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| InstancedEntity (InstanceBatch *batchOwner, uint32 instanceID, InstancedEntity *sharedTransformEntity=NULL) |
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virtual | ~InstancedEntity () |
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MovableObjectFactory * | _getCreator (void) const |
| Get the creator of this object, if any (internal use only) More...
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const Vector3 & | _getDerivedPosition () const |
| Returns the derived position of the instanced entity including local transform. 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 (void) const |
| Get the manager of this object, if any (internal use only) More...
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InstanceBatch * | _getOwner () const |
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virtual const Matrix4 & | _getParentNodeFullTransform (void) const |
| Returns the world transform of the instanced entity including local transform. More...
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void | _notifyAttached (Node *parent, bool isTagPoint=false) |
| Internal method called to notify the object that it has been attached to a node. More...
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virtual void | _notifyCreator (MovableObjectFactory *fact) |
| Notify the object of it's creator (internal use only) More...
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virtual void | _notifyCurrentCamera (Camera *cam) |
| Internal method to notify the object of the camera to be used for the next rendering operation. More...
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virtual void | _notifyManager (SceneManager *man) |
| Notify the object of it's manager (internal use only) More...
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void | _notifyMoved (void) |
| Overridden so we can tell the InstanceBatch it needs to update it's bounds. 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 bool | _updateAnimation (void) |
| Called by InstanceBatch in his _updateRenderQueue to tell us we need to calculate our bone matrices. More...
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void | _updateRenderQueue (RenderQueue *queue) |
| Do nothing, InstanceBatch takes care of this. 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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virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value. More...
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void | detachFromParent (void) |
| Detaches an object from a parent SceneNode or TagPoint, if attached. More...
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AnimationStateSet * | getAllAnimationStates (void) const |
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const StringVector & | getAnimableValueNames (void) const |
| Gets a list of animable value names for this object. More...
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AnimationState * | getAnimationState (const String &name) const |
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const AxisAlignedBox & | getBoundingBox (void) const |
| Retrieves the local axis-aligned bounding box for this object. More...
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Real | getBoundingRadius (void) const |
| Retrieves the radius of the origin-centered bounding sphere for this object. More...
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bool | getCastShadows (void) const |
| Returns whether shadow casting is enabled for this object. More...
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const Vector4 & | getCustomParam (unsigned char idx) |
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const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const |
| Overridden member from ShadowCaster. More...
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EdgeData * | getEdgeList (void) |
| Returns details of the edges which might be used to determine a silhouette. More...
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const AxisAlignedBox & | getLightCapBounds (void) const |
| Overridden member from ShadowCaster. More...
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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 (void) const |
| Gets the current listener for this object. More...
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Real | getMaxScaleCoef () const |
| Returns the maximum derived scale coefficient among the xyz values. More...
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const String & | getMovableType (void) const |
| Returns the type name of this object. More...
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const String & | getName (void) const |
| Returns the name of this object. More...
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const Quaternion & | getOrientation () const |
| Retrieve the orientation. More...
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Node * | getParentNode (void) const |
| Returns the node to which this object is attached. More...
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SceneNode * | getParentSceneNode (void) const |
| Returns the scene node to which this object is attached. More...
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Real | getPointExtrusionDistance (const Light *l) const |
| Get the distance to extrude for a point/spot light. More...
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const Vector3 & | getPosition () const |
| Retrieve the position. More...
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uint32 | getQueryFlags (void) const |
| Returns the query flags relevant for this object. More...
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bool | getReceivesShadows () |
| Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
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Real | getRenderingDistance (void) 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 (void) const |
| Gets the queue group for this entity. More...
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const Vector3 & | getScale () const |
| Retrieve the local scale. More...
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ShadowRenderableListIterator | getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0) |
| Define a default implementation of method from ShadowCaster which implements no shadows. More...
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SkeletonInstance * | getSkeleton (void) const |
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Real | getSquaredViewDepth (const Camera *cam) const |
| This is used by our batch owner to get the closest entity's depth, returns infinity when not attached to a scene node. More...
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virtual uint32 | getTypeFlags (void) const |
| Get the 'type flags' for this MovableObject. More...
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const Any & | getUserAny (void) 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 (void) const |
| Returns the visibility flags relevant for this object. More...
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bool | getVisible (void) const |
| Gets this object whether to be visible or not, if it has a renderable component. More...
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virtual const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const |
| Retrieves the axis-aligned bounding box for this object in world coordinates. More...
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virtual const Sphere & | getWorldBoundingSphere (bool derive=false) const |
| Retrieves the worldspace bounding sphere for this object. More...
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bool | hasEdgeList (void) |
| Returns whether the object has a valid edge list. More...
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bool | hasSkeleton (void) const |
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bool | isAttached (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint. More...
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bool | isDebugDisplayEnabled (void) const |
| Gets whether debug display of this object is enabled. More...
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virtual bool | isInScene (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
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bool | isInUse () const |
| Tells if the entity is in use. More...
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bool | isParentTagPoint () const |
| Gets whether the parent node is a TagPoint (or a SceneNode) More...
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virtual bool | isVisible (void) const |
| Returns whether or not this object is supposed to be visible or not. More...
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const LightList & | queryLights (void) 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 | setCastShadows (bool enabled) |
| Sets whether or not this object will cast shadows. More...
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void | setCustomParam (unsigned char idx, const Vector4 &newParam) |
| Sets the custom parameter for this instance. More...
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void | setDebugDisplayEnabled (bool enabled) |
| Sets whether or not the debug display of this object is enabled. More...
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void | setInUse (bool used) |
| Sets whether the entity is in use. 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 | setOrientation (const Quaternion &orientation, bool doUpdate=true) |
| Set the orientation or the offset from the parent node if a parent node exists. More...
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void | setPosition (const Vector3 &position, bool doUpdate=true) |
| Set the position or the offset from the parent node if a parent node exists. 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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virtual void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority) |
| Sets the render queue group and group priority this entity will be rendered through. More...
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void | setScale (const Vector3 &scale, bool doUpdate=true) |
| Set the scale or the offset from the parent node if a parent node exists. More...
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void | setTransformLookupNumber (uint16 num) |
| Sets the transformation look up number. More...
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void | setUserAny (const Any &anything) |
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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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bool | shareTransformWith (InstancedEntity *slave) |
| Shares the entire transformation with another InstancedEntity. More...
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void | stopSharingTransform () |
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void | updateTransforms () |
| Update the world transform and derived values. More...
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void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) |
| Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...
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- See also
- InstanceBatch to understand how instancing works.
Instanced entities work in a very similar way as how an Entity works, as this interface tries to mimic it as most as possible to make the transition between Entity and InstancedEntity as straightforward and simple as possible. There are a couple inherent limitations, for example setRenderQueueGroup only works on the InstanceBatch level, not the individual instance. This limits Z sorting for alpha blending quite significantly An InstancedEntity won't appear in scene until a SceneNode is attached to them. Once the InstancedEntity is no longer needed, call InstanceBatch::removeInstancedEntity to put them back into a queue so the batch can return it back again when a new instance is requested.
- Internally, instanced entities that are not visible (i.e. by setting setVisible(false) or when they don't have a SceneNode attached to them) a Zero world matrix is sent to the vertex shader which in turn causes a zero area triangle. This obviously means no Vertex shader benefit, but saves a bit of pixel shader processing power. Also this means this object won't be considered when sizing the InstanceBatch's bounding box.
- Each instance has an instance ID unique within the batch, which matches the ID sent to the vertex shader by some techniques (like InstanceBatchShader).
- Differences between Entity and InstancedEntity: Setting RenderQueueGroup and other Renderable stuff works at InstanceBatch level, not InstancedEntity. This is obviously a limitation from instancing in general, not this particular implementation
- Author
- Matias N. Goldberg ("dark_sylinc")
- Version
- 1.0