OGRE  2.2.4
Object-Oriented Graphics Rendering Engine
Ogre::v1::Entity Class Reference

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

#include <OgreEntity.h>

+ Inheritance diagram for Ogre::v1::Entity:

Public Types

typedef set< Entity * >::type EntitySet
 
typedef FastArray< MovableObject * > MovableObjectArray
 SceneManager::cullFrustum More...
 
typedef map< unsigned short, bool >::type SchemeHardwareAnimMap
 
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...
 

Public Member Functions

 ~Entity ()
 Default destructor. More...
 
void _deinitialise (void)
 Tear down the internal structures of this Entity, rendering it uninitialised. More...
 
const Matrix4_getBoneMatrices (void) const
 Internal method for retrieving bone matrix information. More...
 
bool _getBuffersMarkedForAnimation (void) const
 Are buffers already marked as vertex animated? More...
 
VertexData_getHardwareVertexAnimVertexData (void) const
 Advanced method to get the hardware morph vertex information. More...
 
LightList_getLightList ()
 Returns a pointer to the current list of lights for this object. More...
 
SceneManager_getManager (void) const
 Get the manager of this object, if any (internal use only) More...
 
unsigned short _getNumBoneMatrices (void) const
 Internal method for retrieving bone matrix information. More...
 
ObjectData_getObjectData ()
 Returns a direct access to the ObjectData state. More...
 
const Matrix4_getParentNodeFullTransform (void) const
 Returns the full transformation of the parent sceneNode or the attachingPoint node. More...
 
TempBlendedBufferInfo_getSkelAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software skeletal animation. More...
 
VertexData_getSkelAnimVertexData (void) const
 Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned. More...
 
VertexData_getSoftwareVertexAnimVertexData (void) const
 Advanced method to get the temporarily blended software vertex animation information. More...
 
TempBlendedBufferInfo_getVertexAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software morph animation. More...
 
void _initialise (bool forceReinitialise=false)
 Try to initialise the Entity from the underlying resources. More...
 
bool _isAnimated (void) const
 Tests if any animation applied to this entity. More...
 
bool _isSkeletonAnimated (void) const
 Tests if skeleton was animated. More...
 
void _markBuffersUsedForAnimation (void)
 Mark just this vertex data as animated. More...
 
void _notifyAttached (Node *parent)
 Internal method called to notify the object that it has been attached to a node. More...
 
void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only) More...
 
virtual void _notifyParentNodeMemoryChanged (void)
 Node::_callMemoryChangeListeners More...
 
virtual void _notifyStaticDirty (void) const
 Called by SceneManager when it is telling we're a static MovableObject being dirty Don't call this directly. More...
 
virtual void _releaseManualHardwareResources ()
 Notifies the movable object that hardware resources were lost. More...
 
virtual void _restoreManualHardwareResources ()
 Notifies the movable object that hardware resources should be restored. More...
 
void _updateAnimation (void)
 Advanced method to perform all the updates required for an animated entity. More...
 
void _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera)
 
void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void addSoftwareAnimationRequest (bool normalsAlso)
 Add a request for software animation. More...
 
void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
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. More...
 
VertexDataBindChoice chooseVertexDataForBinding (bool hasVertexAnim)
 Choose which vertex data to bind to the renderer. More...
 
Entityclone (void) const
 Clones this entity and returns a pointer to the clone. More...
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
void detachAllObjectsFromBone (void)
 Detach all MovableObjects previously attached using attachObjectToBone. More...
 
void detachFromParent (void)
 Detaches an object from a parent SceneNode if attached. More...
 
MovableObjectdetachObjectFromBone (const String &movableName)
 Detach a MovableObject previously attached using attachObjectToBone. More...
 
void detachObjectFromBone (MovableObject *obj)
 Detaches an object by pointer. More...
 
AnimationStateSetgetAllAnimationStates (void) const
 For entities based on animated meshes, gets the AnimationState objects for all animations. More...
 
bool getAlwaysUpdateMainSkeleton () const
 The skeleton of the main entity will be updated even if the an LOD entity is being displayed. More...
 
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object. More...
 
AnimationStategetAnimationState (const String &name) const
 For entities based on animated meshes, gets the AnimationState object for a single animation. More...
 
RealAsUint getCachedDistanceToCamera (void) const
 Returns the distance to camera as calculated in . More...
 
Real getCachedDistanceToCameraAsReal (void) const
 Returns the distance to camera as calculated in . More...
 
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object. More...
 
unsigned char getCurrentMeshLod (void) const
 
bool getDisplaySkeleton (void) const
 Returns whether or not the entity is currently displaying its skeleton. More...
 
EdgeDatagetEdgeList (void)
 
IdType getId () const
 Get the unique id of this object. More...
 
uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object. More...
 
ListenergetListener (void) const
 Gets the current listener for this object. More...
 
Aabb getLocalAabb (void) const
 Retrieves the local axis-aligned bounding box for this object. More...
 
float getLocalRadius (void) const
 See getLocalAabb and getWorldRadius. More...
 
EntitygetManualLodLevel (size_t index) const
 Gets a pointer to the entity representing the numbered manual level of detail. More...
 
const MeshPtrgetMesh (void) const
 Gets the Mesh that this Entity is based on. More...
 
const StringgetMovableType (void) const
 Returns the type name of this object. More...
 
const StringgetName (void) const
 Returns the name of this object. More...
 
size_t getNumManualLodLevels (void) const
 Returns the number of manual levels of detail that this entity supports. More...
 
size_t getNumSubEntities (void) const
 Retrieves the number of SubEntity objects making up this entity. More...
 
NodegetParentNode (void) const
 Returns the node to which this object is attached. More...
 
SceneNodegetParentSceneNode (void) const
 
uint32 getQueryFlags (void) const
 Returns the query flags relevant for this object. More...
 
Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered. More...
 
Real getRenderingMinPixelSize () const
 Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
 
Real getShadowRenderingDistance (void) const
 Gets the distance at which batches are no longer casting shadows. More...
 
OldSkeletonInstancegetSkeleton (void) const
 Get this Entity's personal skeleton instance. More...
 
SkeletonInstancegetSkeletonInstance (void) const
 
const EntitySetgetSkeletonInstanceSharingSet () const
 Returns a pointer to the set of entities which share a OldSkeletonInstance. More...
 
bool getSkipAnimationStateUpdate () const
 Entity's skeleton's AnimationState will not be automatically updated when set to true. More...
 
int getSoftwareAnimationNormalsRequests (void) const
 Returns the number of requests that have been made for software animation of normals. More...
 
int getSoftwareAnimationRequests (void) const
 Returns the number of requests that have been made for software animation. More...
 
SubEntitygetSubEntity (size_t index)
 Gets a pointer to a SubEntity, ie a part of an Entity. More...
 
const SubEntitygetSubEntity (size_t index) const
 
SubEntitygetSubEntity (const String &name)
 Gets a pointer to a SubEntity by name. More...
 
const SubEntitygetSubEntity (const String &name) const
 
uint32 getTypeFlags (void) const
 Override to return specific type flag. More...
 
bool getUpdateBoundingBoxFromSkeleton () const
 If true, the skeleton of the entity will be used to update the bounding box for culling. More...
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
VertexDatagetVertexDataForBinding (bool casterPass)
 Retrieve the VertexData which should be used for GPU binding. More...
 
uint32 getVisibilityFlags (void) const
 Returns the visibility flags relevant for this object. More...
 
bool getVisible (void) const
 Gets this object whether to be visible or not, if it has a renderable component. More...
 
Aabb getWorldAabb () const
 Gets the axis aligned box in world space. More...
 
Aabb getWorldAabbUpdated ()
 Gets the axis aligned box in world space. More...
 
float getWorldRadius () const
 Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
 
float getWorldRadiusUpdated ()
 Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
 
bool hasAnimationState (const String &name) const
 Returns whether the AnimationState with the given name exists. More...
 
bool hasEdgeList (void)
 
bool hasSkeleton (void) const
 Returns whether or not this entity is skeletally animated. More...
 
bool hasVertexAnimation (void) const
 Returns whether or not this entity is either morph or pose animated. More...
 
virtual void instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags)
 InstancingTheadedCullingMethod, More...
 
bool isAttached (void) const
 Returns true if this object is attached to a Node. More...
 
bool isHardwareAnimationEnabled (void)
 Returns whether or not hardware animation is enabled. More...
 
bool isInitialised (void) const
 Has this Entity been initialised yet? More...
 
bool isStatic () const
 Checks whether this MovableObject is static. setStatic. More...
 
bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not. More...
 
virtual void loadingComplete (Resource *)
 Called whenever the resource finishes loading. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, void *)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void * operator new[] (size_t sz)
 
bool operator() (const IdObject *left, const IdObject *right)
 
bool operator() (const IdObject &left, const IdObject &right)
 
virtual void preparingComplete (Resource *)
 Called whenever the resource finishes preparing (paging into memory). More...
 
const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void refreshAvailableAnimationState (void)
 Updates the internal animation state set to include the latest available animations from the attached skeleton. More...
 
void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeSoftwareAnimationRequest (bool normalsAlso)
 Removes a request for software animation. More...
 
void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void setAlwaysUpdateMainSkeleton (bool update)
 The skeleton of the main entity will be updated even if the an LOD entity is being displayed. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
void setDatablock (HlmsDatablock *datablock)
 Sets the given HLMS datablock to all SubEntities. More...
 
void setDatablock (IdString datablockName)
 Sets the given HLMS datablock to all SubEntities. More...
 
void setDatablockOrMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the material to use for the whole of this Item. More...
 
void setDisplaySkeleton (bool display)
 Tells the Entity whether or not it should display it's skeleton, if it has one. More...
 
void setLightMask (uint32 lightMask)
 Set a bitwise mask which will filter the lights affecting this object. More...
 
void setListener (Listener *listener)
 Sets a listener for this object. More...
 
void setLocalAabb (const Aabb box)
 Sets the local axis-aligned bounding box for this object. More...
 
void setMaterial (const MaterialPtr &material)
 Sets the material to use for the whole of this entity. More...
 
void setMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the material to use for the whole of this entity. More...
 
void setName (const String &name)
 Sets a custom name for this node. More...
 
void setPolygonModeOverrideable (bool PolygonModeOverrideable)
 Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings. More...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered. More...
 
void setRenderingMinPixelSize (Real pixelSize)
 Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
void setRenderQueueGroup (uint8 queueID)
 
void setRenderQueueSubGroup (uint8 subGroup)
 Sets the RenderQueue subgroup ID for the whole of this entity. More...
 
void setShadowRenderingDistance (Real dist)
 Sets the distance at which the object is no longer casting shadows. More...
 
void setSkipAnimationStateUpdate (bool skip)
 Entity's skeleton's AnimationState will not be automatically updated when set to true. More...
 
bool setStatic (bool bStatic)
 Turns this Node into static or dynamic. More...
 
void setUpdateBoundingBoxFromSkeleton (bool update)
 If true, the skeleton of the entity will be used to update the bounding box for culling. More...
 
void setVisibilityFlags (uint32 flags)
 Sets the visibility flags for this object. More...
 
void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component. More...
 
void shareSkeletonInstanceWith (Entity *entity)
 Shares the OldSkeletonInstance with the supplied entity. More...
 
bool sharesSkeletonInstance () const
 Returns whether this entity shares it's SkeltonInstance with other entity instances. More...
 
void stopSharingSkeletonInstance ()
 Stops sharing the OldSkeletonInstance with other entities. More...
 
virtual void unloadingComplete (Resource *)
 Called whenever the resource has been unloaded. More...
 

Static Public Member Functions

static void buildLightList (const size_t numNodes, ObjectData t, const LightListInfo &globalLightList)
 SceneManager::buildLightList More...
 
static void calculateCastersBox (const size_t numNodes, ObjectData t, uint32 sceneVisibilityFlags, AxisAlignedBox *outBox)
 
static void cullFrustum (const size_t numNodes, ObjectData t, const Camera *frustum, uint32 sceneVisibilityFlags, MovableObjectArray &outCulledObjects, const Camera *lodCamera)
 
static void cullLights (const size_t numNodes, ObjectData t, uint32 sceneLightMask, LightListInfo &outGlobalLightList, const FrustumVec &frustums, const FrustumVec &cubemapFrustums)
 SceneManager::cullLights & More...
 
static uint32 getDefaultLightMask ()
 Get the default light mask for all future MovableObject instances. More...
 
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances. More...
 
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances. More...
 
static void setDefaultLightMask (uint32 mask)
 Set the default light mask for all future MovableObject instances. More...
 
static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances. More...
 
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances. More...
 
static void updateAllBounds (const size_t numNodes, ObjectData t)
 SceneManager::updateAllBounds More...
 

Public Attributes

size_t mGlobalIndex
 Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks). More...
 
size_t mParentIndex
 Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks). More...
 
RenderableArray mRenderables
 

Static Public Attributes

static const FastArray< Realc_DefaultLodMesh
 

Friends

class EntityFactory
 
class SubEntity
 

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.

Member Typedef Documentation

◆ EntitySet

typedef set<Entity*>::type Ogre::v1::Entity::EntitySet

◆ MovableObjectArray

SceneManager::cullFrustum

Remarks
We don't pass by reference on purpose (avoid implicit aliasing) We perform frustum culling AND test visibility mask at the same time
Parameters
frustumFrustum to clip against
sceneVisibilityFlagsCombined scene's visibility flags (i.e. viewport | scene). Set LAYER_SHADOW_CASTER bit if you want to exclude non-shadow casters.
outCulledObjectsOut. List of objects that are (fully or partially) inside the frustum and should be rendered
lodCameraCamera in which lod levels calculations are based (i.e. during shadow pass renders) Note however, we only use this camera to calulate if should be visible according to mUpperDistance

◆ SchemeHardwareAnimMap

typedef map<unsigned short, bool>::type Ogre::v1::Entity::SchemeHardwareAnimMap

Member Enumeration Documentation

◆ VertexDataBindChoice

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

Enumerator
BIND_ORIGINAL 
BIND_SOFTWARE_SKELETAL 
BIND_SOFTWARE_MORPH 
BIND_HARDWARE_MORPH 

Constructor & Destructor Documentation

◆ ~Entity()

Ogre::v1::Entity::~Entity ( )

Default destructor.

Member Function Documentation

◆ _deinitialise()

void Ogre::v1::Entity::_deinitialise ( void  )

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

◆ _getBoneMatrices()

const Matrix4* Ogre::v1::Entity::_getBoneMatrices ( void  ) const
inline

Internal method for retrieving bone matrix information.

◆ _getBuffersMarkedForAnimation()

bool Ogre::v1::Entity::_getBuffersMarkedForAnimation ( void  ) const
inline

Are buffers already marked as vertex animated?

◆ _getHardwareVertexAnimVertexData()

VertexData* Ogre::v1::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.

◆ _getLightList()

LightList* Ogre::MovableObject::_getLightList ( )
inlineinherited

Returns a pointer to the current list of lights for this object.

Remarks
You should not modify this list outside of MovableObject::Listener::objectQueryLights (say if you want to use it to implement this method, and use the pointer as a return value) and for reading it's only accurate as at the last frame.

◆ _getManager()

SceneManager* Ogre::MovableObject::_getManager ( void  ) const
inlineinherited

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

◆ _getNumBoneMatrices()

unsigned short Ogre::v1::Entity::_getNumBoneMatrices ( void  ) const
inline

Internal method for retrieving bone matrix information.

◆ _getObjectData()

ObjectData& Ogre::MovableObject::_getObjectData ( )
inlineinherited

Returns a direct access to the ObjectData state.

◆ _getParentNodeFullTransform()

const Matrix4& Ogre::MovableObject::_getParentNodeFullTransform ( void  ) const
inherited

Returns the full transformation of the parent sceneNode or the attachingPoint node.

◆ _getSkelAnimTempBufferInfo()

TempBlendedBufferInfo* Ogre::v1::Entity::_getSkelAnimTempBufferInfo ( void  )

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

◆ _getSkelAnimVertexData()

VertexData* Ogre::v1::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.

◆ _getSoftwareVertexAnimVertexData()

VertexData* Ogre::v1::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.

◆ _getVertexAnimTempBufferInfo()

TempBlendedBufferInfo* Ogre::v1::Entity::_getVertexAnimTempBufferInfo ( void  )

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

◆ _initialise()

void Ogre::v1::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 successful.
Parameters
forceReinitialiseIf 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.

◆ _isAnimated()

bool Ogre::v1::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.

◆ _isSkeletonAnimated()

bool Ogre::v1::Entity::_isSkeletonAnimated ( void  ) const

Tests if skeleton was animated.

◆ _markBuffersUsedForAnimation()

void Ogre::v1::Entity::_markBuffersUsedForAnimation ( void  )

Mark just this vertex data as animated.

◆ _notifyAttached()

void Ogre::v1::Entity::_notifyAttached ( Node parent)
virtual

Internal method called to notify the object that it has been attached to a node.

Reimplemented from Ogre::MovableObject.

◆ _notifyManager()

void Ogre::MovableObject::_notifyManager ( SceneManager man)
inlineinherited

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

◆ _notifyParentNodeMemoryChanged()

virtual void Ogre::MovableObject::_notifyParentNodeMemoryChanged ( void  )
inlinevirtualinherited

◆ _notifyStaticDirty()

virtual void Ogre::MovableObject::_notifyStaticDirty ( void  ) const
inlinevirtualinherited

Called by SceneManager when it is telling we're a static MovableObject being dirty Don't call this directly.

See also
SceneManager::notifyStaticDirty

◆ _releaseManualHardwareResources()

virtual void Ogre::MovableObject::_releaseManualHardwareResources ( )
inlinevirtualinherited

Notifies the movable object that hardware resources were lost.

Remarks
Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

Reimplemented in Ogre::v1::BillboardSet, and Ogre::v1::ManualObject.

◆ _restoreManualHardwareResources()

virtual void Ogre::MovableObject::_restoreManualHardwareResources ( )
inlinevirtualinherited

Notifies the movable object that hardware resources should be restored.

Remarks
Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

◆ _updateAnimation()

void Ogre::v1::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 in case 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.

◆ _updateRenderQueue()

void Ogre::v1::Entity::_updateRenderQueue ( RenderQueue queue,
Camera camera,
const Camera lodCamera 
)
virtual

Reimplemented from Ogre::MovableObject.

◆ addQueryFlags()

void Ogre::MovableObject::addQueryFlags ( uint32  flags)
inlineinherited

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

◆ addSoftwareAnimationRequest()

void Ogre::v1::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'.

◆ addVisibilityFlags()

void Ogre::MovableObject::addVisibilityFlags ( uint32  flags)
inlineinherited

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

◆ attachObjectToBone()

TagPoint* Ogre::v1::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
boneNameThe name of the bone (in the skeleton) to attach this object
pMovablePointer to the object to attach
offsetOrientationAn adjustment to the orientation of the attached object, relative to the bone.
offsetPositionAn adjustment to the position of the attached object, relative to the bone.
Returns
The TagPoint to which the object has been attached

◆ buildLightList()

static void Ogre::MovableObject::buildLightList ( const size_t  numNodes,
ObjectData  t,
const LightListInfo globalLightList 
)
staticinherited

SceneManager::buildLightList

Remarks
We don't pass by reference on purpose (avoid implicit aliasing)
Parameters
globalLightListList of lights already culled against all possible frustums and reorganized contiguously for SoA

◆ calculateCastersBox()

static void Ogre::MovableObject::calculateCastersBox ( const size_t  numNodes,
ObjectData  t,
uint32  sceneVisibilityFlags,
AxisAlignedBox outBox 
)
staticinherited

◆ chooseVertexDataForBinding()

VertexDataBindChoice Ogre::v1::Entity::chooseVertexDataForBinding ( bool  hasVertexAnim)

Choose which vertex data to bind to the renderer.

◆ clone()

Entity* Ogre::v1::Entity::clone ( void  ) 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
newNameName for the new entity.

◆ createAnimableValue()

virtual AnimableValuePtr Ogre::AnimableObject::createAnimableValue ( const String valueName)
inlinevirtualinherited

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.

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

◆ cullFrustum()

static void Ogre::MovableObject::cullFrustum ( const size_t  numNodes,
ObjectData  t,
const Camera frustum,
uint32  sceneVisibilityFlags,
MovableObjectArray outCulledObjects,
const Camera lodCamera 
)
staticinherited

◆ cullLights()

static void Ogre::MovableObject::cullLights ( const size_t  numNodes,
ObjectData  t,
uint32  sceneLightMask,
LightListInfo outGlobalLightList,
const FrustumVec frustums,
const FrustumVec cubemapFrustums 
)
staticinherited

SceneManager::cullLights &

See also
MovableObject::cullFrustum Produces the global list of visible lights that is needed in buildLightList
Remarks
We don't pass ObjectData by reference on purpose (avoid implicit aliasing) It's declared here because all affected elements are from MovableObject IMPORTANT: It is assumed that all objects in ObjectData are Lights.
Parameters
outGlobalLightListOutput, a list of lights, contiguously placed
frustumsAn array of all frustums we need to check against
cubemapFrustumsAn array of all frustums that are used at least once as cubemaps ( SceneManager::createCamera)

◆ detachAllObjectsFromBone()

void Ogre::v1::Entity::detachAllObjectsFromBone ( void  )

Detach all MovableObjects previously attached using attachObjectToBone.

◆ detachFromParent()

void Ogre::MovableObject::detachFromParent ( void  )
inherited

Detaches an object from a parent SceneNode if attached.

◆ detachObjectFromBone() [1/2]

MovableObject* Ogre::v1::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
movableNameThe name of the movable object to be detached.

◆ detachObjectFromBone() [2/2]

void Ogre::v1::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.

◆ getAllAnimationStates()

AnimationStateSet* Ogre::v1::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.

◆ getAlwaysUpdateMainSkeleton()

bool Ogre::v1::Entity::getAlwaysUpdateMainSkeleton ( ) const
inline

The skeleton of the main entity will be updated even if the an LOD entity is being displayed.

useful if you have entities attached to the main entity. Otherwise position of attached entities will not be updated.

◆ getAnimableValueNames()

const StringVector& Ogre::AnimableObject::getAnimableValueNames ( void  ) const
inlineinherited

Gets a list of animable value names for this object.

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

◆ getAnimationState()

AnimationState* Ogre::v1::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.

◆ getCachedDistanceToCamera()

RealAsUint Ogre::MovableObject::getCachedDistanceToCamera ( void  ) const
inlineinherited

Returns the distance to camera as calculated in .

◆ getCachedDistanceToCameraAsReal()

Real Ogre::MovableObject::getCachedDistanceToCameraAsReal ( void  ) const
inlineinherited

Returns the distance to camera as calculated in .

◆ getCastShadows()

bool Ogre::MovableObject::getCastShadows ( void  ) const
inlineinherited

Returns whether shadow casting is enabled for this object.

◆ getCurrentMeshLod()

unsigned char Ogre::MovableObject::getCurrentMeshLod ( void  ) const
inlineinherited

◆ getDefaultLightMask()

static uint32 Ogre::MovableObject::getDefaultLightMask ( )
inlinestaticinherited

Get the default light mask for all future MovableObject instances.

◆ getDefaultQueryFlags()

static uint32 Ogre::MovableObject::getDefaultQueryFlags ( )
inlinestaticinherited

Get the default query flags for all future MovableObject instances.

◆ getDefaultVisibilityFlags()

static uint32 Ogre::MovableObject::getDefaultVisibilityFlags ( )
inlinestaticinherited

Get the default visibility flags for all future MovableObject instances.

◆ getDisplaySkeleton()

bool Ogre::v1::Entity::getDisplaySkeleton ( void  ) const

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

◆ getEdgeList()

EdgeData* Ogre::v1::Entity::getEdgeList ( void  )

◆ getId()

IdType Ogre::IdObject::getId ( ) const
inlineinherited

Get the unique id of this object.

◆ getLightMask()

uint32 Ogre::MovableObject::getLightMask ( ) const
inlineinherited

Get a bitwise mask which will filter the lights affecting this object.

Remarks
By default, this mask is fully set meaning all lights will affect this object

◆ getListener()

Listener* Ogre::MovableObject::getListener ( void  ) const
inlineinherited

Gets the current listener for this object.

◆ getLocalAabb()

Aabb Ogre::MovableObject::getLocalAabb ( void  ) const
inherited

Retrieves the local axis-aligned bounding box for this object.

Remarks
This bounding box is in local coordinates.

◆ getLocalRadius()

float Ogre::MovableObject::getLocalRadius ( void  ) const
inherited

See getLocalAabb and getWorldRadius.

◆ getManualLodLevel()

Entity* Ogre::v1::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.

◆ getMesh()

const MeshPtr& Ogre::v1::Entity::getMesh ( void  ) const

Gets the Mesh that this Entity is based on.

◆ getMovableType()

const String& Ogre::v1::Entity::getMovableType ( void  ) const
virtual

Returns the type name of this object.

Implements Ogre::MovableObject.

◆ getName()

const String& Ogre::MovableObject::getName ( void  ) const
inlineinherited

Returns the name of this object.

◆ getNumManualLodLevels()

size_t Ogre::v1::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.

◆ getNumSubEntities()

size_t Ogre::v1::Entity::getNumSubEntities ( void  ) const

Retrieves the number of SubEntity objects making up this entity.

◆ getParentNode()

Node* Ogre::MovableObject::getParentNode ( void  ) const
inlineinherited

Returns the node to which this object is attached.

◆ getParentSceneNode()

SceneNode* Ogre::MovableObject::getParentSceneNode ( void  ) const
inlineinherited

◆ getQueryFlags()

uint32 Ogre::MovableObject::getQueryFlags ( void  ) const
inlineinherited

Returns the query flags relevant for this object.

◆ getRenderingDistance()

Real Ogre::MovableObject::getRenderingDistance ( void  ) const
inlineinherited

Gets the distance at which batches are no longer rendered.

◆ getRenderingMinPixelSize()

Real Ogre::MovableObject::getRenderingMinPixelSize ( ) const
inlineinherited

Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.

◆ getRenderQueueGroup()

uint8 Ogre::MovableObject::getRenderQueueGroup ( void  ) const
inlineinherited

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

◆ getShadowRenderingDistance()

Real Ogre::MovableObject::getShadowRenderingDistance ( void  ) const
inlineinherited

Gets the distance at which batches are no longer casting shadows.

◆ getSkeleton()

OldSkeletonInstance* Ogre::v1::Entity::getSkeleton ( void  ) const
inline

Get this Entity's personal skeleton instance.

◆ getSkeletonInstance()

SkeletonInstance* Ogre::MovableObject::getSkeletonInstance ( void  ) const
inlineinherited

◆ getSkeletonInstanceSharingSet()

const EntitySet* Ogre::v1::Entity::getSkeletonInstanceSharingSet ( ) const
inline

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

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

◆ getSkipAnimationStateUpdate()

bool Ogre::v1::Entity::getSkipAnimationStateUpdate ( ) const
inline

Entity's skeleton's AnimationState will not be automatically updated when set to true.

Useful if you wish to handle AnimationState updates manually.

◆ getSoftwareAnimationNormalsRequests()

int Ogre::v1::Entity::getSoftwareAnimationNormalsRequests ( void  ) const
inline

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.

◆ getSoftwareAnimationRequests()

int Ogre::v1::Entity::getSoftwareAnimationRequests ( void  ) const
inline

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.

◆ getSubEntity() [1/4]

SubEntity* Ogre::v1::Entity::getSubEntity ( size_t  index)

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

◆ getSubEntity() [2/4]

const SubEntity* Ogre::v1::Entity::getSubEntity ( size_t  index) const

◆ getSubEntity() [3/4]

SubEntity* Ogre::v1::Entity::getSubEntity ( const String name)

Gets a pointer to a SubEntity by name.

Remarks
Names should be initialized during a Mesh creation.

◆ getSubEntity() [4/4]

const SubEntity* Ogre::v1::Entity::getSubEntity ( const String name) const

◆ getTypeFlags()

uint32 Ogre::v1::Entity::getTypeFlags ( void  ) const

Override to return specific type flag.

◆ getUpdateBoundingBoxFromSkeleton()

bool Ogre::v1::Entity::getUpdateBoundingBoxFromSkeleton ( ) const
inline

If true, the skeleton of the entity will be used to update the bounding box for culling.

Useful if you have skeletal animations that move the bones away from the root. Otherwise, the bounding box of the mesh in the binding pose will be used.

◆ getUserObjectBindings() [1/2]

UserObjectBindings& Ogre::MovableObject::getUserObjectBindings ( )
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ getUserObjectBindings() [2/2]

const UserObjectBindings& Ogre::MovableObject::getUserObjectBindings ( ) const
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ getVertexDataForBinding()

VertexData* Ogre::v1::Entity::getVertexDataForBinding ( bool  casterPass)

Retrieve the VertexData which should be used for GPU binding.

◆ getVisibilityFlags()

uint32 Ogre::MovableObject::getVisibilityFlags ( void  ) const
inlineinherited

Returns the visibility flags relevant for this object.

Reserved visibility flags are not returned.

◆ getVisible()

bool Ogre::MovableObject::getVisible ( void  ) const
inlineinherited

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

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

◆ getWorldAabb()

Aabb Ogre::MovableObject::getWorldAabb ( ) const
inherited

Gets the axis aligned box in world space.

Remarks
Assumes the caches are already updated. Will trigger an assert otherwise. getWorldAabbUpdated if you need the update process to be guaranteed

◆ getWorldAabbUpdated()

Aabb Ogre::MovableObject::getWorldAabbUpdated ( )
inherited

Gets the axis aligned box in world space.

Remarks
Unlike getWorldAabb, this function guarantees the cache stays up to date. It is STRONGLY advised against calling this function for a large number of MovableObject. Refactor your queries so that they happen after SceneManager::updateAllBounds() has been called

◆ getWorldRadius()

float Ogre::MovableObject::getWorldRadius ( ) const
inherited

Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ).

Remarks
Assumes the caches are already updated. Will trigger an assert otherwise. getWorldRadiusUpdated if you need the update process to be guaranteed

◆ getWorldRadiusUpdated()

float Ogre::MovableObject::getWorldRadiusUpdated ( )
inherited

Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ).

Remarks
Unlike getWorldRadius, this function guarantees the cache stays up to date. It is STRONGLY advised against calling this function for a large number of MovableObject. Refactor your queries so that they happen after SceneManager::updateAllBounds() has been called

◆ hasAnimationState()

bool Ogre::v1::Entity::hasAnimationState ( const String name) const

Returns whether the AnimationState with the given name exists.

◆ hasEdgeList()

bool Ogre::v1::Entity::hasEdgeList ( void  )

◆ hasSkeleton()

bool Ogre::v1::Entity::hasSkeleton ( void  ) const
inline

Returns whether or not this entity is skeletally animated.

◆ hasVertexAnimation()

bool Ogre::v1::Entity::hasVertexAnimation ( void  ) const

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

◆ instanceBatchCullFrustumThreaded()

virtual void Ogre::MovableObject::instanceBatchCullFrustumThreaded ( const Frustum frustum,
const Camera lodCamera,
uint32  combinedVisibilityFlags 
)
inlinevirtualinherited

InstancingTheadedCullingMethod,

See also
InstanceBatch::instanceBatchCullFrustumThreaded

References ARRAY_PACKED_REALS, Ogre::LodStrategy::lodSet(), and Ogre::LodStrategy::lodUpdateImpl().

◆ isAttached()

bool Ogre::MovableObject::isAttached ( void  ) const
inlineinherited

Returns true if this object is attached to a Node.

◆ isHardwareAnimationEnabled()

bool Ogre::v1::Entity::isHardwareAnimationEnabled ( void  )

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.

Also note the the function returns value according to the current active scheme. This is due to the fact that RTSS schemes may be different in their handling of hardware animation.

◆ isInitialised()

bool Ogre::v1::Entity::isInitialised ( void  ) const
inline

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.

◆ isStatic()

bool Ogre::MovableObject::isStatic ( ) const
inherited

Checks whether this MovableObject is static. setStatic.

◆ isVisible()

bool Ogre::MovableObject::isVisible ( void  ) const
inherited

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

Remarks
Takes into account visibility flags and the setVisible, but not rendering distance.

◆ loadingComplete()

virtual void Ogre::Resource::Listener::loadingComplete ( Resource )
inlinevirtualinherited

Called whenever the resource finishes loading.

Remarks
If a Resource has been marked as background loaded (
See also
Resource::setBackgroundLoaded), the call does not itself occur in the thread which is doing the loading; when loading is complete a response indicator is placed with the ResourceGroupManager, which will then be sent back to the listener as part of the application's primary frame loop thread.

Reimplemented in Ogre::GpuProgramUsage.

◆ operator delete() [1/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

◆ operator delete() [2/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

◆ operator delete() [3/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator delete[]() [1/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

◆ operator delete[]() [2/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator new() [1/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

◆ operator new() [2/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

◆ operator new() [3/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

◆ operator new[]() [1/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

◆ operator new[]() [2/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

◆ operator()() [1/2]

bool Ogre::IdObject::operator() ( const IdObject left,
const IdObject right 
)
inlineinherited

◆ operator()() [2/2]

bool Ogre::IdObject::operator() ( const IdObject left,
const IdObject right 
)
inlineinherited

◆ preparingComplete()

virtual void Ogre::Resource::Listener::preparingComplete ( Resource )
inlinevirtualinherited

Called whenever the resource finishes preparing (paging into memory).

Remarks
If a Resource has been marked as background loaded (
See also
Resource::setBackgroundLoaded) the call does not itself occur in the thread which is doing the preparing; when preparing is complete a response indicator is placed with the ResourceGroupManager, which will then be sent back to the listener as part of the application's primary frame loop thread.

◆ queryLights()

const LightList& Ogre::MovableObject::queryLights ( void  ) const
inlineinherited

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

Remarks
The lights are filled in
See also
buildLightList
Returns
The list of lights use to lighting this object.

◆ refreshAvailableAnimationState()

void Ogre::v1::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.

◆ removeQueryFlags()

void Ogre::MovableObject::removeQueryFlags ( uint32  flags)
inlineinherited

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

◆ removeSoftwareAnimationRequest()

void Ogre::v1::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.

◆ removeVisibilityFlags()

void Ogre::MovableObject::removeVisibilityFlags ( uint32  flags)
inlineinherited

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

◆ setAlwaysUpdateMainSkeleton()

void Ogre::v1::Entity::setAlwaysUpdateMainSkeleton ( bool  update)
inline

The skeleton of the main entity will be updated even if the an LOD entity is being displayed.

useful if you have entities attached to the main entity. Otherwise position of attached entities will not be updated.

◆ setCastShadows()

void Ogre::MovableObject::setCastShadows ( bool  enabled)
inlineinherited

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.

◆ setDatablock() [1/2]

void Ogre::v1::Entity::setDatablock ( HlmsDatablock datablock)

Sets the given HLMS datablock to all SubEntities.

◆ setDatablock() [2/2]

void Ogre::v1::Entity::setDatablock ( IdString  datablockName)

Sets the given HLMS datablock to all SubEntities.

◆ setDatablockOrMaterialName()

void Ogre::v1::Entity::setDatablockOrMaterialName ( const String name,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME 
)

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

Remarks
This is a shortcut method to set all the materials for all subentities of this Item. 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 getSubItem() and call the same method on the individual SubItem.

◆ setDefaultLightMask()

static void Ogre::MovableObject::setDefaultLightMask ( uint32  mask)
inlinestaticinherited

Set the default light mask for all future MovableObject instances.

◆ setDefaultQueryFlags()

static void Ogre::MovableObject::setDefaultQueryFlags ( uint32  flags)
inlinestaticinherited

Set the default query flags for all future MovableObject instances.

◆ setDefaultVisibilityFlags()

static void Ogre::MovableObject::setDefaultVisibilityFlags ( uint32  flags)
inlinestaticinherited

Set the default visibility flags for all future MovableObject instances.

◆ setDisplaySkeleton()

void Ogre::v1::Entity::setDisplaySkeleton ( bool  display)

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

◆ setLightMask()

void Ogre::MovableObject::setLightMask ( uint32  lightMask)
inlineinherited

Set a bitwise mask which will filter the lights affecting this object.

Remarks
This mask will be compared against the mask held against Light to determine if a light should affect a given object. By default, this mask is fully set meaning all lights will affect this object

◆ setListener()

void Ogre::MovableObject::setListener ( Listener listener)
inlineinherited

Sets a listener for this object.

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

◆ setLocalAabb()

void Ogre::MovableObject::setLocalAabb ( const Aabb  box)
inherited

Sets the local axis-aligned bounding box for this object.

Remarks
This bounding box is in local coordinates.

◆ setMaterial()

void Ogre::v1::Entity::setMaterial ( const MaterialPtr material)

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.

◆ setMaterialName()

void Ogre::v1::Entity::setMaterialName ( const String name,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_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.

◆ setName()

void Ogre::MovableObject::setName ( const String name)
inlineinherited

Sets a custom name for this node.

Doesn't have to be unique

◆ setPolygonModeOverrideable()

void Ogre::v1::Entity::setPolygonModeOverrideable ( bool  PolygonModeOverrideable)

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

◆ setQueryFlags()

void Ogre::MovableObject::setQueryFlags ( uint32  flags)
inlineinherited

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.

◆ setRenderingDistance()

void Ogre::MovableObject::setRenderingDistance ( Real  dist)
inlineinherited

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

Parameters
distDistance beyond which the object will not be rendered (the default is FLT_MAX, which means objects are always rendered). Values equal or below zero will be ignored, and cause an assertion in debug mode.

◆ setRenderingMinPixelSize()

void Ogre::MovableObject::setRenderingMinPixelSize ( Real  pixelSize)
inlineinherited

Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.

Note
Camera::setUseMinPixelSize() needs to be called for this parameter to be used.
Parameters
pixelSizeNumber of minimum pixels (the default is 0, which means objects are always rendered).

◆ setRenderQueueGroup()

void Ogre::v1::Entity::setRenderQueueGroup ( uint8  queueID)
virtual

Reimplemented from Ogre::MovableObject.

◆ setRenderQueueSubGroup()

void Ogre::v1::Entity::setRenderQueueSubGroup ( uint8  subGroup)

Sets the RenderQueue subgroup ID for the whole of this entity.

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

◆ setShadowRenderingDistance()

void Ogre::MovableObject::setShadowRenderingDistance ( Real  dist)
inlineinherited

Sets the distance at which the object is no longer casting shadows.

Parameters
distDistance beyond which the object will not cast shadows (the default is FLT_MAX, which means objects are always casting shadows). Values equal or below zero will be ignored, and cause an assertion in debug mode.
Note
ShadowRenderingDistance will be clamped to RenderingDistance value
See also
setRenderingDistance

◆ setSkipAnimationStateUpdate()

void Ogre::v1::Entity::setSkipAnimationStateUpdate ( bool  skip)
inline

Entity's skeleton's AnimationState will not be automatically updated when set to true.

Useful if you wish to handle AnimationState updates manually.

◆ setStatic()

bool Ogre::MovableObject::setStatic ( bool  bStatic)
inherited

Turns this Node into static or dynamic.

Remarks
Switching between dynamic and static has some overhead and forces to update all static scene when converted to static. So don't do it frequently. Static objects are not updated every frame, only when requested explicitly. Use this feature if you plan to have this object unaltered for a very long times
Note all MovableObjects support switching between static & dynamic after they have been created (eg. InstancedEntity)
Changing this attribute will cause to switch the attribute to our parent node, and as a result, all of its other attached entities. Node::setStatic
Returns
True if setStatic made an actual change. False otherwise. Can fail because the object was already static/dynamic, or because switching is not supported

◆ setUpdateBoundingBoxFromSkeleton()

void Ogre::v1::Entity::setUpdateBoundingBoxFromSkeleton ( bool  update)

If true, the skeleton of the entity will be used to update the bounding box for culling.

Useful if you have skeletal animations that move the bones away from the root. Otherwise, the bounding box of the mesh in the binding pose will be used.

Remarks
When true, the bounding box will be generated to only enclose the bones that are used for skinning. Also the resulting bounding box will be expanded by the amount of GetMesh()->getBoneBoundingRadius(). The expansion amount can be changed on the mesh to achieve a better fitting bounding box.

◆ setVisibilityFlags()

void Ogre::MovableObject::setVisibilityFlags ( uint32  flags)
inlineinherited

Sets the visibility flags for this object.

Remarks
As well as a simple true/false value for visibility (as seen in setVisible), you can also set visibility flags that is applied a binary 'and' with the SceneManager's mask and a compositor node pass. To exclude particular objects from rendering. Changes to reserved visibility flags are ignored (won't take effect).

◆ setVisible()

void Ogre::MovableObject::setVisible ( bool  visible)
inlineinherited

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 visibility 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 visibility changes are best done using this method; large or more longer term changes are best done by detaching.

◆ shareSkeletonInstanceWith()

void Ogre::v1::Entity::shareSkeletonInstanceWith ( Entity entity)

Shares the OldSkeletonInstance with the supplied entity.

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

◆ sharesSkeletonInstance()

bool Ogre::v1::Entity::sharesSkeletonInstance ( ) const
inline

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

◆ stopSharingSkeletonInstance()

void Ogre::v1::Entity::stopSharingSkeletonInstance ( )

Stops sharing the OldSkeletonInstance with other entities.

◆ unloadingComplete()

virtual void Ogre::Resource::Listener::unloadingComplete ( Resource )
inlinevirtualinherited

Called whenever the resource has been unloaded.

Reimplemented in Ogre::GpuProgramUsage.

◆ updateAllBounds()

static void Ogre::MovableObject::updateAllBounds ( const size_t  numNodes,
ObjectData  t 
)
staticinherited

SceneManager::updateAllBounds

Remarks
We don't pass by reference on purpose (avoid implicit aliasing)

Friends And Related Function Documentation

◆ EntityFactory

friend class EntityFactory
friend

◆ SubEntity

friend class SubEntity
friend

Member Data Documentation

◆ c_DefaultLodMesh

const FastArray<Real> Ogre::MovableObject::c_DefaultLodMesh
staticinherited

◆ mGlobalIndex

size_t Ogre::MovableObject::mGlobalIndex
inherited

Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks).

Used for O(1) removals.

Remarks
It is the parent (or our creator) the one that sets this value, not ourselves. Do NOT modify it manually.

◆ mParentIndex

size_t Ogre::MovableObject::mParentIndex
inherited

Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks).

Used for O(1) removals.

Remarks
It is the parent (or our creator) the one that sets this value, not ourselves. Do NOT modify it manually.

◆ mRenderables

RenderableArray Ogre::MovableObject::mRenderables
inherited

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