Class providing a much simplified interface to generating manual objects with custom geometry.
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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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void | _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera) override |
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virtual void | begin (const String &materialName, OperationType opType=OT_TRIANGLE_LIST, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
| Start defining a part of the object. More...
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virtual void | beginUpdate (size_t sectionIndex) |
| Start the definition of an update to a part of the object. More...
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virtual void | clear () |
| Completely clear the contents of the object. More...
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virtual void | colour (const ColourValue &col) |
| Add a vertex colour to a vertex. More...
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virtual void | colour (Real r, Real g, Real b, Real a=1.0f) |
| Add a vertex colour to a vertex. More...
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virtual 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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virtual ManualObjectSection * | end () |
| Finish defining the object and compile the final renderable version. More...
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virtual void | estimateIndexCount (size_t icount) |
| Estimate the number of indices ahead of time. More...
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virtual void | estimateVertexCount (size_t vcount) |
| Estimate the number of vertices ahead of time. More...
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virtual 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 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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virtual bool | getDynamic () const |
| Gets whether this object is marked as dynamic. More...
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EdgeData * | getEdgeList () |
| Implement this method to enable stencil shadows. More...
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bool | getKeepDeclarationOrder () const |
| Gets whether or not the declaration order is to be kept or not. More...
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const String & | getMovableType () const override |
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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 (unsigned int index) const |
| Gets a pointer to a ManualObjectSection, i.e. More...
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bool | getUseIdentityProjection () const |
| Returns whether or not to use an 'identity' projection. More...
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bool | getUseIdentityView () const |
| Returns whether or not to use an 'identity' view. More...
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virtual bool | getWriteOnly () const |
| Gets wheter this object has geometry buffer marked as write only. More...
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bool | hasEdgeList () |
| Overridden member from ShadowCaster. More...
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virtual void | index (uint32 idx) |
| Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices. More...
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virtual void | normal (const Vector3 &norm) |
| Add a vertex normal to the current vertex. More...
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virtual void | normal (Real x, Real y, Real z) |
| Add a vertex normal to the current vertex. More...
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virtual void | position (const Vector3 &pos) |
| Add a vertex position, starting a new vertex at the same time. More...
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virtual 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 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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virtual void | setDynamic (bool dyn) |
| Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that. More...
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void | setKeepDeclarationOrder (bool keepOrder) |
| Sets whether or not to keep the original declaration order when queuing the renderables. More...
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virtual void | setMaterialName (size_t subIndex, const String &name, const String &group=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
| Alter the material for a subsection of this object after it has been specified. More...
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virtual void | setReadable (bool readable) |
| Use before defining geometry to indicate that you intend to be able to read back from the geometry buffers again down the line (object convertion to v2, physics engine body creation... More...
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void | setUseIdentityProjection (bool useIdentityProjection) |
| Sets whether or not to use an 'identity' projection. More...
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void | setUseIdentityView (bool useIdentityView) |
| Sets whether or not to use an 'identity' view. More...
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virtual void | setWriteOnly (bool writeOnly) |
| Same as setReadable, but with the invese scemantic. More...
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virtual void | tangent (const Vector3 &tan) |
| Add a vertex tangent to the current vertex. More...
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virtual void | tangent (Real x, Real y, Real z) |
| Add a vertex tangent to the current vertex. More...
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virtual void | textureCoord (const Vector2 &uv) |
| Add a texture coordinate to the current vertex. More...
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virtual void | textureCoord (const Vector3 &uvw) |
| Add a texture coordinate to the current vertex. More...
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virtual void | textureCoord (const Vector4 &xyzw) |
| Add a texture coordinate to the current vertex. More...
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virtual void | textureCoord (Real u) |
| Add a texture coordinate to the current vertex. More...
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virtual void | textureCoord (Real u, Real v) |
| Add a texture coordinate to the current vertex. More...
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virtual void | textureCoord (Real u, Real v, Real w) |
| Add a texture coordinate to the current vertex. More...
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virtual void | textureCoord (Real x, Real y, Real z, Real w) |
| Add a texture coordinate to the current vertex. More...
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virtual 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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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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