OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::MovableObject Class Referenceabstract

Abstract class defining a movable object in a scene. More...

#include <OgreMovableObject.h>

+ Inheritance diagram for Ogre::MovableObject:

Classes

class  Listener
 Listener which gets called back on MovableObject events. More...
 

Public Types

typedef FastArray< MovableObject * > MovableObjectArray
 

Public Member Functions

 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 _notifyParentNodeMemoryChanged ()
 
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...
 
virtual const StringgetMovableType () const =0
 Returns the type name of this object. 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)
 

Static Public Member Functions

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

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

Abstract class defining a movable object in a scene.

Remarks
Instances of this class are discrete, relatively small, movable objects which are attached to SceneNode objects to define their position.

Member Typedef Documentation

◆ MovableObjectArray

See also
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

Constructor & Destructor Documentation

◆ MovableObject() [1/2]

Ogre::MovableObject::MovableObject ( IdType  id,
ObjectMemoryManager objectMemoryManager,
SceneManager manager,
uint8  renderQueueId 
)

Constructor.

Remarks
Valid render queue Id is between 0 & 254 inclusive

◆ MovableObject() [2/2]

Ogre::MovableObject::MovableObject ( ObjectData objectDataPtrs)

Don't use this constructor unless you know what you're doing.

See also
ObjectMemoryManager::mDummyNode

◆ ~MovableObject()

virtual Ogre::MovableObject::~MovableObject ( )
virtual

Virtual destructor - read Scott Meyers if you don't know why this is needed.

Member Function Documentation

◆ _getLightList()

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

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 ( ) const
inline

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

◆ _getObjectData()

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

Returns a direct access to the ObjectData state.

◆ _getParentNodeFullTransform()

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

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

◆ _notifyAttached()

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

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

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

◆ _notifyManager()

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

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

◆ _notifyParentNodeMemoryChanged()

virtual void Ogre::MovableObject::_notifyParentNodeMemoryChanged ( )
inlinevirtual
See also
Node::_callMemoryChangeListeners

Reimplemented in Ogre::Item.

◆ _notifyStaticDirty()

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

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

See also
SceneManager::notifyStaticDirty

◆ _releaseManualHardwareResources()

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

Notifies the movable object that hardware resources were lost.

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

Reimplemented in Ogre::v1::Rectangle2D, Ogre::ManualObject, Ogre::v1::ManualObject, and Ogre::v1::BillboardSet.

◆ _restoreManualHardwareResources()

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

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()

virtual void Ogre::MovableObject::_updateRenderQueue ( RenderQueue queue,
Camera camera,
const Camera lodCamera 
)
inlinevirtual

Internal method by which the movable object must add Renderable subclass instances to the rendering queue.

Remarks
The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering.

Reimplemented in Ogre::ParticleSystem, Ogre::v1::ManualObject, Ogre::Light, Ogre::v1::Entity, Ogre::v1::BillboardSet, Ogre::v1::BillboardChain, and Ogre::MovablePlane.

◆ addQueryFlags()

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

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

◆ addVisibilityFlags()

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

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

◆ buildLightList()

static void Ogre::MovableObject::buildLightList ( const size_t  numNodes,
ObjectData  t,
const LightListInfo globalLightList 
)
static
See also
SceneManager::buildLightList
Remarks
We don't pass by reference on purpose (avoid implicit aliasing)
Parameters
globalLightListList of lights already culled against all possible frustums and reorganized contiguously for SoA

◆ calculateCastersBox()

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

◆ cullFrustum()

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

◆ cullLights()

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

See SceneManager::cullLights & see 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 also
SceneManager::createCamera

◆ detachFromParent()

void Ogre::MovableObject::detachFromParent ( )

Detaches an object from a parent SceneNode if attached.

◆ getCachedDistanceToCamera()

RealAsUint Ogre::MovableObject::getCachedDistanceToCamera ( ) const
inline

Returns the distance to camera as calculated in cullFrustum()

◆ getCachedDistanceToCameraAsReal()

Real Ogre::MovableObject::getCachedDistanceToCameraAsReal ( ) const
inline

Returns the distance to camera as calculated in cullFrustum()

◆ getCastShadows()

bool Ogre::MovableObject::getCastShadows ( ) const
inline

Returns whether shadow casting is enabled for this object.

◆ getCurrentMeshLod()

unsigned char Ogre::MovableObject::getCurrentMeshLod ( ) const
inline

◆ getDefaultLightMask()

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

Get the default light mask for all future MovableObject instances.

◆ getDefaultQueryFlags()

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

Get the default query flags for all future MovableObject instances.

◆ getDefaultVisibilityFlags()

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

Get the default visibility flags for all future MovableObject instances.

◆ getLightMask()

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

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 ( ) const
inline

Gets the current listener for this object.

◆ getLocalAabb()

Aabb Ogre::MovableObject::getLocalAabb ( ) const

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

Remarks
This bounding box is in local coordinates.

◆ getLocalRadius()

float Ogre::MovableObject::getLocalRadius ( ) const

See getLocalAabb and getWorldRadius.

◆ getMovableType()

◆ getName()

const String& Ogre::MovableObject::getName ( ) const
inline

Returns the name of this object.

◆ getParentNode()

Node* Ogre::MovableObject::getParentNode ( ) const
inline

Returns the node to which this object is attached.

◆ getParentSceneNode()

SceneNode* Ogre::MovableObject::getParentSceneNode ( ) const
inline

◆ getQueryFlags()

uint32 Ogre::MovableObject::getQueryFlags ( ) const
inline

Returns the query flags relevant for this object.

◆ getRenderingDistance()

Real Ogre::MovableObject::getRenderingDistance ( ) const
inline

Gets the distance at which batches are no longer rendered.

◆ getRenderingMinPixelSize()

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

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

◆ getRenderQueueGroup()

uint8 Ogre::MovableObject::getRenderQueueGroup ( ) const
inline

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

◆ getShadowRenderingDistance()

Real Ogre::MovableObject::getShadowRenderingDistance ( ) const
inline

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

◆ getSkeletonInstance()

SkeletonInstance* Ogre::MovableObject::getSkeletonInstance ( ) const
inline

◆ getUserObjectBindings() [1/2]

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

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
inline

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 ( ) const
inline

Returns the visibility flags relevant for this object.

Reserved visibility flags are not returned.

◆ getVisible()

bool Ogre::MovableObject::getVisible ( ) const
inline

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

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 ( )

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

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 ( )

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

◆ instanceBatchCullFrustumThreaded()

virtual void Ogre::MovableObject::instanceBatchCullFrustumThreaded ( const Frustum frustum,
const Camera lodCamera,
uint32  combinedVisibilityFlags 
)
inlinevirtual
See also
InstancingTheadedCullingMethod,
InstanceBatch::instanceBatchCullFrustumThreaded

◆ isAttached()

bool Ogre::MovableObject::isAttached ( ) const
inline

Returns true if this object is attached to a Node.

◆ isStatic()

bool Ogre::MovableObject::isStatic ( ) const

Checks whether this MovableObject is static.

See also
setStatic

◆ isVisible()

bool Ogre::MovableObject::isVisible ( ) const

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.

◆ queryLights()

const LightList& Ogre::MovableObject::queryLights ( ) const
inline

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)
inline

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

◆ removeVisibilityFlags()

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

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

◆ setCastShadows()

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

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)
inlinestatic

Set the default light mask for all future MovableObject instances.

◆ setDefaultQueryFlags()

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

Set the default query flags for all future MovableObject instances.

◆ setDefaultVisibilityFlags()

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

Set the default visibility flags for all future MovableObject instances.

◆ setLightMask()

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

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)
inline

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)

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

Remarks
This bounding box is in local coordinates.

◆ setName()

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

Sets a custom name for this node.

Doesn't have to be unique

◆ setQueryFlags()

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

Sets the query flags for this object.

Remarks
When performing a scene query, this object will be included or excluded according to flags on the object and flags on the query. This is a bitwise value, so only when a bit on these flags is set, will it be included in a query asking for that flag. The meaning of the bits is application-specific.

◆ setRenderingDistance()

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

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)
inline

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)
virtual

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)
inline

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)

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 also
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

◆ setVisibilityFlags()

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

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)
inline

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.

◆ updateAllBounds()

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

◆ mGlobalIndex

size_t Ogre::MovableObject::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).

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

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

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