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| InternalCubemapProbe (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager) |
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| ~InternalCubemapProbe () override |
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const String & | getMovableType () const override |
| Returns the type name of this object. More...
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void | setRenderQueueGroup (uint8 queueID) override |
| InternalCubemapProbes only allow ForwardPlusBase::MinCubemapProbeRq <= queueID < ForwardPlusBase::MaxCubemapProbeRq. More...
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| MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId) |
| Constructor. More...
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| MovableObject (ObjectData *objectDataPtrs) |
| Don't use this constructor unless you know what you're doing. More...
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virtual | ~MovableObject () |
| Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
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LightList * | _getLightList () |
| Returns a pointer to the current list of lights for this object. More...
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SceneManager * | _getManager () const |
| Get the manager of this object, if any (internal use only) More...
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ObjectData & | _getObjectData () |
| Returns a direct access to the ObjectData state. More...
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const Matrix4 & | _getParentNodeFullTransform () const |
| Returns the full transformation of the parent sceneNode or the attachingPoint node. More...
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virtual void | _notifyAttached (Node *parent) |
| Internal method called to notify the object that it has been attached to a node. More...
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void | _notifyManager (SceneManager *man) |
| Notify the object of it's manager (internal use only) More...
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virtual void | _notifyParentNodeMemoryChanged () |
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virtual void | _notifyStaticDirty () const |
| Called by SceneManager when it is telling we're a static MovableObject being dirty Don't call this directly. More...
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virtual void | _releaseManualHardwareResources () |
| Notifies the movable object that hardware resources were lost. More...
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virtual void | _restoreManualHardwareResources () |
| Notifies the movable object that hardware resources should be restored. More...
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virtual void | _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera) |
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
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void | addQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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void | addVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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void | detachFromParent () |
| Detaches an object from a parent SceneNode if attached. More...
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RealAsUint | getCachedDistanceToCamera () const |
| Returns the distance to camera as calculated in cullFrustum() More...
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Real | getCachedDistanceToCameraAsReal () const |
| Returns the distance to camera as calculated in cullFrustum() More...
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bool | getCastShadows () const |
| Returns whether shadow casting is enabled for this object. More...
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unsigned char | getCurrentMeshLod () const |
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uint32 | getLightMask () const |
| Get a bitwise mask which will filter the lights affecting this object. More...
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Listener * | getListener () const |
| Gets the current listener for this object. More...
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Aabb | getLocalAabb () const |
| Retrieves the local axis-aligned bounding box for this object. More...
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float | getLocalRadius () const |
| See getLocalAabb and getWorldRadius. More...
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const String & | getName () const |
| Returns the name of this object. More...
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Node * | getParentNode () const |
| Returns the node to which this object is attached. More...
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SceneNode * | getParentSceneNode () const |
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uint32 | getQueryFlags () const |
| Returns the query flags relevant for this object. More...
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Real | getRenderingDistance () const |
| Gets the distance at which batches are no longer rendered. More...
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Real | getRenderingMinPixelSize () const |
| Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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uint8 | getRenderQueueGroup () const |
| Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
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Real | getShadowRenderingDistance () const |
| Gets the distance at which batches are no longer casting shadows. More...
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SkeletonInstance * | getSkeletonInstance () const |
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UserObjectBindings & | getUserObjectBindings () |
| Return an instance of user objects binding associated with this class. More...
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const UserObjectBindings & | getUserObjectBindings () const |
| Return an instance of user objects binding associated with this class. More...
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uint32 | getVisibilityFlags () const |
| Returns the visibility flags relevant for this object. More...
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bool | getVisible () const |
| Gets this object whether to be visible or not, if it has a renderable component. More...
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Aabb | getWorldAabb () const |
| Gets the axis aligned box in world space. More...
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Aabb | getWorldAabbUpdated () |
| Gets the axis aligned box in world space. More...
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float | getWorldRadius () const |
| Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
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float | getWorldRadiusUpdated () |
| Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
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virtual void | instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags) |
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bool | isAttached () const |
| Returns true if this object is attached to a Node. More...
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bool | isStatic () const |
| Checks whether this MovableObject is static. More...
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bool | isVisible () const |
| Returns whether or not this object is supposed to be visible or not. More...
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const LightList & | queryLights () const |
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
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void | removeQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | removeVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | setCastShadows (bool enabled) |
| Sets whether or not this object will cast shadows. More...
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void | setLightMask (uint32 lightMask) |
| Set a bitwise mask which will filter the lights affecting this object. More...
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void | setListener (Listener *listener) |
| Sets a listener for this object. More...
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void | setLocalAabb (const Aabb box) |
| Sets the local axis-aligned bounding box for this object. More...
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void | setName (const String &name) |
| Sets a custom name for this node. More...
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void | setQueryFlags (uint32 flags) |
| Sets the query flags for this object. More...
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void | setRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer rendered. More...
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void | setRenderingMinPixelSize (Real pixelSize) |
| Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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void | setShadowRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer casting shadows. More...
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bool | setStatic (bool bStatic) |
| Turns this Node into static or dynamic. More...
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void | setVisibilityFlags (uint32 flags) |
| Sets the visibility flags for this object. More...
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void | setVisible (bool visible) |
| Tells this object whether to be visible or not, if it has a renderable component. More...
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| AnimableObject () |
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virtual | ~AnimableObject () |
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virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value. More...
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const StringVector & | getAnimableValueNames () const |
| Gets a list of animable value names for this object. More...
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| IdObject (IdType id) |
| We don't call generateNewId() here, to prevent objects in the stack (i.e. More...
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IdType | getId () const |
| Get the unique id of this object. More...
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bool | operator() (const IdObject &left, const IdObject &right) |
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bool | operator() (const IdObject *left, const IdObject *right) |
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This class is internal and should not be interfaced directly by users.
The class 'CubemapProbe' in the HlmsPbs component is the public interface. The class CubemapProbe will manage this InternalCubemapProbe and its parent SceneNode
This internal class is required because Forward Clustered lives in OgreMain and is what allows multiple cubemaps to be used on screen.