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| ManualObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager) |
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| ~ManualObject () override |
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void | _releaseManualHardwareResources () override |
| Notifies the movable object that hardware resources were lost. More...
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virtual_l1 void | begin (const String &datablockName, OperationType opType=OT_TRIANGLE_LIST) |
| Start defining a part of the object. More...
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virtual_l1 void | beginUpdate (size_t sectionIndex) |
| Start the definition of an update to a part of the object. More...
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virtual_l1 void | clear () |
| Completely clear the contents of the object. More...
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virtual_l1 void | colour (const ColourValue &col) |
| Add a vertex diffuse colour to a vertex. More...
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virtual_l1 void | colour (Real r, Real g, Real b, Real a=1.0f) |
| Add a vertex diffuse colour to a vertex. More...
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virtual_l1 MeshPtr | convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, bool buildShadowMapBuffers=true) |
| Convert this object to a Mesh. More...
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size_t | currentIndexCount () |
| Get the current count of indices when building a new buffer. More...
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size_t | currentVertexCount () |
| Get the current count of vertices when building a new buffer. More...
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virtual_l1 ManualObjectSection * | end () |
| Finish defining the object and compile the final renderable version. More...
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virtual_l1 void | estimateIndexCount (size_t icount) |
| Estimate the number of indices ahead of time. More...
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virtual_l1 void | estimateVertexCount (size_t vcount) |
| Estimate the number of vertices ahead of time. More...
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virtual_l1 size_t | getCurrentIndexCount () const |
| Get the number of indices in the section currently being defined (returns 0 if no section is in progress). More...
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virtual_l1 size_t | getCurrentVertexCount () const |
| Get the number of vertices in the section currently being defined (returns 0 if no section is in progress). More...
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const String & | getMovableType () const override |
| Returns the type name of this object. More...
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unsigned int | getNumSections () const |
| Retrieves the number of ManualObjectSection objects making up this ManualObject. More...
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ManualObjectSection * | getSection (const Ogre::String &name) const |
| Gets a pointer to a previously named ManualObjectSection (via ManualObjectSection::setName). More...
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ManualObjectSection * | getSection (unsigned int index) const |
| Gets a pointer to a ManualObjectSection, i.e. More...
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virtual_l1 void | index (uint32 idx) |
| Add a vertex index to construct faces / lines / points. More...
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virtual_l1 void | line (uint32 i1, uint32 i2) |
| Add a set of 2 vertex indices to construct a line; this is a shortcut to calling index() 2 times. More...
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virtual_l1 void | normal (const Vector3 &norm) |
| Add a vertex normal to the current vertex. More...
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virtual_l1 void | normal (Real x, Real y, Real z) |
| Add a vertex normal to the current vertex. More...
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virtual_l1 void | position (const Vector3 &pos) |
| Add a vertex position, starting a new vertex at the same time. More...
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virtual_l1 void | position (Real x, Real y, Real z) |
| Add a vertex position, starting a new vertex at the same time. More...
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virtual_l1 void | quad (uint32 i1, uint32 i2, uint32 i3, uint32 i4) |
| Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice. More...
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void | removeSection (unsigned int idx) |
| Removes the section with given index. More...
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void | setDatablock (size_t subIndex, const String &name) |
| Alter the material for a subsection of this object after it has been specified. More...
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virtual_l1 void | specular (const ColourValue &col) |
| Add a vertex specular colour to a vertex. More...
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virtual_l1 void | specular (Real r, Real g, Real b, Real a=1.0f) |
| Add a vertex specular colour to a vertex. More...
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virtual_l1 void | tangent (const Vector3 &tan) |
| Add a vertex tangent to the current vertex. More...
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virtual_l1 void | tangent (Real x, Real y, Real z) |
| Add a vertex tangent to the current vertex. More...
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virtual_l1 void | textureCoord (const Vector2 &uv) |
| Add a texture coordinate to the current vertex. More...
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virtual_l1 void | textureCoord (const Vector3 &uvw) |
| Add a texture coordinate to the current vertex. More...
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virtual_l1 void | textureCoord (const Vector4 &xyzw) |
| Add a texture coordinate to the current vertex. More...
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virtual_l1 void | textureCoord (Real u) |
| Add a texture coordinate to the current vertex. More...
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virtual_l1 void | textureCoord (Real u, Real v) |
| Add a texture coordinate to the current vertex. More...
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virtual_l1 void | textureCoord (Real u, Real v, Real w) |
| Add a texture coordinate to the current vertex. More...
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virtual_l1 void | textureCoord (Real x, Real y, Real z, Real w) |
| Add a texture coordinate to the current vertex. More...
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virtual_l1 void | triangle (uint32 i1, uint32 i2, uint32 i3) |
| Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times. More...
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| MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId) |
| Constructor. More...
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| MovableObject (ObjectData *objectDataPtrs) |
| Don't use this constructor unless you know what you're doing. More...
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virtual | ~MovableObject () |
| Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
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LightList * | _getLightList () |
| Returns a pointer to the current list of lights for this object. More...
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SceneManager * | _getManager () const |
| Get the manager of this object, if any (internal use only) More...
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ObjectData & | _getObjectData () |
| Returns a direct access to the ObjectData state. More...
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const Matrix4 & | _getParentNodeFullTransform () const |
| Returns the full transformation of the parent sceneNode or the attachingPoint node. More...
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virtual void | _notifyAttached (Node *parent) |
| Internal method called to notify the object that it has been attached to a node. More...
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void | _notifyManager (SceneManager *man) |
| Notify the object of it's manager (internal use only) More...
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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. More...
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virtual void | _restoreManualHardwareResources () |
| Notifies the movable object that hardware resources should be restored. More...
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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. More...
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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. More...
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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. More...
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void | detachFromParent () |
| Detaches an object from a parent SceneNode if attached. More...
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RealAsUint | getCachedDistanceToCamera () const |
| Returns the distance to camera as calculated in cullFrustum() More...
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Real | getCachedDistanceToCameraAsReal () const |
| Returns the distance to camera as calculated in cullFrustum() More...
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bool | getCastShadows () const |
| Returns whether shadow casting is enabled for this object. More...
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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. More...
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Listener * | getListener () const |
| Gets the current listener for this object. More...
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Aabb | getLocalAabb () const |
| Retrieves the local axis-aligned bounding box for this object. More...
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float | getLocalRadius () const |
| See getLocalAabb and getWorldRadius. More...
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const String & | getName () const |
| Returns the name of this object. More...
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Node * | getParentNode () const |
| Returns the node to which this object is attached. More...
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SceneNode * | getParentSceneNode () const |
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uint32 | getQueryFlags () const |
| Returns the query flags relevant for this object. More...
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Real | getRenderingDistance () const |
| Gets the distance at which batches are no longer rendered. More...
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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. More...
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uint8 | getRenderQueueGroup () const |
| Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
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Real | getShadowRenderingDistance () const |
| Gets the distance at which batches are no longer casting shadows. More...
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SkeletonInstance * | getSkeletonInstance () const |
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UserObjectBindings & | getUserObjectBindings () |
| Return an instance of user objects binding associated with this class. More...
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const UserObjectBindings & | getUserObjectBindings () const |
| Return an instance of user objects binding associated with this class. More...
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uint32 | getVisibilityFlags () const |
| Returns the visibility flags relevant for this object. More...
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bool | getVisible () const |
| Gets this object whether to be visible or not, if it has a renderable component. More...
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Aabb | getWorldAabb () const |
| Gets the axis aligned box in world space. More...
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Aabb | getWorldAabbUpdated () |
| Gets the axis aligned box in world space. More...
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float | getWorldRadius () const |
| Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
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float | getWorldRadiusUpdated () |
| Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
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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. More...
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bool | isStatic () const |
| Checks whether this MovableObject is static. More...
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bool | isVisible () const |
| Returns whether or not this object is supposed to be visible or not. More...
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const LightList & | queryLights () const |
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
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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. More...
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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. More...
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void | resetMeshLod () |
| Sets mCurrentMeshLod to 0. More...
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void | setCastShadows (bool enabled) |
| Sets whether or not this object will cast shadows. More...
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void | setLightMask (uint32 lightMask) |
| Set a bitwise mask which will filter the lights affecting this object. More...
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void | setListener (Listener *listener) |
| Sets a listener for this object. More...
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void | setLocalAabb (const Aabb box) |
| Sets the local axis-aligned bounding box for this object. More...
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void | setName (const String &name) |
| Sets a custom name for this node. More...
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void | setQueryFlags (uint32 flags) |
| Sets the query flags for this object. More...
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void | setRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer rendered. More...
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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. More...
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virtual void | setRenderQueueGroup (uint8 queueID) |
| Sets the render queue group this entity will be rendered through. More...
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void | setShadowRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer casting shadows. More...
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bool | setStatic (bool bStatic) |
| Turns this Node into static or dynamic. More...
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void | setVisibilityFlags (uint32 flags) |
| Sets the visibility flags for this object. More...
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void | setVisible (bool visible) |
| Tells this object whether to be visible or not, if it has a renderable component. More...
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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. More...
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const StringVector & | getAnimableValueNames () const |
| Gets a list of animable value names for this object. More...
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| IdObject (IdType id) |
| We don't call generateNewId() here, to prevent objects in the stack (i.e. More...
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IdType | getId () const |
| Get the unique id of this object. More...
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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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