OGRE  1.10.12
Object-Oriented Graphics Rendering Engine
Ogre::ManualObject Class Reference

Class providing a much simplified interface to generating manual objects with custom geometry. More...

#include <OgreManualObject.h>

+ Inheritance diagram for Ogre::ManualObject:

Classes

class  ManualObjectSection
 Built, renderable section of geometry. More...
 
class  ManualObjectSectionShadowRenderable
 Nested class to allow shadows. More...
 

Public Types

typedef vector< ManualObjectSection * >::type SectionList
 
typedef vector< ShadowRenderable * >::type ShadowRenderableList
 
typedef VectorIterator< ShadowRenderableListShadowRenderableListIterator
 

Public Member Functions

 ManualObject (const String &name)
 
virtual ~ManualObject ()
 
MovableObjectFactory_getCreator (void) const
 Get the creator of this object, if any (internal use only) More...
 
LightList_getLightList ()
 Returns a pointer to the current list of lights for this object. More...
 
SceneManager_getManager (void) const
 Get the manager of this object, if any (internal use only) More...
 
virtual const Matrix4_getParentNodeFullTransform (void) const
 Return the full transformation of the parent sceneNode or the attachingPoint node. More...
 
virtual void _notifyAttached (Node *parent, bool isTagPoint=false)
 Internal method called to notify the object that it has been attached to a node. More...
 
virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only) More...
 
virtual void _notifyCurrentCamera (Camera *cam)
 Internal method to notify the object of the camera to be used for the next rendering operation. More...
 
virtual void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only) More...
 
virtual void _notifyMoved (void)
 Internal method called to notify the object that it has been moved. More...
 
void _releaseManualHardwareResources ()
 Notifies the movable object that hardware resources were lost. More...
 
virtual void _restoreManualHardwareResources ()
 Notifies the movable object that hardware resources should be restored. More...
 
void _updateRenderQueue (RenderQueue *queue)
 Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
 
void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
virtual void begin (const String &materialName, RenderOperation::OperationType opType=RenderOperation::OT_TRIANGLE_LIST, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Start defining a part of the object. More...
 
virtual void beginUpdate (size_t sectionIndex)
 Start the definition of an update to a part of the object. More...
 
virtual void clear (void)
 Completely clear the contents of the object. More...
 
virtual void colour (const ColourValue &col)
 Add a vertex colour to a vertex. More...
 
virtual void colour (Real r, Real g, Real b, Real a=1.0f)
 
virtual MeshPtr convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Convert this object to a Mesh. More...
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
void detachFromParent (void)
 Detaches an object from a parent SceneNode or TagPoint, if attached. More...
 
virtual ManualObjectSectionend (void)
 Finish defining the object and compile the final renderable version. More...
 
virtual void estimateIndexCount (size_t icount)
 Estimate the number of indices ahead of time. More...
 
virtual void estimateVertexCount (size_t vcount)
 Estimate the number of vertices ahead of time. More...
 
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object. More...
 
const AxisAlignedBoxgetBoundingBox (void) const
 Retrieves the local axis-aligned bounding box for this object. More...
 
Real getBoundingRadius (void) const
 Retrieves the radius of the origin-centered bounding sphere for this object. More...
 
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object. More...
 
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...
 
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...
 
const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
 Overridden member from ShadowCaster. More...
 
virtual bool getDynamic () const
 Gets whether this object is marked as dynamic. More...
 
EdgeDatagetEdgeList (void)
 Implement this method to enable stencil shadows. More...
 
bool getKeepDeclarationOrder () const
 Gets whether or not the declaration order is to be kept or not. More...
 
const AxisAlignedBoxgetLightCapBounds (void) const
 Overridden member from ShadowCaster. More...
 
uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object. More...
 
ListenergetListener (void) const
 Gets the current listener for this object. More...
 
const StringgetMovableType (void) const
 Returns the type name of this object. More...
 
const StringgetName (void) const
 Returns the name of this object. More...
 
unsigned int getNumSections (void) const
 Retrieves the number of ManualObjectSection objects making up this ManualObject. More...
 
NodegetParentNode (void) const
 Returns the node to which this object is attached. More...
 
SceneNodegetParentSceneNode (void) const
 Returns the scene node to which this object is attached. More...
 
Real getPointExtrusionDistance (const Light *l) const
 Get the distance to extrude for a point/spot light. More...
 
uint32 getQueryFlags (void) const
 Returns the query flags relevant for this object. More...
 
bool getReceivesShadows ()
 Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
 
Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered. More...
 
Real getRenderingMinPixelSize () const
 Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity. More...
 
ManualObjectSectiongetSection (unsigned int index) const
 Gets a pointer to a ManualObjectSection, i.e. More...
 
ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0)
 Implement this method to enable stencil shadows. More...
 
virtual uint32 getTypeFlags (void) const
 Get the 'type flags' for this MovableObject. More...
 
bool getUseIdentityProjection (void) const
 Returns whether or not to use an 'identity' projection. More...
 
bool getUseIdentityView (void) const
 Returns whether or not to use an 'identity' view. More...
 
const AnygetUserAny (void) const
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
uint32 getVisibilityFlags (void) const
 Returns the visibility flags relevant for this object. More...
 
bool getVisible (void) const
 Gets this object whether to be visible or not, if it has a renderable component. More...
 
virtual const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const
 Retrieves the axis-aligned bounding box for this object in world coordinates. More...
 
virtual const SpheregetWorldBoundingSphere (bool derive=false) const
 Retrieves the worldspace bounding sphere for this object. More...
 
bool hasEdgeList (void)
 Overridden member from ShadowCaster. More...
 
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...
 
bool isAttached (void) const
 Returns true if this object is attached to a SceneNode or TagPoint. More...
 
bool isDebugDisplayEnabled (void) const
 Gets whether debug display of this object is enabled. More...
 
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...
 
bool isParentTagPoint () const
 Gets whether the parent node is a TagPoint (or a SceneNode) More...
 
virtual bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not. More...
 
virtual void normal (const Vector3 &norm)
 Add a vertex normal to the current vertex. More...
 
virtual void normal (Real x, Real y, Real z)
 
virtual void position (const Vector3 &pos)
 Add a vertex position, starting a new vertex at the same time. More...
 
virtual void position (Real x, Real y, Real z)
 
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...
 
const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void setBoundingBox (const AxisAlignedBox &box)
 Sets the bounding box. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
void setDebugDisplayEnabled (bool enabled)
 Sets whether or not the debug display of this object is enabled. More...
 
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...
 
void setKeepDeclarationOrder (bool keepOrder)
 Sets whether or not to keep the original declaration order when queuing the renderables. More...
 
void setLightMask (uint32 lightMask)
 Set a bitwise mask which will filter the lights affecting this object. More...
 
void setListener (Listener *listener)
 Sets a listener for this object. More...
 
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...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered. More...
 
void setRenderingMinPixelSize (Real pixelSize)
 Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
virtual void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this entity will be rendered through. More...
 
virtual void setRenderQueueGroupAndPriority (uint8 queueID, ushort priority)
 Sets the render queue group and group priority this entity will be rendered through. More...
 
void setUseIdentityProjection (bool useIdentityProjection)
 Sets whether or not to use an 'identity' projection. More...
 
void setUseIdentityView (bool useIdentityView)
 Sets whether or not to use an 'identity' view. More...
 
void setUserAny (const Any &anything)
 
void setVisibilityFlags (uint32 flags)
 Sets the visibility flags for this object. More...
 
void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component. More...
 
virtual void tangent (const Vector3 &tan)
 Add a vertex tangent to the current vertex. More...
 
virtual void tangent (Real x, Real y, Real z)
 
virtual void textureCoord (Real u)
 Add a texture coordinate to the current vertex. More...
 
virtual void textureCoord (Real u, Real v)
 
virtual void textureCoord (Real u, Real v, Real w)
 
virtual void textureCoord (Real x, Real y, Real z, Real w)
 
virtual void textureCoord (const Vector2 &uv)
 
virtual void textureCoord (const Vector3 &uvw)
 
virtual void textureCoord (const Vector4 &xyzw)
 @overload More...
 
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...
 
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...
 

Static Public Member Functions

static void clearShadowRenderableList (ShadowRenderableList &shadowRenderables)
 Common implementation of releasing shadow renderables. More...
 
static void extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
 Utility method for extruding vertices based on a light. More...
 
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances. More...
 
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances. More...
 
static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances. More...
 
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances. More...
 

Detailed Description

Class providing a much simplified interface to generating manual objects with custom geometry.

Remarks
Building one-off geometry objects manually usually requires getting down and dirty with the vertex buffer and vertex declaration API, which some people find a steep learning curve. This class gives you a simpler interface specifically for the purpose of building a 3D object simply and quickly. Note that if you intend to instance your object you will still need to become familiar with the Mesh class.
This class draws heavily on the interface for OpenGL immediate-mode (glBegin, glVertex, glNormal etc), since this is generally well-liked by people. There are a couple of differences in the results though - internally this class still builds hardware buffers which can be re-used, so you can render the resulting object multiple times without re-issuing all the same commands again. Secondly, the rendering is not immediate, it is still queued just like all OGRE objects. This makes this object more efficient than the equivalent GL immediate-mode commands, so it's feasible to use it for large objects if you really want to.
To construct some geometry with this object:
  1. If you know roughly how many vertices (and indices, if you use them) you're going to submit, call estimateVertexCount and estimateIndexCount. This is not essential but will make the process more efficient by saving memory reallocations.
  2. Call begin() to begin entering data
  3. For each vertex, call position(), normal(), textureCoord(), colour() to define your vertex data. Note that each time you call position() you start a new vertex. Note that the first vertex defines the components of the vertex - you can't add more after that. For example if you didn't call normal() in the first vertex, you cannot call it in any others. You ought to call the same combination of methods per vertex.
  4. If you want to define triangles (or lines/points) by indexing into the vertex list, you can call index() as many times as you need to define them. If you don't do this, the class will assume you want triangles drawn directly as defined by the vertex list, i.e. non-indexed geometry. Note that stencil shadows are only supported on indexed geometry, and that indexed geometry is a little faster; so you should try to use it.
  5. Call end() to finish entering data.
  6. Optionally repeat the begin-end cycle if you want more geometry using different rendering operation types, or different materials After calling end(), the class will organise the data for that section internally and make it ready to render with. Like any other MovableObject you should attach the object to a SceneNode to make it visible. Other aspects like the relative render order can be controlled using standard MovableObject methods like setRenderQueueGroup.
You can also use beginUpdate() to alter the geometry later on if you wish. If you do this, you should call setDynamic(true) before your first call to begin(), and also consider using estimateVertexCount / estimateIndexCount if your geometry is going to be growing, to avoid buffer recreation during growth.
Note that like all OGRE geometry, triangles should be specified in anti-clockwise winding order (whether you're doing it with just vertices, or using indexes too). That is to say that the front of the face is the one where the vertices are listed in anti-clockwise order.

Member Typedef Documentation

◆ SectionList

◆ ShadowRenderableList

◆ ShadowRenderableListIterator

Constructor & Destructor Documentation

◆ ManualObject()

Ogre::ManualObject::ManualObject ( const String name)

◆ ~ManualObject()

virtual Ogre::ManualObject::~ManualObject ( )
virtual

Member Function Documentation

◆ _releaseManualHardwareResources()

void Ogre::ManualObject::_releaseManualHardwareResources ( )
inlinevirtual

Notifies the movable object that hardware resources were lost.

Remarks
Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

Reimplemented from Ogre::MovableObject.

References Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, and Ogre::RenderOperation::OT_TRIANGLE_LIST.

◆ clear()

virtual void Ogre::ManualObject::clear ( void  )
virtual

Completely clear the contents of the object.

Remarks
Clearing the contents of this object and rebuilding from scratch is not the optimal way to manage dynamic vertex data, since the buffers are recreated. If you want to keep the same structure but update the content within that structure, use beginUpdate() instead of clear() begin(). However if you do want to modify the structure from time to time you can do so by clearing and re-specifying the data.

◆ estimateVertexCount()

virtual void Ogre::ManualObject::estimateVertexCount ( size_t  vcount)
virtual

Estimate the number of vertices ahead of time.

Remarks
Calling this helps to avoid memory reallocation when you define vertices. Also very handy when using beginUpdate() to manage dynamic data - you can make the vertex buffers a little larger than their initial needs to allow for growth later with this method.

◆ estimateIndexCount()

virtual void Ogre::ManualObject::estimateIndexCount ( size_t  icount)
virtual

Estimate the number of indices ahead of time.

Remarks
Calling this helps to avoid memory reallocation when you define indices. Also very handy when using beginUpdate() to manage dynamic data - you can make the index buffer a little larger than the initial need to allow for growth later with this method.

◆ begin()

virtual void Ogre::ManualObject::begin ( const String materialName,
RenderOperation::OperationType  opType = RenderOperation::OT_TRIANGLE_LIST,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
)
virtual

Start defining a part of the object.

Remarks
Each time you call this method, you start a new section of the object with its own material and potentially its own type of rendering operation (triangles, points or lines for example).
Parameters
materialNameThe name of the material to render this part of the object with.
opTypeThe type of operation to use to render.

◆ setDynamic()

virtual void Ogre::ManualObject::setDynamic ( bool  dyn)
inlinevirtual

Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that.

◆ getDynamic()

virtual bool Ogre::ManualObject::getDynamic ( ) const
inlinevirtual

Gets whether this object is marked as dynamic.

References Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME.

◆ beginUpdate()

virtual void Ogre::ManualObject::beginUpdate ( size_t  sectionIndex)
virtual

Start the definition of an update to a part of the object.

Remarks
Using this method, you can update an existing section of the object efficiently. You do not have the option of changing the operation type obviously, since it must match the one that was used before.
Note
If your sections are changing size, particularly growing, use estimateVertexCount and estimateIndexCount to pre-size the buffers a little larger than the initial needs to avoid buffer reconstruction.
Parameters
sectionIndexThe index of the section you want to update. The first call to begin() would have created section 0, the second section 1, etc.

◆ position() [1/2]

virtual void Ogre::ManualObject::position ( const Vector3 pos)
virtual

Add a vertex position, starting a new vertex at the same time.

Remarks
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

Referenced by Ogre::Volume::MeshBuilder::addCubeToManualObject().

◆ position() [2/2]

virtual void Ogre::ManualObject::position ( Real  x,
Real  y,
Real  z 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ normal() [1/2]

virtual void Ogre::ManualObject::normal ( const Vector3 norm)
virtual

Add a vertex normal to the current vertex.

Remarks
Vertex normals are most often used for dynamic lighting, and their components should be normalised.

◆ normal() [2/2]

virtual void Ogre::ManualObject::normal ( Real  x,
Real  y,
Real  z 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ tangent() [1/2]

virtual void Ogre::ManualObject::tangent ( const Vector3 tan)
virtual

Add a vertex tangent to the current vertex.

Remarks
Vertex tangents are most often used for dynamic lighting, and their components should be normalised. Also, using tangent() you enable VES_TANGENT vertex semantic, which is not supported on old non-SM2 cards.

◆ tangent() [2/2]

virtual void Ogre::ManualObject::tangent ( Real  x,
Real  y,
Real  z 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ textureCoord() [1/7]

virtual void Ogre::ManualObject::textureCoord ( Real  u)
virtual

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [2/7]

virtual void Ogre::ManualObject::textureCoord ( Real  u,
Real  v 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ textureCoord() [3/7]

virtual void Ogre::ManualObject::textureCoord ( Real  u,
Real  v,
Real  w 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ textureCoord() [4/7]

virtual void Ogre::ManualObject::textureCoord ( Real  x,
Real  y,
Real  z,
Real  w 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ textureCoord() [5/7]

virtual void Ogre::ManualObject::textureCoord ( const Vector2 uv)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ textureCoord() [6/7]

virtual void Ogre::ManualObject::textureCoord ( const Vector3 uvw)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ textureCoord() [7/7]

virtual void Ogre::ManualObject::textureCoord ( const Vector4 xyzw)
virtual

@overload

◆ colour() [1/2]

virtual void Ogre::ManualObject::colour ( const ColourValue col)
virtual

Add a vertex colour to a vertex.

◆ colour() [2/2]

virtual void Ogre::ManualObject::colour ( Real  r,
Real  g,
Real  b,
Real  a = 1.0f 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ index()

virtual void Ogre::ManualObject::index ( uint32  idx)
virtual

Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices.

Remarks
You will have to call this 3 times for each face for a triangle list, or use the alternative 3-parameter version. Other operation types require different numbers of indexes,
See also
RenderOperation::OperationType.
Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
idxA vertex index from 0 to 4294967295.

Referenced by Ogre::Volume::MeshBuilder::addCubeToManualObject().

◆ triangle()

virtual void Ogre::ManualObject::triangle ( uint32  i1,
uint32  i2,
uint32  i3 
)
virtual

Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.

It is only valid for triangle lists.

Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
i1,i2,i33 vertex indices from 0 to 4294967295 defining a face.

◆ quad()

virtual void Ogre::ManualObject::quad ( uint32  i1,
uint32  i2,
uint32  i3,
uint32  i4 
)
virtual

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.

It's only valid for triangle list operations.

Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
i1,i2,i3,i44 vertex indices from 0 to 4294967295 defining a quad.

◆ getCurrentVertexCount()

virtual size_t Ogre::ManualObject::getCurrentVertexCount ( ) const
virtual

Get the number of vertices in the section currently being defined (returns 0 if no section is in progress).

◆ getCurrentIndexCount()

virtual size_t Ogre::ManualObject::getCurrentIndexCount ( ) const
virtual

Get the number of indices in the section currently being defined (returns 0 if no section is in progress).

◆ end()

virtual ManualObjectSection* Ogre::ManualObject::end ( void  )
virtual

Finish defining the object and compile the final renderable version.

Note
Will return a pointer to the finished section or NULL if the section was discarded (i.e. has zero vertices/indices).

◆ setMaterialName()

virtual void Ogre::ManualObject::setMaterialName ( size_t  subIndex,
const String name,
const String group = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
)
virtual

Alter the material for a subsection of this object after it has been specified.

Remarks
You specify the material to use on a section of this object during the call to begin(), however if you want to change the material afterwards you can do so by calling this method.
Parameters
subIndexThe index of the subsection to alter
nameThe name of the new material to use

◆ convertToMesh()

virtual MeshPtr Ogre::ManualObject::convertToMesh ( const String meshName,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
)
virtual

Convert this object to a Mesh.

Remarks
After you've finished building this object, you may convert it to a Mesh if you want in order to be able to create many instances of it in the world (via Entity). This is optional, since this instance can be directly attached to a SceneNode itself, but of course only one instance of it can exist that way.
Note
Only objects which use indexed geometry may be converted to a mesh.
Parameters
meshNameThe name to give the mesh
groupNameThe resource group to create the mesh in

◆ setUseIdentityProjection()

void Ogre::ManualObject::setUseIdentityProjection ( bool  useIdentityProjection)

Sets whether or not to use an 'identity' projection.

Remarks
Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this. The default is false.
See also
ManualObject::getUseIdentityProjection

◆ getUseIdentityProjection()

bool Ogre::ManualObject::getUseIdentityProjection ( void  ) const
inline

Returns whether or not to use an 'identity' projection.

Remarks
Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this.
See also
ManualObject::setUseIdentityProjection

◆ setUseIdentityView()

void Ogre::ManualObject::setUseIdentityView ( bool  useIdentityView)

Sets whether or not to use an 'identity' view.

Remarks
Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this. The default is false.
See also
ManualObject::getUseIdentityView

◆ getUseIdentityView()

bool Ogre::ManualObject::getUseIdentityView ( void  ) const
inline

Returns whether or not to use an 'identity' view.

Remarks
Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this.
See also
ManualObject::setUseIdentityView

◆ setBoundingBox()

void Ogre::ManualObject::setBoundingBox ( const AxisAlignedBox box)
inline

Sets the bounding box.

Remarks
Call this after having finished creating sections to modify the bounding box. E.g. if you're using ManualObject to create 2D overlays you can call things function to set an infinite bounding box so that the object always stays visible when attached.
See also
ManualObject::setUseIdentityProjection, ManualObject::setUseIdentityView, AxisAlignedBox::setInfinite

◆ getSection()

ManualObjectSection* Ogre::ManualObject::getSection ( unsigned int  index) const

Gets a pointer to a ManualObjectSection, i.e.

a part of a ManualObject.

◆ getNumSections()

unsigned int Ogre::ManualObject::getNumSections ( void  ) const

Retrieves the number of ManualObjectSection objects making up this ManualObject.

◆ setKeepDeclarationOrder()

void Ogre::ManualObject::setKeepDeclarationOrder ( bool  keepOrder)
inline

Sets whether or not to keep the original declaration order when queuing the renderables.

Remarks
This overrides the default behavior of the rendering queue, specifically stating the desired order of rendering. Might result in a performance loss, but lets the user to have more direct control when creating geometry through this class.
Parameters
keepOrderWhether to keep the declaration order or not.

◆ getKeepDeclarationOrder()

bool Ogre::ManualObject::getKeepDeclarationOrder ( ) const
inline

Gets whether or not the declaration order is to be kept or not.

Returns
A flag indication if the declaration order will be kept when queuing the renderables.

◆ getMovableType()

const String& Ogre::ManualObject::getMovableType ( void  ) const
virtual

Returns the type name of this object.

Implements Ogre::MovableObject.

◆ getBoundingBox()

const AxisAlignedBox& Ogre::ManualObject::getBoundingBox ( void  ) const
virtual

Retrieves the local axis-aligned bounding box for this object.

Remarks
This bounding box is in local coordinates.

Implements Ogre::MovableObject.

◆ getBoundingRadius()

Real Ogre::ManualObject::getBoundingRadius ( void  ) const
virtual

Retrieves the radius of the origin-centered bounding sphere for this object.

Implements Ogre::MovableObject.

◆ _updateRenderQueue()

void Ogre::ManualObject::_updateRenderQueue ( RenderQueue queue)
virtual

Internal method by which the movable object must add Renderable subclass instances to the rendering queue.

Remarks
The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering.

Implements Ogre::MovableObject.

◆ getEdgeList()

EdgeData* Ogre::ManualObject::getEdgeList ( void  )
virtual

Implement this method to enable stencil shadows.

Implements Ogre::ShadowCaster.

◆ hasEdgeList()

bool Ogre::ManualObject::hasEdgeList ( void  )
virtual

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

◆ getShadowVolumeRenderableIterator()

ShadowRenderableListIterator Ogre::ManualObject::getShadowVolumeRenderableIterator ( ShadowTechnique  shadowTechnique,
const Light light,
HardwareIndexBufferSharedPtr indexBuffer,
size_t *  indexBufferUsedSize,
bool  extrudeVertices,
Real  extrusionDist,
unsigned long  flags = 0 
)
virtual

Implement this method to enable stencil shadows.

Implements Ogre::ShadowCaster.

◆ visitRenderables()

void Ogre::ManualObject::visitRenderables ( Renderable::Visitor visitor,
bool  debugRenderables = false 
)
virtual

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.

Parameters
visitorPointer to a class implementing the Renderable::Visitor interface which will be called back for each Renderable which will be queued. Bear in mind that the state of the Renderable instances may not be finalised depending on when you call this.
debugRenderablesIf false, only regular renderables will be visited (those for normal display). If true, debug renderables will be included too.

Implements Ogre::MovableObject.

◆ _notifyCreator()

virtual void Ogre::MovableObject::_notifyCreator ( MovableObjectFactory fact)
inlinevirtualinherited

Notify the object of it's creator (internal use only)

◆ _getCreator()

MovableObjectFactory* Ogre::MovableObject::_getCreator ( void  ) const
inlineinherited

Get the creator of this object, if any (internal use only)

◆ _notifyManager()

virtual void Ogre::MovableObject::_notifyManager ( SceneManager man)
inlinevirtualinherited

Notify the object of it's manager (internal use only)

◆ _getManager()

SceneManager* Ogre::MovableObject::_getManager ( void  ) const
inlineinherited

Get the manager of this object, if any (internal use only)

◆ _restoreManualHardwareResources()

virtual void Ogre::MovableObject::_restoreManualHardwareResources ( )
inlinevirtualinherited

Notifies the movable object that hardware resources should be restored.

Remarks
Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

Reimplemented in Ogre::StaticGeometry::Region, and Ogre::Entity.

◆ getName()

const String& Ogre::MovableObject::getName ( void  ) const
inlineinherited

Returns the name of this object.

◆ getParentNode()

Node* Ogre::MovableObject::getParentNode ( void  ) const
inlineinherited

Returns the node to which this object is attached.

Remarks
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. Both are Node subclasses so this method will return either.

◆ getParentSceneNode()

SceneNode* Ogre::MovableObject::getParentSceneNode ( void  ) const
inherited

Returns the scene node to which this object is attached.

Remarks
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. This method will return the scene node of the parent entity if the latter is true.

◆ isParentTagPoint()

bool Ogre::MovableObject::isParentTagPoint ( ) const
inlineinherited

Gets whether the parent node is a TagPoint (or a SceneNode)

◆ _notifyAttached()

virtual void Ogre::MovableObject::_notifyAttached ( Node parent,
bool  isTagPoint = false 
)
virtualinherited

Internal method called to notify the object that it has been attached to a node.

Reimplemented in Ogre::Entity, Ogre::ParticleSystem, Ogre::Light, Ogre::PortalBase, and Ogre::InstancedEntity.

Referenced by Ogre::PortalBase::_notifyAttached().

◆ isAttached()

bool Ogre::MovableObject::isAttached ( void  ) const
inlineinherited

Returns true if this object is attached to a SceneNode or TagPoint.

◆ detachFromParent()

void Ogre::MovableObject::detachFromParent ( void  )
inherited

Detaches an object from a parent SceneNode or TagPoint, if attached.

◆ isInScene()

virtual bool Ogre::MovableObject::isInScene ( void  ) const
virtualinherited

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.

Reimplemented in Ogre::InstancedEntity.

◆ _notifyMoved()

virtual void Ogre::MovableObject::_notifyMoved ( void  )
virtualinherited

Internal method called to notify the object that it has been moved.

Reimplemented in Ogre::Light, Ogre::PortalBase, Ogre::InstancedEntity, and Ogre::PCZLight.

◆ _notifyCurrentCamera()

virtual void Ogre::MovableObject::_notifyCurrentCamera ( Camera cam)
virtualinherited

Internal method to notify the object of the camera to be used for the next rendering operation.

Remarks
Certain objects may want to do specific processing based on the camera position. This method notifies them in case they wish to do this.

Reimplemented in Ogre::BillboardSet, Ogre::Frustum, Ogre::InstancedGeometry::BatchInstance, Ogre::StaticGeometry::Region, Ogre::Entity, Ogre::ParticleSystem, Ogre::InstanceBatch, Ogre::SimpleRenderable, and Ogre::MovablePlane.

◆ getWorldBoundingBox()

virtual const AxisAlignedBox& Ogre::MovableObject::getWorldBoundingBox ( bool  derive = false) const
virtualinherited

Retrieves the axis-aligned bounding box for this object in world coordinates.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::Entity, and Ogre::PortalBase.

◆ getWorldBoundingSphere()

virtual const Sphere& Ogre::MovableObject::getWorldBoundingSphere ( bool  derive = false) const
virtualinherited

Retrieves the worldspace bounding sphere for this object.

Reimplemented in Ogre::Entity, and Ogre::PortalBase.

◆ setVisible()

void Ogre::MovableObject::setVisible ( bool  visible)
inlineinherited

Tells this object whether to be visible or not, if it has a renderable component.

Note
An alternative approach of making an object invisible is to detach it from it's SceneNode, or to remove the SceneNode entirely. Detaching a node means that structurally the scene graph changes. Once this change has taken place, the objects / nodes that have been removed have less overhead to the visibility detection pass than simply making the object invisible, so if you do this and leave the objects out of the tree for a long time, it's faster. However, the act of detaching / reattaching nodes is in itself more expensive than setting an object visibility flag, since in the latter case structural changes are not made. Therefore, small or frequent visibility changes are best done using this method; large or more longer term changes are best done by detaching.

Referenced by Ogre::Light::setVisible().

◆ getVisible()

bool Ogre::MovableObject::getVisible ( void  ) const
inlineinherited

Gets this object whether to be visible or not, if it has a renderable component.

Remarks
Returns the value set by MovableObject::setVisible only.

◆ isVisible()

virtual bool Ogre::MovableObject::isVisible ( void  ) const
virtualinherited

Returns whether or not this object is supposed to be visible or not.

Remarks
Takes into account both upper rendering distance and visible flag.

Reimplemented in Ogre::InstancedGeometry::BatchInstance, and Ogre::StaticGeometry::Region.

Referenced by Ogre::Frustum::isCustomProjectionMatrixEnabled().

◆ setRenderingDistance()

void Ogre::MovableObject::setRenderingDistance ( Real  dist)
inlineinherited

Sets the distance at which the object is no longer rendered.

Note
Camera::setUseRenderingDistance() needs to be called for this parameter to be used.
Parameters
distDistance beyond which the object will not be rendered (the default is 0, which means objects are always rendered).

◆ getRenderingDistance()

Real Ogre::MovableObject::getRenderingDistance ( void  ) const
inlineinherited

Gets the distance at which batches are no longer rendered.

◆ setRenderingMinPixelSize()

void Ogre::MovableObject::setRenderingMinPixelSize ( Real  pixelSize)
inlineinherited

Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.

Note
Camera::setUseMinPixelSize() needs to be called for this parameter to be used.
Parameters
pixelSizeNumber of minimum pixels (the default is 0, which means objects are always rendered).

◆ getRenderingMinPixelSize()

Real Ogre::MovableObject::getRenderingMinPixelSize ( ) const
inlineinherited

Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.

◆ setUserAny()

void Ogre::MovableObject::setUserAny ( const Any anything)
inlineinherited
Deprecated:
use UserObjectBindings::setUserAny via getUserObjectBindings() instead.

Sets any kind of user value on this object.

Remarks
This method allows you to associate any user value you like with this MovableObject. This can be a pointer back to one of your own classes for instance.

◆ getUserAny()

const Any& Ogre::MovableObject::getUserAny ( void  ) const
inlineinherited
Deprecated:
use UserObjectBindings::getUserAny via getUserObjectBindings() instead.

Retrieves the custom user value associated with this object.

◆ getUserObjectBindings() [1/2]

UserObjectBindings& Ogre::MovableObject::getUserObjectBindings ( )
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ getUserObjectBindings() [2/2]

const UserObjectBindings& Ogre::MovableObject::getUserObjectBindings ( ) const
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ setRenderQueueGroup()

virtual void Ogre::MovableObject::setRenderQueueGroup ( uint8  queueID)
virtualinherited

Sets the render queue group this entity will be rendered through.

Remarks
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all Entity objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.
See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.

Reimplemented in Ogre::ParticleSystem, and Ogre::Entity.

◆ setRenderQueueGroupAndPriority()

virtual void Ogre::MovableObject::setRenderQueueGroupAndPriority ( uint8  queueID,
ushort  priority 
)
virtualinherited

Sets the render queue group and group priority this entity will be rendered through.

Remarks
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. Within a single render group there another type of grouping called priority which allows further control. If you do not call this method, all Entity objects default to the default queue and priority (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.
See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.
priorityThe priority within a group to use.

Reimplemented in Ogre::ParticleSystem, and Ogre::Entity.

◆ getRenderQueueGroup()

uint8 Ogre::MovableObject::getRenderQueueGroup ( void  ) const
inlineinherited

Gets the queue group for this entity.

See also
setRenderQueueGroup

◆ _getParentNodeFullTransform()

virtual const Matrix4& Ogre::MovableObject::_getParentNodeFullTransform ( void  ) const
virtualinherited

Return the full transformation of the parent sceneNode or the attachingPoint node.

Reimplemented in Ogre::InstancedEntity.

◆ setQueryFlags()

void Ogre::MovableObject::setQueryFlags ( uint32  flags)
inlineinherited

Sets the query flags for this object.

Remarks
When performing a scene query, this object will be included or excluded according to flags on the object and flags on the query. This is a bitwise value, so only when a bit on these flags is set, will it be included in a query asking for that flag. The meaning of the bits is application-specific.

◆ addQueryFlags()

void Ogre::MovableObject::addQueryFlags ( uint32  flags)
inlineinherited

As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.

◆ removeQueryFlags()

void Ogre::MovableObject::removeQueryFlags ( uint32  flags)
inlineinherited

As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.

◆ getQueryFlags()

uint32 Ogre::MovableObject::getQueryFlags ( void  ) const
inlineinherited

Returns the query flags relevant for this object.

◆ setDefaultQueryFlags()

static void Ogre::MovableObject::setDefaultQueryFlags ( uint32  flags)
inlinestaticinherited

Set the default query flags for all future MovableObject instances.

◆ getDefaultQueryFlags()

static uint32 Ogre::MovableObject::getDefaultQueryFlags ( )
inlinestaticinherited

Get the default query flags for all future MovableObject instances.

◆ setVisibilityFlags()

void Ogre::MovableObject::setVisibilityFlags ( uint32  flags)
inlineinherited

Sets the visibility flags for this object.

Remarks
As well as a simple true/false value for visibility (as seen in setVisible), you can also set visibility flags which when 'and'ed with the SceneManager's visibility mask can also make an object invisible.

◆ addVisibilityFlags()

void Ogre::MovableObject::addVisibilityFlags ( uint32  flags)
inlineinherited

As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.

◆ removeVisibilityFlags()

void Ogre::MovableObject::removeVisibilityFlags ( uint32  flags)
inlineinherited

As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.

◆ getVisibilityFlags()

uint32 Ogre::MovableObject::getVisibilityFlags ( void  ) const
inlineinherited

Returns the visibility flags relevant for this object.

◆ setDefaultVisibilityFlags()

static void Ogre::MovableObject::setDefaultVisibilityFlags ( uint32  flags)
inlinestaticinherited

Set the default visibility flags for all future MovableObject instances.

◆ getDefaultVisibilityFlags()

static uint32 Ogre::MovableObject::getDefaultVisibilityFlags ( )
inlinestaticinherited

Get the default visibility flags for all future MovableObject instances.

◆ setListener()

void Ogre::MovableObject::setListener ( Listener listener)
inlineinherited

Sets a listener for this object.

Remarks
Note for size and performance reasons only one listener per object is allowed.

◆ getListener()

Listener* Ogre::MovableObject::getListener ( void  ) const
inlineinherited

Gets the current listener for this object.

◆ queryLights()

const LightList& Ogre::MovableObject::queryLights ( void  ) const
inherited

Gets a list of lights, ordered relative to how close they are to this movable object.

Remarks
By default, this method gives the listener a chance to populate light list first, if there is no listener or Listener::objectQueryLights returns NULL, it'll query the light list from parent entity if it is present, or returns SceneNode::findLights if it has parent scene node, otherwise it just returns an empty list.
The object internally caches the light list, so it will recalculate it only when object is moved, or lights that affect the frustum have been changed (
See also
SceneManager::_getLightsDirtyCounter), but if listener exists, it will be called each time, so the listener should implement their own cache mechanism to optimise performance.
This method can be useful when implementing Renderable::getLights in case the renderable is a part of the movable.
Returns
The list of lights use to lighting this object.

◆ getLightMask()

uint32 Ogre::MovableObject::getLightMask ( ) const
inlineinherited

Get a bitwise mask which will filter the lights affecting this object.

Remarks
By default, this mask is fully set meaning all lights will affect this object

◆ setLightMask()

void Ogre::MovableObject::setLightMask ( uint32  lightMask)
inherited

Set a bitwise mask which will filter the lights affecting this object.

Remarks
This mask will be compared against the mask held against Light to determine if a light should affect a given object. By default, this mask is fully set meaning all lights will affect this object

◆ _getLightList()

LightList* Ogre::MovableObject::_getLightList ( )
inlineinherited

Returns a pointer to the current list of lights for this object.

Remarks
You should not modify this list outside of MovableObject::Listener::objectQueryLights (say if you want to use it to implement this method, and use the pointer as a return value) and for reading it's only accurate as at the last frame.

◆ getLightCapBounds()

const AxisAlignedBox& Ogre::MovableObject::getLightCapBounds ( void  ) const
virtualinherited

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

◆ getDarkCapBounds()

const AxisAlignedBox& Ogre::MovableObject::getDarkCapBounds ( const Light light,
Real  dirLightExtrusionDist 
) const
virtualinherited

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

◆ setCastShadows()

void Ogre::MovableObject::setCastShadows ( bool  enabled)
inlineinherited

Sets whether or not this object will cast shadows.

Remarks
This setting simply allows you to turn on/off shadows for a given object. An object will not cast shadows unless the scene supports it in any case (see SceneManager::setShadowTechnique), and also the material which is in use must also have shadow casting enabled. By default all entities cast shadows. If, however, for some reason you wish to disable this for a single object then you can do so using this method.
Note
This method normally refers to objects which block the light, but since Light is also a subclass of MovableObject, in that context it means whether the light causes shadows itself.

◆ getCastShadows()

bool Ogre::MovableObject::getCastShadows ( void  ) const
inlinevirtualinherited

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

◆ getReceivesShadows()

bool Ogre::MovableObject::getReceivesShadows ( )
inherited

Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows.

◆ getPointExtrusionDistance()

Real Ogre::MovableObject::getPointExtrusionDistance ( const Light l) const
virtualinherited

Get the distance to extrude for a point/spot light.

Implements Ogre::ShadowCaster.

◆ getTypeFlags()

virtual uint32 Ogre::MovableObject::getTypeFlags ( void  ) const
virtualinherited

Get the 'type flags' for this MovableObject.

Remarks
A type flag identifies the type of the MovableObject as a bitpattern. This is used for categorical inclusion / exclusion in SceneQuery objects. By default, this method returns all ones for objects not created by a MovableObjectFactory (hence always including them); otherwise it returns the value assigned to the MovableObjectFactory. Custom objects which don't use MovableObjectFactory will need to override this if they want to be included in queries.

Reimplemented in Ogre::BillboardSet, Ogre::Entity, Ogre::ParticleSystem, Ogre::Frustum, Ogre::StaticGeometry::Region, and Ogre::Light.

◆ setDebugDisplayEnabled()

void Ogre::MovableObject::setDebugDisplayEnabled ( bool  enabled)
inlineinherited

Sets whether or not the debug display of this object is enabled.

Remarks
Some objects aren't visible themselves but it can be useful to display a debug representation of them. Or, objects may have an additional debug display on top of their regular display. This option enables / disables that debug display. Objects that are not visible never display debug geometry regardless of this setting.

◆ isDebugDisplayEnabled()

bool Ogre::MovableObject::isDebugDisplayEnabled ( void  ) const
inlineinherited

Gets whether debug display of this object is enabled.

◆ clearShadowRenderableList()

static void Ogre::ShadowCaster::clearShadowRenderableList ( ShadowRenderableList shadowRenderables)
staticinherited

Common implementation of releasing shadow renderables.

◆ extrudeVertices()

static void Ogre::ShadowCaster::extrudeVertices ( const HardwareVertexBufferSharedPtr vertexBuffer,
size_t  originalVertexCount,
const Vector4 lightPos,
Real  extrudeDist 
)
staticinherited

Utility method for extruding vertices based on a light.

Remarks
Unfortunately, because D3D cannot handle homogeneous (4D) position coordinates in the fixed-function pipeline (GL can, but we have to be cross-API), when we extrude in software we cannot extrude to infinity the way we do in the vertex program (by setting w to 0.0f). Therefore we extrude by a fixed distance, which may cause some problems with larger scenes. Luckily better hardware (ie vertex programs) can fix this.
Parameters
vertexBufferThe vertex buffer containing ONLY xyz position values, which must be originalVertexCount * 2 * 3 floats long.
originalVertexCountThe count of the original number of vertices, i.e. the number in the mesh, not counting the doubling which has already been done (by VertexData::prepareForShadowVolume) to provide the extruded area of the buffer.
lightPos4D light position in object space, when w=0.0f this represents a directional light.
extrudeDistThe distance to extrude.

◆ getAnimableValueNames()

const StringVector& Ogre::AnimableObject::getAnimableValueNames ( void  ) const
inlineinherited

Gets a list of animable value names for this object.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

◆ createAnimableValue()

virtual AnimableValuePtr Ogre::AnimableObject::createAnimableValue ( const String valueName)
inlinevirtualinherited

Create a reference-counted AnimableValuePtr for the named value.

Remarks
You can use the returned object to animate a value on this object, using AnimationTrack. Subclasses must override this if they wish to support animation of their values.

Reimplemented in Ogre::Light.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.


The documentation for this class was generated from the following file: