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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 | getSpotlightSinHalfAngle () const |
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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 | resetMeshLod () |
| Sets mCurrentMeshLod to 0.
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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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