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

Class defining particle system based special effects. More...

#include <OgreParticleSystem.h>

+ Inheritance diagram for Ogre::ParticleSystem:

Classes

class  CmdCull
 Command object for cull_each (see ParamCommand). More...
 
class  CmdEmittedEmitterQuota
 Command object for emittedEmitterQuota (see ParamCommand). More...
 
class  CmdHeight
 Command object for particle_height (see ParamCommand). More...
 
class  CmdIterationInterval
 Command object for iteration interval(see ParamCommand). More...
 
class  CmdLocalSpace
 Command object for local space (see ParamCommand). More...
 
class  CmdMaterial
 Command object for material (see ParamCommand). More...
 
class  CmdNonvisibleTimeout
 Command object for nonvisible timeout (see ParamCommand). More...
 
class  CmdQuota
 Command object for quota (see ParamCommand). More...
 
class  CmdRenderer
 Command object for renderer (see ParamCommand). More...
 
class  CmdSorted
 Command object for sorting (see ParamCommand). More...
 
class  CmdWidth
 Command object for particle_width (see ParamCommand). More...
 

Public Types

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

Public Member Functions

 ParticleSystem ()
 Default constructor required for STL creation in manager. More...
 
 ParticleSystem (const String &name, const String &resourceGroupName)
 Creates a particle system with no emitters or affectors. More...
 
virtual ~ParticleSystem ()
 
MovableObjectFactory_getCreator (void) const
 Get the creator of this object, if any (internal use only) More...
 
ParticleIterator _getIterator (void)
 Returns an iterator for stepping through all particles in this system. 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...
 
void _notifyAttached (Node *parent, bool isTagPoint=false)
 Overridden from MovableObject. More...
 
virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only) More...
 
virtual void _notifyCurrentCamera (Camera *cam)
 Overridden from MovableObject. 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 _notifyOrigin (const String &origin)
 Notify this particle system of it's origin. More...
 
virtual void _notifyParticleResized (void)
 Internal callback used by Particles to notify their parent that they have been resized. More...
 
virtual void _notifyParticleRotated (void)
 Internal callback used by Particles to notify their parent that they have been rotated. More...
 
virtual 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 _update (Real timeElapsed)
 Updates the particles in the system based on time elapsed. More...
 
void _updateBounds (void)
 Internal method for updating the bounds of the particle system. More...
 
virtual void _updateRenderQueue (RenderQueue *queue)
 Overridden from MovableObject. More...
 
ParticleAffectoraddAffector (const String &affectorType)
 Adds an affector to this particle system. More...
 
ParticleEmitteraddEmitter (const String &emitterType)
 Adds an emitter to this particle system. 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...
 
void clear ()
 Empties this set of all particles. More...
 
void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
ParticlecreateEmitterParticle (const String &emitterName)
 Manually add an emitter particle to the system. More...
 
ParticlecreateParticle (void)
 Manually add a particle to the system. More...
 
void detachFromParent (void)
 Detaches an object from a parent SceneNode or TagPoint, if attached. More...
 
void fastForward (Real time, Real interval=0.1)
 Fast-forwards this system by the required number of seconds. More...
 
ParticleAffectorgetAffector (unsigned short index) const
 Retrieves an affector by it's index (zero-based). More...
 
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object. More...
 
virtual const AxisAlignedBoxgetBoundingBox (void) const
 Overridden from MovableObject. More...
 
virtual Real getBoundingRadius (void) const
 Overridden from MovableObject. More...
 
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object. More...
 
virtual bool getCullIndividually (void) const
 Returns whether or not particles in this are tested individually for culling. More...
 
const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
 Overridden member from ShadowCaster. More...
 
virtual Real getDefaultHeight (void) const
 See setDefaultDimensions - this gets 1 component individually. More...
 
virtual Real getDefaultWidth (void) const
 See setDefaultDimensions - this gets 1 component individually. More...
 
EdgeDatagetEdgeList (void)
 Returns details of the edges which might be used to determine a silhouette. More...
 
size_t getEmittedEmitterQuota (void) const
 Returns the maximum number of emitted emitters this system is allowed to have active at once. More...
 
ParticleEmittergetEmitter (unsigned short index) const
 Retrieves an emitter by it's index (zero-based). More...
 
bool getEmitting () const
 Returns true if the particle system emitting flag is turned on. More...
 
Real getIterationInterval (void) const
 Gets a 'iteration interval' on this particle system. More...
 
bool getKeepParticlesInLocalSpace (void) const
 Gets whether particles (and any affector effects) remain relative to the node the particle system is attached to. 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...
 
virtual const StringgetMaterialName (void) const
 Sets the name of the material to be used for this billboard set. More...
 
const StringgetMovableType (void) const
 Overridden from MovableObject. More...
 
const StringgetName (void) const
 Returns the name of this object. More...
 
Real getNonVisibleUpdateTimeout (void) const
 Gets when the particle system should stop updating after it hasn't been visible for a while. More...
 
unsigned short getNumAffectors (void) const
 Returns the number of affectors for this particle system. More...
 
unsigned short getNumEmitters (void) const
 Returns the number of emitters for this particle system. More...
 
size_t getNumParticles (void) const
 Gets the number of individual particles in the system right now. More...
 
const StringgetOrigin (void) const
 Get the origin of this particle system, e.g. More...
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary (void) const
 
String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object. 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...
 
ParticlegetParticle (size_t index)
 Retrieve a particle from the system for manual tweaking. More...
 
size_t getParticleQuota (void) const
 Returns the maximum number of particles this system is allowed to have active at once. 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...
 
ParticleSystemRenderergetRenderer (void) const
 Gets the ParticleRenderer to be used to render this particle system. More...
 
const StringgetRendererName (void) const
 Gets the name of the ParticleRenderer to be used to render this particle system. 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...
 
virtual const StringgetResourceGroupName (void) const
 Return the resource group to be used to load dependent resources. More...
 
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...
 
bool getSortingEnabled (void) const
 Gets whether particles are sorted relative to the camera. More...
 
Real getSpeedFactor (void) const
 Gets the 'speed factor' on this particle system. More...
 
uint32 getTypeFlags (void) const
 Override to return specific type flag. 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)
 Returns whether the object has a valid edge list. 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...
 
ParticleSystemoperator= (const ParticleSystem &rhs)
 Assignment operator for copying. More...
 
const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void removeAffector (unsigned short index)
 Removes an affector from the system. More...
 
void removeAllAffectors (void)
 Removes all the affectors from this system. More...
 
void removeAllEmitters (void)
 Removes all the emitters from this system. More...
 
void removeEmitter (unsigned short index)
 Removes an emitter from the system. More...
 
void removeEmitter (ParticleEmitter *emitter)
 Removes an emitter from the system. 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 setBounds (const AxisAlignedBox &aabb)
 Set the (initial) bounds of the particle system manually. More...
 
void setBoundsAutoUpdated (bool autoUpdate, Real stopIn=0.0f)
 Sets whether the bounds will be automatically updated for the life of the particle system. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
virtual void setCullIndividually (bool cullIndividual)
 Sets whether culling tests particles in this individually as well as in a group. More...
 
void setDebugDisplayEnabled (bool enabled)
 Sets whether or not the debug display of this object is enabled. More...
 
virtual void setDefaultDimensions (Real width, Real height)
 Sets the default dimensions of the particles in this set. More...
 
virtual void setDefaultHeight (Real height)
 See setDefaultDimensions - this sets 1 component individually. More...
 
virtual void setDefaultWidth (Real width)
 See setDefaultDimensions - this sets 1 component individually. More...
 
void setEmittedEmitterQuota (size_t quota)
 Sets the maximum number of emitted emitters this system is allowed to have active at once. More...
 
void setEmitting (bool v)
 This is used to turn on or off particle emission for this system. More...
 
void setIterationInterval (Real iterationInterval)
 Sets a 'iteration interval' on this particle system. More...
 
void setKeepParticlesInLocalSpace (bool keepLocal)
 Sets whether particles (and any affector effects) remain relative to the node the particle system is attached to. 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 (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the name of the material to be used for this billboard set. More...
 
void setNonVisibleUpdateTimeout (Real timeout)
 Sets when the particle system should stop updating after it hasn't been visible for a while. More...
 
bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 
void setParticleQuota (size_t quota)
 Sets the maximum number of particles this system is allowed to have active at once. More...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
void setRenderer (const String &typeName)
 Sets the ParticleRenderer to be used to render this particle system. 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...
 
void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this entity will be rendered through. More...
 
void setRenderQueueGroupAndPriority (uint8 queueID, ushort priority)
 Sets the render queue group and group priority this entity will be rendered through. More...
 
void setSortingEnabled (bool enabled)
 Set whether or not particles are sorted according to the camera. More...
 
void setSpeedFactor (Real speedFactor)
 Sets a 'speed factor' on this particle system, which means it scales the elapsed real time which has passed by this factor before passing it to the emitters, affectors, and the particle life calculation. 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...
 
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 cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...
 
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 Real getDefaultIterationInterval (void)
 Get the default iteration interval for all ParticleSystem instances. More...
 
static Real getDefaultNonVisibleUpdateTimeout (void)
 Get the default nonvisible timeout for all ParticleSystem instances. 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 setDefaultIterationInterval (Real iterationInterval)
 Set the default iteration interval for all ParticleSystem instances. More...
 
static void setDefaultNonVisibleUpdateTimeout (Real timeout)
 Set the default nonvisible timeout for all ParticleSystem 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 defining particle system based special effects.

Remarks
Particle systems are special effects generators which are based on a number of moving points to create the impression of things like like sparkles, smoke, blood spurts, dust etc.
This class simply manages a single collection of particles in world space with a shared local origin for emission. The visual aspect of the particles is handled by a ParticleSystemRenderer instance.
Particle systems are created using the SceneManager, never directly. In addition, like all subclasses of MovableObject, the ParticleSystem will only be considered for rendering once it has been attached to a SceneNode.

Member Typedef Documentation

◆ ShadowRenderableList

◆ ShadowRenderableListIterator

Constructor & Destructor Documentation

◆ ParticleSystem() [1/2]

Ogre::ParticleSystem::ParticleSystem ( )

Default constructor required for STL creation in manager.

◆ ParticleSystem() [2/2]

Ogre::ParticleSystem::ParticleSystem ( const String name,
const String resourceGroupName 
)

Creates a particle system with no emitters or affectors.

Remarks
You should use the ParticleSystemManager to create particle systems rather than creating them directly.

◆ ~ParticleSystem()

virtual Ogre::ParticleSystem::~ParticleSystem ( )
virtual

Member Function Documentation

◆ setRenderer()

void Ogre::ParticleSystem::setRenderer ( const String typeName)

Sets the ParticleRenderer to be used to render this particle system.

Remarks
The main ParticleSystem just manages the creation and movement of particles; they are rendered using functions in ParticleRenderer and the ParticleVisual instances they create.
Parameters
typeNameString identifying the type of renderer to use; a new instance of this type will be created; a factory must have been registered with ParticleSystemManager.

◆ getRenderer()

ParticleSystemRenderer* Ogre::ParticleSystem::getRenderer ( void  ) const

Gets the ParticleRenderer to be used to render this particle system.

◆ getRendererName()

const String& Ogre::ParticleSystem::getRendererName ( void  ) const

Gets the name of the ParticleRenderer to be used to render this particle system.

◆ addEmitter()

ParticleEmitter* Ogre::ParticleSystem::addEmitter ( const String emitterType)

Adds an emitter to this particle system.

Remarks
Particles are created in a particle system by emitters - see the ParticleEmitter class for more details.
Parameters
emitterTypeString identifying the emitter type to create. Emitter types are defined by registering new factories with the manager - see ParticleEmitterFactory for more details. Emitter types can be extended by OGRE, plugin authors or application developers.

◆ getEmitter()

ParticleEmitter* Ogre::ParticleSystem::getEmitter ( unsigned short  index) const

Retrieves an emitter by it's index (zero-based).

Remarks
Used to retrieve a pointer to an emitter for a particle system to procedurally change emission parameters etc. You should check how many emitters are registered against this system before calling this method with an arbitrary index using getNumEmitters.
Parameters
indexZero-based index of the emitter to retrieve.

◆ getNumEmitters()

unsigned short Ogre::ParticleSystem::getNumEmitters ( void  ) const

Returns the number of emitters for this particle system.

◆ removeEmitter() [1/2]

void Ogre::ParticleSystem::removeEmitter ( unsigned short  index)

Removes an emitter from the system.

Remarks
Drops the emitter with the index specified from this system. You should check how many emitters are registered against this system before calling this method with an arbitrary index using getNumEmitters.
Parameters
indexZero-based index of the emitter to retrieve.

◆ removeAllEmitters()

void Ogre::ParticleSystem::removeAllEmitters ( void  )

Removes all the emitters from this system.

◆ removeEmitter() [2/2]

void Ogre::ParticleSystem::removeEmitter ( ParticleEmitter emitter)

Removes an emitter from the system.

Remarks
Drops the emitter from this system.
Parameters
emitterPointer to a particle emitter.

◆ addAffector()

ParticleAffector* Ogre::ParticleSystem::addAffector ( const String affectorType)

Adds an affector to this particle system.

Remarks
Particles are modified over time in a particle system by affectors - see the ParticleAffector class for more details.
Parameters
affectorTypeString identifying the affector type to create. Affector types are defined by registering new factories with the manager - see ParticleAffectorFactory for more details. Affector types can be extended by OGRE, plugin authors or application developers.

◆ getAffector()

ParticleAffector* Ogre::ParticleSystem::getAffector ( unsigned short  index) const

Retrieves an affector by it's index (zero-based).

Remarks
Used to retrieve a pointer to an affector for a particle system to procedurally change affector parameters etc. You should check how many affectors are registered against this system before calling this method with an arbitrary index using getNumAffectors.
Parameters
indexZero-based index of the affector to retrieve.

◆ getNumAffectors()

unsigned short Ogre::ParticleSystem::getNumAffectors ( void  ) const

Returns the number of affectors for this particle system.

◆ removeAffector()

void Ogre::ParticleSystem::removeAffector ( unsigned short  index)

Removes an affector from the system.

Remarks
Drops the affector with the index specified from this system. You should check how many affectors are registered against this system before calling this method with an arbitrary index using getNumAffectors.
Parameters
indexZero-based index of the affector to retrieve.

◆ removeAllAffectors()

void Ogre::ParticleSystem::removeAllAffectors ( void  )

Removes all the affectors from this system.

◆ clear()

void Ogre::ParticleSystem::clear ( )

Empties this set of all particles.

◆ getNumParticles()

size_t Ogre::ParticleSystem::getNumParticles ( void  ) const

Gets the number of individual particles in the system right now.

Remarks
The number of particles active in a system at a point in time depends on the number of emitters, their emission rates, the time-to-live (TTL) each particle is given on emission (and whether any affectors modify that TTL) and the maximum number of particles allowed in this system at once (particle quota).

◆ createParticle()

Particle* Ogre::ParticleSystem::createParticle ( void  )

Manually add a particle to the system.

Remarks
Instead of using an emitter, you can manually add a particle to the system. You must initialise the returned particle instance immediately with the 'emission' state.
Note
There is no corresponding 'destroyParticle' method - if you want to dispose of a particle manually (say, if you've used setSpeedFactor(0) to make particles live forever) you should use getParticle() and modify it's timeToLive to zero, meaning that it will get cleaned up in the next update.

◆ createEmitterParticle()

Particle* Ogre::ParticleSystem::createEmitterParticle ( const String emitterName)

Manually add an emitter particle to the system.

Remarks
The purpose of a particle emitter is to emit particles. Besides visual particles, also other other particle types can be emitted, other emitters for example. The emitted emitters have a double role; they behave as particles and can be influenced by affectors, but they are still emitters and capable to emit other particles (or emitters). It is possible to create a chain of emitters - emitters emitting other emitters, which also emit emitters.
Parameters
emitterNameThe name of a particle emitter that must be emitted.

◆ getParticle()

Particle* Ogre::ParticleSystem::getParticle ( size_t  index)

Retrieve a particle from the system for manual tweaking.

Remarks
Normally you use an affector to alter particles in flight, but for small manually controlled particle systems you might want to use this method.

◆ getParticleQuota()

size_t Ogre::ParticleSystem::getParticleQuota ( void  ) const

Returns the maximum number of particles this system is allowed to have active at once.

Remarks
See ParticleSystem::setParticleQuota for more info.

◆ setParticleQuota()

void Ogre::ParticleSystem::setParticleQuota ( size_t  quota)

Sets the maximum number of particles this system is allowed to have active at once.

Remarks
Particle systems all have a particle quota, i.e. a maximum number of particles they are allowed to have active at a time. This allows the application to set a keep particle systems under control should they be affected by complex parameters which alter their emission rates etc. If a particle system reaches it's particle quota, none of the emitters will be able to emit any more particles. As existing particles die, the spare capacity will be allocated equally across all emitters to be as consistent to the original particle system style as possible. The quota can be increased but not decreased after the system has been created.
Parameters
quotaThe maximum number of particles this system is allowed to have.

◆ getEmittedEmitterQuota()

size_t Ogre::ParticleSystem::getEmittedEmitterQuota ( void  ) const

Returns the maximum number of emitted emitters this system is allowed to have active at once.

Remarks
See ParticleSystem::setEmittedEmitterQuota for more info.

◆ setEmittedEmitterQuota()

void Ogre::ParticleSystem::setEmittedEmitterQuota ( size_t  quota)

Sets the maximum number of emitted emitters this system is allowed to have active at once.

Remarks
Particle systems can have - besides a particle quota - also an emitted emitter quota.
Parameters
quotaThe maximum number of emitted emitters this system is allowed to have.

◆ operator=()

ParticleSystem& Ogre::ParticleSystem::operator= ( const ParticleSystem rhs)

Assignment operator for copying.

Remarks
This operator deep copies all particle emitters and effectors, but not particles. The system's name is also not copied.

◆ _update()

void Ogre::ParticleSystem::_update ( Real  timeElapsed)

Updates the particles in the system based on time elapsed.

Remarks
This is called automatically every frame by OGRE.
Parameters
timeElapsedThe amount of time, in seconds, since the last frame.

◆ _getIterator()

ParticleIterator Ogre::ParticleSystem::_getIterator ( void  )

Returns an iterator for stepping through all particles in this system.

Remarks
This method is designed to be used by people providing new ParticleAffector subclasses, this is the easiest way to step through all the particles in a system and apply the changes the affector wants to make.

◆ setMaterialName()

virtual void Ogre::ParticleSystem::setMaterialName ( const String name,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME 
)
virtual

Sets the name of the material to be used for this billboard set.

Parameters
nameThe new name of the material to use for this set.

◆ getMaterialName()

virtual const String& Ogre::ParticleSystem::getMaterialName ( void  ) const
virtual

Sets the name of the material to be used for this billboard set.

Returns
The name of the material that is used for this set.

◆ _notifyCurrentCamera()

virtual void Ogre::ParticleSystem::_notifyCurrentCamera ( Camera cam)
virtual

Overridden from MovableObject.

See also
MovableObject

Reimplemented from Ogre::MovableObject.

◆ _notifyAttached()

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

Overridden from MovableObject.

See also
MovableObject

Reimplemented from Ogre::MovableObject.

◆ getBoundingBox()

virtual const AxisAlignedBox& Ogre::ParticleSystem::getBoundingBox ( void  ) const
inlinevirtual

Overridden from MovableObject.

See also
MovableObject

Implements Ogre::MovableObject.

◆ getBoundingRadius()

virtual Real Ogre::ParticleSystem::getBoundingRadius ( void  ) const
inlinevirtual

Overridden from MovableObject.

See also
MovableObject

Implements Ogre::MovableObject.

◆ _updateRenderQueue()

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

Overridden from MovableObject.

See also
MovableObject

Implements Ogre::MovableObject.

◆ visitRenderables()

void Ogre::ParticleSystem::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.

◆ fastForward()

void Ogre::ParticleSystem::fastForward ( Real  time,
Real  interval = 0.1 
)

Fast-forwards this system by the required number of seconds.

Remarks
This method allows you to fast-forward a system so that it effectively looks like it has already been running for the time you specify. This is useful to avoid the 'startup sequence' of a system, when you want the system to be fully populated right from the start.
Parameters
timeThe number of seconds to fast-forward by.
intervalThe sampling interval used to generate particles, apply affectors etc. The lower this is the more realistic the fast-forward, but it takes more iterations to do it.

◆ setSpeedFactor()

void Ogre::ParticleSystem::setSpeedFactor ( Real  speedFactor)
inline

Sets a 'speed factor' on this particle system, which means it scales the elapsed real time which has passed by this factor before passing it to the emitters, affectors, and the particle life calculation.

Remarks
An interesting side effect - if you want to create a completely manual particle system where you control the emission and life of particles yourself, you can set the speed factor to 0.0f, thus disabling normal particle emission, alteration, and death.

◆ getSpeedFactor()

Real Ogre::ParticleSystem::getSpeedFactor ( void  ) const
inline

Gets the 'speed factor' on this particle system.

◆ setIterationInterval()

void Ogre::ParticleSystem::setIterationInterval ( Real  iterationInterval)

Sets a 'iteration interval' on this particle system.

Remarks
The default Particle system update interval, based on elapsed frame time, will cause different behavior between low frame-rate and high frame-rate. By using this option, you can make the particle system update at a fixed interval, keeping the behavior the same no matter what frame-rate is.
When iteration interval is set to zero, it means the update occurs based on an elapsed frame time, otherwise each iteration will take place at the given interval, repeating until it has used up all the elapsed frame time.
Parameters
iterationIntervalThe iteration interval, default to zero.

◆ getIterationInterval()

Real Ogre::ParticleSystem::getIterationInterval ( void  ) const
inline

Gets a 'iteration interval' on this particle system.

◆ setDefaultIterationInterval()

static void Ogre::ParticleSystem::setDefaultIterationInterval ( Real  iterationInterval)
inlinestatic

Set the default iteration interval for all ParticleSystem instances.

◆ getDefaultIterationInterval()

static Real Ogre::ParticleSystem::getDefaultIterationInterval ( void  )
inlinestatic

Get the default iteration interval for all ParticleSystem instances.

◆ setNonVisibleUpdateTimeout()

void Ogre::ParticleSystem::setNonVisibleUpdateTimeout ( Real  timeout)

Sets when the particle system should stop updating after it hasn't been visible for a while.

Remarks
By default, visible particle systems update all the time, even when not in view. This means that they are guaranteed to be consistent when they do enter view. However, this comes at a cost, updating particle systems can be expensive, especially if they are perpetual.
This option lets you set a 'timeout' on the particle system, so that if it isn't visible for this amount of time, it will stop updating until it is next visible.
Parameters
timeoutThe time after which the particle system will be disabled if it is no longer visible. 0 to disable the timeout and always update.

◆ getNonVisibleUpdateTimeout()

Real Ogre::ParticleSystem::getNonVisibleUpdateTimeout ( void  ) const
inline

Gets when the particle system should stop updating after it hasn't been visible for a while.

◆ setDefaultNonVisibleUpdateTimeout()

static void Ogre::ParticleSystem::setDefaultNonVisibleUpdateTimeout ( Real  timeout)
inlinestatic

Set the default nonvisible timeout for all ParticleSystem instances.

◆ getDefaultNonVisibleUpdateTimeout()

static Real Ogre::ParticleSystem::getDefaultNonVisibleUpdateTimeout ( void  )
inlinestatic

Get the default nonvisible timeout for all ParticleSystem instances.

◆ getMovableType()

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

Overridden from MovableObject.

Implements Ogre::MovableObject.

◆ _notifyParticleResized()

virtual void Ogre::ParticleSystem::_notifyParticleResized ( void  )
virtual

Internal callback used by Particles to notify their parent that they have been resized.

◆ _notifyParticleRotated()

virtual void Ogre::ParticleSystem::_notifyParticleRotated ( void  )
virtual

Internal callback used by Particles to notify their parent that they have been rotated.

◆ setDefaultDimensions()

virtual void Ogre::ParticleSystem::setDefaultDimensions ( Real  width,
Real  height 
)
virtual

Sets the default dimensions of the particles in this set.

Remarks
All particles in a set are created with these default dimensions. The set will render most efficiently if all the particles in the set are the default size. It is possible to alter the size of individual particles at the expense of extra calculation. See the Particle class for more info.
Parameters
widthThe new default width for the particles in this set. Must be non-negative!
heightThe new default height for the particles in this set. Must be non-negative!

◆ setDefaultWidth()

virtual void Ogre::ParticleSystem::setDefaultWidth ( Real  width)
virtual

See setDefaultDimensions - this sets 1 component individually.

◆ getDefaultWidth()

virtual Real Ogre::ParticleSystem::getDefaultWidth ( void  ) const
virtual

See setDefaultDimensions - this gets 1 component individually.

◆ setDefaultHeight()

virtual void Ogre::ParticleSystem::setDefaultHeight ( Real  height)
virtual

See setDefaultDimensions - this sets 1 component individually.

◆ getDefaultHeight()

virtual Real Ogre::ParticleSystem::getDefaultHeight ( void  ) const
virtual

See setDefaultDimensions - this gets 1 component individually.

◆ getCullIndividually()

virtual bool Ogre::ParticleSystem::getCullIndividually ( void  ) const
virtual

Returns whether or not particles in this are tested individually for culling.

◆ setCullIndividually()

virtual void Ogre::ParticleSystem::setCullIndividually ( bool  cullIndividual)
virtual

Sets whether culling tests particles in this individually as well as in a group.

Remarks
Particle sets are always culled as a whole group, based on a bounding box which encloses all particles in the set. For fairly localised sets, this is enough. However, you can optionally tell the set to also cull individual particles in the set, i.e. to test each individual particle before rendering. The default is not to do this.
This is useful when you have a large, fairly distributed set of particles, like maybe trees on a landscape. You probably still want to group them into more than one set (maybe one set per section of landscape), which will be culled coarsely, but you also want to cull the particles individually because they are spread out. Whilst you could have lots of single-tree sets which are culled separately, this would be inefficient to render because each tree would be issued as it's own rendering operation.
By calling this method with a parameter of true, you can have large particle sets which are spaced out and so get the benefit of batch rendering and coarse culling, but also have fine-grained culling so unnecessary rendering is avoided.
Parameters
cullIndividualIf true, each particle is tested before being sent to the pipeline as well as the whole set having to pass the coarse group bounding test.

◆ getResourceGroupName()

virtual const String& Ogre::ParticleSystem::getResourceGroupName ( void  ) const
inlinevirtual

Return the resource group to be used to load dependent resources.

◆ getOrigin()

const String& Ogre::ParticleSystem::getOrigin ( void  ) const
inline

Get the origin of this particle system, e.g.

a script file name.

Remarks
This property will only contain something if the creator of this particle system chose to populate it. Script loaders are advised to populate it.

◆ _notifyOrigin()

void Ogre::ParticleSystem::_notifyOrigin ( const String origin)
inline

Notify this particle system of it's origin.

◆ setRenderQueueGroup()

void Ogre::ParticleSystem::setRenderQueueGroup ( uint8  queueID)
virtual

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 from Ogre::MovableObject.

◆ setRenderQueueGroupAndPriority()

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

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 from Ogre::MovableObject.

◆ setSortingEnabled()

void Ogre::ParticleSystem::setSortingEnabled ( bool  enabled)
inline

Set whether or not particles are sorted according to the camera.

Remarks
Enabling sorting alters the order particles are sent to the renderer. When enabled, particles are sent to the renderer in order of furthest distance from the camera.

◆ getSortingEnabled()

bool Ogre::ParticleSystem::getSortingEnabled ( void  ) const
inline

Gets whether particles are sorted relative to the camera.

◆ setBounds()

void Ogre::ParticleSystem::setBounds ( const AxisAlignedBox aabb)

Set the (initial) bounds of the particle system manually.

Remarks
If you can, set the bounds of a particle system up-front and call setBoundsAutoUpdated(false); this is the most efficient way to organise it. Otherwise, set an initial bounds and let the bounds increase for a little while (the default is 5 seconds), after which time the AABB is fixed to save time.
Parameters
aabbBounds in local space.

◆ setBoundsAutoUpdated()

void Ogre::ParticleSystem::setBoundsAutoUpdated ( bool  autoUpdate,
Real  stopIn = 0.0f 
)

Sets whether the bounds will be automatically updated for the life of the particle system.

Remarks
If you have a stationary particle system, it would be a good idea to call this method and set the value to 'false', since the maximum bounds of the particle system will eventually be static. If you do this, you can either set the bounds manually using the setBounds() method, or set the second parameter of this method to a positive number of seconds, so that the bounds are calculated for a few seconds and then frozen.
Parameters
autoUpdateIf true (the default), the particle system will update it's bounds every frame. If false, the bounds update will cease after the 'stopIn' number of seconds have passed.
stopInOnly applicable if the first parameter is true, this is the number of seconds after which the automatic update will cease.

◆ setKeepParticlesInLocalSpace()

void Ogre::ParticleSystem::setKeepParticlesInLocalSpace ( bool  keepLocal)

Sets whether particles (and any affector effects) remain relative to the node the particle system is attached to.

Remarks
By default particles are in world space once emitted, so they are not affected by movement in the parent node of the particle system. This makes the most sense when dealing with completely independent particles, but if you want to constrain them to follow local motion too, you can set this to true.

◆ getKeepParticlesInLocalSpace()

bool Ogre::ParticleSystem::getKeepParticlesInLocalSpace ( void  ) const
inline

Gets whether particles (and any affector effects) remain relative to the node the particle system is attached to.

◆ _updateBounds()

void Ogre::ParticleSystem::_updateBounds ( void  )

Internal method for updating the bounds of the particle system.

Remarks
This is called automatically for a period of time after the system's creation (10 seconds by default, settable by setBoundsAutoUpdated) to increase (and only increase) the bounds of the system according to the emitted and affected particles. After this period, the system is assumed to achieved its maximum size, and the bounds are no longer computed for efficiency. You can tweak the behaviour by either setting the bounds manually (setBounds, preferred), or changing the time over which the bounds are updated (performance cost). You can also call this method manually if you need to update the bounds on an ad-hoc basis.

◆ setEmitting()

void Ogre::ParticleSystem::setEmitting ( bool  v)

This is used to turn on or off particle emission for this system.

Remarks
By default particle system is always emitting particles (if a emitters exists) and this can be used to stop the emission for all emitters. To turn it on again, call it passing true.

Note that this does not detach the particle system from the scene node, it will still use some CPU.

◆ getEmitting()

bool Ogre::ParticleSystem::getEmitting ( ) const

Returns true if the particle system emitting flag is turned on.

Remarks
This function will not actually return whether the particles are being emitted. It only returns the value of emitting flag.

◆ getTypeFlags()

uint32 Ogre::ParticleSystem::getTypeFlags ( void  ) const
virtual

Override to return specific type flag.

Reimplemented from Ogre::MovableObject.

◆ getParamDictionary() [1/2]

ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  )
inlineinherited

Retrieves the parameter dictionary for this class.

Remarks
Only valid to call this after createParamDictionary.
Returns
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

◆ getParamDictionary() [2/2]

const ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  ) const
inlineinherited

◆ getParameters()

const ParameterList& Ogre::StringInterface::getParameters ( void  ) const
inherited

Retrieves a list of parameters valid for this object.

Returns
A reference to a static list of ParameterDef objects.

◆ setParameter()

bool Ogre::StringInterface::setParameter ( const String name,
const String value 
)
inherited

Generic parameter setting method.

Remarks
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
nameThe name of the parameter to set
valueString value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

◆ setParameterList()

void Ogre::StringInterface::setParameterList ( const NameValuePairList paramList)
inherited

Generic multiple parameter setting method.

Remarks
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
paramListName/value pair list

◆ getParameter()

String Ogre::StringInterface::getParameter ( const String name) const
inlineinherited

Generic parameter retrieval method.

Remarks
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters
nameThe name of the parameter to get
Returns
String value of parameter, blank if not found

References Ogre::ParamCommand::doGet().

◆ copyParametersTo()

void Ogre::StringInterface::copyParametersTo ( StringInterface dest) const
inlineinherited

Method for copying this object's parameters to another object.

Remarks
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters
destPointer to object to have it's parameters set the same as this object.

References Ogre::StringInterface::setParameter().

◆ cleanupDictionary()

static void Ogre::StringInterface::cleanupDictionary ( )
staticinherited

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

◆ _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)

◆ _releaseManualHardwareResources()

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

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 in Ogre::BillboardSet, Ogre::StaticGeometry::Region, Ogre::Entity, and Ogre::ManualObject.

◆ _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)

◆ 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.

◆ 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.

◆ 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.

◆ getEdgeList()

EdgeData* Ogre::MovableObject::getEdgeList ( void  )
inlinevirtualinherited

Returns details of the edges which might be used to determine a silhouette.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

◆ hasEdgeList()

bool Ogre::MovableObject::hasEdgeList ( void  )
inlinevirtualinherited

Returns whether the object has a valid edge list.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

◆ getShadowVolumeRenderableIterator()

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

Define a default implementation of method from ShadowCaster which implements no shadows.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

◆ 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.

◆ 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: