Class providing a much simplified interface to generating manual objects with custom geometry.
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| ManualObject (const String &name) |
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virtual | ~ManualObject () |
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MovableObjectFactory * | _getCreator (void) const |
| Get the creator of this object, if any (internal use only) More...
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LightList * | _getLightList () |
| Returns a pointer to the current list of lights for this object. More...
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SceneManager * | _getManager (void) const |
| Get the manager of this object, if any (internal use only) More...
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virtual const Affine3 & | _getParentNodeFullTransform (void) const |
| Return the full transformation of the parent sceneNode or the attachingPoint node. More...
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virtual void | _notifyAttached (Node *parent, bool isTagPoint=false) |
| Internal method called to notify the object that it has been attached to a node. More...
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virtual void | _notifyCreator (MovableObjectFactory *fact) |
| Notify the object of it's creator (internal use only) More...
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virtual void | _notifyCurrentCamera (Camera *cam) |
| Internal method to notify the object of the camera to be used for the next rendering operation. More...
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virtual void | _notifyManager (SceneManager *man) |
| Notify the object of it's manager (internal use only) More...
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virtual void | _notifyMoved (void) |
| Internal method called to notify the object that it has been moved. More...
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void | _releaseManualHardwareResources () |
| Notifies the movable object that hardware resources were lost. More...
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virtual void | _restoreManualHardwareResources () |
| Notifies the movable object that hardware resources should be restored. More...
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void | _updateRenderQueue (RenderQueue *queue) |
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
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void | addQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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void | addVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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virtual 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...
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virtual void | beginUpdate (size_t sectionIndex) |
| Start the definition of an update to a part of the object. More...
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virtual void | clear (void) |
| Completely clear the contents of the object. More...
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virtual void | colour (const ColourValue &col) |
| Add a vertex colour to a vertex. More...
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virtual void | colour (float r, float g, float b, float a=1.0f) |
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virtual MeshPtr | convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
| Convert this object to a Mesh. More...
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virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value. More...
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void | detachFromParent (void) |
| Detaches an object from a parent SceneNode or TagPoint, if attached. More...
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virtual ManualObjectSection * | end (void) |
| Finish defining the object and compile the final renderable version. More...
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virtual void | estimateIndexCount (size_t icount) |
| Estimate the number of indices ahead of time. More...
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virtual void | estimateVertexCount (size_t vcount) |
| Estimate the number of vertices ahead of time. More...
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const StringVector & | getAnimableValueNames (void) const |
| Gets a list of animable value names for this object. More...
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const AxisAlignedBox & | getBoundingBox (void) const |
| Retrieves the local axis-aligned bounding box for this object. More...
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Real | getBoundingRadius (void) const |
| Retrieves the radius of the origin-centered bounding sphere for this object. More...
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bool | getCastShadows (void) const |
| Returns whether shadow casting is enabled for this object. More...
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virtual size_t | getCurrentIndexCount () const |
| Get the number of indices in the section currently being defined (returns 0 if no section is in progress). More...
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virtual size_t | getCurrentVertexCount () const |
| Get the number of vertices in the section currently being defined (returns 0 if no section is in progress). More...
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const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const |
| Overridden member from ShadowCaster. More...
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virtual bool | getDynamic () const |
| Gets whether this object is marked as dynamic. More...
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EdgeData * | getEdgeList (void) |
| Implement this method to enable stencil shadows. More...
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bool | getKeepDeclarationOrder () const |
| Gets whether or not the declaration order is to be kept or not. More...
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const AxisAlignedBox & | getLightCapBounds (void) const |
| Overridden member from ShadowCaster. More...
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uint32 | getLightMask () const |
| Get a bitwise mask which will filter the lights affecting this object. More...
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Listener * | getListener (void) const |
| Gets the current listener for this object. More...
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const String & | getMovableType (void) const |
| Returns the type name of this object. More...
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const String & | getName (void) const |
| Returns the name of this object. More...
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unsigned int | getNumSections (void) const |
| Retrieves the number of ManualObjectSection objects making up this ManualObject. More...
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Node * | getParentNode (void) const |
| Returns the node to which this object is attached. More...
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SceneNode * | getParentSceneNode (void) const |
| Returns the scene node to which this object is attached. More...
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Real | getPointExtrusionDistance (const Light *l) const |
| Get the distance to extrude for a point/spot light. More...
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uint32 | getQueryFlags (void) const |
| Returns the query flags relevant for this object. More...
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bool | getReceivesShadows () |
| Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
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Real | getRenderingDistance (void) const |
| Gets the distance at which batches are no longer rendered. More...
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Real | getRenderingMinPixelSize () const |
| Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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uint8 | getRenderQueueGroup (void) const |
| Gets the queue group for this entity. More...
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ManualObjectSection * | getSection (unsigned int index) const |
| Gets a pointer to a ManualObjectSection, i.e. More...
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ShadowRenderableListIterator | getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0) |
| Implement this method to enable stencil shadows. More...
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virtual uint32 | getTypeFlags (void) const |
| Get the 'type flags' for this MovableObject. More...
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bool | getUseIdentityProjection (void) const |
| Returns whether or not to use an 'identity' projection. More...
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bool | getUseIdentityView (void) const |
| Returns whether or not to use an 'identity' view. More...
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const Any & | getUserAny (void) const |
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UserObjectBindings & | getUserObjectBindings () |
| Return an instance of user objects binding associated with this class. More...
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const UserObjectBindings & | getUserObjectBindings () const |
| Return an instance of user objects binding associated with this class. More...
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uint32 | getVisibilityFlags (void) const |
| Returns the visibility flags relevant for this object. More...
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bool | getVisible (void) const |
| Gets this object whether to be visible or not, if it has a renderable component. More...
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virtual const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const |
| Retrieves the axis-aligned bounding box for this object in world coordinates. More...
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virtual const Sphere & | getWorldBoundingSphere (bool derive=false) const |
| Retrieves the worldspace bounding sphere for this object. More...
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bool | hasEdgeList (void) |
| Overridden member from ShadowCaster. More...
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virtual void | index (uint32 idx) |
| Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices. More...
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bool | isAttached (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint. More...
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bool | isDebugDisplayEnabled (void) const |
| Gets whether debug display of this object is enabled. More...
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virtual bool | isInScene (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
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bool | isParentTagPoint () const |
| Gets whether the parent node is a TagPoint (or a SceneNode) More...
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virtual bool | isVisible (void) const |
| Returns whether or not this object is supposed to be visible or not. More...
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virtual void | normal (const Vector3 &norm) |
| Add a vertex normal to the current vertex. More...
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virtual void | normal (float x, float y, float z) |
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virtual void | position (const Vector3 &pos) |
| Add a vertex position, starting a new vertex at the same time. More...
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virtual void | position (float x, float y, float z) |
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virtual void | quad (uint32 i1, uint32 i2, uint32 i3, uint32 i4) |
| Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice. More...
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const LightList & | queryLights (void) const |
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
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void | removeQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | removeVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | setBoundingBox (const AxisAlignedBox &box) |
| Sets the bounding box. More...
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void | setCastShadows (bool enabled) |
| Sets whether or not this object will cast shadows. More...
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void | setDebugDisplayEnabled (bool enabled) |
| Sets whether or not the debug display of this object is enabled. More...
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virtual void | setDynamic (bool dyn) |
| Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that. More...
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void | setKeepDeclarationOrder (bool keepOrder) |
| Sets whether or not to keep the original declaration order when queuing the renderables. More...
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void | setLightMask (uint32 lightMask) |
| Set a bitwise mask which will filter the lights affecting this object. More...
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void | setListener (Listener *listener) |
| Sets a listener for this object. More...
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virtual void | setMaterialName (size_t subIndex, const String &name, const String &group=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
| Alter the material for a subsection of this object after it has been specified. More...
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void | setQueryFlags (uint32 flags) |
| Sets the query flags for this object. More...
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void | setRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer rendered. More...
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void | setRenderingMinPixelSize (Real pixelSize) |
| Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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virtual void | setRenderQueueGroup (uint8 queueID) |
| Sets the render queue group this entity will be rendered through. More...
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virtual void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority) |
| Sets the render queue group and group priority this entity will be rendered through. More...
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void | setUseIdentityProjection (bool useIdentityProjection) |
| Sets whether or not to use an 'identity' projection. More...
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void | setUseIdentityView (bool useIdentityView) |
| Sets whether or not to use an 'identity' view. More...
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void | setUserAny (const Any &anything) |
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void | setVisibilityFlags (uint32 flags) |
| Sets the visibility flags for this object. More...
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void | setVisible (bool visible) |
| Tells this object whether to be visible or not, if it has a renderable component. More...
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virtual void | tangent (const Vector3 &tan) |
| Add a vertex tangent to the current vertex. More...
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virtual void | tangent (float x, float y, float z) |
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virtual void | textureCoord (float u) |
| Add a texture coordinate to the current vertex. More...
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virtual void | textureCoord (float u, float v) |
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virtual void | textureCoord (float u, float v, float w) |
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virtual void | textureCoord (float x, float y, float z, float w) |
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virtual void | textureCoord (const Vector2 &uv) |
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virtual void | textureCoord (const Vector3 &uvw) |
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virtual void | textureCoord (const Vector4 &xyzw) |
| @overload More...
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virtual void | triangle (uint32 i1, uint32 i2, uint32 i3) |
| Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times. More...
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void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) |
| Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...
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Class providing a much simplified interface to generating manual objects with custom geometry.
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:
- 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.
- Call begin() to begin entering data
- 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.
- 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.
- Call end() to finish entering data.
- 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
- 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.