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| ~Entity () |
| Default destructor. More...
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void | _deinitialise (void) |
| Tear down the internal structures of this Entity, rendering it uninitialised. More...
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const Affine3 * | _getBoneMatrices (void) const |
| Internal method for retrieving bone matrix information. More...
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bool | _getBuffersMarkedForAnimation (void) const |
| Are buffers already marked as vertex animated? More...
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VertexData * | _getHardwareVertexAnimVertexData (void) const |
| Advanced method to get the hardware morph vertex information. More...
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Real | _getMeshLodFactorTransformed () const |
| Get the LOD strategy transformation of the mesh LOD factor. More...
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unsigned short | _getNumBoneMatrices (void) const |
| Internal method for retrieving bone matrix information. More...
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TempBlendedBufferInfo * | _getSkelAnimTempBufferInfo (void) |
| Advanced method to get the temp buffer information for software skeletal animation. More...
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VertexData * | _getSkelAnimVertexData (void) const |
| Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned. More...
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VertexData * | _getSoftwareVertexAnimVertexData (void) const |
| Advanced method to get the temporarily blended software vertex animation information. More...
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TempBlendedBufferInfo * | _getVertexAnimTempBufferInfo (void) |
| Advanced method to get the temp buffer information for software morph animation. More...
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void | _initialise (bool forceReinitialise=false) |
| Try to initialise the Entity from the underlying resources. More...
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bool | _isAnimated (void) const |
| Tests if any animation applied to this entity. More...
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bool | _isSkeletonAnimated (void) const |
| Tests if skeleton was animated. More...
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void | _markBuffersUsedForAnimation (void) |
| Mark just this vertex data as animated. More...
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void | _notifyAttached (Node *parent, bool isTagPoint=false) override |
| Internal method called to notify the object that it has been attached to a node. More...
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void | _notifyCurrentCamera (Camera *cam) override |
| Internal method to notify the object of the camera to be used for the next rendering operation. More...
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void | _releaseManualHardwareResources () override |
| Notifies the movable object that hardware resources were lost. More...
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void | _restoreManualHardwareResources () override |
| Notifies the movable object that hardware resources should be restored. More...
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void | _updateAnimation (void) |
| Advanced method to perform all the updates required for an animated entity. More...
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void | _updateRenderQueue (RenderQueue *queue) override |
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
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void | addSoftwareAnimationRequest (bool normalsAlso) |
| Add a request for software animation. More...
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TagPoint * | attachObjectToBone (const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO) |
| Attaches another object to a certain bone of the skeleton which this entity uses. More...
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VertexDataBindChoice | chooseVertexDataForBinding (bool hasVertexAnim) |
| Choose which vertex data to bind to the renderer. More...
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Entity * | clone (const String &newName) const |
| Clones this entity and returns a pointer to the clone. More...
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void | detachAllObjectsFromBone (void) |
| Detach all MovableObjects previously attached using attachObjectToBone. More...
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MovableObject * | detachObjectFromBone (const String &movableName) |
| Detach a MovableObject previously attached using attachObjectToBone. More...
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void | detachObjectFromBone (MovableObject *obj) |
| Detaches an object by pointer. More...
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AnimationStateSet * | getAllAnimationStates (void) const |
| For entities based on animated meshes, gets the AnimationState objects for all animations. More...
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bool | getAlwaysUpdateMainSkeleton () const |
| The skeleton of the main entity will be updated even if the an LOD entity is being displayed. More...
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AnimationState * | getAnimationState (const String &name) const |
| For entities based on animated meshes, gets the AnimationState object for a single animation. More...
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ChildObjectListIterator | getAttachedObjectIterator (void) |
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const ChildObjectList & | getAttachedObjects () const |
| Gets an iterator to the list of objects attached to bones on this entity. More...
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const AxisAlignedBox & | getBoundingBox (void) const override |
| Retrieves the local axis-aligned bounding box for this object. More...
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Real | getBoundingRadius (void) const override |
| Retrieves the radius of the origin-centered bounding sphere for this object. More...
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AxisAlignedBox | getChildObjectsBoundingBox (void) const |
| Merge all the child object Bounds a return it. More...
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ushort | getCurrentLodIndex () |
| Returns the current LOD used to render. More...
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bool | getDisplaySkeleton (void) const |
| Returns whether or not the entity is currently displaying its skeleton. More...
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EdgeData * | getEdgeList (void) override |
| Returns details of the edges which might be used to determine a silhouette. More...
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Entity * | getManualLodLevel (size_t index) const |
| Gets a pointer to the entity representing the numbered manual level of detail. More...
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const MeshPtr & | getMesh (void) const |
| Gets the Mesh that this Entity is based on. More...
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const String & | getMovableType (void) const override |
| Returns the type name of this object. More...
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size_t | getNumManualLodLevels (void) const |
| Returns the number of manual levels of detail that this entity supports. More...
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size_t | getNumSubEntities (void) const |
| Retrieves the number of SubEntity objects making up this entity. More...
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const ShadowRenderableList & | getShadowVolumeRenderableList (const Light *light, const HardwareIndexBufferPtr &indexBuffer, size_t &indexBufferUsedSize, float extrusionDistance, int flags=0) override |
| Gets an list of the renderables required to render the shadow volume. More...
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SkeletonInstance * | getSkeleton (void) const |
| Get this Entity's personal skeleton instance. More...
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const EntitySet * | getSkeletonInstanceSharingSet () const |
| Returns a pointer to the set of entities which share a SkeletonInstance. More...
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bool | getSkipAnimationStateUpdate () const |
| Entity's skeleton's AnimationState will not be automatically updated when set to true. More...
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int | getSoftwareAnimationNormalsRequests (void) const |
| Returns the number of requests that have been made for software animation of normals. More...
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int | getSoftwareAnimationRequests (void) const |
| Returns the number of requests that have been made for software animation. More...
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const SubEntityList & | getSubEntities () const |
| Retrieves SubEntity objects making up this entity. More...
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SubEntity * | getSubEntity (const String &name) const |
| Gets a pointer to a SubEntity by name. More...
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SubEntity * | getSubEntity (size_t index) const |
| Gets a pointer to a SubEntity, ie a part of an Entity. More...
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uint32 | getTypeFlags (void) const override |
| Override to return specific type flag. More...
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bool | getUpdateBoundingBoxFromSkeleton () const |
| If true, the skeleton of the entity will be used to update the bounding box for culling. More...
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VertexData * | getVertexDataForBinding (void) |
| Retrieve the VertexData which should be used for GPU binding. More...
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const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const override |
| Get the world bounding box of the caster. More...
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const Sphere & | getWorldBoundingSphere (bool derive=false) const override |
| Retrieves the worldspace bounding sphere for this object. More...
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bool | hasAnimationState (const String &name) const |
| Returns whether the AnimationState with the given name exists. More...
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bool | hasSkeleton (void) const |
| Returns whether or not this entity is skeletally animated. More...
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bool | hasVertexAnimation (void) const |
| Returns whether or not this entity is either morph or pose animated. More...
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bool | isHardwareAnimationEnabled (void) |
| Returns whether or not hardware animation is enabled. More...
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bool | isInitialised (void) const |
| Has this Entity been initialised yet? More...
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void | loadingComplete (Resource *res) override |
| Resource::Listener hook to notify Entity that a delay-loaded Mesh is complete. More...
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void | refreshAvailableAnimationState (void) |
| Updates the internal animation state set to include the latest available animations from the attached skeleton. More...
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void | removeSoftwareAnimationRequest (bool normalsAlso) |
| Removes a request for software animation. More...
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void | setAlwaysUpdateMainSkeleton (bool update) |
| The skeleton of the main entity will be updated even if the an LOD entity is being displayed. More...
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void | setDisplaySkeleton (bool display) |
| Tells the Entity whether or not it should display it's skeleton, if it has one. More...
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void | setMaterial (const MaterialPtr &material) |
| Sets the material to use for the whole of this entity. More...
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void | setMaterialLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99) |
| Sets a level-of-detail bias for the material detail of this entity. More...
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void | setMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) |
| Sets the material to use for the whole of this entity. More...
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void | setMeshLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99) |
| Sets a level-of-detail bias for the mesh detail of this entity. More...
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void | setPolygonModeOverrideable (bool PolygonModeOverrideable) |
| Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings. More...
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void | setRenderQueueGroup (uint8 queueID) override |
| Sets the render queue group this entity will be rendered through. More...
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void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority) override |
| Sets the render queue group and group priority this entity will be rendered through. More...
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void | setSkipAnimationStateUpdate (bool skip) |
| Entity's skeleton's AnimationState will not be automatically updated when set to true. More...
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void | setUpdateBoundingBoxFromSkeleton (bool update) |
| If true, the skeleton of the entity will be used to update the bounding box for culling. More...
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void | shareSkeletonInstanceWith (Entity *entity) |
| Shares the SkeletonInstance with the supplied entity. More...
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bool | sharesSkeletonInstance () const |
| Returns whether this entity shares it's SkeltonInstance with other entity instances. More...
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void | stopSharingSkeletonInstance () |
| Stops sharing the SkeletonInstance with other entities. More...
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void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) override |
| 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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| MovableObject () |
| Constructor. More...
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| MovableObject (const String &name) |
| Named constructor. More...
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virtual | ~MovableObject () |
| Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
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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 | _notifyCreator (MovableObjectFactory *fact) |
| Notify the object of it's creator (internal use only) 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 | 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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void | detachFromParent (void) |
| Detaches an object from a parent SceneNode or TagPoint, if attached. More...
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Real | getBoundingRadiusScaled () const |
| as getBoundingRadius, but with scaling applied More...
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bool | getCastShadows (void) const override |
| Returns whether shadow casting is enabled for this object. More...
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const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const override |
| Gets the world space bounding box of the dark cap, as extruded using the light provided. More...
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EdgeData * | getEdgeList (void) override |
| Returns details of the edges which might be used to determine a silhouette. More...
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const AxisAlignedBox & | getLightCapBounds (void) const override |
| Gets the world space bounding box of the light cap. 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 & | getName (void) const |
| Returns the name of this object. 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 override |
| Get the distance to extrude for a point/spot light. More...
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virtual 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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const ShadowRenderableList & | getShadowVolumeRenderableList (const Light *light, const HardwareIndexBufferPtr &indexBuffer, size_t &indexBufferUsedSize, float extrusionDist, int flags=0) override |
| Define a default implementation of method from ShadowCaster which implements no shadows. More...
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const Any & | getUserAny (void) const |
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UserObjectBindings & | getUserObjectBindings () |
| Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
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const UserObjectBindings & | getUserObjectBindings () const |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
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virtual 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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const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const override |
| Retrieves the axis-aligned bounding box for this object in world coordinates. 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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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 | 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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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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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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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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Public Member Functions inherited from Ogre::ShadowCaster |
virtual | ~ShadowCaster () |
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bool | hasEdgeList () |
| Returns whether the object has a valid edge list. More...
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| AnimableObject () |
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virtual | ~AnimableObject () |
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virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value. 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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virtual | ~Listener () |
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virtual void | preparingComplete (Resource *) |
| Called whenever the resource finishes preparing (paging into memory). More...
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virtual void | unloadingComplete (Resource *) |
| Called whenever the resource has been unloaded. More...
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Defines an instance of a discrete, movable object based on a Mesh.
Ogre generally divides renderable objects into 2 groups, discrete (separate) and relatively small objects which move around the world, and large, sprawling geometry which makes up generally immovable scenery, aka 'level geometry'.
The Mesh and SubMesh classes deal with the definition of the geometry used by discrete movable objects. Entities are actual instances of objects based on this geometry in the world. Therefore there is usually a single set Mesh for a car, but there may be multiple entities based on it in the world. Entities are able to override aspects of the Mesh it is defined by, such as changing material properties per instance (so you can have many cars using the same geometry but different textures for example). Because a Mesh is split into SubMeshes for this purpose, the Entity class is a grouping class (much like the Mesh class) and much of the detail regarding individual changes is kept in the SubEntity class. There is a 1:1 relationship between SubEntity instances and the SubMesh instances associated with the Mesh the Entity is based on.
Entity and SubEntity classes are never created directly. Use the createEntity method of the SceneManager (passing a model name) to create one.
Entities are included in the scene by associating them with a SceneNode, using the SceneNode::attachObject method.
- Note
- No functions were declared virtual to improve performance.