjectQueryLights (const MovableObject *)
 Called when the movable object needs to query a light list.

Static Public Member Functions

static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances.
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances.
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances.
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances.
static void extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
 Utility method for extruding vertices based on a light.

Protected Types

typedef std::vector
< SubEntity * > 
SubEntityList
 List of SubEntities (point to SubMeshes).
typedef std::vector
< Entity * > 
LODEntityList
 List of LOD Entity instances (for manual LODs).
typedef std::map
< String,
StringVector
AnimableDictionaryMap

Protected Member Functions

 Entity ()
 Private constructor (instances cannot be created directly).
 Entity (const String &name, MeshPtr &mesh)
 Private constructor - specify name (the usual constructor used).
const VertexDatafindBlendedVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any submesh, finds the temporary blend copy.
SubEntityfindSubEntityForVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.
void extractTempBufferInfo (VertexData *sourceData, TempBlendedBufferInfo *info)
 Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.
VertexDatacloneVertexDataRemoveBlendInfo (const VertexData *source)
 Internal method to clone vertex data definitions but to remove blend buffers.
void prepareTempBlendBuffers (void)
 Internal method for preparing this Entity for use in animation.
void markBuffersUnusedForAnimation (void)
 Mark all vertex data as so far unanimated.
void restoreBuffersForUnusedAnimation (bool hardwareAnimation)
 Internal method to restore original vertex data where we didn't perform any vertex animation this frame.
void bindMissingHardwarePoseBuffers (const VertexData *srcData, VertexData *destData)
 Ensure that any unbound pose animation buffers are bound to a safe default.
void updateAnimation (void)
 Perform all the updates required for an animated entity.
void cacheBoneMatrices (void)
 Private method to cache bone matrices from skeleton.
void buildSubEntityList (MeshPtr &mesh, SubEntityList *sublist)
 Builds a list of SubEntities based on the SubMeshes contained in the Mesh.
void attachObjectImpl (MovableObject *pMovable, TagPoint *pAttachingPoint)
 internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity
void detachObjectImpl (MovableObject *pObject)
 internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
void detachAllObjectsImpl (void)
 internal implementation of detaching all 'child' objects of this entity
void reevaluateVertexProcessing (void)
 Trigger reevaluation of the kind of vertex processing in use.
void applyVertexAnimation (bool hardwareAnimation, bool stencilShadows)
 Apply vertex animation.
void initHardwareAnimationElements (VertexData *vdata, ushort numberOfElements)
 Initialise the hardware animation elements for given vertex data.
bool tempVertexAnimBuffersBound (void) const
 Are software vertex animation temp buffers bound?
bool tempSkelAnimBuffersBound (bool requestNormals) const
 Are software skeleton animation temp buffers bound?
Real getExtrusionDistance (const Vector3 &objectPos, const Light *light) const
 Helper moethod for calculating extrusion distance.
virtual void updateEdgeListLightFacing (EdgeData *edgeData, const Vector4 &lightPos)
 Tells the caster to perform the tasks necessary to update the edge data's light listing.
virtual void generateShadowVolume (EdgeData *edgeData, const HardwareIndexBufferSharedPtr &indexBuffer, const Light *light, ShadowRenderableList &shadowRenderables, unsigned long flags)
 Generates the indexes required to render a shadow volume into the index buffer which is passed in, and updates shadow renderables to use it.
virtual void extrudeBounds (AxisAlignedBox &box, const Vector4 &lightPos, Real extrudeDist) const
 Utility method for extruding a bounding box.
virtual const StringgetAnimableDictionaryName (void) const
 Get the name of the animable dictionary for this class.
void createAnimableDictionary (void) const
 Internal method for creating a dictionary of animable value names for the class, if it does not already exist.
StringVector_getAnimableValueNames (void)
 Get an updateable reference to animable value list.
virtual void initialiseAnimableDictionary (StringVector &) const
 Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.

Protected Attributes

MeshPtr mMesh
 The Mesh that this Entity is based on.
SubEntityList mSubEntityList
AnimationStateSetmAnimationState
 State of animation for animable meshes.
TempBlendedBufferInfo mTempSkelAnimInfo
 Temp buffer details for software skeletal anim of shared geometry.
VertexDatamSkelAnimVertexData
 Vertex data details for software skeletal anim of shared geometry.
TempBlendedBufferInfo mTempVertexAnimInfo
 Temp buffer details for software vertex anim of shared geometry.
VertexDatamSoftwareVertexAnimVertexData
 Vertex data details for software vertex anim of shared geometry.
VertexDatamHardwareVertexAnimVertexData
 Vertex data details for hardware vertex anim of shared geometry
  • separate since we need to s/w anim for shadows whilst still altering the vertex data for hardware morphing (pos2 binding).

bool mVertexAnimationAppliedThisFrame
 Have we applied any vertex animation to shared geometry?
bool mPreparedForShadowVolumes
 Have the temp buffers already had their geometry prepared for use in rendering shadow volumes?
Matrix4mBoneWorldMatrices
 Cached bone matrices, including any world transform.
Matrix4mBoneMatrices
 Cached bone matrices in skeleton local space, might shares with other entity instances.
unsigned short mNumBoneMatrices
unsigned long mFrameAnimationLastUpdated
 Records the last frame in which animation was updated.
unsigned long * mFrameBonesLastUpdated
 Records the last frame in which the bones was updated It's a pointer because it can be shared between different entities with a shared skeleton.
EntitySetmSharedSkeletonEntities
 A set of all the entities which shares a single SkeletonInstance.
bool mDisplaySkeleton
 Flag determines whether or not to display skeleton.
bool mHardwareAnimation
 Flag indicating whether hardware animation is supported by this entities materials.
ushort mHardwarePoseCount
 Number of hardware poses supported by materials.
bool mVertexProgramInUse
 Flag indicating whether we have a vertex program in use on any of our subentities.
int mSoftwareAnimationRequests
 Counter indicating number of requests for software animation.
int mSoftwareAnimationNormalsRequests
 Counter indicating number of requests for software blended normals.
ushort mMeshLodIndex
 The LOD number of the mesh to use, calculated by _notifyCurrentCamera.
Real mMeshLodFactorInv
 LOD bias factor, inverted for optimisation when calculating adjusted depth.
ushort mMinMeshLodIndex
 Index of minimum detail LOD (NB higher index is lower detail).
ushort mMaxMeshLodIndex
 Index of maximum detail LOD (NB lower index is higher detail).
Real mMaterialLodFactorInv
 LOD bias factor, inverted for optimisation when calculating adjusted depth.
ushort mMinMaterialLodIndex
 Index of minimum detail LOD (NB higher index is lower detail).
ushort mMaxMaterialLodIndex
 Index of maximum detail LOD (NB lower index is higher detail).
LODEntityList mLodEntityList
SkeletonInstancemSkeletonInstance
 This Entity's personal copy of the skeleton, if skeletally animated.
bool mInitialised
 Has this entity been initialised yet?
Matrix4 mLastParentXform
 Last parent xform.
ChildObjectList mChildObjectList
AxisAlignedBox mFullBoundingBox
 Bounding box that 'contains' all the mesh of each child entity.
bool mNormaliseNormals
ShadowRenderableList mShadowRenderables
String mName
 Name of this object.
MovableObjectFactorymCreator
 Creator of this object (if created by a factory).
SceneManagermManager
 SceneManager holding this object (if applicable).
NodemParentNode
 node to which this object is attached
bool mParentIsTagPoint
bool mVisible
 Is this object visible?
Real mUpperDistance
 Upper distance to still render.
Real mSquaredUpperDistance
bool mBeyondFarDistance
 Hidden because of distance?
Any mUserAny
 User defined link to another object / value / whatever.
uint8 mRenderQueueID
 The render queue to use when rendering this object.
bool mRenderQueueIDSet
 Flags whether the RenderQueue's default should be used.
uint32 mQueryFlags
 Flags determining whether this object is included / excluded from scene queries.
uint32 mVisibilityFlags
 Flags determining whether this object is visible (compared to SceneManager mask).
AxisAlignedBox mWorldAABB
 Cached world AABB of this object.
Sphere mWorldBoundingSphere
AxisAlignedBox mWorldDarkCapBounds
 World space AABB of this object's dark cap.
bool mCastShadows
 Does this object cast shadows?
bool mRenderingDisabled
 Does rendering this object disabled by listener?
Listener * mListener
 MovableObject listener - only one allowed (no list) for size & performance reasons. */.
LightList mLightList
 List of lights for this object.
ulong mLightListUpdated
 The last frame that this light list was updated in.

Static Protected Attributes

static uint32 msDefaultQueryFlags
 Default query flags.
static uint32 msDefaultVisibilityFlags
 Default visibility flags.
static
AnimableDictionaryMap 
msAnimableDictionary
 Static map of class name to list of animable value names.

Friends

class EntityFactory
class SubEntity

Classes

class  EntityShadowRenderable
 Nested class to allow entity shadows. More...


Detailed Description

Defines an instance of a discrete, movable object based on a Mesh.

Remarks:
Ogre generally divides renderable objects into 2 groups, discrete (separate) and relatively small objects which move around the world, and large, sprawling geometry which makes up generally immovable scenery, aka 'level geometry'.
The Mesh and SubMesh classes deal with the definition of the geometry used by discrete movable objects. Entities are actual instances of objects based on this geometry in the world. Therefore there is usually a single set Mesh for a car, but there may be multiple entities based on it in the world. Entities are able to override aspects of the Mesh it is defined by, such as changing material properties per instance (so you can have many cars using the same geometry but different textures for example). Because a Mesh is split into SubMeshes for this purpose, the Entity class is a grouping class (much like the Mesh class) and much of the detail regarding individual changes is kept in the SubEntity class. There is a 1:1 relationship between SubEntity instances and the SubMesh instances associated with the Mesh the Entity is based on.
Entity and SubEntity classes are never created directly. Use the createEntity method of the SceneManager (passing a model name) to create one.
Entities are included in the scene by associating them with a SceneNode, using the attachEntity method. See the SceneNode class for full information.
Note:
No functions were declared virtual to improve performance.

Definition at line 74 of file OgreEntity.h.


Member Typedef Documentation

typedef std::set<Entity*> Ogre::Entity::EntitySet

Definition at line 80 of file OgreEntity.h.

typedef std::vector<SubEntity*> Ogre::Entity::SubEntityList [protected]

List of SubEntities (point to SubMeshes).

Definition at line 97 of file OgreEntity.h.

typedef std::vector<Entity*> Ogre::Entity::LODEntityList [protected]

List of LOD Entity instances (for manual LODs).

We don't know when the mesh is using manual LODs whether one LOD to the next will have the same number of SubMeshes, therefore we have to allow a separate Entity list with each alternate one.

Definition at line 214 of file OgreEntity.h.

typedef std::map<String, MovableObject*> Ogre::Entity::ChildObjectList

Contains the child objects (attached to bones) indexed by name.

Definition at line 254 of file OgreEntity.h.

typedef MapIterator<ChildObjectList> Ogre::Entity::ChildObjectListIterator

Definition at line 503 of file OgreEntity.h.

typedef std::vector<ShadowRenderable*> Ogre::ShadowCaster::ShadowRenderableList [inherited]

Definition at line 127 of file OgreShadowCaster.h.

typedef VectorIterator<ShadowRenderableList> Ogre::ShadowCaster::ShadowRenderableListIterator [inherited]

Definition at line 128 of file OgreShadowCaster.h.

typedef std::map<String, StringVector> Ogre::AnimableObject::AnimableDictionaryMap [protected, inherited]

Definition at line 206 of file OgreAnimable.h.


Member Enumeration Documentation

enum Ogre::Entity::VertexDataBindChoice

Identify which vertex data we should be sending to the renderer.

Enumerator:
BIND_ORIGINAL 
BIND_SOFTWARE_SKELETAL 
BIND_SOFTWARE_MORPH 
BIND_HARDWARE_MORPH 

Definition at line 704 of file OgreEntity.h.


Constructor & Destructor Documentation

Ogre::Entity::Entity (  )  [protected]

Private constructor (instances cannot be created directly).

Ogre::Entity::Entity ( const String name,
MeshPtr mesh 
) [protected]

Private constructor - specify name (the usual constructor used).

Ogre::Entity::~Entity (  ) 

Default destructor.


Member Function Documentation

const VertexData* Ogre::Entity::findBlendedVertexData ( const VertexData orig  )  [protected]

Internal method - given vertex data which could be from the Mesh or any submesh, finds the temporary blend copy.

SubEntity* Ogre::Entity::findSubEntityForVertexData ( const VertexData orig  )  [protected]

Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.

void Ogre::Entity::extractTempBufferInfo ( VertexData sourceData,
TempBlendedBufferInfo info 
) [protected]

Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.

VertexData* Ogre::Entity::cloneVertexDataRemoveBlendInfo ( const VertexData source  )  [protected]

Internal method to clone vertex data definitions but to remove blend buffers.

void Ogre::Entity::prepareTempBlendBuffers ( void   )  [protected]

Internal method for preparing this Entity for use in animation.

void Ogre::Entity::markBuffersUnusedForAnimation ( void   )  [protected]

Mark all vertex data as so far unanimated.

void Ogre::Entity::restoreBuffersForUnusedAnimation ( bool  hardwareAnimation  )  [protected]

Internal method to restore original vertex data where we didn't perform any vertex animation this frame.

void Ogre::Entity::bindMissingHardwarePoseBuffers ( const VertexData srcData,
VertexData destData 
) [protected]

Ensure that any unbound pose animation buffers are bound to a safe default.

Parameters:
srcData Original vertex data containing original positions
destData Hardware animation vertex data to be checked

void Ogre::Entity::updateAnimation ( void   )  [protected]

Perform all the updates required for an animated entity.

void Ogre::Entity::cacheBoneMatrices ( void   )  [protected]

Private method to cache bone matrices from skeleton.

void Ogre::Entity::buildSubEntityList ( MeshPtr mesh,
SubEntityList sublist 
) [protected]

Builds a list of SubEntities based on the SubMeshes contained in the Mesh.

void Ogre::Entity::attachObjectImpl ( MovableObject pMovable,
TagPoint pAttachingPoint 
) [protected]

internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity

void Ogre::Entity::detachObjectImpl ( MovableObject pObject  )  [protected]

internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity

void Ogre::Entity::detachAllObjectsImpl ( void   )  [protected]

internal implementation of detaching all 'child' objects of this entity

void Ogre::Entity::reevaluateVertexProcessing ( void   )  [protected]

Trigger reevaluation of the kind of vertex processing in use.

void Ogre::Entity::applyVertexAnimation ( bool  hardwareAnimation,
bool  stencilShadows 
) [protected]

Apply vertex animation.

void Ogre::Entity::initHardwareAnimationElements ( VertexData vdata,
ushort  numberOfElements 
) [protected]

Initialise the hardware animation elements for given vertex data.

bool Ogre::Entity::tempVertexAnimBuffersBound ( void   )  const [protected]

Are software vertex animation temp buffers bound?

bool Ogre::Entity::tempSkelAnimBuffersBound ( bool  requestNormals  )  const [protected]

Are software skeleton animation temp buffers bound?

const MeshPtr& Ogre::Entity::getMesh ( void   )  const

Gets the Mesh that this Entity is based on.

SubEntity* Ogre::Entity::getSubEntity ( unsigned int  index  )  const

Gets a pointer to a SubEntity, ie a part of an Entity.

SubEntity* Ogre::Entity::getSubEntity ( const String name  )  const

Gets a pointer to a SubEntity by name.

Remarks:
- names should be initialized during a Mesh creation.

unsigned int Ogre::Entity::getNumSubEntities ( void   )  const

Retrieves the number of SubEntity objects making up this entity.

Entity* Ogre::Entity::clone ( const String newName  )  const

Clones this entity and returns a pointer to the clone.

Remarks:
Useful method for duplicating an entity. The new entity must be given a unique name, and is not attached to the scene in any way so must be attached to a SceneNode to be visible (exactly as entities returned from SceneManager::createEntity).
Parameters:
newName Name for the new entity.

void Ogre::Entity::setMaterialName ( const String name  ) 

Sets the material to use for the whole of this entity.

Remarks:
This is a shortcut method to set all the materials for all subentities of this entity. Only use this method is you want to set the same material for all subentities or if you know there is only one. Otherwise call getSubEntity() and call the same method on the individual SubEntity.

void Ogre::Entity::_notifyCurrentCamera ( Camera cam  )  [virtual]

Overridden - see MovableObject.

Reimplemented from Ogre::MovableObject.

void Ogre::Entity::setRenderQueueGroup ( uint8  queueID  )  [virtual]

Overridden - see MovableObject.

Reimplemented from Ogre::MovableObject.

const AxisAlignedBox& Ogre::Entity::getBoundingBox ( void   )  const [virtual]

Overridden - see MovableObject.

Implements Ogre::MovableObject.

AxisAlignedBox Ogre::Entity::getChildObjectsBoundingBox ( void   )  const

merge all the child object Bounds a return it

void Ogre::Entity::_updateRenderQueue ( RenderQueue queue  )  [virtual]

Overridden - see MovableObject.

Implements Ogre::MovableObject.

const String& Ogre::Entity::getMovableType ( void   )  const [virtual]

Overridden from MovableObject.

Implements Ogre::MovableObject.

AnimationState* Ogre::Entity::getAnimationState ( const String name  )  const

For entities based on animated meshes, gets the AnimationState object for a single animation.

Remarks:
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.

AnimationStateSet* Ogre::Entity::getAllAnimationStates ( void   )  const

For entities based on animated meshes, gets the AnimationState objects for all animations.

Returns:
In case the entity is animated, this functions returns the pointer to a AnimationStateSet containing all animations of the entries. If the entity is not animated, it returns 0.
Remarks:
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.

void Ogre::Entity::setDisplaySkeleton ( bool  display  ) 

Tells the Entity whether or not it should display it's skeleton, if it has one.

bool Ogre::Entity::getDisplaySkeleton ( void   )  const

Returns whether or not the entity is currently displaying its skeleton.

Entity* Ogre::Entity::getManualLodLevel ( size_t  index  )  const

Gets a pointer to the entity representing the numbered manual level of detail.

Remarks:
The zero-based index never includes the original entity, unlike Mesh::getLodLevel.

size_t Ogre::Entity::getNumManualLodLevels ( void   )  const

Returns the number of manual levels of detail that this entity supports.

Remarks:
This number never includes the original entity, it is difference with Mesh::getNumLodLevels.

void Ogre::Entity::setMeshLodBias ( Real  factor,
ushort  maxDetailIndex = 0,
ushort  minDetailIndex = 99 
)

Sets a level-of-detail bias for the mesh detail of this entity.

Remarks:
Level of detail reduction is normally applied automatically based on the Mesh settings. However, it is possible to influence this behaviour for this entity by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.
There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.
Parameters:
factor Proportional factor to apply to the distance at which LOD is changed. Higher values increase the distance at which higher LODs are displayed (2.0 is twice the normal distance, 0.5 is half).
maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower indexes are higher detail: index 0 is the original full detail model).
minDetailIndex The index of the minimum LOD this entity is allowed to use (higher indexes are lower detail). Use something like 99 if you want unlimited LODs (the actual LOD will be limited by the number in the Mesh)

void Ogre::Entity::setMaterialLodBias ( Real  factor,
ushort  maxDetailIndex = 0,
ushort  minDetailIndex = 99 
)

Sets a level-of-detail bias for the material detail of this entity.

Remarks:
Level of detail reduction is normally applied automatically based on the Material settings. However, it is possible to influence this behaviour for this entity by adjusting the LOD bias. This 'nudges' the material level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.
There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this entity would take twice as long to use a lower detail material, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail index to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.
Parameters:
factor Proportional factor to apply to the distance at which LOD is changed. Higher values increase the distance at which higher LODs are displayed (2.0 is twice the normal distance, 0.5 is half).
maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower indexes are higher detail: index 0 is the original full detail model).
minDetailIndex The index of the minimum LOD this entity is allowed to use (higher indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual LOD will be limited by the number of lod indexes used in the Material)

void Ogre::Entity::setPolygonModeOverrideable ( bool  PolygonModeOverrideable  ) 

Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings.

TagPoint* Ogre::Entity::attachObjectToBone ( const String boneName,
MovableObject pMovable,
const Quaternion offsetOrientation = Quaternion::IDENTITY,
const Vector3 offsetPosition = Vector3::ZERO 
)

Attaches another object to a certain bone of the skeleton which this entity uses.

Remarks:
This method can be used to attach another object to an animated part of this entity, by attaching it to a bone in the skeleton (with an offset if required). As this entity is animated, the attached object will move relative to the bone to which it is attached.
An exception is thrown if the movable object is already attached to the bone, another bone or scenenode. If the entity has no skeleton or the bone name cannot be found then an exception is thrown.
Parameters:
boneName The name of the bone (in the skeleton) to attach this object
pMovable Pointer to the object to attach
offsetOrientation An adjustment to the orientation of the attached object, relative to the bone.
offsetPosition An adjustment to the position of the attached object, relative to the bone.
Returns:
The TagPoint to which the object has been attached

MovableObject* Ogre::Entity::detachObjectFromBone ( const String movableName  ) 

Detach a MovableObject previously attached using attachObjectToBone.

If the movable object name is not found then an exception is raised.

Parameters:
movableName is the name of the movable object to be detached.

void Ogre::Entity::detachObjectFromBone ( MovableObject obj  ) 

Detaches an object by pointer.

Remarks:
Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. But sometimes the object may be not in the child object list because it is a lod entity, this method can safely detect and ignore in this case and won't raise an exception.

void Ogre::Entity::detachAllObjectsFromBone ( void   ) 

Detach all MovableObjects previously attached using attachObjectToBone.

ChildObjectListIterator Ogre::Entity::getAttachedObjectIterator ( void   ) 

Gets an iterator to the list of objects attached to bones on this entity.

Real Ogre::Entity::getBoundingRadius ( void   )  const [virtual]

See also:
MovableObject::getBoundingRadius

Implements Ogre::MovableObject.

const AxisAlignedBox& Ogre::Entity::getWorldBoundingBox ( bool  derive = false  )  const [virtual]

MovableObject::getWorldBoundingBox

Reimplemented from Ogre::MovableObject.

const Sphere& Ogre::Entity::getWorldBoundingSphere ( bool  derive = false  )  const [virtual]

MovableObject::getWorldBoundingSphere

Reimplemented from Ogre::MovableObject.

void Ogre::Entity::setNormaliseNormals ( bool  normalise  ) 

If set to true, this forces normals of this entity to be normalised dynamically by the hardware.

Remarks:
This option can be used to prevent lighting variations when scaling an Entity using a SceneNode - normally because this scaling is hardware based, the normals get scaled too which causes lighting to become inconsistent. However, this has an overhead so only do this if you really need to.

Definition at line 522 of file OgreEntity.h.

bool Ogre::Entity::getNormaliseNormals ( void   )  const

Returns true if this entity has auto-normalisation of normals set.

Definition at line 525 of file OgreEntity.h.

EdgeData* Ogre::Entity::getEdgeList ( void   )  [virtual]

Overridden member from ShadowCaster.

Reimplemented from Ogre::MovableObject.

bool Ogre::Entity::hasEdgeList ( void   )  [virtual]

Overridden member from ShadowCaster.

Reimplemented from Ogre::MovableObject.

ShadowRenderableListIterator Ogre::Entity::getShadowVolumeRenderableIterator ( ShadowTechnique  shadowTechnique,
const Light light,
HardwareIndexBufferSharedPtr indexBuffer,
bool  extrudeVertices,
Real  extrusionDistance,
unsigned long  flags = 0 
) [virtual]

Overridden member from ShadowCaster.

Reimplemented from Ogre::MovableObject.

const Matrix4* Ogre::Entity::_getBoneMatrices ( void   )  const

Internal method for retrieving bone matrix information.

Definition at line 539 of file OgreEntity.h.

unsigned short Ogre::Entity::_getNumBoneMatrices ( void   )  const

Internal method for retrieving bone matrix information.

Definition at line 541 of file OgreEntity.h.

bool Ogre::Entity::hasSkeleton ( void   )  const

Returns whether or not this entity is skeletally animated.

Definition at line 543 of file OgreEntity.h.

SkeletonInstance* Ogre::Entity::getSkeleton ( void   )  const

Get this Entity's personal skeleton instance.

Definition at line 545 of file OgreEntity.h.

bool Ogre::Entity::isHardwareAnimationEnabled ( void   )  const

Returns whether or not hardware animation is enabled.

Remarks:
Because fixed-function indexed vertex blending is rarely supported by existing graphics cards, hardware animation can only be done if the vertex programs in the materials used to render an entity support it. Therefore, this method will only return true if all the materials assigned to this entity have vertex programs assigned, and all those vertex programs must support 'includes_morph_animation true' if using morph animation, 'includes_pose_animation true' if using pose animation and 'includes_skeletal_animation true' if using skeletal animation.

Definition at line 557 of file OgreEntity.h.

void Ogre::Entity::_notifyAttached ( Node parent,
bool  isTagPoint = false 
) [virtual]

Overridden from MovableObject.

Reimplemented from Ogre::MovableObject.

int Ogre::Entity::getSoftwareAnimationRequests ( void   )  const

Returns the number of requests that have been made for software animation.

Remarks:
If non-zero then software animation will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Requests for software animation are made by calling the addSoftwareAnimationRequest() method.

Definition at line 568 of file OgreEntity.h.

int Ogre::Entity::getSoftwareAnimationNormalsRequests ( void   )  const

Returns the number of requests that have been made for software animation of normals.

Remarks:
If non-zero, and getSoftwareAnimationRequests() also returns non-zero, then software animation of normals will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Currently it is not possible to force software animation of only normals. Consequently this value is always less than or equal to that returned by getSoftwareAnimationRequests(). Requests for software animation of normals are made by calling the addSoftwareAnimationRequest() method with 'true' as the parameter.

Definition at line 580 of file OgreEntity.h.

void Ogre::Entity::addSoftwareAnimationRequest ( bool  normalsAlso  ) 

Add a request for software animation.

Remarks:
Tells the entity to perform animation calculations for skeletal/vertex animations in software, regardless of the current setting of isHardwareAnimationEnabled(). Software animation will be performed any time one or more requests have been made. If 'normalsAlso' is 'true', then the entity will also do software blending on normal vectors, in addition to positions. This advanced method useful for situations in which access to actual mesh vertices is required, such as accurate collision detection or certain advanced shading techniques. When software animation is no longer needed, the caller of this method should always remove the request by calling removeSoftwareAnimationRequest(), passing the same value for 'normalsAlso'.

void Ogre::Entity::removeSoftwareAnimationRequest ( bool  normalsAlso  ) 

Removes a request for software animation.

Remarks:
Calling this decrements the entity's internal counter of the number of requests for software animation. If the counter is already zero then calling this method throws an exception. The 'normalsAlso' flag if set to 'true' will also decrement the internal counter of number of requests for software animation of normals.

void Ogre::Entity::shareSkeletonInstanceWith ( Entity entity  ) 

Shares the SkeletonInstance with the supplied entity.

Note that in order for this to work, both entities must have the same Skeleton.

bool Ogre::Entity::hasVertexAnimation ( void   )  const

Returns whether or not this entity is either morph or pose animated.

void Ogre::Entity::stopSharingSkeletonInstance (  ) 

Stops sharing the SkeletonInstance with other entities.

bool Ogre::Entity::sharesSkeletonInstance (  )  const

Returns whether this entity shares it's SkeltonInstance with other entity instances.

Definition at line 626 of file OgreEntity.h.

const EntitySet* Ogre::Entity::getSkeletonInstanceSharingSet (  )  const

Returns a pointer to the set of entities which share a SkeletonInstance.

If this instance does not share it's SkeletonInstance with other instances NULL will be returned

Definition at line 632 of file OgreEntity.h.

void Ogre::Entity::refreshAvailableAnimationState ( void   ) 

Updates the internal animation state set to include the latest available animations from the attached skeleton.

Remarks:
Use this method if you manually add animations to a skeleton, or have linked the skeleton to another for animation purposes since creating this entity.
Note:
If you have called getAnimationState prior to calling this method, the pointers will still remain valid.

void Ogre::Entity::_updateAnimation ( void   ) 

Advanced method to perform all the updates required for an animated entity.

Remarks:
You don't normally need to call this, but it's here incase you wish to manually update the animation of an Entity at a specific point in time. Animation will not be updated more than once a frame no matter how many times you call this method.

bool Ogre::Entity::_isAnimated ( void   )  const

Tests if any animation applied to this entity.

Remarks:
An entity is animated if any animation state is enabled, or any manual bone applied to the skeleton.

bool Ogre::Entity::_isSkeletonAnimated ( void   )  const

Tests if skeleton was animated.

VertexData* Ogre::Entity::_getSkelAnimVertexData ( void   )  const

Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned.

Remarks:
Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via addSoftwareAnimationRequest.
Note:
The positions/normals of the returned vertex data is in object space.

VertexData* Ogre::Entity::_getSoftwareVertexAnimVertexData ( void   )  const

Advanced method to get the temporarily blended software vertex animation information.

Remarks:
Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via addSoftwareAnimationRequest.
Note:
The positions/normals of the returned vertex data is in object space.

VertexData* Ogre::Entity::_getHardwareVertexAnimVertexData ( void   )  const

Advanced method to get the hardware morph vertex information.

Note:
The positions/normals of the returned vertex data is in object space.

TempBlendedBufferInfo* Ogre::Entity::_getSkelAnimTempBufferInfo ( void   ) 

Advanced method to get the temp buffer information for software skeletal animation.

TempBlendedBufferInfo* Ogre::Entity::_getVertexAnimTempBufferInfo ( void   ) 

Advanced method to get the temp buffer information for software morph animation.

uint32 Ogre::Entity::getTypeFlags ( void   )  const [virtual]

Override to return specific type flag.

Reimplemented from Ogre::MovableObject.

VertexData* Ogre::Entity::getVertexDataForBinding ( void   ) 

Retrieve the VertexData which should be used for GPU binding.

VertexDataBindChoice Ogre::Entity::chooseVertexDataForBinding ( bool  hasVertexAnim  )  const

Choose which vertex data to bind to the renderer.

bool Ogre::Entity::_getBuffersMarkedForAnimation ( void   )  const

Are buffers already marked as vertex animated?

Definition at line 715 of file OgreEntity.h.

void Ogre::Entity::_markBuffersUsedForAnimation ( void   ) 

Mark just this vertex data as animated.

bool Ogre::Entity::isInitialised ( void   )  const

Has this Entity been initialised yet?

Remarks:
If this returns false, it means this Entity hasn't been completely constructed yet from the underlying resources (Mesh, Skeleton), which probably means they were delay-loaded and aren't available yet. This Entity won't render until it has been successfully initialised, nor will many of the manipulation methods function.

Definition at line 728 of file OgreEntity.h.

void Ogre::Entity::_initialise ( bool  forceReinitialise = false  ) 

Try to initialise the Entity from the underlying resources.

Remarks:
This method builds the internal structures of the Entity based on it resources (Mesh, Skeleton). This may or may not succeed if the resources it references have been earmarked for background loading, so you should check isInitialised afterwards to see if it was sucessful.
Parameters:
forceReinitialise If true, this forces the Entity to tear down it's internal structures and try to rebuild them. Useful if you changed the content of a Mesh or Skeleton at runtime.

void Ogre::Entity::_deinitialise ( void   ) 

Tear down the internal structures of this Entity, rendering it uninitialised.

void Ogre::Entity::backgroundLoadingComplete ( Resource res  ) 

Resource::Listener hook to notify Entity that a delay-loaded Mesh is complete.

virtual void Ogre::MovableObject::_notifyCreator ( MovableObjectFactory fact  )  [virtual, inherited]

Notify the object of it's creator (internal use only).

Definition at line 164 of file OgreMovableObject.h.

virtual MovableObjectFactory* Ogre::MovableObject::_getCreator ( void   )  const [virtual, inherited]

Get the creator of this object, if any (internal use only).

Definition at line 166 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::_notifyManager ( SceneManager man  )  [virtual, inherited]

Notify the object of it's manager (internal use only).

Definition at line 168 of file OgreMovableObject.h.

virtual SceneManager* Ogre::MovableObject::_getManager ( void   )  const [virtual, inherited]

Get the manager of this object, if any (internal use only).

Definition at line 170 of file OgreMovableObject.h.

virtual const String& Ogre::MovableObject::getName ( void   )  const [virtual, inherited]

Returns the name of this object.

Reimplemented in Ogre::Camera.

Definition at line 173 of file OgreMovableObject.h.

virtual Node* Ogre::MovableObject::getParentNode ( void   )  const [virtual, inherited]

Returns the node to which this object is attached.

Remarks:
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. Both are Node subclasses so this method will return either.

virtual SceneNode* Ogre::MovableObject::getParentSceneNode ( void   )  const [virtual, inherited]

Returns the scene node to which this object is attached.

Remarks:
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. This method will return the scene node of the parent entity if the latter is true.

virtual bool Ogre::MovableObject::isAttached ( void   )  const [virtual, inherited]

Returns true if this object is attached to a SceneNode or TagPoint.

virtual bool Ogre::MovableObject::isInScene ( void   )  const [virtual, inherited]

Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph.

virtual void Ogre::MovableObject::_notifyMoved ( void   )  [virtual, inherited]

Internal method called to notify the object that it has been moved.

Reimplemented in Ogre::Light.

virtual void Ogre::MovableObject::setVisible ( bool  visible  )  [virtual, inherited]

Tells this object whether to be visible or not, if it has a renderable component.

Note:
An alternative approach of making an object invisible is to detach it from it's SceneNode, or to remove the SceneNode entirely. Detaching a node means that structurally the scene graph changes. Once this change has taken place, the objects / nodes that have been removed have less overhead to the visbility detection pass than simply making the object invisible, so if you do this and leave the objects out of the tree for a long time, it's faster. However, the act of detaching / reattaching nodes is in itself more expensive than setting an object visibility flag, since in the latter case structural changes are not made. Therefore, small or frequent visbility changes are best done using this method; large or more longer term changes are best done by detaching.

Reimplemented in Ogre::Light.

virtual bool Ogre::MovableObject::getVisible ( void   )  const [virtual, inherited]

Gets this object whether to be visible or not, if it has a renderable component.

Remarks:
Returns the value set by MovableObject::setVisible only.

virtual bool Ogre::MovableObject::isVisible ( void   )  const [virtual, inherited]

Returns whether or not this object is supposed to be visible or not.

Remarks:
Takes into account both upper rendering distance and visible flag.

Reimplemented in Ogre::InstancedGeometry::BatchInstance, and Ogre::StaticGeometry::Region.

virtual void Ogre::MovableObject::setRenderingDistance ( Real  dist  )  [virtual, inherited]

Sets the distance at which the object is no longer rendered.

Parameters:
dist Distance beyond which the object will not be rendered (the default is 0, which means objects are always rendered).

Definition at line 272 of file OgreMovableObject.h.

virtual Real Ogre::MovableObject::getRenderingDistance ( void   )  const [virtual, inherited]

Gets the distance at which batches are no longer rendered.

Definition at line 278 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setUserObject ( UserDefinedObject obj  )  [virtual, inherited]

Call this to associate your own custom user object instance with this MovableObject.

Remarks:
By simply making your game / application object a subclass of UserDefinedObject, you can establish a link between an OGRE instance of MovableObject and your own application classes. Call this method to establish the link.

Definition at line 286 of file OgreMovableObject.h.

virtual UserDefinedObject* Ogre::MovableObject::getUserObject ( void   )  [virtual, inherited]

Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject.

Definition at line 290 of file OgreMovableObject.h.

References Ogre::any_cast().

virtual void Ogre::MovableObject::setUserAny ( const Any anything  )  [virtual, inherited]

Sets any kind of user value on this object.

Remarks:
This method allows you to associate any user value you like with this MovableObject. This can be a pointer back to one of your own classes for instance.
Note:
This value is shared with setUserObject so don't use both!

Definition at line 302 of file OgreMovableObject.h.

virtual const Any& Ogre::MovableObject::getUserAny ( void   )  const [virtual, inherited]

Retrieves the custom user value associated with this object.

Definition at line 306 of file OgreMovableObject.h.

virtual uint8 Ogre::MovableObject::getRenderQueueGroup ( void   )  const [virtual, inherited]

Gets the queue group for this entity, see setRenderQueueGroup for full details.

virtual const Matrix4& Ogre::MovableObject::_getParentNodeFullTransform ( void   )  const [virtual, inherited]

return the full transformation of the parent sceneNode or the attachingPoint node

virtual void Ogre::MovableObject::setQueryFlags ( uint32  flags  )  [virtual, inherited]

Sets the query flags for this object.

Remarks:
When performing a scene query, this object will be included or excluded according to flags on the object and flags on the query. This is a bitwise value, so only when a bit on these flags is set, will it be included in a query asking for that flag. The meaning of the bits is application-specific.

Definition at line 334 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::addQueryFlags ( uint32  flags  )  [virtual, inherited]

As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.

Definition at line 338 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::removeQueryFlags ( unsigned long  flags  )  [virtual, inherited]

As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.

Definition at line 342 of file OgreMovableObject.h.

virtual uint32 Ogre::MovableObject::getQueryFlags ( void   )  const [virtual, inherited]

Returns the query flags relevant for this object.

Definition at line 345 of file OgreMovableObject.h.

static void Ogre::MovableObject::setDefaultQueryFlags ( uint32  flags  )  [static, inherited]

Set the default query flags for all future MovableObject instances.

Definition at line 349 of file OgreMovableObject.h.

static uint32 Ogre::MovableObject::getDefaultQueryFlags (  )  [static, inherited]

Get the default query flags for all future MovableObject instances.

Definition at line 353 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setVisibilityFlags ( uint32  flags  )  [virtual, inherited]

Sets the visiblity flags for this object.

Remarks:
As well as a simple true/false value for visibility (as seen in setVisible), you can also set visiblity flags which when 'and'ed with the SceneManager's visibility mask can also make an object invisible.

Definition at line 362 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::addVisibilityFlags ( uint32  flags  )  [virtual, inherited]

As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.

Definition at line 366 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::removeVisibilityFlags ( uint32  flags  )  [virtual, inherited]

As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.

Definition at line 370 of file OgreMovableObject.h.

virtual uint32 Ogre::MovableObject::getVisibilityFlags ( void   )  const [virtual, inherited]

Returns the visibility flags relevant for this object.

Definition at line 373 of file OgreMovableObject.h.

static void Ogre::MovableObject::setDefaultVisibilityFlags ( uint32  flags  )  [static, inherited]

Set the default visibility flags for all future MovableObject instances.

Definition at line 377 of file OgreMovableObject.h.

static uint32 Ogre::MovableObject::getDefaultVisibilityFlags (  )  [static, inherited]

Get the default visibility flags for all future MovableObject instances.

Definition at line 381 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setListener ( Listener listener  )  [virtual, inherited]

Sets a listener for this object.

Remarks:
Note for size and performance reasons only one listener per object is allowed.

Definition at line 388 of file OgreMovableObject.h.

virtual Listener* Ogre::MovableObject::getListener ( void   )  const [virtual, inherited]

Gets the current listener for this object.

Definition at line 392 of file OgreMovableObject.h.

virtual const LightList& Ogre::MovableObject::queryLights ( void   )  const [virtual, inherited]

Gets a list of lights, ordered relative to how close they are to this movable object.

Remarks:
By default, this method gives the listener a chance to populate light list first, if there is no listener or Listener::objectQueryLights returns NULL, it'll query the light list from parent entity if it is present, or returns SceneNode::findLights if it has parent scene node, otherwise it just returns an empty list.
The object internally caches the light list, so it will recalculate it only when object is moved, or lights that affect the frustum have been changed (
See also:
SceneManager::_getLightsDirtyCounter), but if listener exists, it will be called each time, so the listener should implement their own cache mechanism to optimise performance.
This method can be useful when implementing Renderable::getLights in case the renderable is a part of the movable.
Returns:
The list of lights use to lighting this object.

const AxisAlignedBox& Ogre::MovableObject::getLightCapBounds ( void   )  const [virtual, inherited]

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

const AxisAlignedBox& Ogre::MovableObject::getDarkCapBounds ( const Light light,
Real  dirLightExtrusionDist 
) const [virtual, inherited]

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

void Ogre::MovableObject::setCastShadows ( bool  enabled  )  [inherited]

Sets whether or not this object will cast shadows.

Remarks:
This setting simply allows you to turn on/off shadows for a given object. An object will not cast shadows unless the scene supports it in any case (see SceneManager::setShadowTechnique), and also the material which is in use must also have shadow casting enabled. By default all entities cast shadows. If, however, for some reason you wish to disable this for a single object then you can do so using this method.
Note:
This method normally refers to objects which block the light, but since Light is also a subclass of MovableObject, in that context it means whether the light causes shadows itself.

Definition at line 440 of file OgreMovableObject.h.

bool Ogre::MovableObject::getCastShadows ( void   )  const [virtual, inherited]

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

Definition at line 442 of file OgreMovableObject.h.

Real Ogre::MovableObject::getPointExtrusionDistance ( const Light l  )  const [virtual, inherited]

Get the distance to extrude for a point/spot light.

Implements Ogre::ShadowCaster.

static void Ogre::ShadowCaster::extrudeVertices ( const HardwareVertexBufferSharedPtr vertexBuffer,
size_t  originalVertexCount,
const Vector4 lightPos,
Real  extrudeDist 
) [static, inherited]

Utility method for extruding vertices based on a light.

Remarks:
Unfortunately, because D3D cannot handle homogenous (4D) position coordinates in the fixed-function pipeline (GL can, but we have to be cross-API), when we extrude in software we cannot extrude to infinity the way we do in the vertex program (by setting w to 0.0f). Therefore we extrude by a fixed distance, which may cause some problems with larger scenes. Luckily better hardware (ie vertex programs) can fix this.
Parameters:
vertexBuffer The vertex buffer containing ONLY xyz position values, which must be originalVertexCount * 2 * 3 floats long.
originalVertexCount The count of the original number of vertices, ie the number in the mesh, not counting the doubling which has already been done (by VertexData::prepareForShadowVolume) to provide the extruded area of the buffer.
lightPos 4D light position in object space, when w=0.0f this represents a directional light
extrudeDist The distance to extrude

Real Ogre::ShadowCaster::getExtrusionDistance ( const Vector3 objectPos,
const Light light 
) const [protected, inherited]

Helper moethod for calculating extrusion distance.

virtual void Ogre::ShadowCaster::updateEdgeListLightFacing ( EdgeData edgeData,
const Vector4 lightPos 
) [protected, virtual, inherited]

Tells the caster to perform the tasks necessary to update the edge data's light listing.

Can be overridden if the subclass needs to do additional things.

Parameters:
edgeData The edge information to update
lightPos 4D vector representing the light, a directional light has w=0.0

virtual void Ogre::ShadowCaster::generateShadowVolume ( EdgeData edgeData,
const HardwareIndexBufferSharedPtr indexBuffer,
const Light light,
ShadowRenderableList shadowRenderables,
unsigned long  flags 
) [protected, virtual, inherited]

Generates the indexes required to render a shadow volume into the index buffer which is passed in, and updates shadow renderables to use it.

Parameters:
edgeData The edge information to use
indexBuffer The buffer into which to write data into; current contents are assumed to be discardable.
light The light, mainly for type info as silhouette calculations should already have been done in updateEdgeListLightFacing
shadowRenderables A list of shadow renderables which has already been constructed but will need populating with details of the index ranges to be used.
flags Additional controller flags, see ShadowRenderableFlags

virtual void Ogre::ShadowCaster::extrudeBounds ( AxisAlignedBox box,
const Vector4 lightPos,
Real  extrudeDist 
) const [protected, virtual, inherited]

Utility method for extruding a bounding box.

Parameters:
box Original bounding box, will be updated in-place
lightPos 4D light position in object space, when w=0.0f this represents a directional light
extrudeDist The distance to extrude

virtual const String& Ogre::AnimableObject::getAnimableDictionaryName ( void   )  const [protected, virtual, inherited]

Get the name of the animable dictionary for this class.

Remarks:
Subclasses must override this if they want to support animation of their values.

Reimplemented in Ogre::Light.

Definition at line 214 of file OgreAnimable.h.

References Ogre::StringUtil::BLANK.

void Ogre::AnimableObject::createAnimableDictionary ( void   )  const [protected, inherited]

Internal method for creating a dictionary of animable value names for the class, if it does not already exist.

Definition at line 219 of file OgreAnimable.h.

StringVector& Ogre::AnimableObject::_getAnimableValueNames ( void   )  [protected, inherited]

Get an updateable reference to animable value list.

Definition at line 232 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

virtual void Ogre::AnimableObject::initialiseAnimableDictionary ( StringVector  )  const [protected, virtual, inherited]

Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.

Reimplemented in Ogre::Light.

Definition at line 252 of file OgreAnimable.h.

const StringVector& Ogre::AnimableObject::getAnimableValueNames ( void   )  const [inherited]

Gets a list of animable value names for this object.

Definition at line 260 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

virtual AnimableValuePtr Ogre::AnimableObject::createAnimableValue ( const String valueName  )  [virtual, inherited]

Create a reference-counted AnimableValuePtr for the named value.

Remarks:
You can use the returned object to animate a value on this object, using AnimationTrack. Subclasses must override this if they wish to support animation of their values.

Reimplemented in Ogre::Light.

Definition at line 285 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

virtual void Ogre::MovableObject::Listener::objectDestroyed ( MovableObject  )  [virtual, inherited]

MovableObject is being destroyed.

Definition at line 65 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::Listener::objectAttached ( MovableObject  )  [virtual, inherited]

MovableObject has been attached to a node.

Definition at line 67 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::Listener::objectDetached ( MovableObject  )  [virtual, inherited]

MovableObject has been detached from a node.

Definition at line 69 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::Listener::objectMoved ( MovableObject  )  [virtual, inherited]

MovableObject has been moved.

Definition at line 71 of file OgreMovableObject.h.

virtual bool Ogre::MovableObject::Listener::objectRendering ( const MovableObject ,
const Camera  
) [virtual, inherited]

Called when the movable object of the camera to be used for rendering.

Returns:
true if allows queue for rendering, false otherwise.

Definition at line 76 of file OgreMovableObject.h.

virtual const LightList* Ogre::MovableObject::Listener::objectQueryLights ( const MovableObject  )  [virtual, inherited]

Called when the movable object needs to query a light list.

Remarks:
If you want to customize light finding for this object, you should override this method and hook into MovableObject via MovableObject::setListener. Be aware that the default method caches results within a frame to prevent unnecessary recalculation, so if you override this you should provide your own cacheing to maintain performance.
Note:
If you use texture shadows, there is an additional restriction - since the lights which should have shadow textures rendered for them are determined based on the entire frustum, and not per-object, it is important that the lights returned at the start of this list (up to the number of shadow textures available) are the same lights that were used to generate the shadow textures, and they are in the same order (particularly for additive effects).
Returns:
A pointer to a light list if you populated the light list yourself, or NULL to fall back on the default finding process.

Definition at line 96 of file OgreMovableObject.h.


Friends And Related Function Documentation

friend class EntityFactory [friend]

Definition at line 77 of file OgreEntity.h.

friend class SubEntity [friend]

Definition at line 78 of file OgreEntity.h.


Member Data Documentation

MeshPtr Ogre::Entity::mMesh [protected]

The Mesh that this Entity is based on.

Definition at line 93 of file OgreEntity.h.

SubEntityList Ogre::Entity::mSubEntityList [protected]

Definition at line 98 of file OgreEntity.h.

AnimationStateSet* Ogre::Entity::mAnimationState [protected]

State of animation for animable meshes.

Definition at line 102 of file OgreEntity.h.

TempBlendedBufferInfo Ogre::Entity::mTempSkelAnimInfo [protected]

Temp buffer details for software skeletal anim of shared geometry.

Definition at line 106 of file OgreEntity.h.

VertexData* Ogre::Entity::mSkelAnimVertexData [protected]

Vertex data details for software skeletal anim of shared geometry.

Definition at line 108 of file OgreEntity.h.

TempBlendedBufferInfo Ogre::Entity::mTempVertexAnimInfo [protected]

Temp buffer details for software vertex anim of shared geometry.

Definition at line 110 of file OgreEntity.h.

VertexData* Ogre::Entity::mSoftwareVertexAnimVertexData [protected]

Vertex data details for software vertex anim of shared geometry.

Definition at line 112 of file OgreEntity.h.

VertexData* Ogre::Entity::mHardwareVertexAnimVertexData [protected]

Vertex data details for hardware vertex anim of shared geometry

Definition at line 116 of file OgreEntity.h.

bool Ogre::Entity::mVertexAnimationAppliedThisFrame [protected]

Have we applied any vertex animation to shared geometry?

Definition at line 118 of file OgreEntity.h.

bool Ogre::Entity::mPreparedForShadowVolumes [protected]

Have the temp buffers already had their geometry prepared for use in rendering shadow volumes?

Definition at line 120 of file OgreEntity.h.

Matrix4* Ogre::Entity::mBoneWorldMatrices [protected]

Cached bone matrices, including any world transform.

Definition at line 153 of file OgreEntity.h.

Matrix4* Ogre::Entity::mBoneMatrices [protected]

Cached bone matrices in skeleton local space, might shares with other entity instances.

Definition at line 155 of file OgreEntity.h.

unsigned short Ogre::Entity::mNumBoneMatrices [protected]

Definition at line 156 of file OgreEntity.h.

unsigned long Ogre::Entity::mFrameAnimationLastUpdated [protected]

Records the last frame in which animation was updated.

Definition at line 158 of file OgreEntity.h.

unsigned long* Ogre::Entity::mFrameBonesLastUpdated [protected]

Records the last frame in which the bones was updated It's a pointer because it can be shared between different entities with a shared skeleton.

Definition at line 166 of file OgreEntity.h.

EntitySet* Ogre::Entity::mSharedSkeletonEntities [protected]

A set of all the entities which shares a single SkeletonInstance.

This is only created if the entity is in fact sharing it's SkeletonInstance with other Entities.

Definition at line 173 of file OgreEntity.h.

bool Ogre::Entity::mDisplaySkeleton [protected]

Flag determines whether or not to display skeleton.

Definition at line 179 of file OgreEntity.h.

bool Ogre::Entity::mHardwareAnimation [protected]

Flag indicating whether hardware animation is supported by this entities materials.

Definition at line 181 of file OgreEntity.h.

ushort Ogre::Entity::mHardwarePoseCount [protected]

Number of hardware poses supported by materials.

Definition at line 183 of file OgreEntity.h.

bool Ogre::Entity::mVertexProgramInUse [protected]

Flag indicating whether we have a vertex program in use on any of our subentities.

Definition at line 185 of file OgreEntity.h.

int Ogre::Entity::mSoftwareAnimationRequests [protected]

Counter indicating number of requests for software animation.

Definition at line 187 of file OgreEntity.h.

int Ogre::Entity::mSoftwareAnimationNormalsRequests [protected]

Counter indicating number of requests for software blended normals.

Definition at line 189 of file OgreEntity.h.

ushort Ogre::Entity::mMeshLodIndex [protected]

The LOD number of the mesh to use, calculated by _notifyCurrentCamera.

Definition at line 193 of file OgreEntity.h.

Real Ogre::Entity::mMeshLodFactorInv [protected]

LOD bias factor, inverted for optimisation when calculating adjusted depth.

Definition at line 196 of file OgreEntity.h.

ushort Ogre::Entity::mMinMeshLodIndex [protected]

Index of minimum detail LOD (NB higher index is lower detail).

Definition at line 198 of file OgreEntity.h.

ushort Ogre::Entity::mMaxMeshLodIndex [protected]

Index of maximum detail LOD (NB lower index is higher detail).

Definition at line 200 of file OgreEntity.h.

Real Ogre::Entity::mMaterialLodFactorInv [protected]

LOD bias factor, inverted for optimisation when calculating adjusted depth.

Definition at line 203 of file OgreEntity.h.

ushort Ogre::Entity::mMinMaterialLodIndex [protected]

Index of minimum detail LOD (NB higher index is lower detail).

Definition at line 205 of file OgreEntity.h.

ushort Ogre::Entity::mMaxMaterialLodIndex [protected]

Index of maximum detail LOD (NB lower index is higher detail).

Definition at line 207 of file OgreEntity.h.

LODEntityList Ogre::Entity::mLodEntityList [protected]

Definition at line 215 of file OgreEntity.h.

SkeletonInstance* Ogre::Entity::mSkeletonInstance [protected]

This Entity's personal copy of the skeleton, if skeletally animated.

Definition at line 219 of file OgreEntity.h.

bool Ogre::Entity::mInitialised [protected]

Has this entity been initialised yet?

Definition at line 222 of file OgreEntity.h.

Matrix4 Ogre::Entity::mLastParentXform [protected]

Last parent xform.

Definition at line 225 of file OgreEntity.h.

ChildObjectList Ogre::Entity::mChildObjectList [protected]

Definition at line 256 of file OgreEntity.h.

AxisAlignedBox Ogre::Entity::mFullBoundingBox [mutable, protected]

Bounding box that 'contains' all the mesh of each child entity.

Definition at line 260 of file OgreEntity.h.

bool Ogre::Entity::mNormaliseNormals [protected]

Definition at line 262 of file OgreEntity.h.

ShadowRenderableList Ogre::Entity::mShadowRenderables [protected]

Definition at line 264 of file OgreEntity.h.

String Ogre::MovableObject::mName [protected, inherited]

Name of this object.

Reimplemented in Ogre::Camera.

Definition at line 101 of file OgreMovableObject.h.

MovableObjectFactory* Ogre::MovableObject::mCreator [protected, inherited]

Creator of this object (if created by a factory).

Definition at line 103 of file OgreMovableObject.h.

SceneManager* Ogre::MovableObject::mManager [protected, inherited]

SceneManager holding this object (if applicable).

Definition at line 105 of file OgreMovableObject.h.

Node* Ogre::MovableObject::mParentNode [protected, inherited]

node to which this object is attached

Definition at line 107 of file OgreMovableObject.h.

bool Ogre::MovableObject::mParentIsTagPoint [protected, inherited]

Definition at line 108 of file OgreMovableObject.h.

bool Ogre::MovableObject::mVisible [protected, inherited]

Is this object visible?

Definition at line 110 of file OgreMovableObject.h.

Real Ogre::MovableObject::mUpperDistance [protected, inherited]

Upper distance to still render.

Definition at line 112 of file OgreMovableObject.h.

Real Ogre::MovableObject::mSquaredUpperDistance [protected, inherited]

Definition at line 113 of file OgreMovableObject.h.

bool Ogre::MovableObject::mBeyondFarDistance [protected, inherited]

Hidden because of distance?

Definition at line 115 of file OgreMovableObject.h.

Any Ogre::MovableObject::mUserAny [protected, inherited]

User defined link to another object / value / whatever.

Definition at line 117 of file OgreMovableObject.h.

uint8 Ogre::MovableObject::mRenderQueueID [protected, inherited]

The render queue to use when rendering this object.

Definition at line 119 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderQueueIDSet [protected, inherited]

Flags whether the RenderQueue's default should be used.

Definition at line 121 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::mQueryFlags [protected, inherited]

Flags determining whether this object is included / excluded from scene queries.

Definition at line 123 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::mVisibilityFlags [protected, inherited]

Flags determining whether this object is visible (compared to SceneManager mask).

Definition at line 125 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldAABB [mutable, protected, inherited]

Cached world AABB of this object.

Reimplemented in Ogre::ParticleSystem.

Definition at line 127 of file OgreMovableObject.h.

Sphere Ogre::MovableObject::mWorldBoundingSphere [mutable, protected, inherited]

Definition at line 129 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldDarkCapBounds [mutable, protected, inherited]

World space AABB of this object's dark cap.

Definition at line 131 of file OgreMovableObject.h.

bool Ogre::MovableObject::mCastShadows [protected, inherited]

Does this object cast shadows?

Definition at line 133 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderingDisabled [protected, inherited]

Does rendering this object disabled by listener?

Definition at line 136 of file OgreMovableObject.h.

Listener* Ogre::MovableObject::mListener [protected, inherited]

MovableObject listener - only one allowed (no list) for size & performance reasons. */.

Definition at line 138 of file OgreMovableObject.h.

LightList Ogre::MovableObject::mLightList [mutable, protected, inherited]

List of lights for this object.

Reimplemented in Ogre::StaticGeometry::Region.

Definition at line 141 of file OgreMovableObject.h.

ulong Ogre::MovableObject::mLightListUpdated [mutable, protected, inherited]

The last frame that this light list was updated in.

Reimplemented in Ogre::StaticGeometry::Region.

Definition at line 143 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::msDefaultQueryFlags [static, protected, inherited]

Default query flags.

Definition at line 147 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::msDefaultVisibilityFlags [static, protected, inherited]

Default visibility flags.

Definition at line 149 of file OgreMovableObject.h.

AnimableDictionaryMap Ogre::AnimableObject::msAnimableDictionary [static, protected, inherited]

Static map of class name to list of animable value names.

Definition at line 208 of file OgreAnimable.h.


The documentation for this class was generated from the following file:

Copyright © 2000-2005 by The OGRE Team
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sat May 10 16:25:43 2008