OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::v1::Entity Class Reference

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

#include <OgreEntity.h>

+ Inheritance diagram for Ogre::v1::Entity:

Public Types

typedef set< Entity * >::type EntitySet
 
typedef map< unsigned short, bool >::type SchemeHardwareAnimMap
 
enum  VertexDataBindChoice { BIND_ORIGINAL , BIND_SOFTWARE_SKELETAL , BIND_SOFTWARE_MORPH , BIND_HARDWARE_MORPH }
 Identify which vertex data we should be sending to the renderer. More...
 
- Public Types inherited from Ogre::MovableObject
typedef FastArray< MovableObject * > MovableObjectArray
 

Public Member Functions

 ~Entity () override
 Default destructor. More...
 
void _deinitialise ()
 Tear down the internal structures of this Entity, rendering it uninitialised. More...
 
const Matrix4_getBoneMatrices () const
 Internal method for retrieving bone matrix information. More...
 
bool _getBuffersMarkedForAnimation () const
 Are buffers already marked as vertex animated? More...
 
VertexData_getHardwareVertexAnimVertexData () const
 Advanced method to get the hardware morph vertex information. More...
 
unsigned short _getNumBoneMatrices () const
 Internal method for retrieving bone matrix information. More...
 
TempBlendedBufferInfo_getSkelAnimTempBufferInfo ()
 Advanced method to get the temp buffer information for software skeletal animation. More...
 
VertexData_getSkelAnimVertexData () const
 Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned. More...
 
VertexData_getSoftwareVertexAnimVertexData () const
 Advanced method to get the temporarily blended software vertex animation information. More...
 
TempBlendedBufferInfo_getVertexAnimTempBufferInfo ()
 Advanced method to get the temp buffer information for software morph animation. More...
 
void _initialise (bool forceReinitialise=false)
 Try to initialise the Entity from the underlying resources. More...
 
bool _isAnimated () const
 Tests if any animation applied to this entity. More...
 
bool _isSkeletonAnimated () const
 Tests if skeleton was animated. More...
 
void _markBuffersUsedForAnimation ()
 Mark just this vertex data as animated. More...
 
void _notifyAttached (Node *parent) override
 Internal method called to notify the object that it has been attached to a node. More...
 
void _updateAnimation ()
 Advanced method to perform all the updates required for an animated entity. More...
 
void _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera) override
 
void addSoftwareAnimationRequest (bool normalsAlso)
 Add a request for software animation. More...
 
VertexDataBindChoice chooseVertexDataForBinding (bool hasVertexAnim)
 Choose which vertex data to bind to the renderer. More...
 
Entityclone () const
 Clones this entity and returns a pointer to the clone. More...
 
AnimationStateSetgetAllAnimationStates () const
 For entities based on animated meshes, gets the AnimationState objects for all animations. More...
 
bool getAlwaysUpdateMainSkeleton () const
 The skeleton of the main entity will be updated even if the an LOD entity is being displayed. More...
 
AnimationStategetAnimationState (const String &name) const
 For entities based on animated meshes, gets the AnimationState object for a single animation. More...
 
bool getDisplaySkeleton () const
 Returns whether or not the entity is currently displaying its skeleton. More...
 
EdgeDatagetEdgeList ()
 Implement this method to enable stencil shadows. More...
 
EntitygetManualLodLevel (size_t index) const
 Gets a pointer to the entity representing the numbered manual level of detail. More...
 
const MeshPtrgetMesh () const
 Gets the Mesh that this Entity is based on. More...
 
const StringgetMovableType () const override
 Returns the type name of this object. More...
 
size_t getNumManualLodLevels () const
 Returns the number of manual levels of detail that this entity supports. More...
 
size_t getNumSubEntities () const
 Retrieves the number of SubEntity objects making up this entity. More...
 
OldSkeletonInstancegetSkeleton () const
 Get this Entity's personal skeleton instance. More...
 
const EntitySetgetSkeletonInstanceSharingSet () const
 Returns a pointer to the set of entities which share a OldSkeletonInstance. More...
 
bool getSkipAnimationStateUpdate () const
 Entity's skeleton's AnimationState will not be automatically updated when set to true. More...
 
int getSoftwareAnimationNormalsRequests () const
 Returns the number of requests that have been made for software animation of normals. More...
 
int getSoftwareAnimationRequests () const
 Returns the number of requests that have been made for software animation. More...
 
SubEntitygetSubEntity (const String &name)
 Gets a pointer to a SubEntity by name. More...
 
const SubEntitygetSubEntity (const String &name) const
 
SubEntitygetSubEntity (size_t index)
 Gets a pointer to a SubEntity, ie a part of an Entity. More...
 
const SubEntitygetSubEntity (size_t index) const
 
bool getUpdateBoundingBoxFromSkeleton () const
 If true, the skeleton of the entity will be used to update the bounding box for culling. More...
 
VertexDatagetVertexDataForBinding (bool casterPass)
 Retrieve the VertexData which should be used for GPU binding. More...
 
bool hasAnimationState (const String &name) const
 Returns whether the AnimationState with the given name exists. More...
 
bool hasEdgeList ()
 Overridden member from ShadowCaster. More...
 
bool hasSkeleton () const
 Returns whether or not this entity is skeletally animated. More...
 
bool hasVertexAnimation () const
 Returns whether or not this entity is either morph or pose animated. More...
 
bool isHardwareAnimationEnabled ()
 Returns whether or not hardware animation is enabled. More...
 
bool isInitialised () const
 Has this Entity been initialised yet? More...
 
void loadingComplete (Resource *res) override
 Resource::Listener hook to notify Entity that a Mesh is (re)loaded. More...
 
void refreshAvailableAnimationState ()
 Updates the internal animation state set to include the latest available animations from the attached skeleton. More...
 
void removeSoftwareAnimationRequest (bool normalsAlso)
 Removes a request for software animation. More...
 
void setAlwaysUpdateMainSkeleton (bool update)
 The skeleton of the main entity will be updated even if the an LOD entity is being displayed. More...
 
void setDatablock (HlmsDatablock *datablock)
 Sets the given HLMS datablock 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 setDisplaySkeleton (bool display)
 Tells the Entity whether or not it should display it's skeleton, if it has one. More...
 
void setMaterial (const MaterialPtr &material)
 Sets the material to use for the whole of this entity. More...
 
void setMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the material to use for the whole of this entity. More...
 
void setPolygonModeOverrideable (bool PolygonModeOverrideable)
 Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings. More...
 
void setRenderQueueGroup (uint8 queueID) override
 
void setRenderQueueSubGroup (uint8 subGroup)
 Sets the RenderQueue subgroup ID for the whole of this entity. More...
 
void setSkipAnimationStateUpdate (bool skip)
 Entity's skeleton's AnimationState will not be automatically updated when set to true. More...
 
void setUpdateBoundingBoxFromSkeleton (bool update)
 If true, the skeleton of the entity will be used to update the bounding box for culling. More...
 
void shareSkeletonInstanceWith (Entity *entity)
 Shares the OldSkeletonInstance with the supplied entity. More...
 
bool sharesSkeletonInstance () const
 Returns whether this entity shares it's SkeltonInstance with other entity instances. More...
 
void stopSharingSkeletonInstance ()
 Stops sharing the OldSkeletonInstance with other entities. 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...
 
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...
 
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...
 
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

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

Member Typedef Documentation

◆ EntitySet

typedef set<Entity *>::type Ogre::v1::Entity::EntitySet

◆ SchemeHardwareAnimMap

typedef map<unsigned short, bool>::type Ogre::v1::Entity::SchemeHardwareAnimMap

Member Enumeration Documentation

◆ VertexDataBindChoice

Identify which vertex data we should be sending to the renderer.

Enumerator
BIND_ORIGINAL 
BIND_SOFTWARE_SKELETAL 
BIND_SOFTWARE_MORPH 
BIND_HARDWARE_MORPH 

Constructor & Destructor Documentation

◆ ~Entity()

Ogre::v1::Entity::~Entity ( )
override

Default destructor.

Member Function Documentation

◆ _deinitialise()

void Ogre::v1::Entity::_deinitialise ( )

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

◆ _getBoneMatrices()

const Matrix4* Ogre::v1::Entity::_getBoneMatrices ( ) const
inline

Internal method for retrieving bone matrix information.

◆ _getBuffersMarkedForAnimation()

bool Ogre::v1::Entity::_getBuffersMarkedForAnimation ( ) const
inline

Are buffers already marked as vertex animated?

◆ _getHardwareVertexAnimVertexData()

VertexData* Ogre::v1::Entity::_getHardwareVertexAnimVertexData ( ) const

Advanced method to get the hardware morph vertex information.

Note
The positions/normals of the returned vertex data is in object space.

◆ _getNumBoneMatrices()

unsigned short Ogre::v1::Entity::_getNumBoneMatrices ( ) const
inline

Internal method for retrieving bone matrix information.

◆ _getSkelAnimTempBufferInfo()

TempBlendedBufferInfo* Ogre::v1::Entity::_getSkelAnimTempBufferInfo ( )

Advanced method to get the temp buffer information for software skeletal animation.

◆ _getSkelAnimVertexData()

VertexData* Ogre::v1::Entity::_getSkelAnimVertexData ( ) const

Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned.

Remarks
Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via addSoftwareAnimationRequest.
Note
The positions/normals of the returned vertex data is in object space.

◆ _getSoftwareVertexAnimVertexData()

VertexData* Ogre::v1::Entity::_getSoftwareVertexAnimVertexData ( ) const

Advanced method to get the temporarily blended software vertex animation information.

Remarks
Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via addSoftwareAnimationRequest.
Note
The positions/normals of the returned vertex data is in object space.

◆ _getVertexAnimTempBufferInfo()

TempBlendedBufferInfo* Ogre::v1::Entity::_getVertexAnimTempBufferInfo ( )

Advanced method to get the temp buffer information for software morph animation.

◆ _initialise()

void Ogre::v1::Entity::_initialise ( bool  forceReinitialise = false)

Try to initialise the Entity from the underlying resources.

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

◆ _isAnimated()

bool Ogre::v1::Entity::_isAnimated ( ) const

Tests if any animation applied to this entity.

Remarks
An entity is animated if any animation state is enabled, or any manual bone applied to the skeleton.

◆ _isSkeletonAnimated()

bool Ogre::v1::Entity::_isSkeletonAnimated ( ) const

Tests if skeleton was animated.

◆ _markBuffersUsedForAnimation()

void Ogre::v1::Entity::_markBuffersUsedForAnimation ( )

Mark just this vertex data as animated.

◆ _notifyAttached()

void Ogre::v1::Entity::_notifyAttached ( Node parent)
overridevirtual

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

Reimplemented from Ogre::MovableObject.

◆ _updateAnimation()

void Ogre::v1::Entity::_updateAnimation ( )

Advanced method to perform all the updates required for an animated entity.

Remarks
You don't normally need to call this, but it's here in case you wish to manually update the animation of an Entity at a specific point in time. Animation will not be updated more than once a frame no matter how many times you call this method.

◆ _updateRenderQueue()

void Ogre::v1::Entity::_updateRenderQueue ( RenderQueue queue,
Camera camera,
const Camera lodCamera 
)
overridevirtual

Reimplemented from Ogre::MovableObject.

◆ addSoftwareAnimationRequest()

void Ogre::v1::Entity::addSoftwareAnimationRequest ( bool  normalsAlso)

Add a request for software animation.

Remarks
Tells the entity to perform animation calculations for skeletal/vertex animations in software, regardless of the current setting of isHardwareAnimationEnabled(). Software animation will be performed any time one or more requests have been made. If 'normalsAlso' is 'true', then the entity will also do software blending on normal vectors, in addition to positions. This advanced method useful for situations in which access to actual mesh vertices is required, such as accurate collision detection or certain advanced shading techniques. When software animation is no longer needed, the caller of this method should always remove the request by calling removeSoftwareAnimationRequest(), passing the same value for 'normalsAlso'.

◆ chooseVertexDataForBinding()

VertexDataBindChoice Ogre::v1::Entity::chooseVertexDataForBinding ( bool  hasVertexAnim)

Choose which vertex data to bind to the renderer.

◆ clone()

Entity* Ogre::v1::Entity::clone ( ) const

Clones this entity and returns a pointer to the clone.

Remarks
Useful method for duplicating an entity. The new entity must be given a unique name, and is not attached to the scene in any way so must be attached to a SceneNode to be visible (exactly as entities returned from SceneManager::createEntity).
Parameters
newNameName for the new entity.

◆ getAllAnimationStates()

AnimationStateSet* Ogre::v1::Entity::getAllAnimationStates ( ) const

For entities based on animated meshes, gets the AnimationState objects for all animations.

Returns
In case the entity is animated, this functions returns the pointer to a AnimationStateSet containing all animations of the entries. If the entity is not animated, it returns 0.
Remarks
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.

◆ getAlwaysUpdateMainSkeleton()

bool Ogre::v1::Entity::getAlwaysUpdateMainSkeleton ( ) const
inline

The skeleton of the main entity will be updated even if the an LOD entity is being displayed.

useful if you have entities attached to the main entity. Otherwise position of attached entities will not be updated.

◆ getAnimationState()

AnimationState* Ogre::v1::Entity::getAnimationState ( const String name) const

For entities based on animated meshes, gets the AnimationState object for a single animation.

Remarks
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.

◆ getDisplaySkeleton()

bool Ogre::v1::Entity::getDisplaySkeleton ( ) const

Returns whether or not the entity is currently displaying its skeleton.

◆ getEdgeList()

EdgeData* Ogre::v1::Entity::getEdgeList ( )

Implement this method to enable stencil shadows.

◆ getManualLodLevel()

Entity* Ogre::v1::Entity::getManualLodLevel ( size_t  index) const

Gets a pointer to the entity representing the numbered manual level of detail.

Remarks
The zero-based index never includes the original entity, unlike Mesh::getLodLevel.

◆ getMesh()

const MeshPtr& Ogre::v1::Entity::getMesh ( ) const

Gets the Mesh that this Entity is based on.

◆ getMovableType()

const String& Ogre::v1::Entity::getMovableType ( ) const
overridevirtual

Returns the type name of this object.

Implements Ogre::MovableObject.

◆ getNumManualLodLevels()

size_t Ogre::v1::Entity::getNumManualLodLevels ( ) const

Returns the number of manual levels of detail that this entity supports.

Remarks
This number never includes the original entity, it is difference with Mesh::getNumLodLevels.

◆ getNumSubEntities()

size_t Ogre::v1::Entity::getNumSubEntities ( ) const

Retrieves the number of SubEntity objects making up this entity.

◆ getSkeleton()

OldSkeletonInstance* Ogre::v1::Entity::getSkeleton ( ) const
inline

Get this Entity's personal skeleton instance.

◆ getSkeletonInstanceSharingSet()

const EntitySet* Ogre::v1::Entity::getSkeletonInstanceSharingSet ( ) const
inline

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

◆ getSkipAnimationStateUpdate()

bool Ogre::v1::Entity::getSkipAnimationStateUpdate ( ) const
inline

Entity's skeleton's AnimationState will not be automatically updated when set to true.

Useful if you wish to handle AnimationState updates manually.

◆ getSoftwareAnimationNormalsRequests()

int Ogre::v1::Entity::getSoftwareAnimationNormalsRequests ( ) const
inline

Returns the number of requests that have been made for software animation of normals.

Remarks
If non-zero, and getSoftwareAnimationRequests() also returns non-zero, then software animation of normals will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Currently it is not possible to force software animation of only normals. Consequently this value is always less than or equal to that returned by getSoftwareAnimationRequests(). Requests for software animation of normals are made by calling the addSoftwareAnimationRequest() method with 'true' as the parameter.

◆ getSoftwareAnimationRequests()

int Ogre::v1::Entity::getSoftwareAnimationRequests ( ) const
inline

Returns the number of requests that have been made for software animation.

Remarks
If non-zero then software animation will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Requests for software animation are made by calling the addSoftwareAnimationRequest() method.

◆ getSubEntity() [1/4]

SubEntity* Ogre::v1::Entity::getSubEntity ( const String name)

Gets a pointer to a SubEntity by name.

Remarks
Names should be initialized during a Mesh creation.

◆ getSubEntity() [2/4]

const SubEntity* Ogre::v1::Entity::getSubEntity ( const String name) const

◆ getSubEntity() [3/4]

SubEntity* Ogre::v1::Entity::getSubEntity ( size_t  index)

Gets a pointer to a SubEntity, ie a part of an Entity.

◆ getSubEntity() [4/4]

const SubEntity* Ogre::v1::Entity::getSubEntity ( size_t  index) const

◆ getUpdateBoundingBoxFromSkeleton()

bool Ogre::v1::Entity::getUpdateBoundingBoxFromSkeleton ( ) const
inline

If true, the skeleton of the entity will be used to update the bounding box for culling.

Useful if you have skeletal animations that move the bones away from the root. Otherwise, the bounding box of the mesh in the binding pose will be used.

◆ getVertexDataForBinding()

VertexData* Ogre::v1::Entity::getVertexDataForBinding ( bool  casterPass)

Retrieve the VertexData which should be used for GPU binding.

◆ hasAnimationState()

bool Ogre::v1::Entity::hasAnimationState ( const String name) const

Returns whether the AnimationState with the given name exists.

◆ hasEdgeList()

bool Ogre::v1::Entity::hasEdgeList ( )

Overridden member from ShadowCaster.

◆ hasSkeleton()

bool Ogre::v1::Entity::hasSkeleton ( ) const
inline

Returns whether or not this entity is skeletally animated.

◆ hasVertexAnimation()

bool Ogre::v1::Entity::hasVertexAnimation ( ) const

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

◆ isHardwareAnimationEnabled()

bool Ogre::v1::Entity::isHardwareAnimationEnabled ( )

Returns whether or not hardware animation is enabled.

Remarks
Because fixed-function indexed vertex blending is rarely supported by existing graphics cards, hardware animation can only be done if the vertex programs in the materials used to render an entity support it. Therefore, this method will only return true if all the materials assigned to this entity have vertex programs assigned, and all those vertex programs must support 'includes_morph_animation true' if using morph animation, 'includes_pose_animation true' if using pose animation and 'includes_skeletal_animation true' if using skeletal animation.

Also note the the function returns value according to the current active scheme. This is due to the fact that RTSS schemes may be different in their handling of hardware animation.

◆ isInitialised()

bool Ogre::v1::Entity::isInitialised ( ) const
inline

Has this Entity been initialised yet?

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

◆ loadingComplete()

void Ogre::v1::Entity::loadingComplete ( Resource res)
overridevirtual

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

Reimplemented from Ogre::Resource::Listener.

◆ refreshAvailableAnimationState()

void Ogre::v1::Entity::refreshAvailableAnimationState ( )

Updates the internal animation state set to include the latest available animations from the attached skeleton.

Remarks
Use this method if you manually add animations to a skeleton, or have linked the skeleton to another for animation purposes since creating this entity.
Note
If you have called getAnimationState prior to calling this method, the pointers will still remain valid.

◆ removeSoftwareAnimationRequest()

void Ogre::v1::Entity::removeSoftwareAnimationRequest ( bool  normalsAlso)

Removes a request for software animation.

Remarks
Calling this decrements the entity's internal counter of the number of requests for software animation. If the counter is already zero then calling this method throws an exception. The 'normalsAlso' flag if set to 'true' will also decrement the internal counter of number of requests for software animation of normals.

◆ setAlwaysUpdateMainSkeleton()

void Ogre::v1::Entity::setAlwaysUpdateMainSkeleton ( bool  update)
inline

The skeleton of the main entity will be updated even if the an LOD entity is being displayed.

useful if you have entities attached to the main entity. Otherwise position of attached entities will not be updated.

◆ setDatablock() [1/2]

void Ogre::v1::Entity::setDatablock ( HlmsDatablock datablock)

Sets the given HLMS datablock to all SubEntities.

◆ setDatablock() [2/2]

void Ogre::v1::Entity::setDatablock ( IdString  datablockName)

Sets the given HLMS datablock to all SubEntities.

◆ setDatablockOrMaterialName()

void Ogre::v1::Entity::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.

◆ setDisplaySkeleton()

void Ogre::v1::Entity::setDisplaySkeleton ( bool  display)

Tells the Entity whether or not it should display it's skeleton, if it has one.

◆ setMaterial()

void Ogre::v1::Entity::setMaterial ( const MaterialPtr material)

Sets the material to use for the whole of this entity.

Remarks
This is a shortcut method to set all the materials for all subentities of this entity. 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 getSubEntity() and call the same method on the individual SubEntity.

◆ setMaterialName()

void Ogre::v1::Entity::setMaterialName ( const String name,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME 
)

Sets the material to use for the whole of this entity.

Remarks
This is a shortcut method to set all the materials for all subentities of this entity. 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 getSubEntity() and call the same method on the individual SubEntity.

◆ setPolygonModeOverrideable()

void Ogre::v1::Entity::setPolygonModeOverrideable ( bool  PolygonModeOverrideable)

Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings.

◆ setRenderQueueGroup()

void Ogre::v1::Entity::setRenderQueueGroup ( uint8  queueID)
overridevirtual

Reimplemented from Ogre::MovableObject.

◆ setRenderQueueSubGroup()

void Ogre::v1::Entity::setRenderQueueSubGroup ( uint8  subGroup)

Sets the RenderQueue subgroup ID for the whole of this entity.

Remarks
This is a shortcut method to set all the subgroups for all subentities of this entity. Only use this method is you want to set the same subgroup for all subentities or if you know there is only one. Otherwise call getSubEntity() and call the same method on the individual SubEntity.

◆ setSkipAnimationStateUpdate()

void Ogre::v1::Entity::setSkipAnimationStateUpdate ( bool  skip)
inline

Entity's skeleton's AnimationState will not be automatically updated when set to true.

Useful if you wish to handle AnimationState updates manually.

◆ setUpdateBoundingBoxFromSkeleton()

void Ogre::v1::Entity::setUpdateBoundingBoxFromSkeleton ( bool  update)

If true, the skeleton of the entity will be used to update the bounding box for culling.

Useful if you have skeletal animations that move the bones away from the root. Otherwise, the bounding box of the mesh in the binding pose will be used.

Remarks
When true, the bounding box will be generated to only enclose the bones that are used for skinning. Also the resulting bounding box will be expanded by the amount of GetMesh()->getBoneBoundingRadius(). The expansion amount can be changed on the mesh to achieve a better fitting bounding box.

◆ shareSkeletonInstanceWith()

void Ogre::v1::Entity::shareSkeletonInstanceWith ( Entity entity)

Shares the OldSkeletonInstance with the supplied entity.

Note that in order for this to work, both entities must have the same Skeleton.

◆ sharesSkeletonInstance()

bool Ogre::v1::Entity::sharesSkeletonInstance ( ) const
inline

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

◆ stopSharingSkeletonInstance()

void Ogre::v1::Entity::stopSharingSkeletonInstance ( )

Stops sharing the OldSkeletonInstance with other entities.


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