OGRE  2.3
Object-Oriented Graphics Rendering Engine
Ogre::v1::ManualObject Class Reference

Class providing a much simplified interface to generating manual objects with custom geometry. More...

#include <OgreManualObject.h>

+ Inheritance diagram for Ogre::v1::ManualObject:

Classes

class  ManualObjectSection
 Built, renderable section of geometry. More...
 

Public Types

typedef FastArray< MovableObject * > MovableObjectArray
 @See SceneManager::cullFrustum More...
 
typedef vector< ManualObjectSection * >::type SectionList
 

Public Member Functions

 ManualObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager)
 
virtual ~ManualObject ()
 
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...
 
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...
 
virtual 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)
 @See 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...
 
void _releaseManualHardwareResources ()
 
virtual void _restoreManualHardwareResources ()
 Notifies the movable object that hardware resources should be restored. 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 addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
virtual void begin (const String &materialName, OperationType opType=OT_TRIANGLE_LIST, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Start defining a part of the object. More...
 
virtual void beginUpdate (size_t sectionIndex)
 Start the definition of an update to a part of the object. More...
 
virtual void clear (void)
 Completely clear the contents of the object. More...
 
virtual void colour (const ColourValue &col)
 Add a vertex colour to a vertex. More...
 
virtual void colour (Real r, Real g, Real b, Real a=1.0f)
 Add a vertex colour to a vertex. More...
 
virtual MeshPtr convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, bool buildShadowMapBuffers=true)
 Convert this object to a Mesh. More...
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
void detachFromParent (void)
 Detaches an object from a parent SceneNode if attached. More...
 
virtual ManualObjectSectionend (void)
 Finish defining the object and compile the final renderable version. More...
 
virtual void estimateIndexCount (size_t icount)
 Estimate the number of indices ahead of time. More...
 
virtual void estimateVertexCount (size_t vcount)
 Estimate the number of vertices ahead of time. More...
 
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object. More...
 
RealAsUint getCachedDistanceToCamera (void) const
 Returns the distance to camera as calculated in @cullFrustum. More...
 
Real getCachedDistanceToCameraAsReal (void) const
 Returns the distance to camera as calculated in @cullFrustum. More...
 
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object. More...
 
virtual size_t getCurrentIndexCount () const
 Get the number of indices in the section currently being defined (returns 0 if no section is in progress). More...
 
unsigned char getCurrentMeshLod (void) const
 
virtual size_t getCurrentVertexCount () const
 Get the number of vertices in the section currently being defined (returns 0 if no section is in progress). More...
 
virtual bool getDynamic () const
 Gets whether this object is marked as dynamic. More...
 
EdgeDatagetEdgeList (void)
 Implement this method to enable stencil shadows. More...
 
IdType getId () const
 Get the unique id of this object. More...
 
bool getKeepDeclarationOrder () const
 Gets whether or not the declaration order is to be kept or not. 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...
 
const StringgetMovableType (void) const
 
const StringgetName (void) const
 Returns the name of this object. More...
 
unsigned int getNumSections (void) const
 Retrieves the number of ManualObjectSection objects making up this ManualObject. 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...
 
ManualObjectSectiongetSection (unsigned int index) const
 Gets a pointer to a ManualObjectSection, i.e. More...
 
Real getShadowRenderingDistance (void) const
 Gets the distance at which batches are no longer casting shadows. More...
 
SkeletonInstancegetSkeletonInstance (void) const
 
bool getUseIdentityProjection (void) const
 Returns whether or not to use an 'identity' projection. More...
 
bool getUseIdentityView (void) const
 Returns whether or not to use an 'identity' view. 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...
 
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...
 
virtual bool getWriteOnly () const
 Gets wheter this object has geometry buffer marked as write only. More...
 
bool hasEdgeList (void)
 Overridden member from ShadowCaster. More...
 
virtual void index (uint32 idx)
 Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices. More...
 
virtual void instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags)
 @See InstancingTheadedCullingMethod, More...
 
bool isAttached (void) const
 Returns true if this object is attached to a Node. More...
 
bool isStatic () const
 Checks whether this MovableObject is static. @See setStatic. More...
 
bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not. More...
 
virtual void normal (const Vector3 &norm)
 Add a vertex normal to the current vertex. More...
 
virtual void normal (Real x, Real y, Real z)
 Add a vertex normal to the current vertex. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete (void *ptr, void *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz)
 
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 *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz)
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
bool operator() (const IdObject &left, const IdObject &right)
 
bool operator() (const IdObject *left, const IdObject *right)
 
virtual void position (const Vector3 &pos)
 Add a vertex position, starting a new vertex at the same time. More...
 
virtual void position (Real x, Real y, Real z)
 Add a vertex position, starting a new vertex at the same time. More...
 
virtual void quad (uint32 i1, uint32 i2, uint32 i3, uint32 i4)
 Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice. More...
 
const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
virtual void setDynamic (bool dyn)
 Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that. More...
 
void setKeepDeclarationOrder (bool keepOrder)
 Sets whether or not to keep the original declaration order when queuing the renderables. 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...
 
virtual void setMaterialName (size_t subIndex, const String &name, const String &group=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Alter the material for a subsection of this object after it has been specified. More...
 
void setName (const String &name)
 Sets a custom name for this node. More...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
virtual void setReadable (bool readable)
 Use before defining geometry to indicate that you intend to be able to read back from the geometry buffers again down the line (object convertion to v2, physics engine body creation... 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...
 
virtual void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this entity will be rendered through. More...
 
void setShadowRenderingDistance (Real dist)
 Sets the distance at which the object is no longer casting shadows. More...
 
bool setStatic (bool bStatic)
 Turns this Node into static or dynamic. More...
 
void setUseIdentityProjection (bool useIdentityProjection)
 Sets whether or not to use an 'identity' projection. More...
 
void setUseIdentityView (bool useIdentityView)
 Sets whether or not to use an 'identity' view. 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...
 
virtual void setWriteOnly (bool writeOnly)
 Same as setReadable, but with the invese scemantic. More...
 
virtual void tangent (const Vector3 &tan)
 Add a vertex tangent to the current vertex. More...
 
virtual void tangent (Real x, Real y, Real z)
 Add a vertex tangent to the current vertex. More...
 
virtual void textureCoord (const Vector2 &uv)
 Add a texture coordinate to the current vertex. More...
 
virtual void textureCoord (const Vector3 &uvw)
 Add a texture coordinate to the current vertex. More...
 
virtual void textureCoord (const Vector4 &xyzw)
 Add a texture coordinate to the current vertex. More...
 
virtual void textureCoord (Real u)
 Add a texture coordinate to the current vertex. More...
 
virtual void textureCoord (Real u, Real v)
 Add a texture coordinate to the current vertex. More...
 
virtual void textureCoord (Real u, Real v, Real w)
 Add a texture coordinate to the current vertex. More...
 
virtual void textureCoord (Real x, Real y, Real z, Real w)
 Add a texture coordinate to the current vertex. More...
 
virtual void triangle (uint32 i1, uint32 i2, uint32 i3)
 Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times. More...
 

Static Public Member Functions

static void buildLightList (const size_t numNodes, ObjectData t, const LightListInfo &globalLightList)
 @See SceneManager::buildLightList More...
 
static ArrayReal calculateCameraDistance (uint32 _cameraSortMode, const ArrayVector3 &cameraPos, const ArrayVector3 &cameraDir, ArrayAabb *RESTRICT_ALIAS worldAabb, ArrayReal *RESTRICT_ALIAS worldRadius)
 
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)
 @See 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)
 @See 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
 

Detailed Description

Class providing a much simplified interface to generating manual objects with custom geometry.

Remarks
Building one-off geometry objects manually usually requires getting down and dirty with the vertex buffer and vertex declaration API, which some people find a steep learning curve. This class gives you a simpler interface specifically for the purpose of building a 3D object simply and quickly. Note that if you intend to instance your object you will still need to become familiar with the Mesh class.
This class draws heavily on the interface for OpenGL immediate-mode (glBegin, glVertex, glNormal etc), since this is generally well-liked by people. There are a couple of differences in the results though - internally this class still builds hardware buffers which can be re-used, so you can render the resulting object multiple times without re-issuing all the same commands again. Secondly, the rendering is not immediate, it is still queued just like all OGRE objects. This makes this object more efficient than the equivalent GL immediate-mode commands, so it's feasible to use it for large objects if you really want to.
To construct some geometry with this object:
  1. If you know roughly how many vertices (and indices, if you use them) you're going to submit, call estimateVertexCount and estimateIndexCount. This is not essential but will make the process more efficient by saving memory reallocations.
  2. Call begin() to begin entering data
  3. For each vertex, call position(), normal(), textureCoord(), colour() to define your vertex data. Note that each time you call position() you start a new vertex. Note that the first vertex defines the components of the vertex - you can't add more after that. For example if you didn't call normal() in the first vertex, you cannot call it in any others. You ought to call the same combination of methods per vertex.
  4. If you want to define triangles (or lines/points) by indexing into the vertex list, you can call index() as many times as you need to define them. If you don't do this, the class will assume you want triangles drawn directly as defined by the vertex list, i.e. non-indexed geometry. Note that stencil shadows are only supported on indexed geometry, and that indexed geometry is a little faster; so you should try to use it.
  5. Call end() to finish entering data.
  6. Optionally repeat the begin-end cycle if you want more geometry using different rendering operation types, or different materials After calling end(), the class will organise the data for that section internally and make it ready to render with. Like any other MovableObject you should attach the object to a SceneNode to make it visible. Other aspects like the relative render order can be controlled using standard MovableObject methods like setRenderQueueGroup.
You can also use beginUpdate() to alter the geometry later on if you wish. If you do this, you should call setDynamic(true) before your first call to begin(), and also consider using estimateVertexCount / estimateIndexCount if your geometry is going to be growing, to avoid buffer recreation during growth.
Note that like all OGRE geometry, triangles should be specified in anti-clockwise winding order (whether you're doing it with just vertices, or using indexes too). That is to say that the front of the face is the one where the vertices are listed in anti-clockwise order.

Member Typedef Documentation

◆ MovableObjectArray

@See 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

◆ SectionList

Constructor & Destructor Documentation

◆ ManualObject()

Ogre::v1::ManualObject::ManualObject ( IdType  id,
ObjectMemoryManager objectMemoryManager,
SceneManager manager 
)

◆ ~ManualObject()

virtual Ogre::v1::ManualObject::~ManualObject ( )
virtual

Member Function Documentation

◆ _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)

◆ _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.

◆ _notifyAttached()

virtual void Ogre::MovableObject::_notifyAttached ( Node parent)
virtualinherited

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

Reimplemented in Ogre::ParticleSystem, and Ogre::v1::Entity.

Referenced by Ogre::PortalBase::_notifyAttached().

◆ _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()

void Ogre::v1::ManualObject::_releaseManualHardwareResources ( )
inlinevirtual

Reimplemented from Ogre::MovableObject.

◆ _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.

Reimplemented in Ogre::v1::Rectangle2D.

◆ _updateRenderQueue()

void Ogre::v1::ManualObject::_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.

◆ 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.

◆ begin()

virtual void Ogre::v1::ManualObject::begin ( const String materialName,
OperationType  opType = OT_TRIANGLE_LIST,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
)
virtual

Start defining a part of the object.

Remarks
Each time you call this method, you start a new section of the object with its own material and potentially its own type of rendering operation (triangles, points or lines for example).
Parameters
materialNameThe name of the material to render this part of the object with.
opTypeThe type of operation to use to render.

◆ beginUpdate()

virtual void Ogre::v1::ManualObject::beginUpdate ( size_t  sectionIndex)
virtual

Start the definition of an update to a part of the object.

Remarks
Using this method, you can update an existing section of the object efficiently. You do not have the option of changing the operation type obviously, since it must match the one that was used before.
Note
If your sections are changing size, particularly growing, use estimateVertexCount and estimateIndexCount to pre-size the buffers a little larger than the initial needs to avoid buffer reconstruction.
Parameters
sectionIndexThe index of the section you want to update. The first call to begin() would have created section 0, the second section 1, etc.

◆ buildLightList()

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

@See 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

◆ calculateCameraDistance()

static ArrayReal Ogre::MovableObject::calculateCameraDistance ( uint32  _cameraSortMode,
const ArrayVector3 cameraPos,
const ArrayVector3 cameraDir,
ArrayAabb *RESTRICT_ALIAS  worldAabb,
ArrayReal *RESTRICT_ALIAS  worldRadius 
)
inlinestaticinherited

◆ calculateCastersBox()

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

◆ clear()

virtual void Ogre::v1::ManualObject::clear ( void  )
virtual

Completely clear the contents of the object.

Remarks
Clearing the contents of this object and rebuilding from scratch is not the optimal way to manage dynamic vertex data, since the buffers are recreated. If you want to keep the same structure but update the content within that structure, use beginUpdate() instead of clear() begin(). However if you do want to modify the structure from time to time you can do so by clearing and re-specifying the data.

◆ colour() [1/2]

virtual void Ogre::v1::ManualObject::colour ( const ColourValue col)
virtual

Add a vertex colour to a vertex.

◆ colour() [2/2]

virtual void Ogre::v1::ManualObject::colour ( Real  r,
Real  g,
Real  b,
Real  a = 1.0f 
)
virtual

Add a vertex colour to a vertex.

Parameters
r,g,b,aColour components expressed as floating point numbers from 0-1

◆ convertToMesh()

virtual MeshPtr Ogre::v1::ManualObject::convertToMesh ( const String meshName,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
bool  buildShadowMapBuffers = true 
)
virtual

Convert this object to a Mesh.

Remarks
After you've finished building this object, you may convert it to a Mesh if you want in order to be able to create many instances of it in the world (via Entity). This is optional, since this instance can be directly attached to a SceneNode itself, but of course only one instance of it can exist that way.
Note
Only objects which use indexed geometry may be converted to a mesh.
Parameters
meshNameThe name to give the mesh
groupNameThe resource group to create the mesh in
buildShadowMapBuffersTrue to create an optimized copy of the vertex buffers for efficient shadow mapping.

◆ 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

@See 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 (@See SceneManager::createCamera)

◆ detachFromParent()

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

Detaches an object from a parent SceneNode if attached.

◆ end()

virtual ManualObjectSection* Ogre::v1::ManualObject::end ( void  )
virtual

Finish defining the object and compile the final renderable version.

Note
Will return a pointer to the finished section or NULL if the section was discarded (i.e. has zero vertices/indices).

◆ estimateIndexCount()

virtual void Ogre::v1::ManualObject::estimateIndexCount ( size_t  icount)
virtual

Estimate the number of indices ahead of time.

Remarks
Calling this helps to avoid memory reallocation when you define indices. Also very handy when using beginUpdate() to manage dynamic data - you can make the index buffer a little larger than the initial need to allow for growth later with this method.

◆ estimateVertexCount()

virtual void Ogre::v1::ManualObject::estimateVertexCount ( size_t  vcount)
virtual

Estimate the number of vertices ahead of time.

Remarks
Calling this helps to avoid memory reallocation when you define vertices. Also very handy when using beginUpdate() to manage dynamic data - you can make the vertex buffers a little larger than their initial needs to allow for growth later with this method.

◆ 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.

◆ getCachedDistanceToCamera()

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

Returns the distance to camera as calculated in @cullFrustum.

◆ getCachedDistanceToCameraAsReal()

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

Returns the distance to camera as calculated in @cullFrustum.

◆ getCastShadows()

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

Returns whether shadow casting is enabled for this object.

◆ getCurrentIndexCount()

virtual size_t Ogre::v1::ManualObject::getCurrentIndexCount ( ) const
virtual

Get the number of indices in the section currently being defined (returns 0 if no section is in progress).

◆ getCurrentMeshLod()

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

◆ getCurrentVertexCount()

virtual size_t Ogre::v1::ManualObject::getCurrentVertexCount ( ) const
virtual

Get the number of vertices in the section currently being defined (returns 0 if no section is in progress).

◆ 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.

◆ getDynamic()

virtual bool Ogre::v1::ManualObject::getDynamic ( ) const
inlinevirtual

Gets whether this object is marked as dynamic.

◆ getEdgeList()

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

Implement this method to enable stencil shadows.

◆ getId()

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

Get the unique id of this object.

◆ getKeepDeclarationOrder()

bool Ogre::v1::ManualObject::getKeepDeclarationOrder ( ) const
inline

Gets whether or not the declaration order is to be kept or not.

Returns
A flag indication if the declaration order will be kept when queuing the renderables.

◆ 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.

◆ getMovableType()

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

Implements Ogre::MovableObject.

◆ getName()

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

Returns the name of this object.

◆ getNumSections()

unsigned int Ogre::v1::ManualObject::getNumSections ( void  ) const

Retrieves the number of ManualObjectSection objects making up this ManualObject.

◆ 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.

◆ getSection()

ManualObjectSection* Ogre::v1::ManualObject::getSection ( unsigned int  index) const

Gets a pointer to a ManualObjectSection, i.e.

a part of a ManualObject.

◆ getShadowRenderingDistance()

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

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

◆ getSkeletonInstance()

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

◆ getUseIdentityProjection()

bool Ogre::v1::ManualObject::getUseIdentityProjection ( void  ) const
inline

Returns whether or not to use an 'identity' projection.

Remarks
Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this.
See also
ManualObject::setUseIdentityProjection

◆ getUseIdentityView()

bool Ogre::v1::ManualObject::getUseIdentityView ( void  ) const
inline

Returns whether or not to use an 'identity' view.

Remarks
Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this.
See also
ManualObject::setUseIdentityView

◆ 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.

◆ 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. @See 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. @See 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

◆ getWriteOnly()

virtual bool Ogre::v1::ManualObject::getWriteOnly ( ) const
inlinevirtual

Gets wheter this object has geometry buffer marked as write only.

◆ hasEdgeList()

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

Overridden member from ShadowCaster.

◆ index()

virtual void Ogre::v1::ManualObject::index ( uint32  idx)
virtual

Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices.

Remarks
You will have to call this 3 times for each face for a triangle list, or use the alternative 3-parameter version. Other operation types require different numbers of indexes,
See also
OperationType.
Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
idxA vertex index from 0 to 4294967295.

◆ instanceBatchCullFrustumThreaded()

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

@See InstancingTheadedCullingMethod,

See also
InstanceBatch::instanceBatchCullFrustumThreaded

◆ isAttached()

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

Returns true if this object is attached to a Node.

◆ isStatic()

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

Checks whether this MovableObject is static. @See 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.

◆ normal() [1/2]

virtual void Ogre::v1::ManualObject::normal ( const Vector3 norm)
virtual

Add a vertex normal to the current vertex.

Remarks
Vertex normals are most often used for dynamic lighting, and their components should be normalised.

◆ normal() [2/2]

virtual void Ogre::v1::ManualObject::normal ( Real  x,
Real  y,
Real  z 
)
virtual

Add a vertex normal to the current vertex.

Remarks
Vertex normals are most often used for dynamic lighting, and their components should be normalised.

◆ 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,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator delete() [3/3]

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

◆ operator new() [2/3]

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() [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)
inlineinherited

◆ operator new[]() [2/2]

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()() [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

◆ position() [1/2]

virtual void Ogre::v1::ManualObject::position ( const Vector3 pos)
virtual

Add a vertex position, starting a new vertex at the same time.

Remarks
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

◆ position() [2/2]

virtual void Ogre::v1::ManualObject::position ( Real  x,
Real  y,
Real  z 
)
virtual

Add a vertex position, starting a new vertex at the same time.

Remarks
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

◆ quad()

virtual void Ogre::v1::ManualObject::quad ( uint32  i1,
uint32  i2,
uint32  i3,
uint32  i4 
)
virtual

Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice.

It's only valid for triangle list operations.

Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
i1,i2,i3,i44 vertex indices from 0 to 4294967295 defining a quad.

◆ 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.

◆ 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.

◆ 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.

◆ 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.

◆ 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.

◆ setDynamic()

virtual void Ogre::v1::ManualObject::setDynamic ( bool  dyn)
inlinevirtual

Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that.

◆ setKeepDeclarationOrder()

void Ogre::v1::ManualObject::setKeepDeclarationOrder ( bool  keepOrder)
inline

Sets whether or not to keep the original declaration order when queuing the renderables.

Remarks
This overrides the default behavior of the rendering queue, specifically stating the desired order of rendering. Might result in a performance loss, but lets the user to have more direct control when creating geometry through this class.
Parameters
keepOrderWhether to keep the declaration order or not.

◆ 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.

◆ setMaterialName()

virtual void Ogre::v1::ManualObject::setMaterialName ( size_t  subIndex,
const String name,
const String group = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
)
virtual

Alter the material for a subsection of this object after it has been specified.

Remarks
You specify the material to use on a section of this object during the call to begin(), however if you want to change the material afterwards you can do so by calling this method.
Parameters
subIndexThe index of the subsection to alter
nameThe name of the new material to use

◆ setName()

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

Sets a custom name for this node.

Doesn't have to be unique

◆ 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.

◆ setReadable()

virtual void Ogre::v1::ManualObject::setReadable ( bool  readable)
inlinevirtual

Use before defining geometry to indicate that you intend to be able to read back from the geometry buffers again down the line (object convertion to v2, physics engine body creation...

◆ 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()

virtual void Ogre::MovableObject::setRenderQueueGroup ( uint8  queueID)
virtualinherited

Sets the render queue group this entity will be rendered through.

Remarks
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all Entity objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.
See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.
Valid render queue ids are between 0 & 254 inclusive

Reimplemented in Ogre::ParticleSystem, Ogre::Light, Ogre::InternalCubemapProbe, Ogre::v1::Entity, and Ogre::Decal.

◆ 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

◆ 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. @See 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

◆ setUseIdentityProjection()

void Ogre::v1::ManualObject::setUseIdentityProjection ( bool  useIdentityProjection)

Sets whether or not to use an 'identity' projection.

Remarks
Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this. The default is false.
See also
ManualObject::getUseIdentityProjection

◆ setUseIdentityView()

void Ogre::v1::ManualObject::setUseIdentityView ( bool  useIdentityView)

Sets whether or not to use an 'identity' view.

Remarks
Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this. The default is false.
See also
ManualObject::getUseIdentityView

◆ 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.

◆ setWriteOnly()

virtual void Ogre::v1::ManualObject::setWriteOnly ( bool  writeOnly)
inlinevirtual

Same as setReadable, but with the invese scemantic.

◆ tangent() [1/2]

virtual void Ogre::v1::ManualObject::tangent ( const Vector3 tan)
virtual

Add a vertex tangent to the current vertex.

Remarks
Vertex tangents are most often used for dynamic lighting, and their components should be normalised. Also, using tangent() you enable VES_TANGENT vertex semantic, which is not supported on old non-SM2 cards.

◆ tangent() [2/2]

virtual void Ogre::v1::ManualObject::tangent ( Real  x,
Real  y,
Real  z 
)
virtual

Add a vertex tangent to the current vertex.

Remarks
Vertex tangents are most often used for dynamic lighting, and their components should be normalised. Also, using tangent() you enable VES_TANGENT vertex semantic, which is not supported on old non-SM2 cards.

◆ textureCoord() [1/7]

virtual void Ogre::v1::ManualObject::textureCoord ( const Vector2 uv)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [2/7]

virtual void Ogre::v1::ManualObject::textureCoord ( const Vector3 uvw)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [3/7]

virtual void Ogre::v1::ManualObject::textureCoord ( const Vector4 xyzw)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [4/7]

virtual void Ogre::v1::ManualObject::textureCoord ( Real  u)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [5/7]

virtual void Ogre::v1::ManualObject::textureCoord ( Real  u,
Real  v 
)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [6/7]

virtual void Ogre::v1::ManualObject::textureCoord ( Real  u,
Real  v,
Real  w 
)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [7/7]

virtual void Ogre::v1::ManualObject::textureCoord ( Real  x,
Real  y,
Real  z,
Real  w 
)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ triangle()

virtual void Ogre::v1::ManualObject::triangle ( uint32  i1,
uint32  i2,
uint32  i3 
)
virtual

Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.

It is only valid for triangle lists.

Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
i1,i2,i33 vertex indices from 0 to 4294967295 defining a face.

◆ updateAllBounds()

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

@See SceneManager::updateAllBounds

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

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: