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|  | NullEntity () | 
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|  | ~NullEntity () override | 
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| const String & | getMovableType () const override | 
|  | Returns the type name of this object. 
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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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| 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. 
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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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| virtual void | setRenderQueueGroup (uint8 queueID) | 
|  | Sets the render queue group this entity will be rendered through. 
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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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| virtual AnimableValuePtr | createAnimableValue (const String &valueName) | 
|  | Create a reference-counted AnimableValuePtr for the named value. 
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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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| typedef FastArray< MovableObject * > | MovableObjectArray | 
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| static void | buildLightList (const size_t numNodes, ObjectData t, const LightListInfo &globalLightList) | 
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| static void | calculateCastersBox (const size_t numNodes, ObjectData t, uint32 sceneVisibilityFlags, AxisAlignedBox *outBox) | 
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| static void | cullFrustum (const size_t numNodes, ObjectData t, const Camera *frustum, uint32 sceneVisibilityFlags, MovableObjectArray &outCulledObjects, const Camera *lodCamera) | 
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| 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. 
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| static uint32 | getDefaultLightMask () | 
|  | Get the default light mask for all future MovableObject instances. 
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| static uint32 | getDefaultQueryFlags () | 
|  | Get the default query flags for all future MovableObject instances. 
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| static uint32 | getDefaultVisibilityFlags () | 
|  | Get the default visibility flags for all future MovableObject instances. 
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| static void | setDefaultLightMask (uint32 mask) | 
|  | Set the default light mask for all future MovableObject instances. 
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| static void | setDefaultQueryFlags (uint32 flags) | 
|  | Set the default query flags for all future MovableObject instances. 
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| static void | setDefaultVisibilityFlags (uint32 flags) | 
|  | Set the default visibility flags for all future MovableObject instances. 
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| static void | updateAllBounds (const size_t numNodes, ObjectData t) | 
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| 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). 
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| 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). 
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| RenderableArray | mRenderables | 
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| static const FastArray< Real > | c_DefaultLodMesh | 
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