OGRE
1.12.13
Object-Oriented Graphics Rendering Engine
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Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree. More...
#include <OgreBspSceneManager.h>
Public Member Functions | |
BspSceneManager (const String &name) | |
~BspSceneManager () | |
void | _findVisibleObjects (Camera *cam, VisibleObjectsBoundsInfo *visibleBounds, bool onlyShadowCasters) |
Overridden from SceneManager. More... | |
void | _notifyObjectDetached (const MovableObject *mov) |
Internal method for notifying the level that an object has been detached from a node. More... | |
void | _notifyObjectMoved (const MovableObject *mov, const Vector3 &pos) |
Internal method for tagging BspNodes with objects which intersect them. More... | |
virtual IntersectionSceneQuery * | createIntersectionQuery (uint32 mask=0xFFFFFFFF) |
Creates an IntersectionSceneQuery for this scene manager. More... | |
virtual RaySceneQuery * | createRayQuery (const Ray &ray, uint32 mask=0xFFFFFFFF) |
Creates a RaySceneQuery for this scene manager. More... | |
SceneNode * | createSceneNodeImpl (const String &name) |
Creates a specialized BspSceneNode. More... | |
SceneNode * | createSceneNodeImpl (void) |
Creates a specialized BspSceneNode. More... | |
size_t | estimateWorldGeometry (const String &filename) |
Specialised from SceneManager to support Quake3 bsp files. More... | |
size_t | estimateWorldGeometry (DataStreamPtr &stream, const String &typeName=BLANKSTRING) |
Specialised from SceneManager to support Quake3 bsp files. More... | |
const BspLevelPtr & | getLevel (void) |
ViewPoint | getSuggestedViewpoint (bool random=false) |
Specialised to suggest viewpoints. More... | |
const String & | getTypeName (void) const |
Retrieve the type name of this scene manager. More... | |
void | setLevel (const BspLevelPtr &level) |
void | setWorldGeometry (const String &filename) |
Specialised from SceneManager to support Quake3 bsp files. More... | |
void | setWorldGeometry (DataStreamPtr &stream, const String &typeName=BLANKSTRING) |
Specialised from SceneManager to support Quake3 bsp files. More... | |
void | showNodeBoxes (bool show) |
Tells the manager whether to draw the axis-aligned boxes that surround nodes in the Bsp tree. More... | |
Public Member Functions inherited from Ogre::SceneManager | |
SceneManager (const String &instanceName) | |
Constructor. More... | |
virtual | ~SceneManager () |
Default destructor. More... | |
bool | _areRenderStateChangesSuppressed (void) const |
Are render state changes suppressed? More... | |
CompositorChain * | _getActiveCompositorChain () const |
Gets the active compositor chain of the current scene being rendered. More... | |
const AutoParamDataSource * | _getAutoParamDataSource () |
uint32 | _getCombinedVisibilityMask (void) const |
Internal method for getting the combination between the global visibility mask and the per-viewport visibility mask. More... | |
IlluminationRenderStage | _getCurrentRenderStage () |
void | _handleLodEvents () |
Handle LOD events. More... | |
void | _injectRenderWithPass (Pass *pass, Renderable *rend, bool shadowDerivation=true, bool doLightIteration=false, const LightList *manualLightList=0) |
Render something as if it came from the current queue. More... | |
void | _issueRenderOp (Renderable *rend, const Pass *pass) |
Internal method for issuing the render operation. More... | |
void | _markGpuParamsDirty (uint16 mask) |
Method to allow you to mark gpu parameters as dirty, causing them to be updated according to the mask that you set when updateGpuProgramParameters is next called. More... | |
void | _notifyAutotrackingSceneNode (SceneNode *node, bool autoTrack) |
Internal method for notifying the manager that a SceneNode is autotracking. More... | |
void | _notifyEntityMaterialLodChanged (EntityMaterialLodChangedEvent &evt) |
Notify that an entity material LOD change event has occurred. More... | |
void | _notifyEntityMeshLodChanged (EntityMeshLodChangedEvent &evt) |
Notify that an entity mesh LOD change event has occurred. More... | |
void | _notifyMovableObjectLodChanged (MovableObjectLodChangedEvent &evt) |
Notify that a movable object LOD change event has occurred. More... | |
RenderContext * | _pauseRendering () |
Pause rendering of the frame. More... | |
void | _releaseManualHardwareResources () |
Notifies the scene manager that hardware resources were lost. More... | |
void | _renderQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render the objects in a given queue group. More... | |
virtual void | _renderScene (Camera *camera, Viewport *vp, bool includeOverlays=true) |
Prompts the class to send its contents to the renderer. More... | |
void | _renderVisibleObjects (void) |
Sends visible objects found in _findVisibleObjects to the rendering engine. More... | |
void | _restoreManualHardwareResources () |
Notifies the scene manager that hardware resources should be restored. More... | |
void | _resumeRendering (RenderContext *context) |
Resume rendering of the frame. More... | |
void | _setActiveCompositorChain (CompositorChain *chain) |
Sets the active compositor chain of the current scene being rendered. More... | |
void | _setDestinationRenderSystem (RenderSystem *sys) |
Notifies the scene manager of its destination render system. More... | |
const Pass * | _setPass (const Pass *pass, bool evenIfSuppressed=false, bool shadowDerivation=true) |
Internal method for setting up the renderstate for a rendering pass. More... | |
void | _suppressRenderStateChanges (bool suppress) |
Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects. More... | |
virtual void | _updateSceneGraph (Camera *cam) |
Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. More... | |
void | addListener (Listener *s) |
Add a listener which will get called back on scene manager events. More... | |
void | addLodListener (LodListener *listener) |
Add a level of detail listener. More... | |
void | addRenderObjectListener (RenderObjectListener *newListener) |
Registers a new Render Object Listener which will be notified when rendering an object. More... | |
void | addRenderQueueListener (RenderQueueListener *newListener) |
Registers a new RenderQueueListener which will be notified when render queues are processed. More... | |
void | addSpecialCaseRenderQueue (uint8 qid) |
Adds an item to the 'special case' render queue list. More... | |
void | clearSpecialCaseRenderQueues (void) |
Clears the 'special case' render queue list. More... | |
const ColourValue & | getAmbientLight (void) const |
Returns the ambient light level to be used for the scene. More... | |
Viewport * | getCurrentViewport (void) const |
Gets the current viewport being rendered (advanced use only, only valid during viewport update. More... | |
RenderSystem * | getDestinationRenderSystem () |
Get the rendersystem subclass to which the output of this Scene Manager gets sent. More... | |
bool | getFindVisibleObjects (void) |
Gets whether the SceneManager should search for visible objects, or whether they are being manually handled. More... | |
bool | getFlipCullingOnNegativeScale () const |
Get whether to automatically flip the culling mode on objects whenever they are negatively scaled. More... | |
const String & | getName (void) const |
Return the instance name of this SceneManager. More... | |
bool | getNormaliseNormalsOnScale () const |
Get whether to automatically normalise normals on objects whenever they are scaled. More... | |
virtual bool | getOption (const String &strKey, void *pDestValue) |
Method for getting the value of an implementation-specific Scene Manager option. More... | |
virtual bool | getOptionKeys (StringVector &refKeys) |
Method for getting all the implementation-specific options of the scene manager. More... | |
virtual bool | getOptionValues (const String &strKey, StringVector &refValueList) |
Method for getting all possible values for a specific option. More... | |
SceneMgrQueuedRenderableVisitor * | getQueuedRenderableVisitor (void) const |
Gets the current visitor object which processes queued renderables. More... | |
RenderQueue * | getRenderQueue (void) |
Retrieves the internal render queue, for advanced users only. More... | |
const VisibleObjectsBoundsInfo & | getShadowCasterBoundsInfo (const Light *light, size_t iteration=0) const |
Returns the shadow caster AAB for a specific light-camera combination. More... | |
SpecialCaseRenderQueueMode | getSpecialCaseRenderQueueMode (void) |
Gets the way the special case render queue list is processed. More... | |
uint32 | getVisibilityMask (void) |
Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. More... | |
const VisibleObjectsBoundsInfo & | getVisibleObjectsBoundsInfo (const Camera *cam) const |
Returns a visibility boundary box for a specific camera. More... | |
uint8 | getWorldGeometryRenderQueue (void) |
Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with. More... | |
virtual bool | hasOption (const String &strKey) const |
Method for verifying whether the scene manager has an implementation-specific option. More... | |
bool | isLateMaterialResolving () const |
Gets whether using late material resolving or not. More... | |
bool | isRenderQueueToBeProcessed (uint8 qid) |
Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode. More... | |
void | manualRender (Renderable *rend, const Pass *pass, Viewport *vp, const Affine3 &viewMatrix, const Matrix4 &projMatrix, bool doBeginEndFrame=false, bool lightScissoringClipping=true, bool doLightIteration=true, const LightList *manualLightList=0) |
Manual rendering method for rendering a single object. More... | |
void | manualRender (RenderOperation *rend, Pass *pass, Viewport *vp, const Affine3 &worldMatrix, const Affine3 &viewMatrix, const Matrix4 &projMatrix, bool doBeginEndFrame=false) |
Manual rendering method, for advanced users only. More... | |
OGRE_MUTEX (sceneGraphMutex) | |
Mutex to protect the scene graph from simultaneous access from multiple threads. More... | |
void | removeListener (Listener *s) |
Remove a listener. More... | |
void | removeLodListener (LodListener *listener) |
Remove a level of detail listener. More... | |
void | removeRenderObjectListener (RenderObjectListener *delListener) |
Removes a listener previously added with addRenderObjectListener. More... | |
void | removeRenderQueueListener (RenderQueueListener *delListener) |
Removes a listener previously added with addRenderQueueListener. More... | |
void | removeSpecialCaseRenderQueue (uint8 qid) |
Removes an item to the 'special case' render queue list. More... | |
void | setAmbientLight (const ColourValue &colour) |
Sets the ambient light level to be used for the scene. More... | |
void | setFindVisibleObjects (bool find) |
Sets whether the SceneManager should search for visible objects, or whether they are being manually handled. More... | |
void | setFlipCullingOnNegativeScale (bool n) |
Set whether to automatically flip the culling mode on objects whenever they are negatively scaled. More... | |
void | setLateMaterialResolving (bool isLate) |
Sets whether to use late material resolving or not. More... | |
void | setNormaliseNormalsOnScale (bool n) |
Set whether to automatically normalise normals on objects whenever they are scaled. More... | |
virtual bool | setOption (const String &strKey, const void *pValue) |
Method for setting a specific option of the Scene Manager. More... | |
void | setQueuedRenderableVisitor (SceneMgrQueuedRenderableVisitor *visitor) |
Advanced method for supplying an alternative visitor, used for parsing the render queues and sending the results to the renderer. More... | |
void | setSpecialCaseRenderQueueMode (SpecialCaseRenderQueueMode mode) |
Sets the way the special case render queue list is processed. More... | |
void | setVisibilityMask (uint32 vmask) |
Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. More... | |
void | setWorldGeometryRenderQueue (uint8 qid) |
Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with. More... | |
virtual Camera * | createCamera (const String &name) |
Creates a camera to be managed by this scene manager. More... | |
Camera * | getCamera (const String &name) const |
Retrieves a pointer to the named camera. More... | |
bool | hasCamera (const String &name) const |
Returns whether a camera with the given name exists. More... | |
virtual void | destroyCamera (Camera *cam) |
Removes a camera from the scene. More... | |
virtual void | destroyCamera (const String &name) |
Removes a camera from the scene. More... | |
virtual void | destroyAllCameras (void) |
Removes (and destroys) all cameras from the scene. More... | |
void | setCameraRelativeRendering (bool rel) |
Set whether to use camera-relative co-ordinates when rendering, ie to always place the camera at the origin and move the world around it. More... | |
bool | getCameraRelativeRendering () const |
Get whether to use camera-relative co-ordinates when rendering, ie to always place the camera at the origin and move the world around it. More... | |
CameraIterator | getCameraIterator (void) |
Returns a specialised MapIterator over all cameras in the scene. More... | |
const CameraList & | getCameras () const |
Returns a const version of the camera list. More... | |
virtual Light * | createLight (const String &name) |
Creates a light for use in the scene. More... | |
Light * | createLight (const String &name, Light::LightTypes type) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
virtual Light * | createLight () |
Creates a light with a generated name. More... | |
Light * | createLight (Light::LightTypes type) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
virtual Light * | getLight (const String &name) const |
Returns a pointer to the named Light which has previously been added to the scene. More... | |
virtual bool | hasLight (const String &name) const |
Returns whether a light with the given name exists. More... | |
const PlaneList & | getLightClippingPlanes (Light *l) |
Retrieve a set of clipping planes for a given light. More... | |
const RealRect & | getLightScissorRect (Light *l, const Camera *cam) |
Retrieve a scissor rectangle for a given light and camera. More... | |
virtual void | invalidatePerFrameScissorRectCache () |
Scissor rects are cached during frame, and this cache should be explicitly invalidated if several renders are done during one frame using different projections matrices, for example for tiled, stereo or multiview orthographic projection rendering. More... | |
virtual void | destroyLight (const String &name) |
Removes the named light from the scene and destroys it. More... | |
virtual void | destroyLight (Light *light) |
Removes the light from the scene and destroys it based on a pointer. More... | |
virtual void | destroyAllLights (void) |
Removes and destroys all lights in the scene. More... | |
void | _notifyLightsDirty (void) |
Advanced method to increase the lights dirty counter due to lights having changed. More... | |
ulong | _getLightsDirtyCounter (void) const |
Advanced method to gets the lights dirty counter. More... | |
const LightList & | _getLightsAffectingFrustum (void) const |
Get the list of lights which could be affecting the frustum. More... | |
void | _populateLightList (const Vector3 &position, Real radius, LightList &destList, uint32 lightMask=0xFFFFFFFF) |
Populate a light list with an ordered set of the lights which are closest to the position specified. More... | |
void | _populateLightList (const SceneNode *sn, Real radius, LightList &destList, uint32 lightMask=0xFFFFFFFF) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
virtual SceneNode * | createSceneNode (void) |
Creates an instance of a SceneNode. More... | |
virtual SceneNode * | createSceneNode (const String &name) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
virtual void | destroySceneNode (SceneNode *sn) |
Destroys a SceneNode. More... | |
virtual void | destroySceneNode (const String &name) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
SceneNode * | getRootSceneNode (void) |
Gets the SceneNode at the root of the scene hierarchy. More... | |
SceneNode * | getSceneNode (const String &name, bool throwExceptionIfNotFound=true) const |
Retrieves a named SceneNode from the scene graph. More... | |
bool | hasSceneNode (const String &name) const |
Returns whether a scene node with the given name exists. More... | |
void | setDisplaySceneNodes (bool display) |
Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene. More... | |
bool | getDisplaySceneNodes (void) const |
Returns true if all scene nodes axis are to be displayed. More... | |
void | showBoundingBoxes (bool bShow) |
Allows all bounding boxes of scene nodes to be displayed. More... | |
bool | getShowBoundingBoxes () const |
Returns if all bounding boxes of scene nodes are to be displayed. More... | |
DebugDrawer * | getDebugDrawer () |
Entity * | createEntity (const String &entityName, const String &meshName, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
Create an Entity (instance of a discrete mesh). More... | |
Entity * | createEntity (const String &entityName, const MeshPtr &pMesh) |
Create an Entity (instance of a discrete mesh). More... | |
Entity * | createEntity (const String &meshName) |
Create an Entity (instance of a discrete mesh) with an autogenerated name. More... | |
Entity * | createEntity (const MeshPtr &pMesh) |
Create an Entity (instance of a discrete mesh) with an autogenerated name. More... | |
Entity * | createEntity (const String &entityName, PrefabType ptype) |
Create an Entity (instance of a discrete mesh) from a range of prefab shapes. More... | |
Entity * | createEntity (PrefabType ptype) |
Create an Entity (instance of a discrete mesh) from a range of prefab shapes, generating the name. More... | |
Entity * | getEntity (const String &name) const |
Retrieves a pointer to the named Entity. More... | |
bool | hasEntity (const String &name) const |
Returns whether an entity with the given name exists. More... | |
void | destroyEntity (Entity *ent) |
Removes & destroys an Entity from the SceneManager. More... | |
void | destroyEntity (const String &name) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
virtual void | destroyAllEntities (void) |
Removes & destroys all Entities. More... | |
ManualObject * | createManualObject (const String &name) |
Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface. More... | |
ManualObject * | createManualObject () |
Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface, generating the name. More... | |
ManualObject * | getManualObject (const String &name) const |
Retrieves a pointer to the named ManualObject. More... | |
bool | hasManualObject (const String &name) const |
Returns whether a manual object with the given name exists. More... | |
void | destroyManualObject (ManualObject *obj) |
Removes & destroys a ManualObject from the SceneManager. More... | |
void | destroyManualObject (const String &name) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | destroyAllManualObjects (void) |
Removes & destroys all ManualObjects from the SceneManager. More... | |
BillboardChain * | createBillboardChain (const String &name) |
Create a BillboardChain, an object which you can use to render a linked chain of billboards. More... | |
BillboardChain * | createBillboardChain () |
Create a BillboardChain, an object which you can use to render a linked chain of billboards, with a generated name. More... | |
BillboardChain * | getBillboardChain (const String &name) const |
Retrieves a pointer to the named BillboardChain. More... | |
bool | hasBillboardChain (const String &name) const |
Returns whether a billboard chain with the given name exists. More... | |
void | destroyBillboardChain (BillboardChain *obj) |
Removes & destroys a BillboardChain from the SceneManager. More... | |
void | destroyBillboardChain (const String &name) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | destroyAllBillboardChains (void) |
Removes & destroys all BillboardChains from the SceneManager. More... | |
RibbonTrail * | createRibbonTrail (const String &name) |
Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes. More... | |
RibbonTrail * | createRibbonTrail () |
Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes, generating the name. More... | |
RibbonTrail * | getRibbonTrail (const String &name) const |
Retrieves a pointer to the named RibbonTrail. More... | |
bool | hasRibbonTrail (const String &name) const |
Returns whether a ribbon trail with the given name exists. More... | |
void | destroyRibbonTrail (RibbonTrail *obj) |
Removes & destroys a RibbonTrail from the SceneManager. More... | |
void | destroyRibbonTrail (const String &name) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | destroyAllRibbonTrails (void) |
Removes & destroys all RibbonTrails from the SceneManager. More... | |
ParticleSystem * | createParticleSystem (const String &name, const String &templateName) |
Creates a particle system based on a template. More... | |
ParticleSystem * | createParticleSystem (const String &name, size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Create a blank particle system. More... | |
ParticleSystem * | createParticleSystem (size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Create a blank particle system with a generated name. More... | |
ParticleSystem * | getParticleSystem (const String &name) const |
Retrieves a pointer to the named ParticleSystem. More... | |
bool | hasParticleSystem (const String &name) const |
Returns whether a particle system with the given name exists. More... | |
void | destroyParticleSystem (ParticleSystem *obj) |
Removes & destroys a ParticleSystem from the SceneManager. More... | |
void | destroyParticleSystem (const String &name) |
Removes & destroys a ParticleSystem from the SceneManager. More... | |
void | destroyAllParticleSystems (void) |
Removes & destroys all ParticleSystems from the SceneManager. More... | |
virtual void | prepareWorldGeometry (const String &filename) |
Sets the source of the 'world' geometry, i.e. More... | |
virtual void | prepareWorldGeometry (DataStreamPtr &stream, const String &typeName=BLANKSTRING) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | _queueSkiesForRendering (Camera *cam) |
void | setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, bool drawFirst=true, Real bow=0, int xsegments=1, int ysegments=1, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky plane' i.e. More... | |
void | _setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, uint8 renderQueue=RENDER_QUEUE_SKIES_EARLY, Real bow=0, int xsegments=1, int ysegments=1, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | setSkyPlaneEnabled (bool enable) |
Enables / disables a 'sky plane'. More... | |
bool | isSkyPlaneEnabled (void) const |
Return whether a key plane is enabled. More... | |
SceneNode * | getSkyPlaneNode (void) const |
Get the sky plane node, if enabled. More... | |
const SkyPlaneGenParameters & | getSkyPlaneGenParameters (void) const |
Get the parameters used to construct the SkyPlane, if any. More... | |
void | setSkyBox (bool enable, const String &materialName, Real distance=5000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky box' i.e. More... | |
void | _setSkyBox (bool enable, const String &materialName, Real distance=5000, uint8 renderQueue=RENDER_QUEUE_SKIES_EARLY, const Quaternion &orientation=Quaternion::IDENTITY, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | setSkyBoxEnabled (bool enable) |
Enables / disables a 'sky box'. More... | |
bool | isSkyBoxEnabled (void) const |
Return whether a skybox is enabled. More... | |
SceneNode * | getSkyBoxNode (void) const |
Get the skybox node, if enabled. More... | |
const SkyBoxGenParameters & | getSkyBoxGenParameters (void) const |
Get the parameters used to generate the current SkyBox, if any. More... | |
void | setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, int xsegments=16, int ysegments=16, int ysegments_keep=-1, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky dome' i.e. More... | |
void | _setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, uint8 renderQueue=RENDER_QUEUE_SKIES_EARLY, const Quaternion &orientation=Quaternion::IDENTITY, int xsegments=16, int ysegments=16, int ysegments_keep=-1, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | setSkyDomeEnabled (bool enable) |
Enables / disables a 'sky dome'. More... | |
bool | isSkyDomeEnabled (void) const |
Return whether a skydome is enabled. More... | |
SceneNode * | getSkyDomeNode (void) const |
Get the sky dome node, if enabled. More... | |
const SkyDomeGenParameters & | getSkyDomeGenParameters (void) const |
Get the parameters used to generate the current SkyDome, if any. More... | |
void | setFog (FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001f, Real linearStart=0.0f, Real linearEnd=1.0f) |
Sets the fogging mode applied to the scene. More... | |
FogMode | getFogMode (void) const |
Returns the fog mode for the scene. More... | |
const ColourValue & | getFogColour (void) const |
Returns the fog colour for the scene. More... | |
Real | getFogStart (void) const |
Returns the fog start distance for the scene. More... | |
Real | getFogEnd (void) const |
Returns the fog end distance for the scene. More... | |
Real | getFogDensity (void) const |
Returns the fog density for the scene. More... | |
BillboardSet * | createBillboardSet (unsigned int poolSize=20) |
Creates a new BillboardSet for use with this scene manager. More... | |
BillboardSet * | createBillboardSet (const String &name, unsigned int poolSize=20) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
BillboardSet * | getBillboardSet (const String &name) const |
Retrieves a pointer to the named BillboardSet. More... | |
bool | hasBillboardSet (const String &name) const |
Returns whether a billboardset with the given name exists. More... | |
void | destroyBillboardSet (BillboardSet *set) |
Removes & destroys an BillboardSet from the SceneManager. More... | |
void | destroyBillboardSet (const String &name) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | destroyAllBillboardSets (void) |
Removes & destroys all BillboardSets. More... | |
void | _applySceneAnimations (void) |
Internal method for applying animations to scene nodes. More... | |
Animation * | createAnimation (const String &name, Real length) |
Creates an animation which can be used to animate scene nodes. More... | |
Animation * | getAnimation (const String &name) const |
Looks up an Animation object previously created with createAnimation. More... | |
bool | hasAnimation (const String &name) const |
Returns whether an animation with the given name exists. More... | |
void | destroyAnimation (const String &name) |
Destroys an Animation. More... | |
void | destroyAllAnimations (void) |
Removes all animations created using this SceneManager. More... | |
AnimationState * | createAnimationState (const String &animName) |
Create an AnimationState object for managing application of animations. More... | |
AnimationState * | getAnimationState (const String &animName) const |
Retrieves animation state as previously created using createAnimationState. More... | |
bool | hasAnimationState (const String &name) const |
Returns whether an animation state with the given name exists. More... | |
void | destroyAnimationState (const String &name) |
Destroys an AnimationState. More... | |
void | destroyAllAnimationStates (void) |
Removes all animation states created using this SceneManager. More... | |
AnimationIterator | getAnimationIterator (void) |
Returns a specialised MapIterator over all animations in the scene. More... | |
const AnimationList & | getAnimations () const |
Returns a const version of the animation list. More... | |
AnimationStateIterator | getAnimationStateIterator (void) |
Returns a specialised MapIterator over all animation states in the scene. More... | |
const AnimationStateMap & | getAnimationStates () |
Returns a specialised Map over all animation states in the scene. More... | |
virtual AxisAlignedBoxSceneQuery * | createAABBQuery (const AxisAlignedBox &box, uint32 mask=0xFFFFFFFF) |
Creates an AxisAlignedBoxSceneQuery for this scene manager. More... | |
virtual SphereSceneQuery * | createSphereQuery (const Sphere &sphere, uint32 mask=0xFFFFFFFF) |
Creates a SphereSceneQuery for this scene manager. More... | |
virtual PlaneBoundedVolumeListSceneQuery * | createPlaneBoundedVolumeQuery (const PlaneBoundedVolumeList &volumes, uint32 mask=0xFFFFFFFF) |
Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. More... | |
void | destroyQuery (SceneQuery *query) |
Destroys a scene query of any type. More... | |
void | _suppressShadows (bool suppress) |
Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise. More... | |
bool | _areShadowsSuppressed (void) const |
Are shadows suppressed? More... | |
void | setShadowTechnique (ShadowTechnique technique) |
Sets the general shadow technique to be used in this scene. More... | |
ShadowTechnique | getShadowTechnique (void) const |
Gets the current shadow technique. More... | |
void | setShowDebugShadows (bool debug) |
Enables / disables the rendering of debug information for shadows. More... | |
bool | getShowDebugShadows (void) const |
Are debug shadows shown? More... | |
void | setShadowColour (const ColourValue &colour) |
Set the colour used to modulate areas in shadow. More... | |
const ColourValue & | getShadowColour (void) const |
Get the colour used to modulate areas in shadow. More... | |
void | setShadowDirectionalLightExtrusionDistance (Real dist) |
Sets the distance a shadow volume is extruded for a directional light. More... | |
Real | getShadowDirectionalLightExtrusionDistance (void) const |
Gets the distance a shadow volume is extruded for a directional light. More... | |
void | setShadowFarDistance (Real distance) |
Sets the default maximum distance away from the camera that shadows will be visible. More... | |
Real | getShadowFarDistance (void) const |
Gets the default maximum distance away from the camera that shadows will be visible. More... | |
Real | getShadowFarDistanceSquared (void) const |
void | setShadowIndexBufferSize (size_t size) |
Sets the maximum size of the index buffer used to render shadow primitives. More... | |
size_t | getShadowIndexBufferSize (void) const |
Get the size of the shadow index buffer. More... | |
const ShadowCameraSetupPtr & | getShadowCameraSetup () const |
Get the shadow camera setup in use for all lights which don't have their own shadow camera setup. More... | |
void | setShadowUseInfiniteFarPlane (bool enable) |
Sets whether we should use an inifinite camera far plane when rendering stencil shadows. More... | |
bool | isShadowTechniqueStencilBased (void) const |
Is there a stencil shadow based shadowing technique in use? More... | |
bool | isShadowTechniqueTextureBased (void) const |
Is there a texture shadow based shadowing technique in use? More... | |
bool | isShadowTechniqueModulative (void) const |
Is there a modulative shadowing technique in use? More... | |
bool | isShadowTechniqueAdditive (void) const |
Is there an additive shadowing technique in use? More... | |
bool | isShadowTechniqueIntegrated (void) const |
Is the shadow technique integrated into primary materials? More... | |
bool | isShadowTechniqueInUse (void) const |
Is there any shadowing technique in use? More... | |
void | setShadowUseLightClipPlanes (bool enabled) |
Sets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering. More... | |
bool | getShadowUseLightClipPlanes () const |
Gets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering. More... | |
virtual void | prepareShadowTextures (Camera *cam, Viewport *vp, const LightList *lightList=0) |
Method for preparing shadow textures ready for use in a regular render Do not call manually unless before frame start or rendering is paused If lightList is not supplied, will render all lights in frustum. More... | |
void | setShadowTextureSize (unsigned short size) |
Set the size of the texture used for all texture-based shadows. More... | |
void | setShadowTextureConfig (size_t shadowIndex, uint16 width, uint16 height, PixelFormat format, uint16 fsaa=0, uint16 depthBufferPoolId=1) |
Set the detailed configuration for a shadow texture. More... | |
void | setShadowTextureConfig (size_t shadowIndex, const ShadowTextureConfig &config) |
Set the detailed configuration for a shadow texture. More... | |
const ShadowTextureConfigList & | getShadowTextureConfigList () const |
Get the current shadow texture settings. More... | |
ConstShadowTextureConfigIterator | getShadowTextureConfigIterator () const |
void | setShadowTexturePixelFormat (PixelFormat fmt) |
Set the pixel format of the textures used for texture-based shadows. More... | |
void | setShadowTextureFSAA (unsigned short fsaa) |
Set the level of multisample AA of the textures used for texture-based shadows. More... | |
void | setShadowTextureCount (size_t count) |
Set the number of textures allocated for texture-based shadows. More... | |
size_t | getShadowTextureCount (void) const |
void | setShadowTextureCountPerLightType (Light::LightTypes type, size_t count) |
Set the number of shadow textures a light type uses. More... | |
size_t | getShadowTextureCountPerLightType (Light::LightTypes type) const |
Get the number of shadow textures is assigned for the given light type. More... | |
void | setShadowTextureSettings (uint16 size, uint16 count, PixelFormat fmt=PF_X8R8G8B8, uint16 fsaa=0, uint16 depthBufferPoolId=1) |
Sets the size and count of textures used in texture-based shadows. More... | |
const TexturePtr & | getShadowTexture (size_t shadowIndex) |
Get a reference to the shadow texture currently in use at the given index. More... | |
void | setShadowDirLightTextureOffset (Real offset) |
Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space. More... | |
Real | getShadowDirLightTextureOffset (void) const |
Gets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space. More... | |
void | setShadowTextureFadeStart (Real fadeStart) |
Sets the proportional distance at which texture shadows begin to fade out. More... | |
void | setShadowTextureFadeEnd (Real fadeEnd) |
Sets the proportional distance at which texture shadows finish to fading out. More... | |
void | setShadowTextureSelfShadow (bool selfShadow) |
Sets whether or not texture shadows should attempt to self-shadow. More... | |
bool | getShadowTextureSelfShadow (void) const |
Gets whether or not texture shadows attempt to self-shadow. More... | |
void | setShadowTextureCasterMaterial (const MaterialPtr &mat) |
Sets the default material to use for rendering shadow casters. More... | |
void | setShadowTextureReceiverMaterial (const MaterialPtr &mat) |
Sets the default material to use for rendering shadow receivers. More... | |
void | setShadowCasterRenderBackFaces (bool bf) |
Sets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces. More... | |
bool | getShadowCasterRenderBackFaces () const |
Gets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces. More... | |
void | setShadowCameraSetup (const ShadowCameraSetupPtr &shadowSetup) |
Set the shadow camera setup to use for all lights which don't have their own shadow camera setup. More... | |
StaticGeometry * | createStaticGeometry (const String &name) |
Creates a StaticGeometry instance suitable for use with this SceneManager. More... | |
StaticGeometry * | getStaticGeometry (const String &name) const |
Retrieve a previously created StaticGeometry instance. More... | |
bool | hasStaticGeometry (const String &name) const |
Returns whether a static geometry instance with the given name exists. More... | |
void | destroyStaticGeometry (StaticGeometry *geom) |
Remove & destroy a StaticGeometry instance. More... | |
void | destroyStaticGeometry (const String &name) |
Remove & destroy a StaticGeometry instance. More... | |
void | destroyAllStaticGeometry (void) |
Remove & destroy all StaticGeometry instances. More... | |
InstanceManager * | createInstanceManager (const String &customName, const String &meshName, const String &groupName, InstanceManager::InstancingTechnique technique, size_t numInstancesPerBatch, uint16 flags=0, unsigned short subMeshIdx=0) |
Creates an InstanceManager interface to create & manipulate instanced entities You need to call this function at least once before start calling createInstancedEntity to build up an instance based on the given mesh. More... | |
InstanceManager * | getInstanceManager (const String &managerName) const |
Retrieves an existing InstanceManager by it's name. More... | |
bool | hasInstanceManager (const String &managerName) const |
Returns whether an InstanceManager with the given name exists. More... | |
void | destroyInstanceManager (const String &name) |
Destroys an InstanceManager if it was created with createInstanceManager() More... | |
void | destroyInstanceManager (InstanceManager *instanceManager) |
void | destroyAllInstanceManagers (void) |
size_t | getNumInstancesPerBatch (const String &meshName, const String &groupName, const String &materialName, InstanceManager::InstancingTechnique technique, size_t numInstancesPerBatch, uint16 flags=0, unsigned short subMeshIdx=0) |
InstancedEntity * | createInstancedEntity (const String &materialName, const String &managerName) |
Creates an InstancedEntity based on an existing InstanceManager. More... | |
void | destroyInstancedEntity (InstancedEntity *instancedEntity) |
Removes an InstancedEntity,. More... | |
void | _addDirtyInstanceManager (InstanceManager *dirtyManager) |
Called by an InstanceManager when it has at least one InstanceBatch that needs their bounds to be updated for proper culling. More... | |
MovableObject * | createMovableObject (const String &name, const String &typeName, const NameValuePairList *params=0) |
Create a movable object of the type specified. More... | |
MovableObject * | createMovableObject (const String &typeName, const NameValuePairList *params=0) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | destroyMovableObject (const String &name, const String &typeName) |
Destroys a MovableObject with the name specified, of the type specified. More... | |
void | destroyMovableObject (MovableObject *m) |
Destroys a MovableObject. More... | |
void | destroyAllMovableObjectsByType (const String &typeName) |
Destroy all MovableObjects of a given type. More... | |
void | destroyAllMovableObjects (void) |
Destroy all MovableObjects. More... | |
MovableObject * | getMovableObject (const String &name, const String &typeName) const |
Get a reference to a previously created MovableObject. More... | |
bool | hasMovableObject (const String &name, const String &typeName) const |
Returns whether a movable object instance with the given name exists. More... | |
const MovableObjectMap & | getMovableObjects (const String &typeName) |
Get all MovableObect instances of a given type. More... | |
MovableObjectIterator | getMovableObjectIterator (const String &typeName) |
void | injectMovableObject (MovableObject *m) |
Inject a MovableObject instance created externally. More... | |
void | extractMovableObject (const String &name, const String &typeName) |
Extract a previously injected MovableObject. More... | |
void | extractMovableObject (MovableObject *m) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
void | extractAllMovableObjectsByType (const String &typeName) |
Extract all injected MovableObjects of a given type. More... | |
Additional Inherited Members | |
Public Types inherited from Ogre::SceneManager | |
typedef MapIterator< AnimationList > | AnimationIterator |
typedef std::map< String, Animation * > | AnimationList |
typedef MapIterator< CameraList > | CameraIterator |
typedef std::map< String, Camera * > | CameraList |
enum | IlluminationRenderStage { IRS_NONE, IRS_RENDER_TO_TEXTURE, IRS_RENDER_RECEIVER_PASS } |
Describes the stage of rendering when performing complex illumination. More... | |
typedef MapIterator< MovableObjectMap > | MovableObjectIterator |
typedef std::map< String, MovableObject * > | MovableObjectMap |
enum | PrefabType { PT_PLANE, PT_CUBE, PT_SPHERE } |
Prefab shapes available without loading a model. More... | |
enum | QueryTypeMask : uint32 { WORLD_GEOMETRY_TYPE_MASK = 0x80000000, ENTITY_TYPE_MASK = 0x40000000, FX_TYPE_MASK = 0x20000000, STATICGEOMETRY_TYPE_MASK = 0x10000000, LIGHT_TYPE_MASK = 0x08000000, FRUSTUM_TYPE_MASK = 0x04000000, USER_TYPE_MASK_LIMIT = FRUSTUM_TYPE_MASK } |
enum | SpecialCaseRenderQueueMode { SCRQM_INCLUDE, SCRQM_EXCLUDE } |
Enumeration of the possible modes allowed for processing the special case render queue list. More... | |
Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree.
This class refines the behaviour of the default SceneManager to manage a scene whose bulk of geometry is made up of an indoor environment which is organised by a Binary Space Partition (BSP) tree. A BSP tree progressively subdivides the space using planes which are the nodes of the tree. At some point we stop subdividing and everything in the remaining space is part of a 'leaf' which contains a number of polygons. Typically we traverse the tree to locate the leaf in which a point in space is (say the camera origin) and work from there. A second structure, the Potentially Visible Set, tells us which other leaves can been seen from this leaf, and we test their bounding boxes against the camera frustum to see which we need to draw. Leaves are also a good place to start for collision detection since they divide the level into discrete areas for testing. This BSP and PVS technique has been made famous by engines such as Quake and Unreal. Ogre provides support for loading Quake3 level files to populate your world through this class, by calling the BspSceneManager::setWorldGeometry. Note that this interface is made available at the top level of the SceneManager class so you don't have to write your code specifically for this class - just call Root::getSceneManager passing a SceneType of ST_INTERIOR and in the current implementation you will get a BspSceneManager silently disguised as a standard SceneManager.
Ogre::BspSceneManager::BspSceneManager | ( | const String & | name | ) |
Ogre::BspSceneManager::~BspSceneManager | ( | ) |
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Retrieve the type name of this scene manager.
Implements Ogre::SceneManager.
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager.
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager.
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager.
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager.
void Ogre::BspSceneManager::showNodeBoxes | ( | bool | show | ) |
Tells the manager whether to draw the axis-aligned boxes that surround nodes in the Bsp tree.
For debugging purposes.
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Specialised to suggest viewpoints.
Reimplemented from Ogre::SceneManager.
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void Ogre::BspSceneManager::setLevel | ( | const BspLevelPtr & | level | ) |
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Overridden from SceneManager.
Reimplemented from Ogre::SceneManager.
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Creates a specialized BspSceneNode.
Reimplemented from Ogre::SceneManager.
Creates a specialized BspSceneNode.
Reimplemented from Ogre::SceneManager.
void Ogre::BspSceneManager::_notifyObjectMoved | ( | const MovableObject * | mov, |
const Vector3 & | pos | ||
) |
Internal method for tagging BspNodes with objects which intersect them.
void Ogre::BspSceneManager::_notifyObjectDetached | ( | const MovableObject * | mov | ) |
Internal method for notifying the level that an object has been detached from a node.
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Creates a RaySceneQuery for this scene manager.
ray | Details of the ray which describes the region for this query. |
mask | The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details. |
Reimplemented from Ogre::SceneManager.
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virtual |
Creates an IntersectionSceneQuery for this scene manager.
mask | The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details. |
Reimplemented from Ogre::SceneManager.