OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::Item Class Reference

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

#include <OgreItem.h>

+ Inheritance diagram for Ogre::Item:

Public Member Functions

 ~Item () override
 Default destructor. More...
 
void _deinitialise ()
 Tear down the internal structures of this Item, rendering it uninitialised. More...
 
void _initialise (bool forceReinitialise=false, bool bUseMeshMat=true)
 Try to initialise the Item from the underlying resources. More...
 
void _notifyParentNodeMemoryChanged () override
 
const MeshPtrgetMesh () const
 Gets the Mesh that this Item is based on. More...
 
const StringgetMovableType () const override
 Returns the type name of this object. More...
 
size_t getNumSubItems () const
 Retrieves the number of SubItem objects making up this Item. More...
 
SubItemgetSubItem (size_t index)
 Gets a pointer to a SubItem, ie a part of an Item. More...
 
const SubItemgetSubItem (size_t index) const
 
bool hasSkeleton () const
 Returns whether or not this Item is skeletally animated. More...
 
bool isInitialised () const
 Returns whether or not this Item is either morph or pose animated. More...
 
void loadingComplete (Resource *res) override
 Resource::Listener hook to notify Entity that a Mesh is (re)loaded. More...
 
void setDatablock (HlmsDatablock *datablock)
 Sets the given HLMS databloock 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 setMaterial (const MaterialPtr &material)
 Sets the material to use for the whole of this Item. More...
 
void setMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the material to use for the whole of this Item. More...
 
void setSkeletonEnabled (bool bEnable)
 Enables or disables the skeleton on this Item and all of its SubItems. More...
 
bool sharesSkeletonInstance () const
 Returns whether this Item shares it's SkeltonInstance with other Item instances. More...
 
void stopUsingSkeletonInstanceFromMaster ()
 Stops sharing the SkeletonInstance with other Items. More...
 
void useSkeletonInstanceFrom (Item *master)
 Starts using the SkeletonInstance from 'master' instead of using our own. More...
 
- Public Member Functions inherited from Ogre::MovableObject
 MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId)
 Constructor. More...
 
 MovableObject (ObjectData *objectDataPtrs)
 Don't use this constructor unless you know what you're doing. More...
 
virtual ~MovableObject ()
 Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
 
LightList_getLightList ()
 Returns a pointer to the current list of lights for this object. More...
 
SceneManager_getManager () 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 () 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 _notifyStaticDirty () 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...
 
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...
 
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...
 
void detachFromParent ()
 Detaches an object from a parent SceneNode if attached. More...
 
RealAsUint getCachedDistanceToCamera () const
 Returns the distance to camera as calculated in cullFrustum() More...
 
Real getCachedDistanceToCameraAsReal () const
 Returns the distance to camera as calculated in cullFrustum() More...
 
bool getCastShadows () const
 Returns whether shadow casting is enabled for this object. More...
 
unsigned char getCurrentMeshLod () const
 
uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object. More...
 
ListenergetListener () const
 Gets the current listener for this object. More...
 
Aabb getLocalAabb () const
 Retrieves the local axis-aligned bounding box for this object. More...
 
float getLocalRadius () const
 See getLocalAabb and getWorldRadius. More...
 
const StringgetName () const
 Returns the name of this object. More...
 
NodegetParentNode () const
 Returns the node to which this object is attached. More...
 
SceneNodegetParentSceneNode () const
 
uint32 getQueryFlags () const
 Returns the query flags relevant for this object. More...
 
Real getRenderingDistance () 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 () const
 Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
 
Real getShadowRenderingDistance () const
 Gets the distance at which batches are no longer casting shadows. More...
 
SkeletonInstancegetSkeletonInstance () const
 
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 () const
 Returns the visibility flags relevant for this object. More...
 
bool getVisible () 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 void instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags)
 
bool isAttached () const
 Returns true if this object is attached to a Node. More...
 
bool isStatic () const
 Checks whether this MovableObject is static. More...
 
bool isVisible () const
 Returns whether or not this object is supposed to be visible or not. More...
 
const LightListqueryLights () 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...
 
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 setName (const String &name)
 Sets a custom name for this node. 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...
 
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 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...
 
- Public Member Functions inherited from Ogre::AnimableObject
 AnimableObject ()
 
virtual ~AnimableObject ()
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
const StringVectorgetAnimableValueNames () const
 Gets a list of animable value names for this object. More...
 
- Public Member Functions inherited from Ogre::IdObject
 IdObject (IdType id)
 We don't call generateNewId() here, to prevent objects in the stack (i.e. More...
 
IdType getId () const
 Get the unique id of this object. More...
 
bool operator() (const IdObject &left, const IdObject &right)
 
bool operator() (const IdObject *left, const IdObject *right)
 
- Public Member Functions inherited from Ogre::Resource::Listener
 Listener ()
 
virtual ~Listener ()
 
virtual void preparingComplete (Resource *)
 Called whenever the resource finishes preparing (paging into memory). More...
 
virtual void unloadingComplete (Resource *)
 Called whenever the resource has been unloaded. More...
 

Additional Inherited Members

- Public Types inherited from Ogre::MovableObject
typedef FastArray< MovableObject * > MovableObjectArray
 
- Static Public Member Functions inherited from Ogre::MovableObject
static void buildLightList (const size_t numNodes, ObjectData t, const LightListInfo &globalLightList)
 
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 & see MovableObject::cullFrustum. 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)
 
- Public Attributes inherited from Ogre::MovableObject
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 inherited from Ogre::MovableObject
static const FastArray< Realc_DefaultLodMesh
 

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 Item class is a grouping class (much like the Mesh class) and much of the detail regarding individual changes is kept in the SubItem class. There is a 1:1 relationship between SubItem instances and the SubMesh instances associated with the Mesh the Item is based on.
Item and SubItem classes are never created directly. Use the createItem 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 attachItem method. See the SceneNode class for full information.
Note
No functions were declared virtual to improve performance.

Constructor & Destructor Documentation

◆ ~Item()

Ogre::Item::~Item ( )
override

Default destructor.

Member Function Documentation

◆ _deinitialise()

void Ogre::Item::_deinitialise ( )

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

◆ _initialise()

void Ogre::Item::_initialise ( bool  forceReinitialise = false,
bool  bUseMeshMat = true 
)

Try to initialise the Item from the underlying resources.

Remarks
This method builds the internal structures of the Item 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 Item 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.

◆ _notifyParentNodeMemoryChanged()

void Ogre::Item::_notifyParentNodeMemoryChanged ( )
overridevirtual

◆ getMesh()

const MeshPtr& Ogre::Item::getMesh ( ) const

Gets the Mesh that this Item is based on.

◆ getMovableType()

const String& Ogre::Item::getMovableType ( ) const
overridevirtual

Returns the type name of this object.

Implements Ogre::MovableObject.

◆ getNumSubItems()

size_t Ogre::Item::getNumSubItems ( ) const

Retrieves the number of SubItem objects making up this Item.

◆ getSubItem() [1/2]

SubItem* Ogre::Item::getSubItem ( size_t  index)

Gets a pointer to a SubItem, ie a part of an Item.

◆ getSubItem() [2/2]

const SubItem* Ogre::Item::getSubItem ( size_t  index) const

◆ hasSkeleton()

bool Ogre::Item::hasSkeleton ( ) const
inline

Returns whether or not this Item is skeletally animated.

◆ isInitialised()

bool Ogre::Item::isInitialised ( ) const
inline

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

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 Has this Item been initialised yet?

Remarks
If this returns false, it means this Item 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 Item won't render until it has been successfully initialised, nor will many of the manipulation methods function.

◆ loadingComplete()

void Ogre::Item::loadingComplete ( Resource res)
overridevirtual

Resource::Listener hook to notify Entity that a Mesh is (re)loaded.

Reimplemented from Ogre::Resource::Listener.

◆ setDatablock() [1/2]

void Ogre::Item::setDatablock ( HlmsDatablock datablock)

Sets the given HLMS databloock to all SubEntities.

◆ setDatablock() [2/2]

void Ogre::Item::setDatablock ( IdString  datablockName)

Sets the given HLMS datablock to all SubEntities.

◆ setDatablockOrMaterialName()

void Ogre::Item::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.

◆ setMaterial()

void Ogre::Item::setMaterial ( const MaterialPtr material)

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.

◆ setMaterialName()

void Ogre::Item::setMaterialName ( 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.

◆ setSkeletonEnabled()

void Ogre::Item::setSkeletonEnabled ( bool  bEnable)

Enables or disables the skeleton on this Item and all of its SubItems.

Remarks
Does nothing if the Mesh does not have skeletons.

sharesSkeletonInstance() must be false when calling this function

Some meshes only look correct when there is an active skeleton holding all the vertices in place. Hence force-disabling the skeleton may cause the Item to disappear or look wrong. That depends on how the mesh was modelled and rigged.

Force-disabling a skeleton may result in further shader recompiles, but may help a lot with mobile performance.

It's not 100% the same as a Mesh without skeleton, because we still waste VRAM and Bandwidth in VES_BLEND_WEIGHTS & VES_BLEND_INDICES semantics. However the instruction length of the vertex shader is much lower and no CPU cycles are wasted on updating the skeleton.

Parameters
bEnableTrue to re-enable the skeleton on this Item. False to force-disable the skeleton on this Item.

◆ sharesSkeletonInstance()

bool Ogre::Item::sharesSkeletonInstance ( ) const

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

◆ stopUsingSkeletonInstanceFromMaster()

void Ogre::Item::stopUsingSkeletonInstanceFromMaster ( )

Stops sharing the SkeletonInstance with other Items.

See also
useSkeletonInstanceFrom

◆ useSkeletonInstanceFrom()

void Ogre::Item::useSkeletonInstanceFrom ( Item master)

Starts using the SkeletonInstance from 'master' instead of using our own.

Useful when multiple Items can use exactly the same skeleton (e.g. on RPG games the master could be the player's character, then the clothes, and armor the slaves sharing the skeleton instance with its master)

Remarks
Calling armour->useSkeletonInstanceFrom( player ); armour->useSkeletonInstanceFrom( newPlayer );

is valid and more efficient than calling: armour->useSkeletonInstanceFrom( player ); armour->stopUsingSkeletonInstanceFromMaster(); armour->useSkeletonInstanceFrom( newPlayer );

Due to the nature of skeleton sharing, all slaves will end up in the position of the master. Therefore it is highly recommended you attach the slaves and master to the same SceneNode, or that you keep all SceneNodes' transforms in sync. Failure to do so could cause Ogre to cull some of those objects because it thinks they're located somewhere else.

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