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| ~Entity () override |
| Default destructor.
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void | _deinitialise () |
| Tear down the internal structures of this Entity, rendering it uninitialised.
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const Matrix4 * | _getBoneMatrices () const |
| Internal method for retrieving bone matrix information.
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bool | _getBuffersMarkedForAnimation () const |
| Are buffers already marked as vertex animated?
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VertexData * | _getHardwareVertexAnimVertexData () const |
| Advanced method to get the hardware morph vertex information.
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unsigned short | _getNumBoneMatrices () const |
| Internal method for retrieving bone matrix information.
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TempBlendedBufferInfo * | _getSkelAnimTempBufferInfo () |
| Advanced method to get the temp buffer information for software skeletal animation.
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VertexData * | _getSkelAnimVertexData () const |
| Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned.
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VertexData * | _getSoftwareVertexAnimVertexData () const |
| Advanced method to get the temporarily blended software vertex animation information.
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TempBlendedBufferInfo * | _getVertexAnimTempBufferInfo () |
| Advanced method to get the temp buffer information for software morph animation.
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void | _initialise (bool forceReinitialise=false) |
| Try to initialise the Entity from the underlying resources.
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bool | _isAnimated () const |
| Tests if any animation applied to this entity.
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bool | _isSkeletonAnimated () const |
| Tests if skeleton was animated.
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void | _markBuffersUsedForAnimation () |
| Mark just this vertex data as animated.
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void | _notifyAttached (Node *parent) override |
| Internal method called to notify the object that it has been attached to a node.
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void | _updateAnimation () |
| Advanced method to perform all the updates required for an animated entity.
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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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void | addSoftwareAnimationRequest (bool normalsAlso) |
| Add a request for software animation.
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VertexDataBindChoice | chooseVertexDataForBinding (bool hasVertexAnim) |
| Choose which vertex data to bind to the renderer.
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Entity * | clone () const |
| Clones this entity and returns a pointer to the clone.
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AnimationStateSet * | getAllAnimationStates () const |
| For entities based on animated meshes, gets the AnimationState objects for all animations.
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bool | getAlwaysUpdateMainSkeleton () const |
| The skeleton of the main entity will be updated even if the an LOD entity is being displayed.
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AnimationState * | getAnimationState (const String &name) const |
| For entities based on animated meshes, gets the AnimationState object for a single animation.
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bool | getDisplaySkeleton () const |
| Returns whether or not the entity is currently displaying its skeleton.
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EdgeData * | getEdgeList () |
| Implement this method to enable stencil shadows.
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Entity * | getManualLodLevel (size_t index) const |
| Gets a pointer to the entity representing the numbered manual level of detail.
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const MeshPtr & | getMesh () const |
| Gets the Mesh that this Entity is based on.
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const String & | getMovableType () const override |
| Returns the type name of this object.
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size_t | getNumManualLodLevels () const |
| Returns the number of manual levels of detail that this entity supports.
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size_t | getNumSubEntities () const |
| Retrieves the number of SubEntity objects making up this entity.
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OldSkeletonInstance * | getSkeleton () const |
| Get this Entity's personal skeleton instance.
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const EntitySet * | getSkeletonInstanceSharingSet () const |
| Returns a pointer to the set of entities which share a OldSkeletonInstance.
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bool | getSkipAnimationStateUpdate () const |
| Entity's skeleton's AnimationState will not be automatically updated when set to true.
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int | getSoftwareAnimationNormalsRequests () const |
| Returns the number of requests that have been made for software animation of normals.
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int | getSoftwareAnimationRequests () const |
| Returns the number of requests that have been made for software animation.
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SubEntity * | getSubEntity (const String &name) |
| Gets a pointer to a SubEntity by name.
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const SubEntity * | getSubEntity (const String &name) const |
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SubEntity * | getSubEntity (size_t index) |
| Gets a pointer to a SubEntity, ie a part of an Entity.
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const SubEntity * | getSubEntity (size_t index) const |
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bool | getUpdateBoundingBoxFromSkeleton () const |
| If true, the skeleton of the entity will be used to update the bounding box for culling.
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VertexData * | getVertexDataForBinding (bool casterPass) |
| Retrieve the VertexData which should be used for GPU binding.
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bool | hasAnimationState (const String &name) const |
| Returns whether the AnimationState with the given name exists.
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bool | hasEdgeList () |
| Overridden member from ShadowCaster.
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bool | hasSkeleton () const |
| Returns whether or not this entity is skeletally animated.
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bool | hasVertexAnimation () const |
| Returns whether or not this entity is either morph or pose animated.
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bool | isHardwareAnimationEnabled () |
| Returns whether or not hardware animation is enabled.
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bool | isInitialised () const |
| Has this Entity been initialised yet?
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void | loadingComplete (Resource *res) override |
| Resource::Listener hook to notify Entity that a Mesh is (re)loaded.
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void | refreshAvailableAnimationState () |
| Updates the internal animation state set to include the latest available animations from the attached skeleton.
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void | removeSoftwareAnimationRequest (bool normalsAlso) |
| Removes a request for software animation.
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void | setAlwaysUpdateMainSkeleton (bool update) |
| The skeleton of the main entity will be updated even if the an LOD entity is being displayed.
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void | setDatablock (HlmsDatablock *datablock) |
| Sets the given HLMS datablock to all SubEntities.
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void | setDatablock (IdString datablockName) |
| Sets the given HLMS datablock to all SubEntities.
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void | setDatablockOrMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
| Sets the material to use for the whole of this Item.
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void | setDisplaySkeleton (bool display) |
| Tells the Entity whether or not it should display it's skeleton, if it has one.
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void | setMaterial (const MaterialPtr &material) |
| Sets the material to use for the whole of this entity.
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void | setMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
| Sets the material to use for the whole of this entity.
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void | setPolygonModeOverrideable (bool PolygonModeOverrideable) |
| Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings.
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void | setRenderQueueGroup (uint8 queueID) override |
| Sets the render queue group this entity will be rendered through.
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void | setRenderQueueSubGroup (uint8 subGroup) |
| Sets the RenderQueue subgroup ID for the whole of this entity.
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void | setSkipAnimationStateUpdate (bool skip) |
| Entity's skeleton's AnimationState will not be automatically updated when set to true.
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void | setUpdateBoundingBoxFromSkeleton (bool update) |
| If true, the skeleton of the entity will be used to update the bounding box for culling.
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void | shareSkeletonInstanceWith (Entity *entity) |
| Shares the OldSkeletonInstance with the supplied entity.
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bool | sharesSkeletonInstance () const |
| Returns whether this entity shares it's SkeltonInstance with other entity instances.
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void | stopSharingSkeletonInstance () |
| Stops sharing the OldSkeletonInstance with other entities.
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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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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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virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value.
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const StringVector & | getAnimableValueNames () const |
| Gets a list of animable value names for this object.
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| IdObject (IdType id) |
| We don't call generateNewId() here, to prevent objects in the stack (i.e.
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IdType | getId () const |
| Get the unique id of this object.
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bool | operator() (const IdObject &left, const IdObject &right) |
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bool | operator() (const IdObject *left, const IdObject *right) |
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| Listener () |
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virtual | ~Listener () |
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virtual void | preparingComplete (Resource *) |
| Called whenever the resource finishes preparing (paging into memory).
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virtual void | unloadingComplete (Resource *) |
| Called whenever the resource has been unloaded.
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