[1030] | 1 | /*-------------------------------------------------------------------------
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| 2 | This source file is a part of OGRE
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| 3 | (Object-oriented Graphics Rendering Engine)
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| 4 |
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This library is free software; you can redistribute it and/or modify it
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| 11 | under the terms of the GNU Lesser General Public License (LGPL) as
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| 12 | published by the Free Software Foundation; either version 2.1 of the
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| 13 | License, or (at your option) any later version.
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| 14 |
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| 15 | This library is distributed in the hope that it will be useful, but
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| 16 | WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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| 17 | or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
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| 18 | License for more details.
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| 19 |
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| 20 | You should have received a copy of the GNU Lesser General Public License
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| 21 | along with this library; if not, write to the Free Software Foundation,
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| 22 | Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA or go to
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| 23 | http://www.gnu.org/copyleft/lesser.txt
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| 24 | -------------------------------------------------------------------------*/
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| 25 | #ifndef __SceneManager_H__
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| 26 | #define __SceneManager_H__
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| 27 |
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| 28 | // Precompiler options
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| 29 | #include "OgrePrerequisites.h"
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| 30 |
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| 31 | #include "OgreString.h"
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| 32 | #include "OgreSceneNode.h"
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| 33 | #include "OgrePlane.h"
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| 34 | #include "OgreQuaternion.h"
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| 35 | #include "OgreColourValue.h"
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| 36 | #include "OgreCommon.h"
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| 37 | #include "OgreRenderQueue.h"
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| 38 | #include "OgreAnimationState.h"
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| 39 | #include "OgreSceneQuery.h"
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| 40 | #include "OgreAutoParamDataSource.h"
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| 41 | #include "OgreAnimationState.h"
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| 42 | #include "OgreRenderQueue.h"
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| 43 | #include "OgreRenderQueueSortingGrouping.h"
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| 44 | #include "OgreRectangle2D.h"
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| 45 |
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| 46 | namespace Ogre {
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| 47 |
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| 48 | /** Structure for holding a position & orientation pair. */
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| 49 | struct ViewPoint
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| 50 | {
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| 51 | Vector3 position;
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| 52 | Quaternion orientation;
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| 53 | };
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| 54 |
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| 55 | // Forward declarations
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| 56 | class DefaultIntersectionSceneQuery;
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| 57 | class DefaultRaySceneQuery;
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| 58 | class DefaultSphereSceneQuery;
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| 59 | class DefaultAxisAlignedBoxSceneQuery;
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| 60 |
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| 61 | /** Manages the rendering of a 'scene' i.e. a collection of primitives.
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| 62 | @remarks
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| 63 | This class defines the basic behaviour of the 'Scene Manager' family. These classes will
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| 64 | organise the objects in the scene and send them to the rendering system, a subclass of
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| 65 | RenderSystem. This basic superclass does no sorting, culling or organising of any sort.
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| 66 | @par
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| 67 | Subclasses may use various techniques to organise the scene depending on how they are
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| 68 | designed (e.g. BSPs, octrees etc). As with other classes, methods preceded with '_' are
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| 69 | designed to be called by other classes in the Ogre system, not by user applications,
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| 70 | although this is not forbidden.
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| 71 | @author
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| 72 | Steve Streeting
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| 73 | @version
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| 74 | 1.0
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| 75 | */
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| 76 | class _OgreExport SceneManager
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| 77 | {
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| 78 | friend class DefaultIntersectionSceneQuery;
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| 79 | friend class DefaultRaySceneQuery;
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| 80 | friend class DefaultSphereSceneQuery;
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| 81 | friend class DefaultAxisAlignedBoxSceneQuery;
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| 82 | friend class DefaultPlaneBoundedVolumeListSceneQuery;
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| 83 | public:
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| 84 | /// Query mask which will be used for world geometry @see SceneQuery
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| 85 | static unsigned long WORLD_GEOMETRY_QUERY_MASK;
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| 86 | /** Comparator for material map, for sorting materials into render order (e.g. transparent last).
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| 87 | */
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| 88 | struct materialLess
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| 89 | {
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| 90 | _OgreExport bool operator()(const Material* x, const Material* y) const;
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| 91 | };
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| 92 | /// Comparator for sorting lights relative to a point
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| 93 | struct lightLess
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| 94 | {
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| 95 | _OgreExport bool operator()(const Light* a, const Light* b) const;
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| 96 | };
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| 97 |
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| 98 | /// Describes the stage of rendering when performing complex illumination
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| 99 | enum IlluminationRenderStage
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| 100 | {
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| 101 | /// No special illumination stage
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| 102 | IRS_NONE,
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| 103 | /// Ambient stage, when background light is added
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| 104 | IRS_AMBIENT,
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| 105 | /// Diffuse / specular stage, when individual light contributions are added
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| 106 | IRS_PER_LIGHT,
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| 107 | /// Decal stage, when texture detail is added to the lit base
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| 108 | IRS_DECAL,
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| 109 | /// Render to texture stage, used for texture based shadows
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| 110 | IRS_RENDER_TO_TEXTURE,
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| 111 | /// Modulative render from shadow texture stage
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| 112 | IRS_RENDER_MODULATIVE_PASS
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| 113 | };
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| 114 |
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| 115 | /** Enumeration of the possible modes allowed for processing the special case
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| 116 | render queue list.
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| 117 | @see SceneManager::setSpecialCaseRenderQueueMode
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| 118 | */
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| 119 | enum SpecialCaseRenderQueueMode
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| 120 | {
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| 121 | /// Render only the queues in the special case list
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| 122 | SCRQM_INCLUDE,
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| 123 | /// Render all except the queues in the special case list
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| 124 | SCRQM_EXCLUDE
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| 125 | };
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| 126 | protected:
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| 127 |
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| 128 | /// Queue of objects for rendering
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| 129 | RenderQueue* mRenderQueue;
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| 130 |
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| 131 | /// Current ambient light, cached for RenderSystem
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| 132 | ColourValue mAmbientLight;
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| 133 |
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| 134 | /// The rendering system to send the scene to
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| 135 | RenderSystem *mDestRenderSystem;
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| 136 |
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| 137 | typedef std::map<String, Camera* > CameraList;
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| 138 |
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| 139 | /** Central list of cameras - for easy memory management and lookup.
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| 140 | */
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| 141 | CameraList mCameras;
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| 142 |
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| 143 | typedef std::map<String, Light* > SceneLightList;
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| 144 |
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| 145 | /** Central list of lights - for easy memory management and lookup.
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| 146 | */
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| 147 | SceneLightList mLights;
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| 148 |
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| 149 |
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| 150 | typedef std::map<String, Entity* > EntityList;
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| 151 |
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| 152 | /** Central list of entities - for easy memory management and lookup.
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| 153 | */
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| 154 | EntityList mEntities;
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| 155 |
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| 156 | typedef std::map<String, BillboardSet* > BillboardSetList;
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| 157 |
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| 158 | /** Central list of billboard sets - for easy memory management and lookup.
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| 159 | */
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| 160 | BillboardSetList mBillboardSets;
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| 161 |
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| 162 | typedef std::map<String, StaticGeometry* > StaticGeometryList;
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| 163 | StaticGeometryList mStaticGeometryList;
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| 164 |
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| 165 | typedef std::map<String, SceneNode*> SceneNodeList;
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| 166 |
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| 167 | /** Central list of SceneNodes - for easy memory management.
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| 168 | @note
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| 169 | Note that this list is used only for memory management; the structure of the scene
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| 170 | is held using the hierarchy of SceneNodes starting with the root node. However you
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| 171 | can look up nodes this way.
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| 172 | */
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| 173 | SceneNodeList mSceneNodes;
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| 174 |
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| 175 | /// Camera in progress
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| 176 | Camera* mCameraInProgress;
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| 177 | /// Current Viewport
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| 178 | Viewport* mCurrentViewport;
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| 179 |
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| 180 | /// Root scene node
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| 181 | SceneNode* mSceneRoot;
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| 182 |
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| 183 | /// Autotracking scene nodes
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| 184 | typedef std::set<SceneNode*> AutoTrackingSceneNodes;
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| 185 | AutoTrackingSceneNodes mAutoTrackingSceneNodes;
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| 186 |
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| 187 | // Sky params
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| 188 | // Sky plane
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| 189 | Entity* mSkyPlaneEntity;
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| 190 | Entity* mSkyDomeEntity[5];
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| 191 | Entity* mSkyBoxEntity[6];
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| 192 |
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| 193 | SceneNode* mSkyPlaneNode;
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| 194 | SceneNode* mSkyDomeNode;
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| 195 | SceneNode* mSkyBoxNode;
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| 196 |
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| 197 | bool mSkyPlaneEnabled;
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| 198 | bool mSkyPlaneDrawFirst;
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| 199 | Plane mSkyPlane;
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| 200 | // Sky box
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| 201 | bool mSkyBoxEnabled;
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| 202 | bool mSkyBoxDrawFirst;
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| 203 | Quaternion mSkyBoxOrientation;
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| 204 | // Sky dome
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| 205 | bool mSkyDomeEnabled;
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| 206 | bool mSkyDomeDrawFirst;
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| 207 | Quaternion mSkyDomeOrientation;
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| 208 | // Fog
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| 209 | FogMode mFogMode;
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| 210 | ColourValue mFogColour;
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| 211 | Real mFogStart;
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| 212 | Real mFogEnd;
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| 213 | Real mFogDensity;
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| 214 |
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| 215 | typedef std::set<RenderQueueGroupID> SpecialCaseRenderQueueList;
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| 216 | SpecialCaseRenderQueueList mSpecialCaseQueueList;
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| 217 | SpecialCaseRenderQueueMode mSpecialCaseQueueMode;
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| 218 | RenderQueueGroupID mWorldGeometryRenderQueue;
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| 219 |
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| 220 | /** Internal method for initialising the render queue.
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| 221 | @remarks
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| 222 | Subclasses can use this to install their own RenderQueue implementation.
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| 223 | */
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| 224 | virtual void initRenderQueue(void);
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| 225 | /** Internal method for setting up the renderstate for a rendering pass.
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| 226 | @param
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| 227 | pass The Pass details to set.
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| 228 | @returns
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| 229 | A Pass object that was used instead of the one passed in, can
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| 230 | happen when rendering shadow passes
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| 231 | */
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| 232 | virtual Pass* setPass(Pass* pass);
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| 233 | /// A pass designed to let us render shadow colour on white for texture shadows
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| 234 | Pass* mShadowCasterPlainBlackPass;
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| 235 | /// A pass designed to let us render shadow receivers for texture shadows
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| 236 | Pass* mShadowReceiverPass;
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| 237 | /** Internal method for turning a regular pass into a shadow caster pass.
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| 238 | @remarks
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| 239 | This is only used for texture shadows, basically we're trying to
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| 240 | ensure that objects are rendered solid black.
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| 241 | This method will usually return the standard solid black pass for
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| 242 | all fixed function passes, but will merge in a vertex program
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| 243 | and fudge the AutpoParamDataSource to set black lighting for
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| 244 | passes with vertex programs.
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| 245 | */
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| 246 | Pass* deriveShadowCasterPass(Pass* pass);
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| 247 | /** Internal method for turning a regular pass into a shadow receiver pass.
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| 248 | @remarks
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| 249 | This is only used for texture shadows, basically we're trying to
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| 250 | ensure that objects are rendered with a projective texture.
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| 251 | This method will usually return a standard single-texture pass for
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| 252 | all fixed function passes, but will merge in a vertex program
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| 253 | for passes with vertex programs.
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| 254 | */
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| 255 | Pass* deriveShadowReceiverPass(Pass* pass);
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| 256 |
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| 257 | /** Internal method to validate whether a Pass should be allowed to render.
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| 258 | @remarks
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| 259 | Called just before a pass is about to be used for rendering a group to
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| 260 | allow the SceneManager to omit it if required. A return value of false
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| 261 | skips this pass.
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| 262 | */
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| 263 | bool validatePassForRendering(Pass* pass);
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| 264 |
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| 265 | /** Internal method to validate whether a Renderable should be allowed to render.
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| 266 | @remarks
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| 267 | Called just before a pass is about to be used for rendering a Renderable to
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| 268 | allow the SceneManager to omit it if required. A return value of false
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| 269 | skips it.
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| 270 | */
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| 271 | bool validateRenderableForRendering(Pass* pass, Renderable* rend);
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| 272 |
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| 273 | enum BoxPlane
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| 274 | {
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| 275 | BP_FRONT = 0,
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| 276 | BP_BACK = 1,
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| 277 | BP_LEFT = 2,
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| 278 | BP_RIGHT = 3,
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| 279 | BP_UP = 4,
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| 280 | BP_DOWN = 5
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| 281 | };
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| 282 |
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| 283 | /* Internal utility method for creating the planes of a skybox.
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| 284 | */
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| 285 | MeshPtr createSkyboxPlane(
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| 286 | BoxPlane bp,
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| 287 | Real distance,
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| 288 | const Quaternion& orientation,
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| 289 | const String& groupName);
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| 290 |
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| 291 | /* Internal utility method for creating the planes of a skydome.
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| 292 | */
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| 293 | MeshPtr createSkydomePlane(
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| 294 | BoxPlane bp,
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| 295 | Real curvature, Real tiling, Real distance,
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| 296 | const Quaternion& orientation,
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| 297 | int xsegments, int ysegments, int ySegmentsToKeep,
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| 298 | const String& groupName);
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| 299 |
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| 300 | // Flag indicating whether SceneNodes will be rendered as a set of 3 axes
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| 301 | bool mDisplayNodes;
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| 302 |
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| 303 | /// Storage of animations, lookup by name
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| 304 | typedef std::map<String, Animation*> AnimationList;
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| 305 | AnimationList mAnimationsList;
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| 306 | AnimationStateSet mAnimationStates;
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| 307 |
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| 308 | /** Internal method used by _renderVisibleObjects to deal with renderables
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| 309 | which override the camera's own view / projection materices. */
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| 310 | void useRenderableViewProjMode(Renderable* pRend);
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| 311 |
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| 312 | /// Controller flag for determining if we need to set view/proj matrices
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| 313 | bool mCamChanged;
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| 314 |
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| 315 | typedef std::vector<RenderQueueListener*> RenderQueueListenerList;
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| 316 | RenderQueueListenerList mRenderQueueListeners;
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| 317 |
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| 318 | /// Internal method for firing the queue start event, returns true if queue is to be skipped
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| 319 | bool fireRenderQueueStarted(RenderQueueGroupID id);
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| 320 | /// Internal method for firing the queue end event, returns true if queue is to be repeated
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| 321 | bool fireRenderQueueEnded(RenderQueueGroupID id);
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| 322 |
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| 323 | /** Internal method for setting the destination viewport for the next render. */
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| 324 | virtual void setViewport(Viewport *vp);
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| 325 |
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| 326 | /** Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. */
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| 327 | bool mShowBoundingBoxes;
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| 328 |
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| 329 | /** Internal utility method for rendering a single object.
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| 330 | @remarks
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| 331 | Assumes that the pass has already been set up.
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| 332 | @param rend The renderable to issue to the pipeline
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| 333 | @param pass The pass which is being used
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| 334 | @param doLightIteration If true, this method will issue the renderable to
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| 335 | the pipeline possibly multiple times, if the pass indicates it should be
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| 336 | done once per light
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| 337 | @param manualLightList Only applicable if doLightIteration is false, this
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| 338 | method allows you to pass in a previously determined set of lights
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| 339 | which will be used for a single render of this object.
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| 340 | */
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| 341 | virtual void renderSingleObject(Renderable* rend, Pass* pass, bool doLightIteration,
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| 342 | const LightList* manualLightList = 0);
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| 343 |
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| 344 | /// Utility class for calculating automatic parameters for gpu programs
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| 345 | AutoParamDataSource mAutoParamDataSource;
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| 346 |
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| 347 | ShadowTechnique mShadowTechnique;
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| 348 | bool mDebugShadows;
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| 349 | ColourValue mShadowColour;
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| 350 | Pass* mShadowDebugPass;
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| 351 | Pass* mShadowStencilPass;
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| 352 | Pass* mShadowModulativePass;
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| 353 | bool mShadowMaterialInitDone;
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| 354 | LightList mLightsAffectingFrustum;
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| 355 | HardwareIndexBufferSharedPtr mShadowIndexBuffer;
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| 356 | size_t mShadowIndexBufferSize;
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| 357 | Rectangle2D* mFullScreenQuad;
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| 358 | Real mShadowDirLightExtrudeDist;
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| 359 | IlluminationRenderStage mIlluminationStage;
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| 360 | unsigned short mShadowTextureSize;
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| 361 | unsigned short mShadowTextureCount;
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| 362 | PixelFormat mShadowTextureFormat;
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| 363 | typedef std::vector<RenderTexture*> ShadowTextureList;
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| 364 | ShadowTextureList mShadowTextures;
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| 365 | RenderTexture* mCurrentShadowTexture;
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| 366 | bool mShadowUseInfiniteFarPlane;
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| 367 | /** Internal method for locating a list of lights which could be affecting the frustum.
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| 368 | @remarks
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| 369 | Custom scene managers are encouraged to override this method to make use of their
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| 370 | scene partitioning scheme to more efficiently locate lights, and to eliminate lights
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| 371 | which may be occluded by word geometry.
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| 372 | */
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| 373 | virtual void findLightsAffectingFrustum(const Camera* camera);
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| 374 | /// Internal method for setting up materials for shadows
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| 375 | virtual void initShadowVolumeMaterials(void);
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| 376 | /// Internal method for creating shadow textures (texture-based shadows)
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| 377 | virtual void createShadowTextures(unsigned short size, unsigned short count,
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| 378 | PixelFormat fmt);
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| 379 | /// Internal method for preparing shadow textures ready for use in a regular render
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| 380 | virtual void prepareShadowTextures(Camera* cam, Viewport* vp);
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| 381 |
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| 382 | /** Internal method for rendering all the objects for a given light into the
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| 383 | stencil buffer.
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| 384 | @param light The light source
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| 385 | @param cam The camera being viewed from
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| 386 | */
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| 387 | virtual void renderShadowVolumesToStencil(const Light* light, const Camera* cam);
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| 388 | /** Internal utility method for setting stencil state for rendering shadow volumes.
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| 389 | @param secondpass Is this the second pass?
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| 390 | @param zfail Should we be using the zfail method?
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| 391 | @param twosided Should we use a 2-sided stencil?
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| 392 | */
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| 393 | virtual void setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided);
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| 394 | /** Render a set of shadow renderables. */
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| 395 | void renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables,
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| 396 | Pass* pass, const LightList *manualLightList, unsigned long flags,
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| 397 | bool secondpass, bool zfail, bool twosided);
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| 398 | typedef std::vector<ShadowCaster*> ShadowCasterList;
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| 399 | ShadowCasterList mShadowCasterList;
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| 400 | SphereSceneQuery* mShadowCasterSphereQuery;
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| 401 | AxisAlignedBoxSceneQuery* mShadowCasterAABBQuery;
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| 402 | Real mShadowFarDist;
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| 403 | Real mShadowFarDistSquared;
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| 404 | Real mShadowTextureOffset; // proportion of texture offset in view direction e.g. 0.4
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| 405 | Real mShadowTextureFadeStart; // as a proportion e.g. 0.6
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| 406 | Real mShadowTextureFadeEnd; // as a proportion e.g. 0.9
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| 407 | bool mShadowTextureSelfShadow;
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| 408 | Pass* mShadowTextureCustomCasterPass;
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| 409 | Pass* mShadowTextureCustomReceiverPass;
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| 410 | String mShadowTextureCustomCasterVertexProgram;
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| 411 | String mShadowTextureCustomReceiverVertexProgram;
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| 412 | GpuProgramParametersSharedPtr mShadowTextureCustomCasterVPParams;
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| 413 | GpuProgramParametersSharedPtr mShadowTextureCustomReceiverVPParams;
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| 414 | bool mShadowTextureCasterVPDirty;
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| 415 | bool mShadowTextureReceiverVPDirty;
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| 416 |
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| 417 |
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| 418 | GpuProgramParametersSharedPtr mInfiniteExtrusionParams;
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| 419 | GpuProgramParametersSharedPtr mFiniteExtrusionParams;
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| 420 |
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| 421 | /// Inner class to use as callback for shadow caster scene query
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| 422 | class _OgreExport ShadowCasterSceneQueryListener : public SceneQueryListener
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| 423 | {
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| 424 | protected:
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| 425 | SceneManager* mSceneMgr;
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| 426 | ShadowCasterList* mCasterList;
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| 427 | bool mIsLightInFrustum;
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| 428 | const PlaneBoundedVolumeList* mLightClipVolumeList;
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| 429 | const Camera* mCamera;
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| 430 | const Light* mLight;
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| 431 | Real mFarDistSquared;
|
---|
| 432 | public:
|
---|
| 433 | ShadowCasterSceneQueryListener(SceneManager* sm) : mSceneMgr(sm),
|
---|
| 434 | mCasterList(0), mIsLightInFrustum(false), mLightClipVolumeList(0),
|
---|
| 435 | mCamera(0) {}
|
---|
| 436 | // Prepare the listener for use with a set of parameters
|
---|
| 437 | void prepare(bool lightInFrustum,
|
---|
| 438 | const PlaneBoundedVolumeList* lightClipVolumes,
|
---|
| 439 | const Light* light, const Camera* cam, ShadowCasterList* casterList,
|
---|
| 440 | Real farDistSquared)
|
---|
| 441 | {
|
---|
| 442 | mCasterList = casterList;
|
---|
| 443 | mIsLightInFrustum = lightInFrustum;
|
---|
| 444 | mLightClipVolumeList = lightClipVolumes;
|
---|
| 445 | mCamera = cam;
|
---|
| 446 | mLight = light;
|
---|
| 447 | mFarDistSquared = farDistSquared;
|
---|
| 448 | }
|
---|
| 449 | bool queryResult(MovableObject* object);
|
---|
| 450 | bool queryResult(SceneQuery::WorldFragment* fragment);
|
---|
| 451 | };
|
---|
| 452 |
|
---|
| 453 | ShadowCasterSceneQueryListener* mShadowCasterQueryListener;
|
---|
| 454 |
|
---|
| 455 | /** Internal method for locating a list of shadow casters which
|
---|
| 456 | could be affecting the frustum for a given light.
|
---|
| 457 | @remarks
|
---|
| 458 | Custom scene managers are encouraged to override this method to add optimisations,
|
---|
| 459 | and to add their own custom shadow casters (perhaps for world geometry)
|
---|
| 460 | */
|
---|
| 461 | virtual const ShadowCasterList& findShadowCastersForLight(const Light* light,
|
---|
| 462 | const Camera* camera);
|
---|
| 463 | /** Render the objects in a given queue group
|
---|
| 464 | */
|
---|
| 465 | virtual void renderQueueGroupObjects(RenderQueueGroup* group);
|
---|
| 466 | /** Render a group in the ordinary way */
|
---|
| 467 | virtual void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup);
|
---|
| 468 | /** Render a group with the added complexity of additive stencil shadows. */
|
---|
| 469 | virtual void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* group);
|
---|
| 470 | /** Render a group with the added complexity of additive stencil shadows. */
|
---|
| 471 | virtual void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* group);
|
---|
| 472 | /** Render a group rendering only shadow casters. */
|
---|
| 473 | virtual void renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* group);
|
---|
| 474 | /** Render a group rendering only shadow receivers. */
|
---|
| 475 | virtual void renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* group);
|
---|
| 476 | /** Render a group with the added complexity of additive stencil shadows. */
|
---|
| 477 | virtual void renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* group);
|
---|
| 478 | /** Render a set of objects, see renderSingleObject for param definitions */
|
---|
| 479 | virtual void renderObjects(const RenderPriorityGroup::SolidRenderablePassMap& objs,
|
---|
| 480 | bool doLightIteration, const LightList* manualLightList = 0);
|
---|
| 481 | /** Render a set of objects, see renderSingleObject for param definitions */
|
---|
| 482 | virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
|
---|
| 483 | bool doLightIteration, const LightList* manualLightList = 0);
|
---|
| 484 | /** Render those objects in the transparent pass list which have shadow casting forced on
|
---|
| 485 | @remarks
|
---|
| 486 | This function is intended to be used to render the shadows of transparent objects which have
|
---|
| 487 | transparency_casts_shadows set to 'on' in their material
|
---|
| 488 | */
|
---|
| 489 | virtual void renderTransparentShadowCasterObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
|
---|
| 490 | bool doLightIteration, const LightList* manualLightList = 0);
|
---|
| 491 |
|
---|
| 492 | public:
|
---|
| 493 | /** Default constructor.
|
---|
| 494 | */
|
---|
| 495 | SceneManager();
|
---|
| 496 |
|
---|
| 497 | /** Default destructor.
|
---|
| 498 | */
|
---|
| 499 | virtual ~SceneManager();
|
---|
| 500 |
|
---|
| 501 | /** Creates a camera to be managed by this scene manager.
|
---|
| 502 | @remarks
|
---|
| 503 | This camera must be added to the scene at a later time using
|
---|
| 504 | the attachObject method of the SceneNode class.
|
---|
| 505 | @param
|
---|
| 506 | name Name to give the new camera.
|
---|
| 507 | */
|
---|
| 508 | virtual Camera* createCamera(const String& name);
|
---|
| 509 |
|
---|
| 510 | /** Retrieves a pointer to the named camera.
|
---|
| 511 | */
|
---|
| 512 | virtual Camera* getCamera(const String& name);
|
---|
| 513 |
|
---|
| 514 | /** Removes a camera from the scene.
|
---|
| 515 | @remarks
|
---|
| 516 | This method removes a previously added camera from the scene.
|
---|
| 517 | The camera is deleted so the caller must ensure no references
|
---|
| 518 | to it's previous instance (e.g. in a SceneNode) are used.
|
---|
| 519 | @param
|
---|
| 520 | cam Pointer to the camera to remove
|
---|
| 521 | */
|
---|
| 522 | virtual void removeCamera(Camera *cam);
|
---|
| 523 |
|
---|
| 524 | /** Removes a camera from the scene.
|
---|
| 525 | @remarks
|
---|
| 526 | This method removes an camera from the scene based on the
|
---|
| 527 | camera's name rather than a pointer.
|
---|
| 528 | */
|
---|
| 529 | virtual void removeCamera(const String& name);
|
---|
| 530 |
|
---|
| 531 | /** Removes (and destroys) all cameras from the scene.
|
---|
| 532 | */
|
---|
| 533 | virtual void removeAllCameras(void);
|
---|
| 534 |
|
---|
| 535 | /** Creates a light for use in the scene.
|
---|
| 536 | @remarks
|
---|
| 537 | Lights can either be in a fixed position and independent of the
|
---|
| 538 | scene graph, or they can be attached to SceneNodes so they derive
|
---|
| 539 | their position from the parent node. Either way, they are created
|
---|
| 540 | using this method so that the SceneManager manages their
|
---|
| 541 | existence.
|
---|
| 542 | @param
|
---|
| 543 | name The name of the new light, to identify it later.
|
---|
| 544 | */
|
---|
| 545 | virtual Light* createLight(const String& name);
|
---|
| 546 |
|
---|
| 547 | /** Returns a pointer to the named Light which has previously been added to the scene.
|
---|
| 548 | */
|
---|
| 549 | virtual Light* getLight(const String& name);
|
---|
| 550 |
|
---|
| 551 | /** Removes the named light from the scene and destroys it.
|
---|
| 552 | @remarks
|
---|
| 553 | Any pointers held to this light after calling this method will be invalid.
|
---|
| 554 | */
|
---|
| 555 | virtual void removeLight(const String& name);
|
---|
| 556 |
|
---|
| 557 | /** Removes the light from the scene and destroys it based on a pointer.
|
---|
| 558 | @remarks
|
---|
| 559 | Any pointers held to this light after calling this method will be invalid.
|
---|
| 560 | */
|
---|
| 561 | virtual void removeLight(Light* light);
|
---|
| 562 | /** Removes and destroys all lights in the scene.
|
---|
| 563 | */
|
---|
| 564 | virtual void removeAllLights(void);
|
---|
| 565 |
|
---|
| 566 | /** Populate a light list with an ordered set of the lights which are closest
|
---|
| 567 | to the position specified.
|
---|
| 568 | @remarks
|
---|
| 569 | Note that since directional lights have no position, they are always considered
|
---|
| 570 | closer than any point lights and as such will always take precedence.
|
---|
| 571 | @par
|
---|
| 572 | Subclasses of the default SceneManager may wish to take into account other issues
|
---|
| 573 | such as possible visibility of the light if that information is included in their
|
---|
| 574 | data structures. This basic scenemanager simply orders by distance, eliminating
|
---|
| 575 | those lights which are out of range.
|
---|
| 576 | @par
|
---|
| 577 | The number of items in the list max exceed the maximum number of lights supported
|
---|
| 578 | by the renderer, but the extraneous ones will never be used. In fact the limit will
|
---|
| 579 | be imposed by Pass::getMaxSimultaneousLights.
|
---|
| 580 | @param position The position at which to evaluate the list of lights
|
---|
| 581 | @param radius The bounding radius to test
|
---|
| 582 | @param destList List to be populated with ordered set of lights; will be cleared by
|
---|
| 583 | this method before population.
|
---|
| 584 | */
|
---|
| 585 | virtual void _populateLightList(const Vector3& position, Real radius, LightList& destList);
|
---|
| 586 |
|
---|
| 587 |
|
---|
| 588 | /** Creates an instance of a SceneNode.
|
---|
| 589 | @remarks
|
---|
| 590 | Note that this does not add the SceneNode to the scene hierarchy.
|
---|
| 591 | This method is for convenience, since it allows an instance to
|
---|
| 592 | be created for which the SceneManager is responsible for
|
---|
| 593 | allocating and releasing memory, which is convenient in complex
|
---|
| 594 | scenes.
|
---|
| 595 | @par
|
---|
| 596 | To include the returned SceneNode in the scene, use the addChild
|
---|
| 597 | method of the SceneNode which is to be it's parent.
|
---|
| 598 | @par
|
---|
| 599 | Note that this method takes no parameters, and the node created is unnamed (it is
|
---|
| 600 | actually given a generated name, which you can retrieve if you want).
|
---|
| 601 | If you wish to create a node with a specific name, call the alternative method
|
---|
| 602 | which takes a name parameter.
|
---|
| 603 | */
|
---|
| 604 | virtual SceneNode* createSceneNode(void);
|
---|
| 605 |
|
---|
| 606 | /** Creates an instance of a SceneNode with a given name.
|
---|
| 607 | @remarks
|
---|
| 608 | Note that this does not add the SceneNode to the scene hierarchy.
|
---|
| 609 | This method is for convenience, since it allows an instance to
|
---|
| 610 | be created for which the SceneManager is responsible for
|
---|
| 611 | allocating and releasing memory, which is convenient in complex
|
---|
| 612 | scenes.
|
---|
| 613 | @par
|
---|
| 614 | To include the returned SceneNode in the scene, use the addChild
|
---|
| 615 | method of the SceneNode which is to be it's parent.
|
---|
| 616 | @par
|
---|
| 617 | Note that this method takes a name parameter, which makes the node easier to
|
---|
| 618 | retrieve directly again later.
|
---|
| 619 | */
|
---|
| 620 | virtual SceneNode* createSceneNode(const String& name);
|
---|
| 621 |
|
---|
| 622 | /** Destroys a SceneNode with a given name.
|
---|
| 623 | @remarks
|
---|
| 624 | This allows you to physically delete an individual SceneNode if you want to.
|
---|
| 625 | Note that this is not normally recommended, it's better to allow SceneManager
|
---|
| 626 | to delete the nodes when the scene is cleared.
|
---|
| 627 | */
|
---|
| 628 | virtual void destroySceneNode(const String& name);
|
---|
| 629 |
|
---|
| 630 | /** Gets the SceneNode at the root of the scene hierarchy.
|
---|
| 631 | @remarks
|
---|
| 632 | The entire scene is held as a hierarchy of nodes, which
|
---|
| 633 | allows things like relative transforms, general changes in
|
---|
| 634 | rendering state etc (See the SceneNode class for more info).
|
---|
| 635 | In this basic SceneManager class, the application using
|
---|
| 636 | Ogre is free to structure this hierarchy however it likes,
|
---|
| 637 | since it has no real significance apart from making transforms
|
---|
| 638 | relative to each node (more specialised subclasses will
|
---|
| 639 | provide utility methods for building specific node structures
|
---|
| 640 | e.g. loading a BSP tree).
|
---|
| 641 | @par
|
---|
| 642 | However, in all cases there is only ever one root node of
|
---|
| 643 | the hierarchy, and this method returns a pointer to it.
|
---|
| 644 | */
|
---|
| 645 | virtual SceneNode* getRootSceneNode(void) const;
|
---|
| 646 |
|
---|
| 647 | /** Retrieves a named SceneNode from the scene graph.
|
---|
| 648 | @remarks
|
---|
| 649 | If you chose to name a SceneNode as you created it, or if you
|
---|
| 650 | happened to make a note of the generated name, you can look it
|
---|
| 651 | up wherever it is in the scene graph using this method.
|
---|
| 652 | */
|
---|
| 653 | virtual SceneNode* getSceneNode(const String& name) const;
|
---|
| 654 |
|
---|
| 655 | /** Create an Entity (instance of a discrete mesh).
|
---|
| 656 | @param
|
---|
| 657 | entityName The name to be given to the entity (must be unique).
|
---|
| 658 | @param
|
---|
| 659 | meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The
|
---|
| 660 | mesh will be loaded if it is not already.
|
---|
| 661 | */
|
---|
| 662 | virtual Entity* createEntity(const String& entityName, const String& meshName);
|
---|
| 663 |
|
---|
| 664 | /** Prefab shapes available without loading a model.
|
---|
| 665 | @note
|
---|
| 666 | Minimal implementation at present.
|
---|
| 667 | @todo
|
---|
| 668 | Add more prefabs (teapots, teapots!!!)
|
---|
| 669 | */
|
---|
| 670 | enum PrefabType {
|
---|
| 671 | PT_PLANE
|
---|
| 672 | };
|
---|
| 673 |
|
---|
| 674 | /** Create an Entity (instance of a discrete mesh) from a range of prefab shapes.
|
---|
| 675 | @param
|
---|
| 676 | entityName The name to be given to the entity (must be unique).
|
---|
| 677 | @param
|
---|
| 678 | ptype The prefab type.
|
---|
| 679 | */
|
---|
| 680 | virtual Entity* createEntity(const String& entityName, PrefabType ptype);
|
---|
| 681 | /** Retrieves a pointer to the named Entity. */
|
---|
| 682 | virtual Entity* getEntity(const String& name);
|
---|
| 683 |
|
---|
| 684 | /** Removes & destroys an Entity from the SceneManager.
|
---|
| 685 | @warning
|
---|
| 686 | Must only be done if the Entity is not attached
|
---|
| 687 | to a SceneNode. It may be safer to wait to clear the whole
|
---|
| 688 | scene if you are unsure use clearScene.
|
---|
| 689 | @see
|
---|
| 690 | SceneManager::clearScene
|
---|
| 691 | */
|
---|
| 692 | virtual void removeEntity(Entity* ent);
|
---|
| 693 |
|
---|
| 694 | /** Removes & destroys an Entity from the SceneManager by name.
|
---|
| 695 | @warning
|
---|
| 696 | Must only be done if the Entity is not attached
|
---|
| 697 | to a SceneNode. It may be safer to wait to clear the whole
|
---|
| 698 | scene if you are unsure use clearScene.
|
---|
| 699 | @see
|
---|
| 700 | SceneManager::clearScene
|
---|
| 701 | */
|
---|
| 702 | virtual void removeEntity(const String& name);
|
---|
| 703 |
|
---|
| 704 | /** Removes & destroys all Entities.
|
---|
| 705 | @warning
|
---|
| 706 | Again, use caution since no Entity must be referred to
|
---|
| 707 | elsewhere e.g. attached to a SceneNode otherwise a crash
|
---|
| 708 | is likely. Use clearScene if you are unsure (it clears SceneNode
|
---|
| 709 | entries too.)
|
---|
| 710 | @see
|
---|
| 711 | SceneManager::clearScene
|
---|
| 712 | */
|
---|
| 713 | virtual void removeAllEntities(void);
|
---|
| 714 |
|
---|
| 715 | /** Empties the entire scene, inluding all SceneNodes, Entities, Lights,
|
---|
| 716 | BillboardSets etc. Cameras are not deleted at this stage since
|
---|
| 717 | they are still referenced by viewports, which are not destroyed during
|
---|
| 718 | this process.
|
---|
| 719 | */
|
---|
| 720 | virtual void clearScene(void);
|
---|
| 721 |
|
---|
| 722 | /** Sets the ambient light level to be used for the scene.
|
---|
| 723 | @remarks
|
---|
| 724 | This sets the colour and intensity of the ambient light in the scene, i.e. the
|
---|
| 725 | light which is 'sourceless' and illuminates all objects equally.
|
---|
| 726 | The colour of an object is affected by a combination of the light in the scene,
|
---|
| 727 | and the amount of light that object reflects (in this case based on the Material::ambient
|
---|
| 728 | property).
|
---|
| 729 | @remarks
|
---|
| 730 | By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This
|
---|
| 731 | means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled)
|
---|
| 732 | will not be visible unless you have some dynamic lights in your scene.
|
---|
| 733 | */
|
---|
| 734 | void setAmbientLight(const ColourValue& colour);
|
---|
| 735 |
|
---|
| 736 | /** Returns the ambient light level to be used for the scene.
|
---|
| 737 | */
|
---|
| 738 | const ColourValue& getAmbientLight(void) const;
|
---|
| 739 |
|
---|
| 740 | /** Sets the source of the 'world' geometry, i.e. the large, mainly static geometry
|
---|
| 741 | making up the world e.g. rooms, landscape etc.
|
---|
| 742 | @remarks
|
---|
| 743 | Depending on the type of SceneManager (subclasses will be specialised
|
---|
| 744 | for particular world geometry types) you have requested via the Root or
|
---|
| 745 | SceneManagerEnumerator classes, you can pass a filename to this method and it
|
---|
| 746 | will attempt to load the world-level geometry for use. If you try to load
|
---|
| 747 | an inappropriate type of world data an exception will be thrown. The default
|
---|
| 748 | SceneManager cannot handle any sort of world geometry and so will always
|
---|
| 749 | throw an exception. However subclasses like BspSceneManager can load
|
---|
| 750 | particular types of world geometry e.g. "q3dm1.bsp".
|
---|
| 751 | @par
|
---|
| 752 | World geometry will be loaded via the 'common' resource paths and archives set in the
|
---|
| 753 | ResourceManager class.
|
---|
| 754 | */
|
---|
| 755 | virtual void setWorldGeometry(const String& filename);
|
---|
| 756 |
|
---|
| 757 | /** Estimate the number of loading stages required to load the named
|
---|
| 758 | world geometry.
|
---|
| 759 | @remarks
|
---|
| 760 | This method should be overridden by SceneManagers that provide
|
---|
| 761 | custom world geometry that can take some time to load. They should
|
---|
| 762 | return from this method a count of the number of stages of progress
|
---|
| 763 | they can report on whilst loading. During real loading (setWorldGeomtry),
|
---|
| 764 | they should call ResourceGroupManager::_notifyWorldGeometryProgress exactly
|
---|
| 765 | that number of times when loading the geometry for real.
|
---|
| 766 | @note
|
---|
| 767 | The default is to return 0, ie to not report progress.
|
---|
| 768 | */
|
---|
| 769 | virtual size_t estimateWorldGeometry(const String& filename) { return 0; }
|
---|
| 770 |
|
---|
| 771 | /** Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.
|
---|
| 772 | @remarks
|
---|
| 773 | Typically this method returns the origin unless a) world geometry has been loaded using
|
---|
| 774 | SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points.
|
---|
| 775 | If there is more than one viewpoint which the scene manager can suggest, it will always suggest
|
---|
| 776 | the first one unless the random parameter is true.
|
---|
| 777 | @param
|
---|
| 778 | random If true, and there is more than one possible suggestion, a random one will be used. If false
|
---|
| 779 | the same one will always be suggested.
|
---|
| 780 | @return
|
---|
| 781 | On success, true is returned.
|
---|
| 782 | @par
|
---|
| 783 | On failiure, false is returned.
|
---|
| 784 | */
|
---|
| 785 | virtual ViewPoint getSuggestedViewpoint(bool random = false);
|
---|
| 786 |
|
---|
| 787 | /** Method for setting a specific option of the Scene Manager. These options are usually
|
---|
| 788 | specific for a certain implemntation of the Scene Manager class, and may (and probably
|
---|
| 789 | will) not exist across different implementations.
|
---|
| 790 | @param
|
---|
| 791 | strKey The name of the option to set
|
---|
| 792 | @param
|
---|
| 793 | pValue A pointer to the value - the size should be calculated by the scene manager
|
---|
| 794 | based on the key
|
---|
| 795 | @return
|
---|
| 796 | On success, true is returned.
|
---|
| 797 | @par
|
---|
| 798 | On failiure, false is returned.
|
---|
| 799 | */
|
---|
| 800 | virtual bool setOption( const String& strKey, const void* pValue ) { return false; }
|
---|
| 801 |
|
---|
| 802 | /** Method for getting the value of an implementation-specific Scene Manager option.
|
---|
| 803 | @param
|
---|
| 804 | strKey The name of the option
|
---|
| 805 | @param
|
---|
| 806 | pDestValue A pointer to a memory location where the value will
|
---|
| 807 | be copied. Currently, the memory will be allocated by the
|
---|
| 808 | scene manager, but this may change
|
---|
| 809 | @return
|
---|
| 810 | On success, true is returned and pDestValue points to the value of the given
|
---|
| 811 | option.
|
---|
| 812 | @par
|
---|
| 813 | On failiure, false is returned and pDestValue is set to NULL.
|
---|
| 814 | */
|
---|
| 815 | virtual bool getOption( const String& strKey, void* pDestValue ) { return false; }
|
---|
| 816 |
|
---|
| 817 | /** Method for verifying wether the scene manager has an implementation-specific
|
---|
| 818 | option.
|
---|
| 819 | @param
|
---|
| 820 | strKey The name of the option to check for.
|
---|
| 821 | @return
|
---|
| 822 | If the scene manager contains the given option, true is returned.
|
---|
| 823 | @remarks
|
---|
| 824 | If it does not, false is returned.
|
---|
| 825 | */
|
---|
| 826 | virtual bool hasOption( const String& strKey ) const { return false; }
|
---|
| 827 | /** Method for getting all possible values for a specific option. When this list is too large
|
---|
| 828 | (i.e. the option expects, for example, a float), the return value will be true, but the
|
---|
| 829 | list will contain just one element whose size will be set to 0.
|
---|
| 830 | Otherwise, the list will be filled with all the possible values the option can
|
---|
| 831 | accept.
|
---|
| 832 | @param
|
---|
| 833 | strKey The name of the option to get the values for.
|
---|
| 834 | @param
|
---|
| 835 | refValueList A reference to a list that will be filled with the available values.
|
---|
| 836 | @return
|
---|
| 837 | On success (the option exists), true is returned.
|
---|
| 838 | @par
|
---|
| 839 | On failure, false is returned.
|
---|
| 840 | */
|
---|
| 841 | virtual bool getOptionValues( const String& strKey, StringVector& refValueList ) { return false; }
|
---|
| 842 |
|
---|
| 843 | /** Method for getting all the implementation-specific options of the scene manager.
|
---|
| 844 | @param
|
---|
| 845 | refKeys A reference to a list that will be filled with all the available options.
|
---|
| 846 | @return
|
---|
| 847 | On success, true is returned. On failiure, false is returned.
|
---|
| 848 | */
|
---|
| 849 | virtual bool getOptionKeys( StringVector& refKeys ) { return false; }
|
---|
| 850 |
|
---|
| 851 | /** Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.
|
---|
| 852 | @remarks
|
---|
| 853 | This must be done before issuing objects to the rendering pipeline, since derived transformations from
|
---|
| 854 | parent nodes are not updated until required. This SceneManager is a basic implementation which simply
|
---|
| 855 | updates all nodes from the root. This ensures the scene is up to date but requires all the nodes
|
---|
| 856 | to be updated even if they are not visible. Subclasses could trim this such that only potentially visible
|
---|
| 857 | nodes are updated.
|
---|
| 858 | */
|
---|
| 859 | virtual void _updateSceneGraph(Camera* cam);
|
---|
| 860 |
|
---|
| 861 | /** Internal method which parses the scene to find visible objects to render.
|
---|
| 862 | @remarks
|
---|
| 863 | If you're implementing a custom scene manager, this is the most important method to
|
---|
| 864 | override since it's here you can apply your custom world partitioning scheme. Once you
|
---|
| 865 | have added the appropriate objects to the render queue, you can let the default
|
---|
| 866 | SceneManager objects _renderVisibleObjects handle the actual rendering of the objects
|
---|
| 867 | you pick.
|
---|
| 868 | @par
|
---|
| 869 | Any visible objects will be added to a rendering queue, which is indexed by material in order
|
---|
| 870 | to ensure objects with the same material are rendered together to minimise render state changes.
|
---|
| 871 | */
|
---|
| 872 | virtual void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
|
---|
| 873 |
|
---|
| 874 | /** Internal method for applying animations to scene nodes.
|
---|
| 875 | @remarks
|
---|
| 876 | Uses the internally stored AnimationState objects to apply animation to SceneNodes.
|
---|
| 877 | */
|
---|
| 878 | virtual void _applySceneAnimations(void);
|
---|
| 879 |
|
---|
| 880 | /** Sends visible objects found in _findVisibleObjects to the rendering engine.
|
---|
| 881 | */
|
---|
| 882 | virtual void _renderVisibleObjects(void);
|
---|
| 883 |
|
---|
| 884 | /** Prompts the class to send its contents to the renderer.
|
---|
| 885 | @remarks
|
---|
| 886 | This method prompts the scene manager to send the
|
---|
| 887 | contents of the scene it manages to the rendering
|
---|
| 888 | pipeline, possibly preceded by some sorting, culling
|
---|
| 889 | or other scene management tasks. Note that this method is not normally called
|
---|
| 890 | directly by the user application; it is called automatically
|
---|
| 891 | by the Ogre rendering loop.
|
---|
| 892 | @param camera Pointer to a camera from whose viewpoint the scene is to
|
---|
| 893 | be rendered.
|
---|
| 894 | @param vp The target viewport
|
---|
| 895 | @param includeOverlays Whether or not overlay objects should be rendered
|
---|
| 896 | */
|
---|
| 897 | virtual void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays);
|
---|
| 898 |
|
---|
| 899 | /** Internal method for queueing the sky objects with the params as
|
---|
| 900 | previously set through setSkyBox, setSkyPlane and setSkyDome.
|
---|
| 901 | */
|
---|
| 902 | virtual void _queueSkiesForRendering(Camera* cam);
|
---|
| 903 |
|
---|
| 904 |
|
---|
| 905 |
|
---|
| 906 | /** Notifies the scene manager of its destination render system
|
---|
| 907 | @remarks
|
---|
| 908 | Called automatically by RenderSystem::addSceneManager
|
---|
| 909 | this method simply notifies the manager of the render
|
---|
| 910 | system to which its output must be directed.
|
---|
| 911 | @param
|
---|
| 912 | sys Pointer to the RenderSystem subclass to be used as a render target.
|
---|
| 913 | */
|
---|
| 914 | virtual void _setDestinationRenderSystem(RenderSystem* sys);
|
---|
| 915 |
|
---|
| 916 | /** Enables / disables a 'sky plane' i.e. a plane at constant
|
---|
| 917 | distance from the camera representing the sky.
|
---|
| 918 | @remarks
|
---|
| 919 | You can create sky planes yourself using the standard mesh and
|
---|
| 920 | entity methods, but this creates a plane which the camera can
|
---|
| 921 | never get closer or further away from - it moves with the camera.
|
---|
| 922 | (NB you could create this effect by creating a world plane which
|
---|
| 923 | was attached to the same SceneNode as the Camera too, but this
|
---|
| 924 | would only apply to a single camera whereas this plane applies to
|
---|
| 925 | any camera using this scene manager).
|
---|
| 926 | @note
|
---|
| 927 | To apply scaling, scrolls etc to the sky texture(s) you
|
---|
| 928 | should use the TextureUnitState class methods.
|
---|
| 929 | @param
|
---|
| 930 | enable True to enable the plane, false to disable it
|
---|
| 931 | @param
|
---|
| 932 | plane Details of the plane, i.e. it's normal and it's
|
---|
| 933 | distance from the camera.
|
---|
| 934 | @param
|
---|
| 935 | materialName The name of the material the plane will use
|
---|
| 936 | @param
|
---|
| 937 | scale The scaling applied to the sky plane - higher values
|
---|
| 938 | mean a bigger sky plane - you may want to tweak this
|
---|
| 939 | depending on the size of plane.d and the other
|
---|
| 940 | characteristics of your scene
|
---|
| 941 | @param
|
---|
| 942 | tiling How many times to tile the texture across the sky.
|
---|
| 943 | Applies to all texture layers. If you need finer control use
|
---|
| 944 | the TextureUnitState texture coordinate transformation methods.
|
---|
| 945 | @param
|
---|
| 946 | drawFirst If true, the plane is drawn before all other
|
---|
| 947 | geometry in the scene, without updating the depth buffer.
|
---|
| 948 | This is the safest rendering method since all other objects
|
---|
| 949 | will always appear in front of the sky. However this is not
|
---|
| 950 | the most efficient way if most of the sky is often occluded
|
---|
| 951 | by other objects. If this is the case, you can set this
|
---|
| 952 | parameter to false meaning it draws <em>after</em> all other
|
---|
| 953 | geometry which can be an optimisation - however you must
|
---|
| 954 | ensure that the plane.d value is large enough that no objects
|
---|
| 955 | will 'poke through' the sky plane when it is rendered.
|
---|
| 956 | @param
|
---|
| 957 | bow If zero, the plane will be completely flat (like previous
|
---|
| 958 | versions. If above zero, the plane will be curved, allowing
|
---|
| 959 | the sky to appear below camera level. Curved sky planes are
|
---|
| 960 | simular to skydomes, but are more compatable with fog.
|
---|
| 961 | @param xsegments, ysegments
|
---|
| 962 | Determines the number of segments the plane will have to it. This
|
---|
| 963 | is most important when you are bowing the plane, but may also be useful
|
---|
| 964 | if you need tesselation on the plane to perform per-vertex effects.
|
---|
| 965 | @param groupName
|
---|
| 966 | The name of the resource group to which to assign the plane mesh.
|
---|
| 967 | */
|
---|
| 968 | virtual void setSkyPlane(
|
---|
| 969 | bool enable,
|
---|
| 970 | const Plane& plane, const String& materialName, Real scale = 1000,
|
---|
| 971 | Real tiling = 10, bool drawFirst = true, Real bow = 0,
|
---|
| 972 | int xsegments = 1, int ysegments = 1,
|
---|
| 973 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 974 |
|
---|
| 975 | /** Enables / disables a 'sky box' i.e. a 6-sided box at constant
|
---|
| 976 | distance from the camera representing the sky.
|
---|
| 977 | @remarks
|
---|
| 978 | You could create a sky box yourself using the standard mesh and
|
---|
| 979 | entity methods, but this creates a plane which the camera can
|
---|
| 980 | never get closer or further away from - it moves with the camera.
|
---|
| 981 | (NB you could create this effect by creating a world box which
|
---|
| 982 | was attached to the same SceneNode as the Camera too, but this
|
---|
| 983 | would only apply to a single camera whereas this skybox applies
|
---|
| 984 | to any camera using this scene manager).
|
---|
| 985 | @par
|
---|
| 986 | The material you use for the skybox can either contain layers
|
---|
| 987 | which are single textures, or they can be cubic textures, i.e.
|
---|
| 988 | made up of 6 images, one for each plane of the cube. See the
|
---|
| 989 | TextureUnitState class for more information.
|
---|
| 990 | @param
|
---|
| 991 | enable True to enable the skybox, false to disable it
|
---|
| 992 | @param
|
---|
| 993 | materialName The name of the material the box will use
|
---|
| 994 | @param
|
---|
| 995 | distance Distance in world coorinates from the camera to
|
---|
| 996 | each plane of the box. The default is normally OK.
|
---|
| 997 | @param
|
---|
| 998 | drawFirst If true, the box is drawn before all other
|
---|
| 999 | geometry in the scene, without updating the depth buffer.
|
---|
| 1000 | This is the safest rendering method since all other objects
|
---|
| 1001 | will always appear in front of the sky. However this is not
|
---|
| 1002 | the most efficient way if most of the sky is often occluded
|
---|
| 1003 | by other objects. If this is the case, you can set this
|
---|
| 1004 | parameter to false meaning it draws <em>after</em> all other
|
---|
| 1005 | geometry which can be an optimisation - however you must
|
---|
| 1006 | ensure that the distance value is large enough that no
|
---|
| 1007 | objects will 'poke through' the sky box when it is rendered.
|
---|
| 1008 | @param
|
---|
| 1009 | orientation Optional parameter to specify the orientation
|
---|
| 1010 | of the box. By default the 'top' of the box is deemed to be
|
---|
| 1011 | in the +y direction, and the 'front' at the -z direction.
|
---|
| 1012 | You can use this parameter to rotate the sky if you want.
|
---|
| 1013 | @param groupName
|
---|
| 1014 | The name of the resource group to which to assign the plane mesh.
|
---|
| 1015 | */
|
---|
| 1016 | virtual void setSkyBox(
|
---|
| 1017 | bool enable, const String& materialName, Real distance = 5000,
|
---|
| 1018 | bool drawFirst = true, const Quaternion& orientation = Quaternion::IDENTITY,
|
---|
| 1019 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 1020 |
|
---|
| 1021 | /** Enables / disables a 'sky dome' i.e. an illusion of a curved sky.
|
---|
| 1022 | @remarks
|
---|
| 1023 | A sky dome is actually formed by 5 sides of a cube, but with
|
---|
| 1024 | texture coordinates generated such that the surface appears
|
---|
| 1025 | curved like a dome. Sky domes are appropriate where you need a
|
---|
| 1026 | realistic looking sky where the scene is not going to be
|
---|
| 1027 | 'fogged', and there is always a 'floor' of some sort to prevent
|
---|
| 1028 | the viewer looking below the horizon (the distortion effect below
|
---|
| 1029 | the horizon can be pretty horrible, and there is never anyhting
|
---|
| 1030 | directly below the viewer). If you need a complete wrap-around
|
---|
| 1031 | background, use the setSkyBox method instead. You can actually
|
---|
| 1032 | combine a sky box and a sky dome if you want, to give a positional
|
---|
| 1033 | backdrop with an overlayed curved cloud layer.
|
---|
| 1034 | @par
|
---|
| 1035 | Sky domes work well with 2D repeating textures like clouds. You
|
---|
| 1036 | can change the apparant 'curvature' of the sky depending on how
|
---|
| 1037 | your scene is viewed - lower curvatures are better for 'open'
|
---|
| 1038 | scenes like landscapes, whilst higher curvatures are better for
|
---|
| 1039 | say FPS levels where you don't see a lot of the sky at once and
|
---|
| 1040 | the exaggerated curve looks good.
|
---|
| 1041 | @param
|
---|
| 1042 | enable True to enable the skydome, false to disable it
|
---|
| 1043 | @param
|
---|
| 1044 | materialName The name of the material the dome will use
|
---|
| 1045 | @param
|
---|
| 1046 | curvature The curvature of the dome. Good values are
|
---|
| 1047 | between 2 and 65. Higher values are more curved leading to
|
---|
| 1048 | a smoother effect, lower values are less curved meaning
|
---|
| 1049 | more distortion at the horizons but a better distance effect.
|
---|
| 1050 | @param
|
---|
| 1051 | tiling How many times to tile the texture(s) across the
|
---|
| 1052 | dome.
|
---|
| 1053 | @param
|
---|
| 1054 | distance Distance in world coorinates from the camera to
|
---|
| 1055 | each plane of the box the dome is rendered on. The default
|
---|
| 1056 | is normally OK.
|
---|
| 1057 | @param
|
---|
| 1058 | drawFirst If true, the dome is drawn before all other
|
---|
| 1059 | geometry in the scene, without updating the depth buffer.
|
---|
| 1060 | This is the safest rendering method since all other objects
|
---|
| 1061 | will always appear in front of the sky. However this is not
|
---|
| 1062 | the most efficient way if most of the sky is often occluded
|
---|
| 1063 | by other objects. If this is the case, you can set this
|
---|
| 1064 | parameter to false meaning it draws <em>after</em> all other
|
---|
| 1065 | geometry which can be an optimisation - however you must
|
---|
| 1066 | ensure that the distance value is large enough that no
|
---|
| 1067 | objects will 'poke through' the sky when it is rendered.
|
---|
| 1068 | @param
|
---|
| 1069 | orientation Optional parameter to specify the orientation
|
---|
| 1070 | of the dome. By default the 'top' of the dome is deemed to
|
---|
| 1071 | be in the +y direction, and the 'front' at the -z direction.
|
---|
| 1072 | You can use this parameter to rotate the sky if you want.
|
---|
| 1073 | @param groupName
|
---|
| 1074 | The name of the resource group to which to assign the plane mesh.
|
---|
| 1075 | */
|
---|
| 1076 | virtual void setSkyDome(
|
---|
| 1077 | bool enable, const String& materialName, Real curvature = 10,
|
---|
| 1078 | Real tiling = 8, Real distance = 4000, bool drawFirst = true,
|
---|
| 1079 | const Quaternion& orientation = Quaternion::IDENTITY,
|
---|
| 1080 | int xsegments = 16, int ysegments = 16, int ysegments_keep = -1,
|
---|
| 1081 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 1082 |
|
---|
| 1083 | /** Sets the fogging mode applied to the scene.
|
---|
| 1084 | @remarks
|
---|
| 1085 | This method sets up the scene-wide fogging effect. These settings
|
---|
| 1086 | apply to all geometry rendered, UNLESS the material with which it
|
---|
| 1087 | is rendered has it's own fog settings (see Material::setFog).
|
---|
| 1088 | @param
|
---|
| 1089 | mode Set up the mode of fog as described in the FogMode
|
---|
| 1090 | enum, or set to FOG_NONE to turn off.
|
---|
| 1091 | @param
|
---|
| 1092 | colour The colour of the fog. Either set this to the same
|
---|
| 1093 | as your viewport background colour, or to blend in with a
|
---|
| 1094 | skydome or skybox.
|
---|
| 1095 | @param
|
---|
| 1096 | expDensity The density of the fog in FOG_EXP or FOG_EXP2
|
---|
| 1097 | mode, as a value between 0 and 1. The default is 0.001.
|
---|
| 1098 | @param
|
---|
| 1099 | linearStart Distance in world units at which linear fog starts to
|
---|
| 1100 | encroach. Only applicable if mode is
|
---|
| 1101 | FOG_LINEAR.
|
---|
| 1102 | @param
|
---|
| 1103 | linearEnd Distance in world units at which linear fog becomes completely
|
---|
| 1104 | opaque. Only applicable if mode is
|
---|
| 1105 | FOG_LINEAR.
|
---|
| 1106 | */
|
---|
| 1107 | void setFog(
|
---|
| 1108 | FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White,
|
---|
| 1109 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0);
|
---|
| 1110 |
|
---|
| 1111 | /** Returns the fog mode for the scene.
|
---|
| 1112 | */
|
---|
| 1113 | virtual FogMode getFogMode(void) const;
|
---|
| 1114 |
|
---|
| 1115 | /** Returns the fog colour for the scene.
|
---|
| 1116 | */
|
---|
| 1117 | virtual const ColourValue& getFogColour(void) const;
|
---|
| 1118 |
|
---|
| 1119 | /** Returns the fog start distance for the scene.
|
---|
| 1120 | */
|
---|
| 1121 | virtual Real getFogStart(void) const;
|
---|
| 1122 |
|
---|
| 1123 | /** Returns the fog end distance for the scene.
|
---|
| 1124 | */
|
---|
| 1125 | virtual Real getFogEnd(void) const;
|
---|
| 1126 |
|
---|
| 1127 | /** Returns the fog density for the scene.
|
---|
| 1128 | */
|
---|
| 1129 | virtual Real getFogDensity(void) const;
|
---|
| 1130 |
|
---|
| 1131 |
|
---|
| 1132 | /** Creates a new BillboardSet for use with this scene manager.
|
---|
| 1133 | @remarks
|
---|
| 1134 | This method creates a new BillboardSet which is registered with
|
---|
| 1135 | the SceneManager. The SceneManager will destroy this object when
|
---|
| 1136 | it shuts down or when the SceneManager::clearScene method is
|
---|
| 1137 | called, so the caller does not have to worry about destroying
|
---|
| 1138 | this object (in fact, it definitely should not do this).
|
---|
| 1139 | @par
|
---|
| 1140 | See the BillboardSet documentations for full details of the
|
---|
| 1141 | returned class.
|
---|
| 1142 | @param
|
---|
| 1143 | name The name to give to this billboard set. Must be unique.
|
---|
| 1144 | @param
|
---|
| 1145 | poolSize The initial size of the pool of billboards (see BillboardSet for more information)
|
---|
| 1146 | @see
|
---|
| 1147 | BillboardSet
|
---|
| 1148 | */
|
---|
| 1149 | virtual BillboardSet* createBillboardSet(const String& name, unsigned int poolSize = 20);
|
---|
| 1150 |
|
---|
| 1151 | /** Retrieves a pointer to the named BillboardSet.
|
---|
| 1152 | */
|
---|
| 1153 | virtual BillboardSet* getBillboardSet(const String& name);
|
---|
| 1154 |
|
---|
| 1155 | /** Removes & destroys an BillboardSet from the SceneManager.
|
---|
| 1156 | @warning
|
---|
| 1157 | Must only be done if the BillboardSet is not attached
|
---|
| 1158 | to a SceneNode. It may be safer to wait to clear the whole
|
---|
| 1159 | scene. If you are unsure, use clearScene.
|
---|
| 1160 | */
|
---|
| 1161 | virtual void removeBillboardSet(BillboardSet* set);
|
---|
| 1162 |
|
---|
| 1163 | /** Removes & destroys an BillboardSet from the SceneManager by name.
|
---|
| 1164 | @warning
|
---|
| 1165 | Must only be done if the BillboardSet is not attached
|
---|
| 1166 | to a SceneNode. It may be safer to wait to clear the whole
|
---|
| 1167 | scene. If you are unsure, use clearScene.
|
---|
| 1168 | */
|
---|
| 1169 | virtual void removeBillboardSet(const String& name);
|
---|
| 1170 |
|
---|
| 1171 | /** Removes & destroys all BillboardSets.
|
---|
| 1172 | @warning
|
---|
| 1173 | Again, use caution since no BillboardSet must be referred to
|
---|
| 1174 | elsewhere e.g. attached to a SceneNode otherwise a crash
|
---|
| 1175 | is likely. Use clearScene if you are unsure (it clears SceneNode
|
---|
| 1176 | entries too.)
|
---|
| 1177 | @see
|
---|
| 1178 | SceneManager::clearScene
|
---|
| 1179 | */
|
---|
| 1180 | virtual void removeAllBillboardSets(void);
|
---|
| 1181 |
|
---|
| 1182 | /** Tells the SceneManager whether it should render the SceneNodes which
|
---|
| 1183 | make up the scene as well as the objects in the scene.
|
---|
| 1184 | @remarks
|
---|
| 1185 | This method is mainly for debugging purposes. If you set this to 'true',
|
---|
| 1186 | each node will be rendered as a set of 3 axes to allow you to easily see
|
---|
| 1187 | the orientation of the nodes.
|
---|
| 1188 | */
|
---|
| 1189 | virtual void setDisplaySceneNodes(bool display);
|
---|
| 1190 |
|
---|
| 1191 | /** Creates an animation which can be used to animate scene nodes.
|
---|
| 1192 | @remarks
|
---|
| 1193 | An animation is a collection of 'tracks' which over time change the position / orientation
|
---|
| 1194 | of Node objects. In this case, the animation will likely have tracks to modify the position
|
---|
| 1195 | / orientation of SceneNode objects, e.g. to make objects move along a path.
|
---|
| 1196 | @par
|
---|
| 1197 | You don't need to use an Animation object to move objects around - you can do it yourself
|
---|
| 1198 | using the methods of the Node in your FrameListener class. However, when you need relatively
|
---|
| 1199 | complex scripted animation, this is the class to use since it will interpolate between
|
---|
| 1200 | keyframes for you and generally make the whole process easier to manage.
|
---|
| 1201 | @par
|
---|
| 1202 | A single animation can affect multiple Node objects (each AnimationTrack affects a single Node).
|
---|
| 1203 | In addition, through animation blending a single Node can be affected by multiple animations,
|
---|
| 1204 | athough this is more useful when performing skeletal animation (see Skeleton::createAnimation).
|
---|
| 1205 | @par
|
---|
| 1206 | Note that whilst it uses the same classes, the animations created here are kept separate from the
|
---|
| 1207 | skeletal animations of meshes (each Skeleton owns those animations).
|
---|
| 1208 | @param name The name of the animation, must be unique within this SceneManager.
|
---|
| 1209 | @param length The total length of the animation.
|
---|
| 1210 | */
|
---|
| 1211 | virtual Animation* createAnimation(const String& name, Real length);
|
---|
| 1212 |
|
---|
| 1213 | /** Looks up an Animation object previously created with createAnimation. */
|
---|
| 1214 | virtual Animation* getAnimation(const String& name) const;
|
---|
| 1215 |
|
---|
| 1216 | /** Destroys an Animation.
|
---|
| 1217 | @remarks
|
---|
| 1218 | You should ensure that none of your code is referencing this animation objects since the
|
---|
| 1219 | memory will be freed.
|
---|
| 1220 | */
|
---|
| 1221 | virtual void destroyAnimation(const String& name);
|
---|
| 1222 |
|
---|
| 1223 | /** Removes all animations created using this SceneManager. */
|
---|
| 1224 | virtual void destroyAllAnimations(void);
|
---|
| 1225 |
|
---|
| 1226 | /** Create an AnimationState object for managing application of animations.
|
---|
| 1227 | @remarks
|
---|
| 1228 | You can create Animation objects for animating SceneNode obejcts using the
|
---|
| 1229 | createAnimation method. However, in order to actually apply those animations
|
---|
| 1230 | you have to call methods on Node and Animation in a particular order (namely
|
---|
| 1231 | Node::resetToInitialState and Animation::apply). To make this easier and to
|
---|
| 1232 | help track the current time position of animations, the AnimationState object
|
---|
| 1233 | is provided. </p>
|
---|
| 1234 | So if you don't want to control animation application manually, call this method,
|
---|
| 1235 | update the returned object as you like every frame and let SceneManager apply
|
---|
| 1236 | the animation state for you.
|
---|
| 1237 | @par
|
---|
| 1238 | Remember, AnimationState objects are disabled by default at creation time.
|
---|
| 1239 | Turn them on when you want them using their setEnabled method.
|
---|
| 1240 | @par
|
---|
| 1241 | Note that any SceneNode affected by this automatic animation will have it's state
|
---|
| 1242 | reset to it's initial position before application of the animation. Unless specifically
|
---|
| 1243 | modified using Node::setInitialState the Node assumes it's initial state is at the
|
---|
| 1244 | origin. If you want the base state of the SceneNode to be elsewhere, make your changes
|
---|
| 1245 | to the node using the standard transform methods, then call setInitialState to
|
---|
| 1246 | 'bake' this reference position into the node.
|
---|
| 1247 | @param animName The name of an animation created already with createAnimation.
|
---|
| 1248 | */
|
---|
| 1249 | virtual AnimationState* createAnimationState(const String& animName);
|
---|
| 1250 |
|
---|
| 1251 | /** Retrieves animation state as previously created using createAnimationState */
|
---|
| 1252 | virtual AnimationState* getAnimationState(const String& animName);
|
---|
| 1253 |
|
---|
| 1254 | /** Destroys an AnimationState.
|
---|
| 1255 | @remarks
|
---|
| 1256 | You should ensure that none of your code is referencing this animation
|
---|
| 1257 | state object since the memory will be freed.
|
---|
| 1258 | */
|
---|
| 1259 | virtual void destroyAnimationState(const String& name);
|
---|
| 1260 |
|
---|
| 1261 | /** Removes all animation states created using this SceneManager. */
|
---|
| 1262 | virtual void destroyAllAnimationStates(void);
|
---|
| 1263 |
|
---|
| 1264 | /** Manual rendering method, for advanced users only.
|
---|
| 1265 | @remarks
|
---|
| 1266 | This method allows you to send rendering commands through the pipeline on
|
---|
| 1267 | demand, bypassing OGRE's normal world processing. You should only use this if you
|
---|
| 1268 | really know what you're doing; OGRE does lots of things for you that you really should
|
---|
| 1269 | let it do. However, there are times where it may be useful to have this manual interface,
|
---|
| 1270 | for example overlaying something on top of the scene rendered by OGRE.
|
---|
| 1271 | @par
|
---|
| 1272 | Because this is an instant rendering method, timing is important. The best
|
---|
| 1273 | time to call it is from a RenderTargetListener event handler.
|
---|
| 1274 | @par
|
---|
| 1275 | Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use.
|
---|
| 1276 | Calling it regularly per frame will cause frame rate drops!
|
---|
| 1277 | @param rend A RenderOperation object describing the rendering op
|
---|
| 1278 | @param pass The Pass to use for this render
|
---|
| 1279 | @param vp Pointer to the viewport to render to
|
---|
| 1280 | @param worldMatrix The transform to apply from object to world space
|
---|
| 1281 | @param viewMatrix The transform to apply from world to view space
|
---|
| 1282 | @param projMatrix The transform to apply from view to screen space
|
---|
| 1283 | @param doBeginEndFrame If true, beginFrame() and endFrame() are called,
|
---|
| 1284 | otherwise not. You should leave this as false if you are calling
|
---|
| 1285 | this within the main render loop.
|
---|
| 1286 | */
|
---|
| 1287 | virtual void manualRender(RenderOperation* rend, Pass* pass, Viewport* vp,
|
---|
| 1288 | const Matrix4& worldMatrix, const Matrix4& viewMatrix, const Matrix4& projMatrix,
|
---|
| 1289 | bool doBeginEndFrame = false) ;
|
---|
| 1290 |
|
---|
| 1291 | /** Retrieves the internal render queue, for advanced users only.
|
---|
| 1292 | @remarks
|
---|
| 1293 | The render queue is mainly used internally to manage the scene object
|
---|
| 1294 | rendering queue, it also exports some methods to allow advanced users
|
---|
| 1295 | to configure the behavior of rendering process.
|
---|
| 1296 | Most methods provided by RenderQueue are supposed to be used
|
---|
| 1297 | internally only, you should reference to the RenderQueue API for
|
---|
| 1298 | more information. Do not access this directly unless you know what
|
---|
| 1299 | you are doing.
|
---|
| 1300 | */
|
---|
| 1301 | virtual RenderQueue* getRenderQueue(void);
|
---|
| 1302 |
|
---|
| 1303 | /** Registers a new RenderQueueListener which will be notified when render queues
|
---|
| 1304 | are processed.
|
---|
| 1305 | */
|
---|
| 1306 | virtual void addRenderQueueListener(RenderQueueListener* newListener);
|
---|
| 1307 |
|
---|
| 1308 | /** Removes a listener previously added with addRenderQueueListener. */
|
---|
| 1309 | virtual void removeRenderQueueListener(RenderQueueListener* delListener);
|
---|
| 1310 |
|
---|
| 1311 | /** Adds an item to the 'special case' render queue list.
|
---|
| 1312 | @remarks
|
---|
| 1313 | Normally all render queues are rendered, in their usual sequence,
|
---|
| 1314 | only varying if a RenderQueueListener nominates for the queue to be
|
---|
| 1315 | repeated or skipped. This method allows you to add a render queue to
|
---|
| 1316 | a 'special case' list, which varies the behaviour. The effect of this
|
---|
| 1317 | list depends on the 'mode' in which this list is in, which might be
|
---|
| 1318 | to exclude these render queues, or to include them alone (excluding
|
---|
| 1319 | all other queues). This allows you to perform broad selective
|
---|
| 1320 | rendering without requiring a RenderQueueListener.
|
---|
| 1321 | @param qid The identifier of the queue which should be added to the
|
---|
| 1322 | special case list. Nothing happens if the queue is already in the list.
|
---|
| 1323 | */
|
---|
| 1324 | virtual void addSpecialCaseRenderQueue(RenderQueueGroupID qid);
|
---|
| 1325 | /** Removes an item to the 'special case' render queue list.
|
---|
| 1326 | @see SceneManager::addSpecialCaseRenderQueue
|
---|
| 1327 | @param qid The identifier of the queue which should be removed from the
|
---|
| 1328 | special case list. Nothing happens if the queue is not in the list.
|
---|
| 1329 | */
|
---|
| 1330 | virtual void removeSpecialCaseRenderQueue(RenderQueueGroupID qid);
|
---|
| 1331 | /** Clears the 'special case' render queue list.
|
---|
| 1332 | @see SceneManager::addSpecialCaseRenderQueue
|
---|
| 1333 | */
|
---|
| 1334 | virtual void clearSpecialCaseRenderQueues(void);
|
---|
| 1335 | /** Sets the way the special case render queue list is processed.
|
---|
| 1336 | @see SceneManager::addSpecialCaseRenderQueue
|
---|
| 1337 | @param mode The mode of processing
|
---|
| 1338 | */
|
---|
| 1339 | virtual void setSpecialCaseRenderQueueMode(SpecialCaseRenderQueueMode mode);
|
---|
| 1340 | /** Gets the way the special case render queue list is processed. */
|
---|
| 1341 | virtual SpecialCaseRenderQueueMode getSpecialCaseRenderQueueMode(void);
|
---|
| 1342 | /** Returns whether or not the named queue will be rendered based on the
|
---|
| 1343 | current 'special case' render queue list and mode.
|
---|
| 1344 | @see SceneManager::addSpecialCaseRenderQueue
|
---|
| 1345 | @param qid The identifier of the queue which should be tested
|
---|
| 1346 | @returns true if the queue will be rendered, false otherwise
|
---|
| 1347 | */
|
---|
| 1348 | virtual bool isRenderQueueToBeProcessed(RenderQueueGroupID qid);
|
---|
| 1349 |
|
---|
| 1350 | /** Sets the render queue that the world geometry (if any) this SceneManager
|
---|
| 1351 | renders will be associated with.
|
---|
| 1352 | @remarks
|
---|
| 1353 | SceneManagers which provide 'world geometry' should place it in a
|
---|
| 1354 | specialised render queue in order to make it possible to enable /
|
---|
| 1355 | disable it easily using the addSpecialCaseRenderQueue method. Even
|
---|
| 1356 | if the SceneManager does not use the render queues to render the
|
---|
| 1357 | world geometry, it should still pick a queue to represent it's manual
|
---|
| 1358 | rendering, and check isRenderQueueToBeProcessed before rendering.
|
---|
| 1359 | @note
|
---|
| 1360 | Setting this may not affect the actual ordering of rendering the
|
---|
| 1361 | world geometry, if the world geometry is being rendered manually
|
---|
| 1362 | by the SceneManager. If the SceneManager feeds world geometry into
|
---|
| 1363 | the queues, however, the ordering will be affected.
|
---|
| 1364 | */
|
---|
| 1365 | virtual void setWorldGeometryRenderQueue(RenderQueueGroupID qid);
|
---|
| 1366 | /** Gets the render queue that the world geometry (if any) this SceneManager
|
---|
| 1367 | renders will be associated with.
|
---|
| 1368 | @remarks
|
---|
| 1369 | SceneManagers which provide 'world geometry' should place it in a
|
---|
| 1370 | specialised render queue in order to make it possible to enable /
|
---|
| 1371 | disable it easily using the addSpecialCaseRenderQueue method. Even
|
---|
| 1372 | if the SceneManager does not use the render queues to render the
|
---|
| 1373 | world geometry, it should still pick a queue to represent it's manual
|
---|
| 1374 | rendering, and check isRenderQueueToBeProcessed before rendering.
|
---|
| 1375 | */
|
---|
| 1376 | virtual RenderQueueGroupID getWorldGeometryRenderQueue(void);
|
---|
| 1377 |
|
---|
| 1378 | /** Allows all bounding boxes of scene nodes to be displayed. */
|
---|
| 1379 | virtual void showBoundingBoxes(bool bShow);
|
---|
| 1380 |
|
---|
| 1381 | /** Returns if all bounding boxes of scene nodes are to be displayed */
|
---|
| 1382 | virtual bool getShowBoundingBoxes() const;
|
---|
| 1383 |
|
---|
| 1384 | /** Internal method for notifying the manager that a SceneNode is autotracking. */
|
---|
| 1385 | virtual void _notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack);
|
---|
| 1386 |
|
---|
| 1387 |
|
---|
| 1388 | /** Creates an AxisAlignedBoxSceneQuery for this scene manager.
|
---|
| 1389 | @remarks
|
---|
| 1390 | This method creates a new instance of a query object for this scene manager,
|
---|
| 1391 | for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery
|
---|
| 1392 | for full details.
|
---|
| 1393 | @par
|
---|
| 1394 | The instance returned from this method must be destroyed by calling
|
---|
| 1395 | SceneManager::destroyQuery when it is no longer required.
|
---|
| 1396 | @param box Details of the box which describes the region for this query.
|
---|
| 1397 | @param mask The query mask to apply to this query; can be used to filter out
|
---|
| 1398 | certain objects; see SceneQuery for details.
|
---|
| 1399 | */
|
---|
| 1400 | virtual AxisAlignedBoxSceneQuery*
|
---|
| 1401 | createAABBQuery(const AxisAlignedBox& box, unsigned long mask = 0xFFFFFFFF);
|
---|
| 1402 | /** Creates a SphereSceneQuery for this scene manager.
|
---|
| 1403 | @remarks
|
---|
| 1404 | This method creates a new instance of a query object for this scene manager,
|
---|
| 1405 | for a spherical region. See SceneQuery and SphereSceneQuery
|
---|
| 1406 | for full details.
|
---|
| 1407 | @par
|
---|
| 1408 | The instance returned from this method must be destroyed by calling
|
---|
| 1409 | SceneManager::destroyQuery when it is no longer required.
|
---|
| 1410 | @param sphere Details of the sphere which describes the region for this query.
|
---|
| 1411 | @param mask The query mask to apply to this query; can be used to filter out
|
---|
| 1412 | certain objects; see SceneQuery for details.
|
---|
| 1413 | */
|
---|
| 1414 | virtual SphereSceneQuery*
|
---|
| 1415 | createSphereQuery(const Sphere& sphere, unsigned long mask = 0xFFFFFFFF);
|
---|
| 1416 | /** Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.
|
---|
| 1417 | @remarks
|
---|
| 1418 | This method creates a new instance of a query object for this scene manager,
|
---|
| 1419 | for a region enclosed by a set of planes (normals pointing inwards).
|
---|
| 1420 | See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details.
|
---|
| 1421 | @par
|
---|
| 1422 | The instance returned from this method must be destroyed by calling
|
---|
| 1423 | SceneManager::destroyQuery when it is no longer required.
|
---|
| 1424 | @param volumes Details of the volumes which describe the region for this query.
|
---|
| 1425 | @param mask The query mask to apply to this query; can be used to filter out
|
---|
| 1426 | certain objects; see SceneQuery for details.
|
---|
| 1427 | */
|
---|
| 1428 | virtual PlaneBoundedVolumeListSceneQuery*
|
---|
| 1429 | createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes, unsigned long mask = 0xFFFFFFFF);
|
---|
| 1430 |
|
---|
| 1431 |
|
---|
| 1432 | /** Creates a RaySceneQuery for this scene manager.
|
---|
| 1433 | @remarks
|
---|
| 1434 | This method creates a new instance of a query object for this scene manager,
|
---|
| 1435 | looking for objects which fall along a ray. See SceneQuery and RaySceneQuery
|
---|
| 1436 | for full details.
|
---|
| 1437 | @par
|
---|
| 1438 | The instance returned from this method must be destroyed by calling
|
---|
| 1439 | SceneManager::destroyQuery when it is no longer required.
|
---|
| 1440 | @param ray Details of the ray which describes the region for this query.
|
---|
| 1441 | @param mask The query mask to apply to this query; can be used to filter out
|
---|
| 1442 | certain objects; see SceneQuery for details.
|
---|
| 1443 | */
|
---|
| 1444 | virtual RaySceneQuery*
|
---|
| 1445 | createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF);
|
---|
| 1446 | //PyramidSceneQuery* createPyramidQuery(const Pyramid& p, unsigned long mask = 0xFFFFFFFF);
|
---|
| 1447 | /** Creates an IntersectionSceneQuery for this scene manager.
|
---|
| 1448 | @remarks
|
---|
| 1449 | This method creates a new instance of a query object for locating
|
---|
| 1450 | intersecting objects. See SceneQuery and IntersectionSceneQuery
|
---|
| 1451 | for full details.
|
---|
| 1452 | @par
|
---|
| 1453 | The instance returned from this method must be destroyed by calling
|
---|
| 1454 | SceneManager::destroyQuery when it is no longer required.
|
---|
| 1455 | @param mask The query mask to apply to this query; can be used to filter out
|
---|
| 1456 | certain objects; see SceneQuery for details.
|
---|
| 1457 | */
|
---|
| 1458 | virtual IntersectionSceneQuery*
|
---|
| 1459 | createIntersectionQuery(unsigned long mask = 0xFFFFFFFF);
|
---|
| 1460 |
|
---|
| 1461 | /** Destroys a scene query of any type. */
|
---|
| 1462 | virtual void destroyQuery(SceneQuery* query);
|
---|
| 1463 |
|
---|
| 1464 | typedef MapIterator<SceneLightList> LightIterator;
|
---|
| 1465 | typedef MapIterator<EntityList> EntityIterator;
|
---|
| 1466 | typedef MapIterator<CameraList> CameraIterator;
|
---|
| 1467 | typedef MapIterator<BillboardSetList> BillboardSetIterator;
|
---|
| 1468 | typedef MapIterator<AnimationList> AnimationIterator;
|
---|
| 1469 |
|
---|
| 1470 | /** Returns a specialised MapIterator over all lights in the scene. */
|
---|
| 1471 | LightIterator getLightIterator(void) {
|
---|
| 1472 | return LightIterator(mLights.begin(), mLights.end());
|
---|
| 1473 | }
|
---|
| 1474 | /** Returns a specialised MapIterator over all entities in the scene. */
|
---|
| 1475 | EntityIterator getEntityIterator(void) {
|
---|
| 1476 | return EntityIterator(mEntities.begin(), mEntities.end());
|
---|
| 1477 | }
|
---|
| 1478 | /** Returns a specialised MapIterator over all cameras in the scene. */
|
---|
| 1479 | CameraIterator getCameraIterator(void) {
|
---|
| 1480 | return CameraIterator(mCameras.begin(), mCameras.end());
|
---|
| 1481 | }
|
---|
| 1482 | /** Returns a specialised MapIterator over all BillboardSets in the scene. */
|
---|
| 1483 | BillboardSetIterator getBillboardSetIterator(void) {
|
---|
| 1484 | return BillboardSetIterator(mBillboardSets.begin(), mBillboardSets.end());
|
---|
| 1485 | }
|
---|
| 1486 | /** Returns a specialised MapIterator over all animations in the scene. */
|
---|
| 1487 | AnimationIterator getAnimationIterator(void) {
|
---|
| 1488 | return AnimationIterator(mAnimationsList.begin(), mAnimationsList.end());
|
---|
| 1489 | }
|
---|
| 1490 | /** Returns a specialised MapIterator over all animation states in the scene. */
|
---|
| 1491 | AnimationStateIterator getAnimationStateIterator(void) {
|
---|
| 1492 | return AnimationStateIterator(mAnimationStates.begin(), mAnimationStates.end());
|
---|
| 1493 | }
|
---|
| 1494 |
|
---|
| 1495 | /** Sets the general shadow technique to be used in this scene.
|
---|
| 1496 | @remarks
|
---|
| 1497 | There are multiple ways to generate shadows in a scene, and each has
|
---|
| 1498 | strengths and weaknesses.
|
---|
| 1499 | <ul><li>Stencil-based approaches can be used to
|
---|
| 1500 | draw very long, extreme shadows without loss of precision and the 'additive'
|
---|
| 1501 | version can correctly show the shadowing of complex effects like bump mapping
|
---|
| 1502 | because they physically exclude the light from those areas. However, the edges
|
---|
| 1503 | are very sharp and stencils cannot handle transparency, and they involve a
|
---|
| 1504 | fair amount of CPU work in order to calculate the shadow volumes, especially
|
---|
| 1505 | when animated objects are involved.</li>
|
---|
| 1506 | <li>Texture-based approaches are good for handling transparency (they can, for
|
---|
| 1507 | example, correctly shadow a mesh which uses alpha to represent holes), and they
|
---|
| 1508 | require little CPU overhead, and can happily shadow geometry which is deformed
|
---|
| 1509 | by a vertex program, unlike stencil shadows. However, they have a fixed precision
|
---|
| 1510 | which can introduce 'jaggies' at long range and have fillrate issues of their own.</li>
|
---|
| 1511 | </ul>
|
---|
| 1512 | @par
|
---|
| 1513 | We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one
|
---|
| 1514 | simple decal approach. The 2 stencil approaches differ in the amount of multipass work
|
---|
| 1515 | that is required - the modulative approach simply 'darkens' areas in shadow after the
|
---|
| 1516 | main render, which is the least expensive, whilst the additive approach has to perform
|
---|
| 1517 | a render per light and adds the cumulative effect, whcih is more expensive but more
|
---|
| 1518 | accurate. The texture based shadows both work in roughly the same way, the only difference is
|
---|
| 1519 | that the shadowmap approach is slightly more accurate, but requires a more recent
|
---|
| 1520 | graphics card.
|
---|
| 1521 | @par
|
---|
| 1522 | Note that because mixing many shadow techniques can cause problems, only one technique
|
---|
| 1523 | is supported at once. Also, you should call this method at the start of the
|
---|
| 1524 | scene setup.
|
---|
| 1525 | @param technique The shadowing technique to use for the scene.
|
---|
| 1526 | */
|
---|
| 1527 | virtual void setShadowTechnique(ShadowTechnique technique);
|
---|
| 1528 |
|
---|
| 1529 | /** Gets the current shadow technique. */
|
---|
| 1530 | virtual ShadowTechnique getShadowTechnique(void) const { return mShadowTechnique; }
|
---|
| 1531 |
|
---|
| 1532 | /** Enables / disables the rendering of debug information for shadows. */
|
---|
| 1533 | virtual void setShowDebugShadows(bool debug) { mDebugShadows = debug; }
|
---|
| 1534 | /** Are debug shadows shown? */
|
---|
| 1535 | virtual bool getShowDebugShadows(void ) const { return mDebugShadows; }
|
---|
| 1536 |
|
---|
| 1537 | /** Set the colour used to modulate areas in shadow.
|
---|
| 1538 | @remarks This is only applicable for shadow techniques which involve
|
---|
| 1539 | darkening the area in shadow, as opposed to masking out the light.
|
---|
| 1540 | This colour provided is used as a modulative value to darken the
|
---|
| 1541 | areas.
|
---|
| 1542 | */
|
---|
| 1543 | virtual void setShadowColour(const ColourValue& colour);
|
---|
| 1544 | /** Get the colour used to modulate areas in shadow.
|
---|
| 1545 | @remarks This is only applicable for shadow techniques which involve
|
---|
| 1546 | darkening the area in shadow, as opposed to masking out the light.
|
---|
| 1547 | This colour provided is used as a modulative value to darken the
|
---|
| 1548 | areas.
|
---|
| 1549 | */
|
---|
| 1550 | virtual const ColourValue& getShadowColour(void) const;
|
---|
| 1551 | /** Sets the distance a shadow volume is extruded for a directional light.
|
---|
| 1552 | @remarks
|
---|
| 1553 | Although directional lights are essentially infinite, there are many
|
---|
| 1554 | reasons to limit the shadow extrusion distance to a finite number,
|
---|
| 1555 | not least of which is compatibility with older cards (which do not
|
---|
| 1556 | support infinite positions), and shadow caster elimination.
|
---|
| 1557 | @par
|
---|
| 1558 | The default value is 10,000 world units. This does not apply to
|
---|
| 1559 | point lights or spotlights, since they extrude up to their
|
---|
| 1560 | attenuation range.
|
---|
| 1561 | */
|
---|
| 1562 | virtual void setShadowDirectionalLightExtrusionDistance(Real dist);
|
---|
| 1563 | /** Gets the distance a shadow volume is extruded for a directional light.
|
---|
| 1564 | */
|
---|
| 1565 | virtual Real getShadowDirectionalLightExtrusionDistance(void) const;
|
---|
| 1566 | /** Sets the maximum distance away from the camera that shadows
|
---|
| 1567 | will be visible.
|
---|
| 1568 | @remarks
|
---|
| 1569 | Shadow techniques can be expensive, therefore it is a good idea
|
---|
| 1570 | to limit them to being rendered close to the camera if possible,
|
---|
| 1571 | and to skip the expense of rendering shadows for distance objects.
|
---|
| 1572 | This method allows you to set the distance at which shadows will no
|
---|
| 1573 | longer be rendered.
|
---|
| 1574 | @note
|
---|
| 1575 | Each shadow technique can interpret this subtely differently.
|
---|
| 1576 | For example, one technique may use this to eliminate casters,
|
---|
| 1577 | another might use it to attenuate the shadows themselves.
|
---|
| 1578 | You should tweak this value to suit your chosen shadow technique
|
---|
| 1579 | and scene setup.
|
---|
| 1580 | */
|
---|
| 1581 | virtual void setShadowFarDistance(Real distance);
|
---|
| 1582 | /** Gets the maximum distance away from the camera that shadows
|
---|
| 1583 | will be visible.
|
---|
| 1584 | */
|
---|
| 1585 | virtual Real getShadowFarDistance(void) const
|
---|
| 1586 | { return mShadowFarDist; }
|
---|
| 1587 |
|
---|
| 1588 | /** Sets the maximum size of the index buffer used to render shadow
|
---|
| 1589 | primitives.
|
---|
| 1590 | @remarks
|
---|
| 1591 | This method allows you to tweak the size of the index buffer used
|
---|
| 1592 | to render shadow primitives (including stencil shadow volumes). The
|
---|
| 1593 | default size is 51,200 entries, which is 100k of GPU memory, or
|
---|
| 1594 | enough to render approximately 17,000 triangles. You can reduce this
|
---|
| 1595 | as long as you do not have any models / world geometry chunks which
|
---|
| 1596 | could require more than the amount you set.
|
---|
| 1597 | @par
|
---|
| 1598 | The maximum number of triangles required to render a single shadow
|
---|
| 1599 | volume (including light and dark caps when needed) will be 3x the
|
---|
| 1600 | number of edges on the light silhouette, plus the number of
|
---|
| 1601 | light-facing triangles. On average, half the
|
---|
| 1602 | triangles will be facing toward the light, but the number of
|
---|
| 1603 | triangles in the silhouette entirely depends on the mesh -
|
---|
| 1604 | angular meshes will have a higher silhouette tris/mesh tris
|
---|
| 1605 | ratio than a smooth mesh. You can estimate the requirements for
|
---|
| 1606 | your particular mesh by rendering it alone in a scene with shadows
|
---|
| 1607 | enabled and a single light - rotate it or the light and make a note
|
---|
| 1608 | of how high the triangle count goes (remembering to subtract the
|
---|
| 1609 | mesh triangle count)
|
---|
| 1610 | @param size The number of indexes; divide this by 3 to determine the
|
---|
| 1611 | number of triangles.
|
---|
| 1612 | */
|
---|
| 1613 | virtual void setShadowIndexBufferSize(size_t size);
|
---|
| 1614 | /// Get the size of the shadow index buffer
|
---|
| 1615 | virtual size_t getShadowIndexBufferSize(void) const
|
---|
| 1616 | { return mShadowIndexBufferSize; }
|
---|
| 1617 | /** Set the size of the texture used for texture-based shadows.
|
---|
| 1618 | @remarks
|
---|
| 1619 | The larger the shadow texture, the better the detail on
|
---|
| 1620 | texture based shadows, but obviously this takes more memory.
|
---|
| 1621 | The default size is 512. Sizes must be a power of 2.
|
---|
| 1622 | */
|
---|
| 1623 | virtual void setShadowTextureSize(unsigned short size);
|
---|
| 1624 | /// Get the size of the texture used for texture based shadows
|
---|
| 1625 | unsigned short getShadowTextureSize(void) const {return mShadowTextureSize; }
|
---|
| 1626 | /** Set the pixel format of the textures used for texture-based shadows.
|
---|
| 1627 | @remarks
|
---|
| 1628 | By default, a colour texture is used (PF_X8R8G8B8) for texture shadows,
|
---|
| 1629 | but if you want to use more advanced texture shadow types you can
|
---|
| 1630 | alter this. If you do, you will have to also call
|
---|
| 1631 | setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
|
---|
| 1632 | to provide shader-based materials to use these customised shadow
|
---|
| 1633 | texture formats.
|
---|
| 1634 | */
|
---|
| 1635 | virtual void setShadowTexturePixelFormat(PixelFormat fmt);
|
---|
| 1636 | /// Get the format of the textures used for texture based shadows
|
---|
| 1637 | PixelFormat getShadowTexturePixelFormat(void) const {return mShadowTextureFormat; }
|
---|
| 1638 | /** Set the number of textures allocated for texture-based shadows.
|
---|
| 1639 | @remarks
|
---|
| 1640 | The default number of textures assigned to deal with texture based
|
---|
| 1641 | shadows is 1; however this means you can only have one light casting
|
---|
| 1642 | shadows at the same time. You can increase this number in order to
|
---|
| 1643 | make this more flexible, but be aware of the texture memory it will use.
|
---|
| 1644 | */
|
---|
| 1645 | virtual void setShadowTextureCount(unsigned short count);
|
---|
| 1646 | /// Get the number of the textures allocated for texture based shadows
|
---|
| 1647 | unsigned short getShadowTextureCount(void) const {return mShadowTextureCount; }
|
---|
| 1648 | /** Sets the size and count of textures used in texture-based shadows.
|
---|
| 1649 | @remarks
|
---|
| 1650 | @see setShadowTextureSize and setShadowTextureCount for details, this
|
---|
| 1651 | method just allows you to change both at once, which can save on
|
---|
| 1652 | reallocation if the textures have already been created.
|
---|
| 1653 | */
|
---|
| 1654 | virtual void setShadowTextureSettings(unsigned short size, unsigned short count,
|
---|
| 1655 | PixelFormat fmt = PF_X8R8G8B8);
|
---|
| 1656 | /** Sets the proportional distance which a texture shadow which is generated from a
|
---|
| 1657 | directional light will be offset into the camera view to make best use of texture space.
|
---|
| 1658 | @remarks
|
---|
| 1659 | When generating a shadow texture from a directional light, an approximation is used
|
---|
| 1660 | since it is not possible to render the entire scene to one texture.
|
---|
| 1661 | The texture is projected onto an area centred on the camera, and is
|
---|
| 1662 | the shadow far distance * 2 in length (it is square). This wastes
|
---|
| 1663 | a lot of texture space outside the frustum though, so this offset allows
|
---|
| 1664 | you to move the texture in front of the camera more. However, be aware
|
---|
| 1665 | that this can cause a little shadow 'jittering' during rotation, and
|
---|
| 1666 | that if you move it too far then you'll start to get artefacts close
|
---|
| 1667 | to the camera. The value is represented as a proportion of the shadow
|
---|
| 1668 | far distance, and the default is 0.6.
|
---|
| 1669 | */
|
---|
| 1670 | virtual void setShadowDirLightTextureOffset(Real offset) { mShadowTextureOffset = offset;}
|
---|
| 1671 | /** Sets the proportional distance at which texture shadows begin to fade out.
|
---|
| 1672 | @remarks
|
---|
| 1673 | To hide the edges where texture shadows end (in directional lights)
|
---|
| 1674 | Ogre will fade out the shadow in the distance. This value is a proportional
|
---|
| 1675 | distance of the entire shadow visibility distance at which the shadow
|
---|
| 1676 | begins to fade out. The default is 0.7
|
---|
| 1677 | */
|
---|
| 1678 | virtual void setShadowTextureFadeStart(Real fadeStart)
|
---|
| 1679 | { mShadowTextureFadeStart = fadeStart; }
|
---|
| 1680 | /** Sets the proportional distance at which texture shadows finish to fading out.
|
---|
| 1681 | @remarks
|
---|
| 1682 | To hide the edges where texture shadows end (in directional lights)
|
---|
| 1683 | Ogre will fade out the shadow in the distance. This value is a proportional
|
---|
| 1684 | distance of the entire shadow visibility distance at which the shadow
|
---|
| 1685 | is completely invisible. The default is 0.9.
|
---|
| 1686 | */
|
---|
| 1687 | virtual void setShadowTextureFadeEnd(Real fadeEnd)
|
---|
| 1688 | { mShadowTextureFadeEnd = fadeEnd; }
|
---|
| 1689 |
|
---|
| 1690 | /** Sets whether or not texture shadows should attempt to self-shadow.
|
---|
| 1691 | @remarks
|
---|
| 1692 | The default implementation of texture shadows uses a fixed-function
|
---|
| 1693 | colour texture projection approach for maximum compatibility, and
|
---|
| 1694 | as such cannot support self-shadowing. However, if you decide to
|
---|
| 1695 | implement a more complex shadowing technique using the
|
---|
| 1696 | setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
|
---|
| 1697 | there is a possibility you may be able to support
|
---|
| 1698 | self-shadowing (e.g by implementing a shader-based shadow map). In
|
---|
| 1699 | this case you might want to enable this option.
|
---|
| 1700 | @param selfShadow Whether to attempt self-shadowing with texture shadows
|
---|
| 1701 | */
|
---|
| 1702 | virtual void setShadowTextureSelfShadow(bool selfShadow)
|
---|
| 1703 | { mShadowTextureSelfShadow = selfShadow; }
|
---|
| 1704 | /// Gets whether or not texture shadows attempt to self-shadow.
|
---|
| 1705 | virtual bool getShadowTextureSelfShadow(void) const
|
---|
| 1706 | { return mShadowTextureSelfShadow; }
|
---|
| 1707 | /** Sets the default material to use for rendering shadow casters.
|
---|
| 1708 | @remarks
|
---|
| 1709 | By default shadow casters are rendered into the shadow texture using
|
---|
| 1710 | an automatically generated fixed-function pass. This allows basic
|
---|
| 1711 | projective texture shadows, but it's possible to use more advanced
|
---|
| 1712 | shadow techniques by overriding the caster and receiver materials, for
|
---|
| 1713 | example providing vertex and fragment programs to implement shadow
|
---|
| 1714 | maps.
|
---|
| 1715 | @par
|
---|
| 1716 | You can rely on the ambient light in the scene being set to the
|
---|
| 1717 | requested texture shadow colour, if that's useful.
|
---|
| 1718 | @note
|
---|
| 1719 | Individual objects may also override the vertex program in
|
---|
| 1720 | your default material if their materials include
|
---|
| 1721 | shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref
|
---|
| 1722 | entries, so if you use both make sure they are compatible.
|
---|
| 1723 | @note
|
---|
| 1724 | Only a single pass is allowed in your material, although multiple
|
---|
| 1725 | techniques may be used for hardware fallback.
|
---|
| 1726 | */
|
---|
| 1727 | virtual void setShadowTextureCasterMaterial(const String& name);
|
---|
| 1728 | /** Sets the default material to use for rendering shadow receivers.
|
---|
| 1729 | @remarks
|
---|
| 1730 | By default shadow receivers are rendered as a post-pass using basic
|
---|
| 1731 | modulation. This allows basic projective texture shadows, but it's
|
---|
| 1732 | possible to use more advanced shadow techniques by overriding the
|
---|
| 1733 | caster and receiver materials, for example providing vertex and
|
---|
| 1734 | fragment programs to implement shadow maps.
|
---|
| 1735 | @par
|
---|
| 1736 | You can rely on texture unit 0 containing the shadow texture, and
|
---|
| 1737 | for the unit to be set to use projective texturing from the light
|
---|
| 1738 | (only useful if you're using fixed-function, which is unlikely;
|
---|
| 1739 | otherwise you should rely on the texture_viewproj_matrix auto binding)
|
---|
| 1740 | @note
|
---|
| 1741 | Individual objects may also override the vertex program in
|
---|
| 1742 | your default material if their materials include
|
---|
| 1743 | shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref
|
---|
| 1744 | entries, so if you use both make sure they are compatible.
|
---|
| 1745 | @note
|
---|
| 1746 | Only a single pass is allowed in your material, although multiple
|
---|
| 1747 | techniques may be used for hardware fallback.
|
---|
| 1748 | */
|
---|
| 1749 | virtual void setShadowTextureReceiverMaterial(const String& name);
|
---|
| 1750 |
|
---|
| 1751 | /** Sets whether we should use an inifinite camera far plane
|
---|
| 1752 | when rendering stencil shadows.
|
---|
| 1753 | @remarks
|
---|
| 1754 | Stencil shadow coherency is very reliant on the shadow volume
|
---|
| 1755 | not being clipped by the far plane. If this clipping happens, you
|
---|
| 1756 | get a kind of 'negative' shadow effect. The best way to achieve
|
---|
| 1757 | coherency is to move the far plane of the camera out to infinity,
|
---|
| 1758 | thus preventing the far plane from clipping the shadow volumes.
|
---|
| 1759 | When combined with vertex program extrusion of the volume to
|
---|
| 1760 | infinity, which Ogre does when available, this results in very
|
---|
| 1761 | robust shadow volumes. For this reason, when you enable stencil
|
---|
| 1762 | shadows, Ogre automatically changes your camera settings to
|
---|
| 1763 | project to infinity if the card supports it. You can disable this
|
---|
| 1764 | behaviour if you like by calling this method; although you can
|
---|
| 1765 | never enable infinite projection if the card does not support it.
|
---|
| 1766 | @par
|
---|
| 1767 | If you disable infinite projection, or it is not available,
|
---|
| 1768 | you need to be far more careful with your light attenuation /
|
---|
| 1769 | directional light extrusion distances to avoid clipping artefacts
|
---|
| 1770 | at the far plane.
|
---|
| 1771 | @note
|
---|
| 1772 | Recent cards will generally support infinite far plane projection.
|
---|
| 1773 | However, we have found some cases where they do not, especially
|
---|
| 1774 | on Direct3D. There is no standard capability we can check to
|
---|
| 1775 | validate this, so we use some heuristics based on experience:
|
---|
| 1776 | <UL>
|
---|
| 1777 | <LI>OpenGL always seems to support it no matter what the card</LI>
|
---|
| 1778 | <LI>Direct3D on non-vertex program capable systems (including
|
---|
| 1779 | vertex program capable cards on Direct3D7) does not
|
---|
| 1780 | support it</LI>
|
---|
| 1781 | <LI>Direct3D on GeForce3 and GeForce4 Ti does not seem to support
|
---|
| 1782 | infinite projection<LI>
|
---|
| 1783 | </UL>
|
---|
| 1784 | Therefore in the RenderSystem implementation, we may veto the use
|
---|
| 1785 | of an infinite far plane based on these heuristics.
|
---|
| 1786 | */
|
---|
| 1787 | virtual void setShadowUseInfiniteFarPlane(bool enable) {
|
---|
| 1788 | mShadowUseInfiniteFarPlane = enable; }
|
---|
| 1789 |
|
---|
| 1790 | /** Creates a StaticGeometry instance suitable for use with this
|
---|
| 1791 | SceneManager.
|
---|
| 1792 | @remarks
|
---|
| 1793 | StaticGeometry is a way of batching up geometry into a more
|
---|
| 1794 | efficient form at the expense of being able to move it. Please
|
---|
| 1795 | read the StaticGeometry class documentation for full information.
|
---|
| 1796 | @param name The name to give the new object
|
---|
| 1797 | @returns The new StaticGeometry instance
|
---|
| 1798 | */
|
---|
| 1799 | virtual StaticGeometry* createStaticGeometry(const String& name);
|
---|
| 1800 | /** Retrieve a previously created StaticGeometry instance. */
|
---|
| 1801 | virtual StaticGeometry* getStaticGeometry(const String& name) const;
|
---|
| 1802 | /** Remove & destroy a StaticGeometry instance. */
|
---|
| 1803 | virtual void removeStaticGeometry(StaticGeometry* geom);
|
---|
| 1804 | /** Remove & destroy a StaticGeometry instance. */
|
---|
| 1805 | virtual void removeStaticGeometry(const String& name);
|
---|
| 1806 | /** Remove & destroy all StaticGeometry instances. */
|
---|
| 1807 | virtual void removeAllStaticGeometry(void);
|
---|
| 1808 |
|
---|
| 1809 |
|
---|
| 1810 | };
|
---|
| 1811 |
|
---|
| 1812 | /** Default implementation of IntersectionSceneQuery. */
|
---|
| 1813 | class _OgreExport DefaultIntersectionSceneQuery :
|
---|
| 1814 | public IntersectionSceneQuery
|
---|
| 1815 | {
|
---|
| 1816 | public:
|
---|
| 1817 | DefaultIntersectionSceneQuery(SceneManager* creator);
|
---|
| 1818 | ~DefaultIntersectionSceneQuery();
|
---|
| 1819 |
|
---|
| 1820 | /** See IntersectionSceneQuery. */
|
---|
| 1821 | void execute(IntersectionSceneQueryListener* listener);
|
---|
| 1822 | };
|
---|
| 1823 |
|
---|
| 1824 | /** Default implementation of RaySceneQuery. */
|
---|
| 1825 | class _OgreExport DefaultRaySceneQuery : public RaySceneQuery
|
---|
| 1826 | {
|
---|
| 1827 | public:
|
---|
| 1828 | DefaultRaySceneQuery(SceneManager* creator);
|
---|
| 1829 | ~DefaultRaySceneQuery();
|
---|
| 1830 |
|
---|
| 1831 | /** See RayScenQuery. */
|
---|
| 1832 | void execute(RaySceneQueryListener* listener);
|
---|
| 1833 | };
|
---|
| 1834 | /** Default implementation of SphereSceneQuery. */
|
---|
| 1835 | class _OgreExport DefaultSphereSceneQuery : public SphereSceneQuery
|
---|
| 1836 | {
|
---|
| 1837 | public:
|
---|
| 1838 | DefaultSphereSceneQuery(SceneManager* creator);
|
---|
| 1839 | ~DefaultSphereSceneQuery();
|
---|
| 1840 |
|
---|
| 1841 | /** See SceneQuery. */
|
---|
| 1842 | void execute(SceneQueryListener* listener);
|
---|
| 1843 | };
|
---|
| 1844 | /** Default implementation of PlaneBoundedVolumeListSceneQuery. */
|
---|
| 1845 | class _OgreExport DefaultPlaneBoundedVolumeListSceneQuery : public PlaneBoundedVolumeListSceneQuery
|
---|
| 1846 | {
|
---|
| 1847 | public:
|
---|
| 1848 | DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator);
|
---|
| 1849 | ~DefaultPlaneBoundedVolumeListSceneQuery();
|
---|
| 1850 |
|
---|
| 1851 | /** See SceneQuery. */
|
---|
| 1852 | void execute(SceneQueryListener* listener);
|
---|
| 1853 | };
|
---|
| 1854 | /** Default implementation of AxisAlignedBoxSceneQuery. */
|
---|
| 1855 | class _OgreExport DefaultAxisAlignedBoxSceneQuery : public AxisAlignedBoxSceneQuery
|
---|
| 1856 | {
|
---|
| 1857 | public:
|
---|
| 1858 | DefaultAxisAlignedBoxSceneQuery(SceneManager* creator);
|
---|
| 1859 | ~DefaultAxisAlignedBoxSceneQuery();
|
---|
| 1860 |
|
---|
| 1861 | /** See RayScenQuery. */
|
---|
| 1862 | void execute(SceneQueryListener* listener);
|
---|
| 1863 | };
|
---|
| 1864 |
|
---|
| 1865 |
|
---|
| 1866 |
|
---|
| 1867 | } // Namespace
|
---|
| 1868 |
|
---|
| 1869 |
|
---|
| 1870 |
|
---|
| 1871 | #endif
|
---|