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|  | Light (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager) | 
|  | Normal constructor. 
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|  | ~Light () override | 
|  | Standard destructor. 
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| void | _calcTempSquareDist (const Vector3 &worldPos) | 
|  | Internal method for calculating current squared distance from some world position. 
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| Real | _deriveShadowFarClipDistance (const Camera *maincam) const | 
|  | Derive a shadow camera far distance from either the light, or from the main camera if the light doesn't have its own setting. 
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| Real | _deriveShadowNearClipDistance (const Camera *maincam) const | 
|  | Derive a shadow camera near distance from either the light, or from the main camera if the light doesn't have its own setting. 
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| bool | _getOwnShadowFarDistance () const | 
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| void | _setLightProfileIdx (uint16 profileIdx) | 
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| virtual void | _updateCustomGpuParameter (uint16 paramIndex, const GpuProgramParameters_AutoConstantEntry &constantEntry, GpuProgramParameters *params) const | 
|  | Update a custom GpuProgramParameters constant which is derived from information only this Light knows. 
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| void | _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera) override | 
|  | Internal method by which the movable object must add Renderable subclass instances to the rendering queue. 
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| AnimableValuePtr | createAnimableValue (const String &valueName) override | 
|  | Create a reference-counted AnimableValuePtr for the named value. 
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| bool | getAffectParentNode () const | 
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| Vector4 | getAs4DVector () const | 
|  | Tells this object whether to be visible or not, if it has a renderable component. 
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| Real | getAttenuationConstant () const | 
|  | Returns the constant factor in the attenuation formula. 
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| Real | getAttenuationLinear () const | 
|  | Returns the linear factor in the attenuation formula. 
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| Real | getAttenuationQuadric () const | 
|  | Returns the quadric factor in the attenuation formula. 
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| Real | getAttenuationRange () const | 
|  | Returns the absolute upper range of the light. 
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| const Vector4 & | getCustomParameter (uint16 index) const | 
|  | Gets the custom value associated with this Light at the given index. 
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| const Vector4 * | getCustomParameterNoThrow (uint16 index) const | 
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| Vector3 | getDerivedDirection () const | 
|  | Retrieves the direction of the light including any transform from nodes it is attached to. 
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| Vector3 | getDerivedDirectionUpdated () const | 
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| Vector2 | getDerivedRectSize () const | 
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| const ColourValue & | getDiffuseColour () const | 
|  | Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). 
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| Vector3 | getDirection () const | 
|  | Returns the light's direction. 
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| bool | getDoubleSided () const | 
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| uint16 | getLightProfileIdx () const | 
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| const String & | getMovableType () const override | 
|  | Returns the type name of this object. 
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| Real | getPowerScale () const | 
|  | Set the scaling factor which indicates the relative power of a light. 
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| const Vector2 & | getRectSize () const | 
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| Real | getShadowFarClipDistance () const | 
|  | Get the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. 
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| Real | getShadowFarDistance () const | 
|  | Gets the maximum distance away from the camera that shadows by this light will be visible. 
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| Real | getShadowFarDistanceSquared () const | 
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| Real | getShadowNearClipDistance () const | 
|  | Get the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. 
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| const ColourValue & | getSpecularColour () const | 
|  | Returns the colour of specular light given off by this light source. 
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| Real | getSpotlightFalloff () const | 
|  | Returns the falloff between the inner and outer cones of the spotlight. 
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| const Radian & | getSpotlightInnerAngle () const | 
|  | Returns the angle covered by the spotlights inner cone. 
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| Real | getSpotlightNearClipDistance () const | 
|  | Get the near clip plane distance to be used by spotlights that use light clipping. 
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| const Radian & | getSpotlightOuterAngle () const | 
|  | Returns the angle covered by the spotlights outer cone. 
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| Real | getSpotlightTanHalfAngle () const | 
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| TextureGpu * | getTexture () const | 
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| LightTypes | getType () const | 
|  | Returns the light type. 
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| bool | isInLightRange (const Ogre::AxisAlignedBox &container) const | 
|  | Check whether a bounding box is included in the lighted area of the light. 
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| bool | isInLightRange (const Ogre::Sphere &sphere) const | 
|  | Check whether a sphere is included in the lighted area of the light. 
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| void | notifyTextureChanged (TextureGpu *texture, TextureGpuListener::Reason reason, void *extraData) override | 
|  | Called when a TextureGpu changed in a way that affects how it is displayed: 
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| void | resetShadowFarDistance () | 
|  | Tells the light to use the shadow far distance of the SceneManager. 
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| void | setAffectParentNode (bool bAffect) | 
|  | A Light must always have a Node attached to it. 
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| void | setAttenuation (Real range, Real constant, Real linear, Real quadratic) | 
|  | Sets the attenuation parameters of the light source i.e. 
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| void | setAttenuationBasedOnRadius (Real radius, Real lumThreshold) | 
|  | Sets the attenuation parameters (range, constant, linear & quadratic,. 
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| void | setCustomParameter (uint16 index, const Vector4 &value) | 
|  | Sets a custom parameter for this Light, which may be used to drive calculations for this specific Renderable, like GPU program parameters. 
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| void | setDiffuseColour (const ColourValue &colour) | 
|  | Sets the colour of the diffuse light given off by this source. 
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| void | setDiffuseColour (Real red, Real green, Real blue) | 
|  | Sets the colour of the diffuse light given off by this source. 
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| void | setDirection (const Vector3 &vec) | 
|  | Sets the direction in which a light points. 
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| void | setDoubleSided (bool bDoubleSided) | 
|  | For area lights and custom 2d shapes, specifies whether the light lits in both directions (positive & negative sides of the plane) or if only towards one. 
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| void | setPowerScale (Real power) | 
|  | Set a scaling factor to indicate the relative power of a light. 
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| void | setRectSize (Vector2 rectSize) | 
|  | For custom 2D shape and area lights, sets the dimensions of the rectangle. 
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| void | setRenderQueueGroup (uint8 queueID) override | 
|  | Overload to avoid it. Light::setType uses the RenderQueue ID to classify lights per type. 
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| void | setShadowFarClipDistance (Real farClip) | 
|  | Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. 
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| void | setShadowFarDistance (Real distance) | 
|  | Sets the maximum distance away from the camera that shadows by this light will be visible. 
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| void | setShadowNearClipDistance (Real nearClip) | 
|  | Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. 
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| void | setSpecularColour (const ColourValue &colour) | 
|  | Sets the colour of the specular light given off by this source. 
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| void | setSpecularColour (Real red, Real green, Real blue) | 
|  | Sets the colour of the specular light given off by this source. 
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| void | setSpotlightFalloff (Real val) | 
|  | Sets the falloff between the inner and outer cones of the spotlight. 
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| void | setSpotlightInnerAngle (const Radian &val) | 
|  | Sets the angle covered by the spotlights inner cone. 
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| void | setSpotlightNearClipDistance (Real nearClip) | 
|  | Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum. 
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| void | setSpotlightOuterAngle (const Radian &val) | 
|  | Sets the angle covered by the spotlights outer cone. 
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| void | setSpotlightRange (const Radian &innerAngle, const Radian &outerAngle, Real falloff=1.0) | 
|  | Sets the range of a spotlight, i.e. 
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| void | setTexture (TextureGpu *texture) | 
|  | Sets a textured for types of light that support it. 
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| void | setTextureRaw (TextureGpu *texture, uint32 sliceIdx) | 
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| void | setType (LightTypes type) | 
|  | Sets the type of light - see LightTypes for more info. 
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|  | MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId) | 
|  | Constructor. 
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|  | MovableObject (ObjectData *objectDataPtrs) | 
|  | Don't use this constructor unless you know what you're doing. 
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| virtual | ~MovableObject () | 
|  | Virtual destructor - read Scott Meyers if you don't know why this is needed. 
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| LightList * | _getLightList () | 
|  | Returns a pointer to the current list of lights for this object. 
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| SceneManager * | _getManager () const | 
|  | Get the manager of this object, if any (internal use only) 
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| ObjectData & | _getObjectData () | 
|  | Returns a direct access to the ObjectData state. 
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| const Matrix4 & | _getParentNodeFullTransform () const | 
|  | Returns the full transformation of the parent sceneNode or the attachingPoint node. 
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| virtual void | _notifyAttached (Node *parent) | 
|  | Internal method called to notify the object that it has been attached to a node. 
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| void | _notifyManager (SceneManager *man) | 
|  | Notify the object of it's manager (internal use only) 
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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. 
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| virtual void | _releaseManualHardwareResources () | 
|  | Notifies the movable object that hardware resources were lost. 
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| virtual void | _restoreManualHardwareResources () | 
|  | Notifies the movable object that hardware resources should be restored. 
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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. 
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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. 
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| void | detachFromParent () | 
|  | Detaches an object from a parent SceneNode if attached. 
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| RealAsUint | getCachedDistanceToCamera () const | 
|  | Returns the distance to camera as calculated in cullFrustum() 
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| Real | getCachedDistanceToCameraAsReal () const | 
|  | Returns the distance to camera as calculated in cullFrustum() 
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| bool | getCastShadows () const | 
|  | Returns whether shadow casting is enabled for this object. 
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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. 
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| Listener * | getListener () const | 
|  | Gets the current listener for this object. 
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| Aabb | getLocalAabb () const | 
|  | Retrieves the local axis-aligned bounding box for this object. 
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| float | getLocalRadius () const | 
|  | See getLocalAabb and getWorldRadius. 
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| const String & | getName () const | 
|  | Returns the name of this object. 
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| Node * | getParentNode () const | 
|  | Returns the node to which this object is attached. 
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| SceneNode * | getParentSceneNode () const | 
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| uint32 | getQueryFlags () const | 
|  | Returns the query flags relevant for this object. 
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| Real | getRenderingDistance () const | 
|  | Gets the distance at which batches are no longer rendered. 
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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. 
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| uint8 | getRenderQueueGroup () const | 
|  | Gets the queue group for this entity, see setRenderQueueGroup for full details. 
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| Real | getShadowRenderingDistance () const | 
|  | Gets the distance at which batches are no longer casting shadows. 
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| SkeletonInstance * | getSkeletonInstance () const | 
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| UserObjectBindings & | getUserObjectBindings () | 
|  | Return an instance of user objects binding associated with this class. 
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| const UserObjectBindings & | getUserObjectBindings () const | 
|  | Return an instance of user objects binding associated with this class. 
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| uint32 | getVisibilityFlags () const | 
|  | Returns the visibility flags relevant for this object. 
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| bool | getVisible () const | 
|  | Gets this object whether to be visible or not, if it has a renderable component. 
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| Aabb | getWorldAabb () const | 
|  | Gets the axis aligned box in world space. 
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| Aabb | getWorldAabbUpdated () | 
|  | Gets the axis aligned box in world space. 
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| float | getWorldRadius () const | 
|  | Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). 
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| float | getWorldRadiusUpdated () | 
|  | Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). 
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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. 
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| bool | isStatic () const | 
|  | Checks whether this MovableObject is static. 
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| bool | isVisible () const | 
|  | Returns whether or not this object is supposed to be visible or not. 
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| const LightList & | queryLights () const | 
|  | Gets a list of lights, ordered relative to how close they are to this movable object. 
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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. 
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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. 
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| void | setCastShadows (bool enabled) | 
|  | Sets whether or not this object will cast shadows. 
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| void | setLightMask (uint32 lightMask) | 
|  | Set a bitwise mask which will filter the lights affecting this object. 
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| void | setListener (Listener *listener) | 
|  | Sets a listener for this object. 
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| void | setLocalAabb (const Aabb box) | 
|  | Sets the local axis-aligned bounding box for this object. 
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| void | setName (const String &name) | 
|  | Sets a custom name for this node. 
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| void | setQueryFlags (uint32 flags) | 
|  | Sets the query flags for this object. 
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| void | setRenderingDistance (Real dist) | 
|  | Sets the distance at which the object is no longer rendered. 
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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. 
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| void | setShadowRenderingDistance (Real dist) | 
|  | Sets the distance at which the object is no longer casting shadows. 
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| bool | setStatic (bool bStatic) | 
|  | Turns this Node into static or dynamic. 
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| void | setVisibilityFlags (uint32 flags) | 
|  | Sets the visibility flags for this object. 
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| void | setVisible (bool visible) | 
|  | Tells this object whether to be visible or not, if it has a renderable component. 
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|  | AnimableObject () | 
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| virtual | ~AnimableObject () | 
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| const StringVector & | getAnimableValueNames () const | 
|  | Gets a list of animable value names for this object. 
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|  | IdObject (IdType id) | 
|  | We don't call generateNewId() here, to prevent objects in the stack (i.e. 
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| IdType | getId () const | 
|  | Get the unique id of this object. 
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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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| virtual | ~TextureGpuListener () | 
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| virtual bool | shouldStayLoaded (TextureGpu *texture) | 
|  | Return true if this TextureGpu should likely stay loaded or else graphical changes could occur. 
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