#include <OgrePlanarReflectionActor.h>
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uint8 | mActivationPriority |
| Ogre tries to activate visible planar reflections, sorting those that are closest to the camera, as long as they have equal priority.
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◆ PlanarReflectionActor() [1/2]
Ogre::PlanarReflectionActor::PlanarReflectionActor |
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inline |
◆ PlanarReflectionActor() [2/2]
◆ getCenter()
◆ getCurrentBoundSlot()
uint8 Ogre::PlanarReflectionActor::getCurrentBoundSlot |
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void |
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const |
This value may have some meaning even if there is no reservation.
◆ getHalfSize()
◆ getNormal()
◆ getOrientation()
◆ getPlane()
◆ getSquaredDistanceTo()
Real Ogre::PlanarReflectionActor::getSquaredDistanceTo |
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const Vector3 & |
pos | ) |
const |
◆ hasReservation()
bool Ogre::PlanarReflectionActor::hasReservation |
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void |
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const |
◆ setPlane()
Sets the plane's position, size and orientation.
- Parameters
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center | XYZ position, in world coordinates |
halfSize | 2D half size of the rectangle that this plane creates, in local space. |
orientation | Quaternion containing the normal and roll of the plane. Assumed to be unit-length The plane's normal is orientation.zAxis(); |
◆ PlanarReflections
◆ mActivationPriority
uint8 Ogre::PlanarReflectionActor::mActivationPriority |
Ogre tries to activate visible planar reflections, sorting those that are closest to the camera, as long as they have equal priority.
However distance to camera may not be convenient in all cases (such as when you have four small mirrors close and one huge mirror a bit further away). For such cases, you can use priority to allow a particular actor "to win" against others. It's also very possible you want to only set priority to 0 for actors that have reserved slots.
- There is no particular overhead/performance cost associated with this call.
- Value is in range [0; 255]. Default value is 127. A priority of 0 means always activate first. A priority of 255 means activate last.
The documentation for this class was generated from the following file: