Listener which gets called back on MovableObject events.
More...
#include <OgreMovableObject.h>
Listener which gets called back on MovableObject events.
◆ Listener()
Ogre::MovableObject::Listener::Listener |
( |
void |
| ) |
|
|
inline |
◆ ~Listener()
virtual Ogre::MovableObject::Listener::~Listener |
( |
| ) |
|
|
inlinevirtual |
◆ objectDestroyed()
virtual void Ogre::MovableObject::Listener::objectDestroyed |
( |
MovableObject * |
| ) |
|
|
inlinevirtual |
◆ objectAttached()
virtual void Ogre::MovableObject::Listener::objectAttached |
( |
MovableObject * |
| ) |
|
|
inlinevirtual |
◆ objectDetached()
virtual void Ogre::MovableObject::Listener::objectDetached |
( |
MovableObject * |
| ) |
|
|
inlinevirtual |
◆ objectMoved()
virtual void Ogre::MovableObject::Listener::objectMoved |
( |
MovableObject * |
| ) |
|
|
inlinevirtual |
◆ objectRendering()
virtual bool Ogre::MovableObject::Listener::objectRendering |
( |
const MovableObject * |
, |
|
|
const Camera * |
|
|
) |
| |
|
inlinevirtual |
Called when the movable object of the camera to be used for rendering.
- Returns
- true if allows queue for rendering, false otherwise.
◆ objectQueryLights()
Called when the movable object needs to query a light list.
- Note
- If you use texture shadows, there is an additional restriction - since the lights which should have shadow textures rendered for them are determined based on the entire frustum, and not per-object, it is important that the lights returned at the start of this list (up to the number of shadow textures available) are the same lights that were used to generate the shadow textures, and they are in the same order (particularly for additive effects).
-
This method will not be called for additive stencil shadows since the light list cannot be varied per object with this technique.
- Returns
- A pointer to a light list if you populated the light list yourself, or NULL to fall back on the default finding process.
The documentation for this class was generated from the following file: