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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. 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 | _releaseManualHardwareResources () |
| Notifies the movable object that hardware resources were lost. 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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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, MovableObjectArray &outCulledObjects, const CullFrustumPreparedData &pd) |
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static void | cullFrustumPrepare (const Camera *frustum, uint32 sceneVisibilityFlags, const Camera *lodCamera, CullFrustumPreparedData &pd) |
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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. More...
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static uint32 | getDefaultLightMask () |
| Get the default light mask for all future MovableObject instances. More...
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static uint32 | getDefaultQueryFlags () |
| Get the default query flags for all future MovableObject instances. More...
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static uint32 | getDefaultVisibilityFlags () |
| Get the default visibility flags for all future MovableObject instances. More...
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static void | setDefaultLightMask (uint32 mask) |
| Set the default light mask for all future MovableObject instances. More...
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static void | setDefaultQueryFlags (uint32 flags) |
| Set the default query flags for all future MovableObject instances. More...
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static void | setDefaultVisibilityFlags (uint32 flags) |
| Set the default visibility flags for all future MovableObject instances. More...
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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). More...
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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). More...
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RenderableArray | mRenderables |
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static const FastArray< Real > | c_DefaultLodMesh |
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