OGRE  1.12.4
Object-Oriented Graphics Rendering Engine
Ogre::Light Class Reference

Representation of a dynamic light source in the scene. More...

#include <OgreLight.h>

+ Inheritance diagram for Ogre::Light:

Public Types

enum  LightTypes { LT_POINT = 0, LT_DIRECTIONAL = 1, LT_SPOTLIGHT = 2 }
 Defines the type of light. More...
 
typedef std::vector< ShadowRenderable * > ShadowRenderableList
 
typedef VectorIterator< ShadowRenderableListShadowRenderableListIterator
 

Public Member Functions

 Light ()
 Default constructor (for Python mainly). More...
 
 Light (const String &name)
 Normal constructor. More...
 
 ~Light ()
 Standard destructor. More...
 
void _calcTempSquareDist (const Vector3 &worldPos)
 internal method for calculating current squared distance from some world position More...
 
Real _deriveShadowFarClipDistance (const Camera *maincam) const
 Derive a shadow camera far distance from either the light, or from the main camera if the light doesn't have its own setting. More...
 
Real _deriveShadowNearClipDistance (const Camera *maincam) const
 Derive a shadow camera near distance from either the light, or from the main camera if the light doesn't have its own setting. More...
 
MovableObjectFactory_getCreator (void) const
 Get the creator of this object, if any (internal use only) More...
 
virtual const PlaneBoundedVolumeList_getFrustumClipVolumes (const Camera *const cam) const
 Internal method for calculating the clip volumes outside of the frustum which can be used to determine which objects are casting shadow on the frustum as a whole. More...
 
size_t _getIndexInFrame () const
 Gets the index at which this light is in the current render. More...
 
LightList_getLightList ()
 Returns a pointer to the current list of lights for this object. More...
 
SceneManager_getManager (void) const
 Get the manager of this object, if any (internal use only) More...
 
virtual const PlaneBoundedVolume_getNearClipVolume (const Camera *const cam) const
 Internal method for calculating the 'near clip volume', which is the volume formed between the near clip rectangle of the camera and the light. More...
 
virtual const Affine3_getParentNodeFullTransform (void) const
 Return the full transformation of the parent sceneNode or the attachingPoint node. More...
 
void _notifyAttached (Node *parent, bool isTagPoint=false)
 Internal method called to notify the object that it has been attached to a node. More...
 
virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only) More...
 
virtual void _notifyCurrentCamera (Camera *cam)
 Internal method to notify the object of the camera to be used for the next rendering operation. More...
 
void _notifyIndexInFrame (size_t i)
 
virtual void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only) More...
 
void _notifyMoved (void)
 Internal method called to notify the object that it has been moved. More...
 
virtual void _releaseManualHardwareResources ()
 Notifies the movable object that hardware resources were lost. More...
 
virtual void _restoreManualHardwareResources ()
 Notifies the movable object that hardware resources should be restored. More...
 
void _setCameraRelative (Camera *cam)
 Set the camera which this light should be relative to, for camera-relative rendering. More...
 
virtual void _updateCustomGpuParameter (uint16 paramIndex, const GpuProgramParameters::AutoConstantEntry &constantEntry, GpuProgramParameters *params) const
 Update a custom GpuProgramParameters constant which is derived from information only this Light knows. More...
 
void _updateRenderQueue (RenderQueue *queue)
 Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
 
void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
void detachFromParent (void)
 Detaches an object from a parent SceneNode or TagPoint, if attached. More...
 
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object. More...
 
Vector4 getAs4DVector (bool cameraRelativeIfSet=false) const
 Gets the details of this light as a 4D vector. More...
 
const Vector4fgetAttenuation () const
 get all attenuation params as (range, constant, linear, quadratic) More...
 
float getAttenuationConstant (void) const
 Returns the constant factor in the attenuation formula. More...
 
float getAttenuationLinear (void) const
 Returns the linear factor in the attenuation formula. More...
 
float getAttenuationQuadric (void) const
 Returns the quadric factor in the attenuation formula. More...
 
float getAttenuationRange (void) const
 Returns the absolute upper range of the light. More...
 
const AxisAlignedBoxgetBoundingBox (void) const
 Retrieves the local axis-aligned bounding box for this object. More...
 
Real getBoundingRadius (void) const
 Retrieves the radius of the origin-centered bounding sphere for this object. More...
 
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object. More...
 
const Vector4getCustomParameter (uint16 index) const
 Gets the custom value associated with this Light at the given index. More...
 
const ShadowCameraSetupPtrgetCustomShadowCameraSetup (void) const
 Return a pointer to the custom shadow camera setup (null means use SceneManager global version). More...
 
const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const override
 Gets the world space bounding box of the dark cap, as extruded using the light provided. More...
 
const Vector3getDerivedDirection (void) const
 Retrieves the direction of the light including any transform from nodes it is attached to. More...
 
const Vector3getDerivedPosition (bool cameraRelativeIfSet=false) const
 Retrieves the position of the light including any transform from nodes it is attached to. More...
 
const ColourValuegetDiffuseColour (void) const
 Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). More...
 
const Vector3getDirection (void) const
 
EdgeDatagetEdgeList (void)
 Returns details of the edges which might be used to determine a silhouette. More...
 
const AxisAlignedBoxgetLightCapBounds (void) const override
 Gets the world space bounding box of the light cap. More...
 
uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object. More...
 
ListenergetListener (void) const
 Gets the current listener for this object. More...
 
const StringgetMovableType (void) const
 Returns the type name of this object. More...
 
const StringgetName (void) const
 Returns the name of this object. More...
 
NodegetParentNode (void) const
 Returns the node to which this object is attached. More...
 
SceneNodegetParentSceneNode (void) const
 Returns the scene node to which this object is attached. More...
 
Real getPointExtrusionDistance (const Light *l) const
 Get the distance to extrude for a point/spot light. More...
 
const Vector3getPosition (void) const
 Returns the position of the light. More...
 
Real getPowerScale (void) const
 Set the scaling factor which indicates the relative power of a light. More...
 
uint32 getQueryFlags (void) const
 Returns the query flags relevant for this object. More...
 
bool getReceivesShadows ()
 Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
 
Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered. More...
 
Real getRenderingMinPixelSize () const
 Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity. More...
 
Real getShadowFarClipDistance () const
 Get the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
Real getShadowFarDistance (void) const
 Gets the maximum distance away from the camera that shadows by this light will be visible. More...
 
Real getShadowFarDistanceSquared (void) const
 
Real getShadowNearClipDistance () const
 Get the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0)
 Define a default implementation of method from ShadowCaster which implements no shadows. More...
 
const ColourValuegetSpecularColour (void) const
 Returns the colour of specular light given off by this light source. More...
 
Real getSpotlightFalloff (void) const
 Returns the falloff between the inner and outer cones of the spotlight. More...
 
const RadiangetSpotlightInnerAngle (void) const
 Returns the angle covered by the spotlights inner cone. More...
 
Real getSpotlightNearClipDistance () const
 Get the near clip plane distance to be used by spotlights that use light clipping. More...
 
const RadiangetSpotlightOuterAngle (void) const
 Returns the angle covered by the spotlights outer cone. More...
 
LightTypes getType (void) const
 Returns the light type. More...
 
uint32 getTypeFlags (void) const
 Override to return specific type flag. More...
 
const AnygetUserAny (void) const
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
uint32 getVisibilityFlags (void) const
 Returns the visibility flags relevant for this object. More...
 
bool getVisible (void) const
 Gets this object whether to be visible or not, if it has a renderable component. More...
 
virtual const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const
 Retrieves the axis-aligned bounding box for this object in world coordinates. More...
 
virtual const SpheregetWorldBoundingSphere (bool derive=false) const
 Retrieves the worldspace bounding sphere for this object. More...
 
bool hasEdgeList (void)
 Returns whether the object has a valid edge list. More...
 
bool isAttached (void) const
 Returns true if this object is attached to a SceneNode or TagPoint. More...
 
bool isDebugDisplayEnabled (void) const
 Gets whether debug display of this object is enabled. More...
 
bool isInLightRange (const Ogre::Sphere &sphere) const
 Check whether a sphere is included in the lighted area of the light. More...
 
bool isInLightRange (const Ogre::AxisAlignedBox &container) const
 Check whether a bounding box is included in the lighted area of the light. More...
 
virtual bool isInScene (void) const
 Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
 
bool isParentTagPoint () const
 Gets whether the parent node is a TagPoint (or a SceneNode) More...
 
virtual bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not. More...
 
const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void resetCustomShadowCameraSetup (void)
 Reset the shadow camera setup to the default. More...
 
void resetShadowFarDistance (void)
 Tells the light to use the shadow far distance of the SceneManager. More...
 
void setAttenuation (float range, float constant, float linear, float quadratic)
 Sets the attenuation parameters of the light source i.e. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
void setCustomParameter (uint16 index, const Vector4 &value)
 Sets a custom parameter for this Light, which may be used to drive calculations for this specific Renderable, like GPU program parameters. More...
 
void setCustomShadowCameraSetup (const ShadowCameraSetupPtr &customShadowSetup)
 Set this light to use a custom shadow camera when rendering texture shadows. More...
 
void setDebugDisplayEnabled (bool enabled)
 Sets whether or not the debug display of this object is enabled. More...
 
void setDiffuseColour (float red, float green, float blue)
 Sets the colour of the diffuse light given off by this source. More...
 
void setDiffuseColour (const ColourValue &colour)
 
void setDirection (Real x, Real y, Real z)
 
void setDirection (const Vector3 &vec)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setLightMask (uint32 lightMask)
 Set a bitwise mask which will filter the lights affecting this object. More...
 
void setListener (Listener *listener)
 Sets a listener for this object. More...
 
void setPosition (Real x, Real y, Real z)
 Sets the position of the light. More...
 
void setPosition (const Vector3 &vec)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setPowerScale (Real power)
 Set a scaling factor to indicate the relative power of a light. More...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered. More...
 
void setRenderingMinPixelSize (Real pixelSize)
 Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
virtual void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this entity will be rendered through. More...
 
virtual void setRenderQueueGroupAndPriority (uint8 queueID, ushort priority)
 Sets the render queue group and group priority this entity will be rendered through. More...
 
void setShadowFarClipDistance (Real farClip)
 Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
void setShadowFarDistance (Real distance)
 Sets the maximum distance away from the camera that shadows by this light will be visible. More...
 
void setShadowNearClipDistance (Real nearClip)
 Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
void setSpecularColour (float red, float green, float blue)
 Sets the colour of the specular light given off by this source. More...
 
void setSpecularColour (const ColourValue &colour)
 
void setSpotlightFalloff (Real val)
 Sets the falloff between the inner and outer cones of the spotlight. More...
 
void setSpotlightInnerAngle (const Radian &val)
 Sets the angle covered by the spotlights inner cone. More...
 
void setSpotlightNearClipDistance (Real nearClip)
 Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum. More...
 
void setSpotlightOuterAngle (const Radian &val)
 Sets the angle covered by the spotlights outer cone. More...
 
void setSpotlightRange (const Radian &innerAngle, const Radian &outerAngle, Real falloff=1.0)
 Sets the range of a spotlight, i.e. More...
 
void setType (LightTypes type)
 Sets the type of light - see LightTypes for more info. More...
 
void setUserAny (const Any &anything)
 
void setVisibilityFlags (uint32 flags)
 Sets the visibility flags for this object. More...
 
void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component. More...
 
void visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false)
 Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...
 

Static Public Member Functions

static void clearShadowRenderableList (ShadowRenderableList &shadowRenderables)
 Common implementation of releasing shadow renderables. More...
 
static void extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
 Utility method for extruding vertices based on a light. More...
 
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances. More...
 
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances. More...
 
static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances. More...
 
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances. More...
 

Public Attributes

Real tempSquareDist
 Temp tag used for sorting. More...
 

Detailed Description

Representation of a dynamic light source in the scene.

Remarks
Lights are added to the scene like any other object. They contain various parameters like type, attenuation (how light intensity fades with distance), colour etc.
The defaults when a light is created is pure white diffuse light, with no attenuation (does not decrease with distance) and a range of 1000 world units.
Lights are created by using the SceneManager::createLight method. They subsequently must be added to a SceneNode to orient them in the scene and to allow moving them.
Remember also that dynamic lights rely on modifying the colour of vertices based on the position of the light compared to an object's vertex normals. Dynamic lighting will only look good if the object being lit has a fair level of tessellation and the normals are properly set. This is particularly true for the spotlight which will only look right on highly tessellated models. In the future OGRE may be extended for certain scene types so an alternative to the standard dynamic lighting may be used, such as dynamic lightmaps.

Member Typedef Documentation

◆ ShadowRenderableList

◆ ShadowRenderableListIterator

Member Enumeration Documentation

◆ LightTypes

Defines the type of light.

Enumerator
LT_POINT 

Point light sources give off light equally in all directions, so require only position not direction.

LT_DIRECTIONAL 

Directional lights simulate parallel light beams from a distant source, hence have direction but no position.

LT_SPOTLIGHT 

Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff.

Constructor & Destructor Documentation

◆ Light() [1/2]

Ogre::Light::Light ( )

Default constructor (for Python mainly).

◆ Light() [2/2]

Ogre::Light::Light ( const String name)

Normal constructor.

Should not be called directly, but rather the SceneManager::createLight method should be used.

◆ ~Light()

Ogre::Light::~Light ( )

Standard destructor.

Member Function Documentation

◆ _calcTempSquareDist()

void Ogre::Light::_calcTempSquareDist ( const Vector3 worldPos)

internal method for calculating current squared distance from some world position

◆ setType()

void Ogre::Light::setType ( LightTypes  type)

Sets the type of light - see LightTypes for more info.

◆ getType()

LightTypes Ogre::Light::getType ( void  ) const

Returns the light type.

◆ setDiffuseColour() [1/2]

void Ogre::Light::setDiffuseColour ( float  red,
float  green,
float  blue 
)

Sets the colour of the diffuse light given off by this source.

Remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.
Diffuse light simulates the typical light emanating from light sources and affects the base colour of objects together with ambient light.

◆ setDiffuseColour() [2/2]

void Ogre::Light::setDiffuseColour ( const ColourValue colour)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ getDiffuseColour()

const ColourValue& Ogre::Light::getDiffuseColour ( void  ) const

Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info).

◆ setSpecularColour() [1/2]

void Ogre::Light::setSpecularColour ( float  red,
float  green,
float  blue 
)

Sets the colour of the specular light given off by this source.

Remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.
Specular light affects the appearance of shiny highlights on objects, and is also dependent on the 'shininess' Material value.

◆ setSpecularColour() [2/2]

void Ogre::Light::setSpecularColour ( const ColourValue colour)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ getSpecularColour()

const ColourValue& Ogre::Light::getSpecularColour ( void  ) const

Returns the colour of specular light given off by this light source.

◆ setAttenuation()

void Ogre::Light::setAttenuation ( float  range,
float  constant,
float  linear,
float  quadratic 
)
inline

Sets the attenuation parameters of the light source i.e.

how it diminishes with distance.

Remarks
Lights normally get fainter the further they are away. Also, each light is given a maximum range beyond which it cannot affect any objects.
Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity.
This follows a standard attenuation approach - see any good 3D text for the details of what they mean since i don't have room here!
Parameters
rangeThe absolute upper range of the light in world units.
constantThe constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation.
linearThe linear factor in the attenuation formula: 1 means attenuate evenly over the distance.
quadraticThe quadratic factor in the attenuation formula: adds a curvature to the attenuation formula.

◆ getAttenuationRange()

float Ogre::Light::getAttenuationRange ( void  ) const
inline

Returns the absolute upper range of the light.

◆ getAttenuationConstant()

float Ogre::Light::getAttenuationConstant ( void  ) const
inline

Returns the constant factor in the attenuation formula.

◆ getAttenuationLinear()

float Ogre::Light::getAttenuationLinear ( void  ) const
inline

Returns the linear factor in the attenuation formula.

◆ getAttenuationQuadric()

float Ogre::Light::getAttenuationQuadric ( void  ) const
inline

Returns the quadric factor in the attenuation formula.

◆ getAttenuation()

const Vector4f& Ogre::Light::getAttenuation ( ) const
inline

get all attenuation params as (range, constant, linear, quadratic)

◆ setPosition() [1/2]

void Ogre::Light::setPosition ( Real  x,
Real  y,
Real  z 
)

Sets the position of the light.

Remarks
Applicable to point lights and spotlights only.
Note
This will be overridden if the light is attached to a SceneNode.
Deprecated:
attach to SceneNode and use SceneNode::setPosition

◆ setPosition() [2/2]

void Ogre::Light::setPosition ( const Vector3 vec)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Deprecated:
attach to SceneNode and use SceneNode::setPosition

◆ getPosition()

const Vector3& Ogre::Light::getPosition ( void  ) const

Returns the position of the light.

Note
Applicable to point lights and spotlights only.
Deprecated:
attach to SceneNode and use SceneNode::getPosition

◆ setDirection() [1/2]

void Ogre::Light::setDirection ( Real  x,
Real  y,
Real  z 
)

◆ setDirection() [2/2]

void Ogre::Light::setDirection ( const Vector3 vec)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Deprecated:
attach to SceneNode and use SceneNode::setDirection

◆ getDirection()

const Vector3& Ogre::Light::getDirection ( void  ) const

◆ _notifyAttached()

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

Internal method called to notify the object that it has been attached to a node.

Reimplemented from Ogre::MovableObject.

◆ _notifyMoved()

void Ogre::Light::_notifyMoved ( void  )
virtual

Internal method called to notify the object that it has been moved.

Reimplemented from Ogre::MovableObject.

Reimplemented in Ogre::PCZLight.

◆ setSpotlightRange()

void Ogre::Light::setSpotlightRange ( const Radian innerAngle,
const Radian outerAngle,
Real  falloff = 1.0 
)

Sets the range of a spotlight, i.e.

the angle of the inner and outer cones and the rate of falloff between them.

Parameters
innerAngleAngle covered by the bright inner cone
Note
The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL.
Parameters
outerAngleAngle covered by the outer cone
falloffThe rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.

◆ getSpotlightInnerAngle()

const Radian& Ogre::Light::getSpotlightInnerAngle ( void  ) const

Returns the angle covered by the spotlights inner cone.

◆ getSpotlightOuterAngle()

const Radian& Ogre::Light::getSpotlightOuterAngle ( void  ) const

Returns the angle covered by the spotlights outer cone.

◆ getSpotlightFalloff()

Real Ogre::Light::getSpotlightFalloff ( void  ) const

Returns the falloff between the inner and outer cones of the spotlight.

◆ setSpotlightInnerAngle()

void Ogre::Light::setSpotlightInnerAngle ( const Radian val)

Sets the angle covered by the spotlights inner cone.

◆ setSpotlightOuterAngle()

void Ogre::Light::setSpotlightOuterAngle ( const Radian val)

Sets the angle covered by the spotlights outer cone.

◆ setSpotlightFalloff()

void Ogre::Light::setSpotlightFalloff ( Real  val)

Sets the falloff between the inner and outer cones of the spotlight.

◆ setSpotlightNearClipDistance()

void Ogre::Light::setSpotlightNearClipDistance ( Real  nearClip)
inline

Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum.

Parameters
nearClipThe near distance.

◆ getSpotlightNearClipDistance()

Real Ogre::Light::getSpotlightNearClipDistance ( ) const
inline

Get the near clip plane distance to be used by spotlights that use light clipping.

◆ setPowerScale()

void Ogre::Light::setPowerScale ( Real  power)

Set a scaling factor to indicate the relative power of a light.

Remarks
This factor is only useful in High Dynamic Range (HDR) rendering. You can bind it to a shader variable to take it into account,
See also
GpuProgramParameters
Parameters
powerThe power rating of this light, default is 1.0.

◆ getPowerScale()

Real Ogre::Light::getPowerScale ( void  ) const

Set the scaling factor which indicates the relative power of a light.

◆ getBoundingBox()

const AxisAlignedBox& Ogre::Light::getBoundingBox ( void  ) const
virtual

Retrieves the local axis-aligned bounding box for this object.

Remarks
This bounding box is in local coordinates.

Implements Ogre::MovableObject.

◆ _updateRenderQueue()

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

Internal method by which the movable object must add Renderable subclass instances to the rendering queue.

Remarks
The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering.

Implements Ogre::MovableObject.

◆ getMovableType()

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

Returns the type name of this object.

Implements Ogre::MovableObject.

Reimplemented in Ogre::PCZLight.

◆ getDerivedPosition()

const Vector3& Ogre::Light::getDerivedPosition ( bool  cameraRelativeIfSet = false) const

Retrieves the position of the light including any transform from nodes it is attached to.

Parameters
cameraRelativeIfSetIf set to true, returns data in camera-relative units if that's been set up (render use)

◆ getDerivedDirection()

const Vector3& Ogre::Light::getDerivedDirection ( void  ) const

Retrieves the direction of the light including any transform from nodes it is attached to.

◆ setVisible()

void Ogre::Light::setVisible ( bool  visible)
inline

Tells this object whether to be visible or not, if it has a renderable component.

Note
An alternative approach of making an object invisible is to detach it from it's SceneNode, or to remove the SceneNode entirely. Detaching a node means that structurally the scene graph changes. Once this change has taken place, the objects / nodes that have been removed have less overhead to the visibility detection pass than simply making the object invisible, so if you do this and leave the objects out of the tree for a long time, it's faster. However, the act of detaching / reattaching nodes is in itself more expensive than setting an object visibility flag, since in the latter case structural changes are not made. Therefore, small or frequent visibility changes are best done using this method; large or more longer term changes are best done by detaching.
Remarks
Although lights themselves are not 'visible', setting a light to invisible means it no longer affects the scene.

References Ogre::MovableObject::setVisible().

◆ getBoundingRadius()

Real Ogre::Light::getBoundingRadius ( void  ) const
inlinevirtual

Retrieves the radius of the origin-centered bounding sphere for this object.

Implements Ogre::MovableObject.

◆ getAs4DVector()

Vector4 Ogre::Light::getAs4DVector ( bool  cameraRelativeIfSet = false) const

Gets the details of this light as a 4D vector.

Remarks
Getting details of a light as a 4D vector can be useful for doing general calculations between different light types; for example the vector can represent both position lights (w=1.0f) and directional lights (w=0.0f) and be used in the same calculations.
Parameters
cameraRelativeIfSetIf set to true, returns data in camera-relative units if that's been set up (render use).

◆ _getNearClipVolume()

virtual const PlaneBoundedVolume& Ogre::Light::_getNearClipVolume ( const Camera *const  cam) const
virtual

Internal method for calculating the 'near clip volume', which is the volume formed between the near clip rectangle of the camera and the light.

Remarks
This volume is a pyramid for a point/spot light and a cuboid for a directional light. It can used to detect whether an object could be casting a shadow on the viewport. Note that the reference returned is to a shared volume which will be reused across calls to this method.

◆ _getFrustumClipVolumes()

virtual const PlaneBoundedVolumeList& Ogre::Light::_getFrustumClipVolumes ( const Camera *const  cam) const
virtual

Internal method for calculating the clip volumes outside of the frustum which can be used to determine which objects are casting shadow on the frustum as a whole.

Remarks
Each of the volumes is a pyramid for a point/spot light and a cuboid for a directional light.

◆ getTypeFlags()

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

Override to return specific type flag.

Reimplemented from Ogre::MovableObject.

◆ createAnimableValue()

AnimableValuePtr Ogre::Light::createAnimableValue ( const String valueName)
virtual

Create a reference-counted AnimableValuePtr for the named value.

Remarks
You can use the returned object to animate a value on this object, using AnimationTrack. Subclasses must override this if they wish to support animation of their values.

Reimplemented from Ogre::AnimableObject.

◆ setCustomShadowCameraSetup()

void Ogre::Light::setCustomShadowCameraSetup ( const ShadowCameraSetupPtr customShadowSetup)

Set this light to use a custom shadow camera when rendering texture shadows.

Remarks
This changes the shadow camera setup for just this light, you can set the shadow camera setup globally using SceneManager::setShadowCameraSetup
See also
ShadowCameraSetup

◆ resetCustomShadowCameraSetup()

void Ogre::Light::resetCustomShadowCameraSetup ( void  )

Reset the shadow camera setup to the default.

See also
ShadowCameraSetup

◆ getCustomShadowCameraSetup()

const ShadowCameraSetupPtr& Ogre::Light::getCustomShadowCameraSetup ( void  ) const

Return a pointer to the custom shadow camera setup (null means use SceneManager global version).

◆ visitRenderables()

void Ogre::Light::visitRenderables ( Renderable::Visitor visitor,
bool  debugRenderables = false 
)
virtual

Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any.

Parameters
visitorPointer to a class implementing the Renderable::Visitor interface which will be called back for each Renderable which will be queued. Bear in mind that the state of the Renderable instances may not be finalised depending on when you call this.
debugRenderablesIf false, only regular renderables will be visited (those for normal display). If true, debug renderables will be included too.

Implements Ogre::MovableObject.

◆ _getIndexInFrame()

size_t Ogre::Light::_getIndexInFrame ( ) const
inline

Gets the index at which this light is in the current render.

Remarks
Lights will be present in the in a list for every renderable, detected and sorted appropriately, and sometimes it's useful to know what position in that list a given light occupies. This can vary from frame to frame (and object to object) so you should not use this value unless you're sure the context is correct.

◆ _notifyIndexInFrame()

void Ogre::Light::_notifyIndexInFrame ( size_t  i)
inline

◆ setShadowFarDistance()

void Ogre::Light::setShadowFarDistance ( Real  distance)

Sets the maximum distance away from the camera that shadows by this light will be visible.

Remarks
Shadow techniques can be expensive, therefore it is a good idea to limit them to being rendered close to the camera if possible, and to skip the expense of rendering shadows for distance objects. This method allows you to set the distance at which shadows will no longer be rendered.
Note
Each shadow technique can interpret this subtely differently. For example, one technique may use this to eliminate casters, another might use it to attenuate the shadows themselves. You should tweak this value to suit your chosen shadow technique and scene setup.

◆ resetShadowFarDistance()

void Ogre::Light::resetShadowFarDistance ( void  )

Tells the light to use the shadow far distance of the SceneManager.

◆ getShadowFarDistance()

Real Ogre::Light::getShadowFarDistance ( void  ) const

Gets the maximum distance away from the camera that shadows by this light will be visible.

◆ getShadowFarDistanceSquared()

Real Ogre::Light::getShadowFarDistanceSquared ( void  ) const

◆ setShadowNearClipDistance()

void Ogre::Light::setShadowNearClipDistance ( Real  nearClip)
inline

Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Parameters
nearClipThe distance, or -1 to use the main camera setting.

◆ getShadowNearClipDistance()

Real Ogre::Light::getShadowNearClipDistance ( ) const
inline

Get the near clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
May be zero if the light doesn't have it's own near distance set; use _deriveShadowNearDistance for a version guaranteed to give a result.

◆ _deriveShadowNearClipDistance()

Real Ogre::Light::_deriveShadowNearClipDistance ( const Camera maincam) const

Derive a shadow camera near distance from either the light, or from the main camera if the light doesn't have its own setting.

◆ setShadowFarClipDistance()

void Ogre::Light::setShadowFarClipDistance ( Real  farClip)
inline

Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
This is different from the 'shadow far distance', which is always measured from the main camera. This distance is the far clip plane of the light camera.
Parameters
farClipThe distance, or -1 to use the main camera setting.

◆ getShadowFarClipDistance()

Real Ogre::Light::getShadowFarClipDistance ( ) const
inline

Get the far clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
May be zero if the light doesn't have it's own far distance set; use _deriveShadowfarDistance for a version guaranteed to give a result.

◆ _deriveShadowFarClipDistance()

Real Ogre::Light::_deriveShadowFarClipDistance ( const Camera maincam) const

Derive a shadow camera far distance from either the light, or from the main camera if the light doesn't have its own setting.

◆ _setCameraRelative()

void Ogre::Light::_setCameraRelative ( Camera cam)

Set the camera which this light should be relative to, for camera-relative rendering.

◆ setCustomParameter()

void Ogre::Light::setCustomParameter ( uint16  index,
const Vector4 value 
)

Sets a custom parameter for this Light, which may be used to drive calculations for this specific Renderable, like GPU program parameters.

Remarks
Calling this method simply associates a numeric index with a 4-dimensional value for this specific Light. This is most useful if the material which this Renderable uses a vertex or fragment program, and has an ACT_LIGHT_CUSTOM parameter entry. This parameter entry can refer to the index you specify as part of this call, thereby mapping a custom parameter for this renderable to a program parameter.
Parameters
indexThe index with which to associate the value. Note that this does not have to start at 0, and can include gaps. It also has no direct correlation with a GPU program parameter index - the mapping between the two is performed by the ACT_LIGHT_CUSTOM entry, if that is used.
valueThe value to associate.

◆ getCustomParameter()

const Vector4& Ogre::Light::getCustomParameter ( uint16  index) const

Gets the custom value associated with this Light at the given index.

Parameters
indexIndex of the parameter to retrieve
See also
setCustomParameter for full details.

◆ _updateCustomGpuParameter()

virtual void Ogre::Light::_updateCustomGpuParameter ( uint16  paramIndex,
const GpuProgramParameters::AutoConstantEntry constantEntry,
GpuProgramParameters params 
) const
virtual

Update a custom GpuProgramParameters constant which is derived from information only this Light knows.

Remarks
This method allows a Light to map in a custom GPU program parameter based on it's own data. This is represented by a GPU auto parameter of ACT_LIGHT_CUSTOM, and to allow there to be more than one of these per Light, the 'data' field on the auto parameter will identify which parameter is being updated and on which light. The implementation of this method must identify the parameter being updated, and call a 'setConstant' method on the passed in GpuProgramParameters object.
You do not need to override this method if you're using the standard sets of data associated with the Renderable as provided by setCustomParameter and getCustomParameter. By default, the implementation will map from the value indexed by the 'constantEntry.data' parameter to a value previously set by setCustomParameter. But custom Renderables are free to override this if they want, in any case.
Parameters
paramIndexThe index of the constant being updated
constantEntryThe auto constant entry from the program parameters
paramsThe parameters object which this method should call to set the updated parameters.

◆ isInLightRange() [1/2]

bool Ogre::Light::isInLightRange ( const Ogre::Sphere sphere) const

Check whether a sphere is included in the lighted area of the light.

Note
The function trades accuracy for efficiency. As a result you may get false-positives (The function should not return any false-negatives).

◆ isInLightRange() [2/2]

bool Ogre::Light::isInLightRange ( const Ogre::AxisAlignedBox container) const

Check whether a bounding box is included in the lighted area of the light.

Note
The function trades accuracy for efficiency. As a result you may get false-positives (The function should not return any false-negatives).

◆ _notifyCreator()

virtual void Ogre::MovableObject::_notifyCreator ( MovableObjectFactory fact)
inlinevirtualinherited

Notify the object of it's creator (internal use only)

◆ _getCreator()

MovableObjectFactory* Ogre::MovableObject::_getCreator ( void  ) const
inlineinherited

Get the creator of this object, if any (internal use only)

◆ _notifyManager()

virtual void Ogre::MovableObject::_notifyManager ( SceneManager man)
inlinevirtualinherited

Notify the object of it's manager (internal use only)

◆ _getManager()

SceneManager* Ogre::MovableObject::_getManager ( void  ) const
inlineinherited

Get the manager of this object, if any (internal use only)

◆ _releaseManualHardwareResources()

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

Notifies the movable object that hardware resources were lost.

Remarks
Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

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

◆ _restoreManualHardwareResources()

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

Notifies the movable object that hardware resources should be restored.

Remarks
Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

Reimplemented in Ogre::StaticGeometry::Region, and Ogre::Entity.

◆ getName()

const String& Ogre::MovableObject::getName ( void  ) const
inlineinherited

Returns the name of this object.

◆ getParentNode()

Node* Ogre::MovableObject::getParentNode ( void  ) const
inlineinherited

Returns the node to which this object is attached.

Remarks
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. Both are Node subclasses so this method will return either.

◆ getParentSceneNode()

SceneNode* Ogre::MovableObject::getParentSceneNode ( void  ) const
inherited

Returns the scene node to which this object is attached.

Remarks
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. This method will return the scene node of the parent entity if the latter is true.

◆ isParentTagPoint()

bool Ogre::MovableObject::isParentTagPoint ( ) const
inlineinherited

Gets whether the parent node is a TagPoint (or a SceneNode)

◆ isAttached()

bool Ogre::MovableObject::isAttached ( void  ) const
inlineinherited

Returns true if this object is attached to a SceneNode or TagPoint.

◆ detachFromParent()

void Ogre::MovableObject::detachFromParent ( void  )
inherited

Detaches an object from a parent SceneNode or TagPoint, if attached.

◆ isInScene()

virtual bool Ogre::MovableObject::isInScene ( void  ) const
virtualinherited

Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph.

Reimplemented in Ogre::InstancedEntity.

◆ _notifyCurrentCamera()

virtual void Ogre::MovableObject::_notifyCurrentCamera ( Camera cam)
virtualinherited

Internal method to notify the object of the camera to be used for the next rendering operation.

Remarks
Certain objects may want to do specific processing based on the camera position. This method notifies them in case they wish to do this.

Reimplemented in Ogre::BillboardSet, Ogre::Frustum, Ogre::StaticGeometry::Region, Ogre::Entity, Ogre::ParticleSystem, Ogre::InstanceBatch, Ogre::SimpleRenderable, and Ogre::MovablePlane.

◆ getWorldBoundingBox()

virtual const AxisAlignedBox& Ogre::MovableObject::getWorldBoundingBox ( bool  derive = false) const
virtualinherited

Retrieves the axis-aligned bounding box for this object in world coordinates.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::Entity, and Ogre::PortalBase.

◆ getWorldBoundingSphere()

virtual const Sphere& Ogre::MovableObject::getWorldBoundingSphere ( bool  derive = false) const
virtualinherited

Retrieves the worldspace bounding sphere for this object.

Reimplemented in Ogre::Entity, and Ogre::PortalBase.

◆ getVisible()

bool Ogre::MovableObject::getVisible ( void  ) const
inlineinherited

Gets this object whether to be visible or not, if it has a renderable component.

Remarks
Returns the value set by MovableObject::setVisible only.

◆ isVisible()

virtual bool Ogre::MovableObject::isVisible ( void  ) const
virtualinherited

Returns whether or not this object is supposed to be visible or not.

Remarks
Takes into account both upper rendering distance and visible flag.

Reimplemented in Ogre::StaticGeometry::Region.

Referenced by Ogre::Frustum::isCustomProjectionMatrixEnabled().

◆ setRenderingDistance()

void Ogre::MovableObject::setRenderingDistance ( Real  dist)
inlineinherited

Sets the distance at which the object is no longer rendered.

Note
Camera::setUseRenderingDistance() needs to be called for this parameter to be used.
Parameters
distDistance beyond which the object will not be rendered (the default is 0, which means objects are always rendered).

◆ getRenderingDistance()

Real Ogre::MovableObject::getRenderingDistance ( void  ) const
inlineinherited

Gets the distance at which batches are no longer rendered.

◆ setRenderingMinPixelSize()

void Ogre::MovableObject::setRenderingMinPixelSize ( Real  pixelSize)
inlineinherited

Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.

Note
Camera::setUseMinPixelSize() needs to be called for this parameter to be used.
Parameters
pixelSizeNumber of minimum pixels (the default is 0, which means objects are always rendered).

◆ getRenderingMinPixelSize()

Real Ogre::MovableObject::getRenderingMinPixelSize ( ) const
inlineinherited

Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.

◆ setUserAny()

void Ogre::MovableObject::setUserAny ( const Any anything)
inlineinherited
Deprecated:
use UserObjectBindings::setUserAny via getUserObjectBindings() instead.

Sets any kind of user value on this object.

Remarks
This method allows you to associate any user value you like with this MovableObject. This can be a pointer back to one of your own classes for instance.

◆ getUserAny()

const Any& Ogre::MovableObject::getUserAny ( void  ) const
inlineinherited
Deprecated:
use UserObjectBindings::getUserAny via getUserObjectBindings() instead.

Retrieves the custom user value associated with this object.

◆ getUserObjectBindings() [1/2]

UserObjectBindings& Ogre::MovableObject::getUserObjectBindings ( )
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ getUserObjectBindings() [2/2]

const UserObjectBindings& Ogre::MovableObject::getUserObjectBindings ( ) const
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ setRenderQueueGroup()

virtual void Ogre::MovableObject::setRenderQueueGroup ( uint8  queueID)
virtualinherited

Sets the render queue group this entity will be rendered through.

Remarks
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all Entity objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.
See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.

Reimplemented in Ogre::ParticleSystem, and Ogre::Entity.

◆ setRenderQueueGroupAndPriority()

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

Sets the render queue group and group priority this entity will be rendered through.

Remarks
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. Within a single render group there another type of grouping called priority which allows further control. If you do not call this method, all Entity objects default to the default queue and priority (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.
See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.
priorityThe priority within a group to use.

Reimplemented in Ogre::ParticleSystem, and Ogre::Entity.

◆ getRenderQueueGroup()

uint8 Ogre::MovableObject::getRenderQueueGroup ( void  ) const
inlineinherited

Gets the queue group for this entity.

See also
setRenderQueueGroup

◆ _getParentNodeFullTransform()

virtual const Affine3& Ogre::MovableObject::_getParentNodeFullTransform ( void  ) const
virtualinherited

Return the full transformation of the parent sceneNode or the attachingPoint node.

Reimplemented in Ogre::InstancedEntity.

◆ setQueryFlags()

void Ogre::MovableObject::setQueryFlags ( uint32  flags)
inlineinherited

Sets the query flags for this object.

Remarks
When performing a scene query, this object will be included or excluded according to flags on the object and flags on the query. This is a bitwise value, so only when a bit on these flags is set, will it be included in a query asking for that flag. The meaning of the bits is application-specific.

◆ addQueryFlags()

void Ogre::MovableObject::addQueryFlags ( uint32  flags)
inlineinherited

As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.

◆ removeQueryFlags()

void Ogre::MovableObject::removeQueryFlags ( uint32  flags)
inlineinherited

As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.

◆ getQueryFlags()

uint32 Ogre::MovableObject::getQueryFlags ( void  ) const
inlineinherited

Returns the query flags relevant for this object.

◆ setDefaultQueryFlags()

static void Ogre::MovableObject::setDefaultQueryFlags ( uint32  flags)
inlinestaticinherited

Set the default query flags for all future MovableObject instances.

◆ getDefaultQueryFlags()

static uint32 Ogre::MovableObject::getDefaultQueryFlags ( )
inlinestaticinherited

Get the default query flags for all future MovableObject instances.

◆ setVisibilityFlags()

void Ogre::MovableObject::setVisibilityFlags ( uint32  flags)
inlineinherited

Sets the visibility flags for this object.

Remarks
As well as a simple true/false value for visibility (as seen in setVisible), you can also set visibility flags which when 'and'ed with the SceneManager's visibility mask can also make an object invisible.

◆ addVisibilityFlags()

void Ogre::MovableObject::addVisibilityFlags ( uint32  flags)
inlineinherited

As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.

◆ removeVisibilityFlags()

void Ogre::MovableObject::removeVisibilityFlags ( uint32  flags)
inlineinherited

As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.

◆ getVisibilityFlags()

uint32 Ogre::MovableObject::getVisibilityFlags ( void  ) const
inlineinherited

Returns the visibility flags relevant for this object.

◆ setDefaultVisibilityFlags()

static void Ogre::MovableObject::setDefaultVisibilityFlags ( uint32  flags)
inlinestaticinherited

Set the default visibility flags for all future MovableObject instances.

◆ getDefaultVisibilityFlags()

static uint32 Ogre::MovableObject::getDefaultVisibilityFlags ( )
inlinestaticinherited

Get the default visibility flags for all future MovableObject instances.

◆ setListener()

void Ogre::MovableObject::setListener ( Listener listener)
inlineinherited

Sets a listener for this object.

Remarks
Note for size and performance reasons only one listener per object is allowed.

◆ getListener()

Listener* Ogre::MovableObject::getListener ( void  ) const
inlineinherited

Gets the current listener for this object.

◆ queryLights()

const LightList& Ogre::MovableObject::queryLights ( void  ) const
inherited

Gets a list of lights, ordered relative to how close they are to this movable object.

Remarks
By default, this method gives the listener a chance to populate light list first, if there is no listener or Listener::objectQueryLights returns NULL, it'll query the light list from parent entity if it is present, or returns SceneNode::findLights if it has parent scene node, otherwise it just returns an empty list.
The object internally caches the light list, so it will recalculate it only when object is moved, or lights that affect the frustum have been changed (
See also
SceneManager::_getLightsDirtyCounter), but if listener exists, it will be called each time, so the listener should implement their own cache mechanism to optimise performance.
This method can be useful when implementing Renderable::getLights in case the renderable is a part of the movable.
Returns
The list of lights use to lighting this object.

◆ getLightMask()

uint32 Ogre::MovableObject::getLightMask ( ) const
inlineinherited

Get a bitwise mask which will filter the lights affecting this object.

Remarks
By default, this mask is fully set meaning all lights will affect this object

◆ setLightMask()

void Ogre::MovableObject::setLightMask ( uint32  lightMask)
inherited

Set a bitwise mask which will filter the lights affecting this object.

Remarks
This mask will be compared against the mask held against Light to determine if a light should affect a given object. By default, this mask is fully set meaning all lights will affect this object

◆ _getLightList()

LightList* Ogre::MovableObject::_getLightList ( )
inlineinherited

Returns a pointer to the current list of lights for this object.

Remarks
You should not modify this list outside of MovableObject::Listener::objectQueryLights (say if you want to use it to implement this method, and use the pointer as a return value) and for reading it's only accurate as at the last frame.

◆ getEdgeList()

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

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

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

◆ hasEdgeList()

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

Returns whether the object has a valid edge list.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

◆ getShadowVolumeRenderableIterator()

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

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

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

◆ getLightCapBounds()

const AxisAlignedBox& Ogre::MovableObject::getLightCapBounds ( void  ) const
overridevirtualinherited

Gets the world space bounding box of the light cap.

Implements Ogre::ShadowCaster.

◆ getDarkCapBounds()

const AxisAlignedBox& Ogre::MovableObject::getDarkCapBounds ( const Light light,
Real  dirLightExtrusionDist 
) const
overridevirtualinherited

Gets the world space bounding box of the dark cap, as extruded using the light provided.

Implements Ogre::ShadowCaster.

◆ setCastShadows()

void Ogre::MovableObject::setCastShadows ( bool  enabled)
inlineinherited

Sets whether or not this object will cast shadows.

Remarks
This setting simply allows you to turn on/off shadows for a given object. An object will not cast shadows unless the scene supports it in any case (see SceneManager::setShadowTechnique), and also the material which is in use must also have shadow casting enabled. By default all entities cast shadows. If, however, for some reason you wish to disable this for a single object then you can do so using this method.
Note
This method normally refers to objects which block the light, but since Light is also a subclass of MovableObject, in that context it means whether the light causes shadows itself.

◆ getCastShadows()

bool Ogre::MovableObject::getCastShadows ( void  ) const
inlinevirtualinherited

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

◆ getReceivesShadows()

bool Ogre::MovableObject::getReceivesShadows ( )
inherited

Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows.

◆ getPointExtrusionDistance()

Real Ogre::MovableObject::getPointExtrusionDistance ( const Light l) const
virtualinherited

Get the distance to extrude for a point/spot light.

Implements Ogre::ShadowCaster.

◆ setDebugDisplayEnabled()

void Ogre::MovableObject::setDebugDisplayEnabled ( bool  enabled)
inlineinherited

Sets whether or not the debug display of this object is enabled.

Remarks
Some objects aren't visible themselves but it can be useful to display a debug representation of them. Or, objects may have an additional debug display on top of their regular display. This option enables / disables that debug display. Objects that are not visible never display debug geometry regardless of this setting.

◆ isDebugDisplayEnabled()

bool Ogre::MovableObject::isDebugDisplayEnabled ( void  ) const
inlineinherited

Gets whether debug display of this object is enabled.

◆ clearShadowRenderableList()

static void Ogre::ShadowCaster::clearShadowRenderableList ( ShadowRenderableList shadowRenderables)
staticinherited

Common implementation of releasing shadow renderables.

◆ extrudeVertices()

static void Ogre::ShadowCaster::extrudeVertices ( const HardwareVertexBufferSharedPtr vertexBuffer,
size_t  originalVertexCount,
const Vector4 lightPos,
Real  extrudeDist 
)
staticinherited

Utility method for extruding vertices based on a light.

Remarks
Unfortunately, because D3D cannot handle homogeneous (4D) position coordinates in the fixed-function pipeline (GL can, but we have to be cross-API), when we extrude in software we cannot extrude to infinity the way we do in the vertex program (by setting w to 0.0f). Therefore we extrude by a fixed distance, which may cause some problems with larger scenes. Luckily better hardware (ie vertex programs) can fix this.
Parameters
vertexBufferThe vertex buffer containing ONLY xyz position values, which must be originalVertexCount * 2 * 3 floats long.
originalVertexCountThe count of the original number of vertices, i.e. the number in the mesh, not counting the doubling which has already been done (by VertexData::prepareForShadowVolume) to provide the extruded area of the buffer.
lightPos4D light position in object space, when w=0.0f this represents a directional light.
extrudeDistThe distance to extrude.

◆ getAnimableValueNames()

const StringVector& Ogre::AnimableObject::getAnimableValueNames ( void  ) const
inlineinherited

Gets a list of animable value names for this object.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

Member Data Documentation

◆ tempSquareDist

Real Ogre::Light::tempSquareDist

Temp tag used for sorting.


The documentation for this class was generated from the following file: