source: OGRE/trunk/ogre_changes/Ogre1.2/OgreMain/include/OgreSceneManager.h @ 948

Revision 948, 119.8 KB checked in by szirmay, 19 years ago (diff)
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1/*-------------------------------------------------------------------------
2This source file is a part of OGRE
3(Object-oriented Graphics Rendering Engine)
4
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This library is free software; you can redistribute it and/or modify it
11under the terms of the GNU Lesser General Public License (LGPL) as
12published by the Free Software Foundation; either version 2.1 of the
13License, or (at your option) any later version.
14
15This library is distributed in the hope that it will be useful, but
16WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
17or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public
18License for more details.
19
20You should have received a copy of the GNU Lesser General Public License
21along with this library; if not, write to the Free Software Foundation,
22Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA or go to
23http://www.gnu.org/copyleft/lesser.txt
24-------------------------------------------------------------------------*/
25#ifndef __SceneManager_H__
26#define __SceneManager_H__
27
28// Precompiler options
29#include "OgrePrerequisites.h"
30
31#include "OgreString.h"
32#include "OgreSceneNode.h"
33#include "OgrePlane.h"
34#include "OgreQuaternion.h"
35#include "OgreColourValue.h"
36#include "OgreCommon.h"
37#include "OgreSceneQuery.h"
38#include "OgreAutoParamDataSource.h"
39#include "OgreAnimationState.h"
40#include "OgreRenderQueue.h"
41#include "OgreRenderQueueSortingGrouping.h"
42#include "OgreRectangle2D.h"
43#include "OgrePixelFormat.h"
44#include "OgreResourceGroupManager.h"
45#include "OgreTexture.h"
46
47namespace Ogre {
48
49    /** Structure for holding a position & orientation pair. */
50    struct ViewPoint
51    {
52        Vector3 position;
53        Quaternion orientation;
54    };
55
56        // Forward declarations
57        class DefaultIntersectionSceneQuery;
58        class DefaultRaySceneQuery;
59        class DefaultSphereSceneQuery;
60        class DefaultAxisAlignedBoxSceneQuery;
61
62        /** Interface definition for classes which can listen in on the process
63                of rendering shadows, in order to implement custom behaviour.
64        */
65        class _OgreExport ShadowListener
66        {
67        public:
68                ShadowListener() {}
69                virtual ~ShadowListener() {}
70
71                /** Event raised after all shadow textures have been rendered into for
72                        all queues / targets but before any other geometry has been rendered
73                    (including main scene geometry and any additional shadow receiver
74                        passes).
75                @remarks
76                        This callback is useful for those that wish to perform some
77                        additional processing on shadow textures before they are used to
78                        render shadows. For example you could perform some filtering by
79                        rendering the existing shadow textures into another alternative
80                        shadow texture with a shader.]
81                @note
82                        This event will only be fired when texture shadows are in use.
83                @param numberOfShadowTextures The number of shadow textures in use
84                */
85                virtual void shadowTexturesUpdated(size_t numberOfShadowTextures) = 0;
86
87                /** This event occurs just before the view & projection matrices are
88                        set for rendering into a shadow texture.
89                @remarks
90                        You can use this event hook to perform some custom processing,
91                        such as altering the camera being used for rendering the light's
92                        view, including setting custom view & projection matrices if you
93                        want to perform an advanced shadow technique.
94                @note
95                        This event will only be fired when texture shadows are in use.
96                @param light Pointer to the light for which shadows are being rendered
97                @param camera Pointer to the camera being used to render
98                */
99                virtual void shadowTextureCasterPreViewProj(Light* light,
100                        Camera* camera) = 0;
101                /** This event occurs just before the view & projection matrices are
102                        set for re-rendering a shadow receiver.
103                @remarks
104                        You can use this event hook to perform some custom processing,
105                        such as altering the projection frustum being used for rendering
106                        the shadow onto the receiver to perform an advanced shadow
107                        technique.
108                @note
109                        This event will only be fired when texture shadows are in use.
110                @param light Pointer to the light for which shadows are being rendered
111                @param frustum Pointer to the projection frustum being used to project
112                        the shadow texture
113                */
114                virtual void shadowTextureReceiverPreViewProj(Light* light,
115                        Frustum* frustum) = 0;
116               
117        };
118
119    /** Manages the organisation and rendering of a 'scene' i.e. a collection
120                of objects and potentially world geometry.
121    @remarks
122                This class defines the interface and the basic behaviour of a
123                'Scene Manager'. A SceneManager organises the culling and rendering of
124                the scene, in conjunction with the RenderQueue. This class is designed
125                to be extended through subclassing in order to provide more specialised
126                scene organisation structures for particular needs. The default
127                SceneManager culls based on a hierarchy of node bounding boxes, other
128                implementations can use an octree (@see OctreeSceneManager), a BSP
129                tree (@see BspSceneManager), and many other options. New SceneManager
130                implementations can be added at runtime by plugins, see
131                SceneManagerEnumerator for the interfaces for adding new SceneManager
132                types.
133        @par
134                There is a distinction between 'objects' (which subclass MovableObject,
135                and are movable, discrete objects in the world), and 'world geometry',
136                which is large, generally static geometry. World geometry tends to
137                influence the SceneManager organisational structure (e.g. lots of indoor
138                static geometry might result in a spatial tree structure) and as such
139                world geometry is generally tied to a given SceneManager implementation,
140                whilst MovableObject instances can be used with any SceneManager.
141                Subclasses are free to define world geometry however they please.
142        @par
143                Multiple SceneManager instances can exist at one time, each one with
144                a distinct scene. Which SceneManager is used to render a scene is
145                dependent on the Camera, which will always call back the SceneManager
146                which created it to render the scene.
147     */
148    class _OgreExport SceneManager
149    {
150    public:
151        /// Query type mask which will be used for world geometry @see SceneQuery
152        static uint32 WORLD_GEOMETRY_TYPE_MASK;
153                /// Query type mask which will be used for entities @see SceneQuery
154                static uint32 ENTITY_TYPE_MASK;
155                /// Query type mask which will be used for effects like billboardsets / particle systems @see SceneQuery
156                static uint32 FX_TYPE_MASK;
157                /// Query type mask which will be used for StaticGeometry  @see SceneQuery
158                static uint32 STATICGEOMETRY_TYPE_MASK;
159                /// Query type mask which will be used for lights  @see SceneQuery
160                static uint32 LIGHT_TYPE_MASK;
161                /// User type mask limit
162                static uint32 USER_TYPE_MASK_LIMIT;
163        /** Comparator for material map, for sorting materials into render order (e.g. transparent last).
164        */
165        struct materialLess
166        {
167            _OgreExport bool operator()(const Material* x, const Material* y) const;
168        };
169        /// Comparator for sorting lights relative to a point
170        struct lightLess
171        {
172            _OgreExport bool operator()(const Light* a, const Light* b) const;
173        };
174
175        /// Describes the stage of rendering when performing complex illumination
176        enum IlluminationRenderStage
177        {
178            /// No special illumination stage
179            IRS_NONE,
180            /// Render to texture stage, used for texture based shadows
181            IRS_RENDER_TO_TEXTURE,
182            /// Render from shadow texture to receivers stage
183            IRS_RENDER_RECEIVER_PASS
184        };
185
186                /** Enumeration of the possible modes allowed for processing the special case
187                render queue list.
188                @see SceneManager::setSpecialCaseRenderQueueMode
189                */
190                enum SpecialCaseRenderQueueMode
191                {
192                        /// Render only the queues in the special case list
193                        SCRQM_INCLUDE,
194                        /// Render all except the queues in the special case list
195                        SCRQM_EXCLUDE
196                };
197
198                struct SkyDomeGenParameters
199                {
200                        Real skyDomeCurvature;
201                        Real skyDomeTiling;
202                        Real skyDomeDistance;
203                        int skyDomeXSegments;
204                        int skyDomeYSegments;
205                        int skyDomeYSegments_keep;
206                };
207
208                struct SkyPlaneGenParameters
209                {
210                        Real skyPlaneScale;
211                        Real skyPlaneTiling;
212                        Real skyPlaneBow;
213                        int skyPlaneXSegments;
214                        int skyPlaneYSegments;
215                };
216
217                struct SkyBoxGenParameters
218                {
219                        Real skyBoxDistance;
220                };
221
222#ifdef GTP_VISIBILITY_MODIFIED_OGRE
223                /** added by matt: Render content of current scene node.
224                        @param node scene node to be rendered
225                        @param cam current camera
226                        @param leavePassesInQueue list of passes which are left in queue
227                */
228                void _renderSceneNode(Camera *cam, SceneNode *node, const int leavePassesInQueue = 0);
229                /** deletes all processed queues
230                        @param leavePassesInQueue pass list which is not deleted from queue
231                        @remark used to clear render queues before rendering scene node
232                */
233                void _deleteRenderedQueueGroups(int leavePassesInQueue = 0);
234                /** Wrapper for useRenderableViewProjMde with is an
235                        Internal method used by _renderVisibleObjects to deal with renderables
236            which override the camera's own view / projection materices.
237                */
238        void useRenderableViewProjModeWrapper(Renderable* pRend); // HACK
239                /** HACK: A public wrapper method for setting up the renderstate for a rendering pass.
240            @param
241                pass The Pass details to set.
242            @returns
243                A Pass object that was used instead of the one passed in, can
244                happen when rendering shadow passes
245                        @remark made public by matt
246        */
247        virtual const Pass* setPassWrapper(Pass* pass);
248
249                /** Renders an Ogre Entity.
250                */
251                //void renderEntity(Entity *ent);
252               
253                /** Renders an Ogre MovableObject.
254                        @param mov the movable object to be rendered
255                        @param leavePassesInQueue flag determining the passes which are left
256                        in render queue after rendering
257                */
258                void _renderMovableObject(MovableObject *mov, const int leavePassesInQueue);
259
260                /** Renders a single renderable using pass 0 of the renderable.
261                */
262                void _renderSingleRenderable(Renderable *rend);
263
264                /** Tells the scene manager that the frame ends (i.e.,
265                        one frame in the main loop.
266                */
267                virtual void endFrame() {};
268       
269#endif // GTP_VISIBILITY_MODIFIED_OGRE
270
271    protected:
272                /// Instance name
273                String mName;
274
275        /// Queue of objects for rendering
276        RenderQueue* mRenderQueue;
277
278        /// Current ambient light, cached for RenderSystem
279        ColourValue mAmbientLight;
280
281        /// The rendering system to send the scene to
282        RenderSystem *mDestRenderSystem;
283
284        typedef std::map<String, Camera* > CameraList;
285
286        /** Central list of cameras - for easy memory management and lookup.
287        */
288        CameraList mCameras;
289
290                typedef std::map<String, StaticGeometry* > StaticGeometryList;
291                StaticGeometryList mStaticGeometryList;
292
293        typedef std::map<String, SceneNode*> SceneNodeList;
294
295        /** Central list of SceneNodes - for easy memory management.
296            @note
297                Note that this list is used only for memory management; the structure of the scene
298                is held using the hierarchy of SceneNodes starting with the root node. However you
299                can look up nodes this way.
300        */
301        SceneNodeList mSceneNodes;
302
303        /// Camera in progress
304        Camera* mCameraInProgress;
305        /// Current Viewport
306        Viewport* mCurrentViewport;
307
308        /// Root scene node
309        SceneNode* mSceneRoot;
310
311        /// Autotracking scene nodes
312        typedef std::set<SceneNode*> AutoTrackingSceneNodes;
313        AutoTrackingSceneNodes mAutoTrackingSceneNodes;
314
315        // Sky params
316        // Sky plane
317        Entity* mSkyPlaneEntity;
318        Entity* mSkyDomeEntity[5];
319        Entity* mSkyBoxEntity[6];
320
321        SceneNode* mSkyPlaneNode;
322        SceneNode* mSkyDomeNode;
323        SceneNode* mSkyBoxNode;
324
325        // Sky plane
326        bool mSkyPlaneEnabled;
327        bool mSkyPlaneDrawFirst;
328        Plane mSkyPlane;
329        SkyPlaneGenParameters mSkyPlaneGenParameters;
330        // Sky box
331        bool mSkyBoxEnabled;
332        bool mSkyBoxDrawFirst;
333        Quaternion mSkyBoxOrientation;
334        SkyBoxGenParameters mSkyBoxGenParameters;
335        // Sky dome
336        bool mSkyDomeEnabled;
337        bool mSkyDomeDrawFirst;
338        Quaternion mSkyDomeOrientation;
339        SkyDomeGenParameters mSkyDomeGenParameters;
340
341        // Fog
342        FogMode mFogMode;
343        ColourValue mFogColour;
344        Real mFogStart;
345        Real mFogEnd;
346        Real mFogDensity;
347
348                typedef std::set<uint8> SpecialCaseRenderQueueList;
349                SpecialCaseRenderQueueList mSpecialCaseQueueList;
350                SpecialCaseRenderQueueMode mSpecialCaseQueueMode;
351                uint8 mWorldGeometryRenderQueue;
352               
353                unsigned long mLastFrameNumber;
354                Matrix4 mTempXform[256];
355                bool mResetIdentityView;
356                bool mResetIdentityProj;
357
358                typedef std::map<String, MovableObject*> MovableObjectMap;
359                typedef std::map<String, MovableObjectMap*> MovableObjectCollectionMap;
360                MovableObjectCollectionMap mMovableObjectCollectionMap;
361                MovableObjectMap* getMovableObjectMap(const String& typeName);
362
363        /** Internal method for initialising the render queue.
364        @remarks
365            Subclasses can use this to install their own RenderQueue implementation.
366        */
367        virtual void initRenderQueue(void);
368        /// A pass designed to let us render shadow colour on white for texture shadows
369        Pass* mShadowCasterPlainBlackPass;
370        /// A pass designed to let us render shadow receivers for texture shadows
371        Pass* mShadowReceiverPass;
372        /** Internal method for turning a regular pass into a shadow caster pass.
373        @remarks
374            This is only used for texture shadows, basically we're trying to
375            ensure that objects are rendered solid black.
376            This method will usually return the standard solid black pass for
377            all fixed function passes, but will merge in a vertex program
378            and fudge the AutpoParamDataSource to set black lighting for
379            passes with vertex programs.
380        */
381        const Pass* deriveShadowCasterPass(const Pass* pass);
382        /** Internal method for turning a regular pass into a shadow receiver pass.
383        @remarks
384        This is only used for texture shadows, basically we're trying to
385        ensure that objects are rendered with a projective texture.
386        This method will usually return a standard single-texture pass for
387        all fixed function passes, but will merge in a vertex program
388        for passes with vertex programs.
389        */
390        const Pass* deriveShadowReceiverPass(const Pass* pass);
391   
392        /** Internal method to validate whether a Pass should be allowed to render.
393        @remarks
394            Called just before a pass is about to be used for rendering a group to
395            allow the SceneManager to omit it if required. A return value of false
396            skips this pass.
397        */
398        bool validatePassForRendering(const Pass* pass);
399
400        /** Internal method to validate whether a Renderable should be allowed to render.
401        @remarks
402        Called just before a pass is about to be used for rendering a Renderable to
403        allow the SceneManager to omit it if required. A return value of false
404        skips it.
405        */
406        bool validateRenderableForRendering(const Pass* pass, const Renderable* rend);
407
408        enum BoxPlane
409        {
410            BP_FRONT = 0,
411            BP_BACK = 1,
412            BP_LEFT = 2,
413            BP_RIGHT = 3,
414            BP_UP = 4,
415            BP_DOWN = 5
416        };
417
418        /* Internal utility method for creating the planes of a skybox.
419        */
420        MeshPtr createSkyboxPlane(
421            BoxPlane bp,
422            Real distance,
423            const Quaternion& orientation,
424            const String& groupName);
425
426        /* Internal utility method for creating the planes of a skydome.
427        */
428        MeshPtr createSkydomePlane(
429            BoxPlane bp,
430            Real curvature, Real tiling, Real distance,
431            const Quaternion& orientation,
432            int xsegments, int ysegments, int ySegmentsToKeep,
433            const String& groupName);
434
435        // Flag indicating whether SceneNodes will be rendered as a set of 3 axes
436        bool mDisplayNodes;
437
438        /// Storage of animations, lookup by name
439        typedef std::map<String, Animation*> AnimationList;
440        AnimationList mAnimationsList;
441        AnimationStateSet mAnimationStates;
442
443        /** Internal method used by _renderSingleObject to deal with renderables
444            which override the camera's own view / projection materices. */
445        void useRenderableViewProjMode(const Renderable* pRend);
446       
447        /** Internal method used by _renderSingleObject to deal with renderables
448            which override the camera's own view / projection matrices. */
449        void resetViewProjMode(void);
450
451        typedef std::vector<RenderQueueListener*> RenderQueueListenerList;
452        RenderQueueListenerList mRenderQueueListeners;
453
454        typedef std::vector<ShadowListener*> ShadowListenerList;
455        ShadowListenerList mShadowListeners;
456        /// Internal method for firing the queue start event, returns true if queue is to be skipped
457        bool fireRenderQueueStarted(uint8 id, const String& invocation);
458        /// Internal method for firing the queue end event, returns true if queue is to be repeated
459        bool fireRenderQueueEnded(uint8 id, const String& invocation);
460
461                /// Internal method for firing the texture shadows updated event
462        void fireShadowTexturesUpdated(size_t numberOfShadowTextures);
463                /// Internal method for firing the pre caster texture shadows event
464        void fireShadowTexturesPreCaster(Light* light, Camera* camera);
465                /// Internal method for firing the pre receiver texture shadows event
466        void fireShadowTexturesPreReceiver(Light* light, Frustum* f);
467        /** Internal method for setting the destination viewport for the next render. */
468        virtual void setViewport(Viewport *vp);
469
470                /** Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. */
471                bool mShowBoundingBoxes;     
472
473                /** Internal method for rendering all objects using the default queue sequence. */
474                virtual void renderVisibleObjectsDefaultSequence(void);
475                /** Internal method for rendering all objects using a custom queue sequence. */
476                virtual void renderVisibleObjectsCustomSequence(RenderQueueInvocationSequence* s);
477                /** Internal method for preparing the render queue for use with each render. */
478                virtual void prepareRenderQueue(void);
479
480
481        /** Internal utility method for rendering a single object.
482        @remarks
483            Assumes that the pass has already been set up.
484        @param rend The renderable to issue to the pipeline
485        @param pass The pass which is being used
486        @param doLightIteration If true, this method will issue the renderable to
487            the pipeline possibly multiple times, if the pass indicates it should be
488            done once per light
489        @param manualLightList Only applicable if doLightIteration is false, this
490            method allows you to pass in a previously determined set of lights
491            which will be used for a single render of this object.
492        */
493        virtual void renderSingleObject(const Renderable* rend, const Pass* pass,
494                        bool doLightIteration, const LightList* manualLightList = 0);
495
496        /// Utility class for calculating automatic parameters for gpu programs
497        AutoParamDataSource mAutoParamDataSource;
498
499        ShadowTechnique mShadowTechnique;
500        bool mDebugShadows;
501        ColourValue mShadowColour;
502        Pass* mShadowDebugPass;
503        Pass* mShadowStencilPass;
504        Pass* mShadowModulativePass;
505                bool mShadowMaterialInitDone;
506        LightList mLightsAffectingFrustum;
507        HardwareIndexBufferSharedPtr mShadowIndexBuffer;
508                size_t mShadowIndexBufferSize;
509        Rectangle2D* mFullScreenQuad;
510        Real mShadowDirLightExtrudeDist;
511        IlluminationRenderStage mIlluminationStage;
512        unsigned short mShadowTextureSize;
513        unsigned short mShadowTextureCount;
514                PixelFormat mShadowTextureFormat;
515        typedef std::vector<TexturePtr> ShadowTextureList;
516        ShadowTextureList mShadowTextures;
517                typedef std::vector<Camera*> ShadowTextureCameraList;
518                ShadowTextureCameraList mShadowTextureCameras;
519        Texture* mCurrentShadowTexture;
520                bool mShadowUseInfiniteFarPlane;
521
522        /** Internal method for locating a list of lights which could be affecting the frustum.
523        @remarks
524            Custom scene managers are encouraged to override this method to make use of their
525            scene partitioning scheme to more efficiently locate lights, and to eliminate lights
526            which may be occluded by word geometry.
527        */
528        virtual void findLightsAffectingFrustum(const Camera* camera);
529        /// Internal method for setting up materials for shadows
530        virtual void initShadowVolumeMaterials(void);
531        /// Internal method for creating shadow textures (texture-based shadows)
532        virtual void createShadowTextures(unsigned short size, unsigned short count,
533                        PixelFormat fmt);
534        /// Internal method for destroying shadow textures (texture-based shadows)
535        virtual void destroyShadowTextures(void);
536        /// Internal method for preparing shadow textures ready for use in a regular render
537        virtual void prepareShadowTextures(Camera* cam, Viewport* vp);
538
539        /** Internal method for rendering all the objects for a given light into the
540            stencil buffer.
541        @param light The light source
542        @param cam The camera being viewed from
543        */
544        virtual void renderShadowVolumesToStencil(const Light* light, const Camera* cam);
545        /** Internal utility method for setting stencil state for rendering shadow volumes.
546        @param secondpass Is this the second pass?
547        @param zfail Should we be using the zfail method?
548        @param twosided Should we use a 2-sided stencil?
549        */
550        virtual void setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided);
551        /** Render a set of shadow renderables. */
552        void renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables,
553            Pass* pass, const LightList *manualLightList, unsigned long flags,
554            bool secondpass, bool zfail, bool twosided);
555        typedef std::vector<ShadowCaster*> ShadowCasterList;
556        ShadowCasterList mShadowCasterList;
557        SphereSceneQuery* mShadowCasterSphereQuery;
558        AxisAlignedBoxSceneQuery* mShadowCasterAABBQuery;
559        Real mShadowFarDist;
560        Real mShadowFarDistSquared;
561        Real mShadowTextureOffset; // proportion of texture offset in view direction e.g. 0.4
562        Real mShadowTextureFadeStart; // as a proportion e.g. 0.6
563        Real mShadowTextureFadeEnd; // as a proportion e.g. 0.9
564                bool mShadowTextureSelfShadow;
565                Pass* mShadowTextureCustomCasterPass;
566                Pass* mShadowTextureCustomReceiverPass;
567                String mShadowTextureCustomCasterVertexProgram;
568                String mShadowTextureCustomReceiverVertexProgram;
569                GpuProgramParametersSharedPtr mShadowTextureCustomCasterVPParams;
570                GpuProgramParametersSharedPtr mShadowTextureCustomReceiverVPParams;
571                bool mShadowTextureCasterVPDirty;
572                bool mShadowTextureReceiverVPDirty;
573
574                /// Visibility mask used to show / hide objects
575                uint32 mVisibilityMask;
576                bool mFindVisibleObjects;
577
578                /// Suppress render state changes?
579                bool mSuppressRenderStateChanges;
580                /// Suppress shadows?
581                bool mSuppressShadows;
582
583
584        GpuProgramParametersSharedPtr mInfiniteExtrusionParams;
585        GpuProgramParametersSharedPtr mFiniteExtrusionParams;
586
587        /// Inner class to use as callback for shadow caster scene query
588        class _OgreExport ShadowCasterSceneQueryListener : public SceneQueryListener
589        {
590        protected:
591                        SceneManager* mSceneMgr;
592            ShadowCasterList* mCasterList;
593            bool mIsLightInFrustum;
594            const PlaneBoundedVolumeList* mLightClipVolumeList;
595            const Camera* mCamera;
596            const Light* mLight;
597            Real mFarDistSquared;
598        public:
599            ShadowCasterSceneQueryListener(SceneManager* sm) : mSceneMgr(sm),
600                                mCasterList(0), mIsLightInFrustum(false), mLightClipVolumeList(0),
601                mCamera(0) {}
602            // Prepare the listener for use with a set of parameters 
603            void prepare(bool lightInFrustum,
604                const PlaneBoundedVolumeList* lightClipVolumes,
605                const Light* light, const Camera* cam, ShadowCasterList* casterList,
606                Real farDistSquared)
607            {
608                mCasterList = casterList;
609                mIsLightInFrustum = lightInFrustum;
610                mLightClipVolumeList = lightClipVolumes;
611                mCamera = cam;
612                mLight = light;
613                mFarDistSquared = farDistSquared;
614            }
615            bool queryResult(MovableObject* object);
616            bool queryResult(SceneQuery::WorldFragment* fragment);
617        };
618
619        ShadowCasterSceneQueryListener* mShadowCasterQueryListener;
620
621        /** Internal method for locating a list of shadow casters which
622            could be affecting the frustum for a given light.
623        @remarks
624            Custom scene managers are encouraged to override this method to add optimisations,
625            and to add their own custom shadow casters (perhaps for world geometry)
626        */
627        virtual const ShadowCasterList& findShadowCastersForLight(const Light* light,
628            const Camera* camera);
629        /** Render a group in the ordinary way */
630                virtual void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
631                        QueuedRenderableCollection::OrganisationMode om);
632                /** Render a group with the added complexity of additive stencil shadows. */
633                virtual void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* group,
634                        QueuedRenderableCollection::OrganisationMode om);
635                /** Render a group with the added complexity of modulative stencil shadows. */
636                virtual void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* group,
637                        QueuedRenderableCollection::OrganisationMode om);
638        /** Render a group rendering only shadow casters. */
639                virtual void renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* group,
640                        QueuedRenderableCollection::OrganisationMode om);
641        /** Render a group rendering only shadow receivers. */
642                virtual void renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* group,
643                        QueuedRenderableCollection::OrganisationMode om);
644        /** Render a group with the added complexity of modulative texture shadows. */
645                virtual void renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* group,
646                        QueuedRenderableCollection::OrganisationMode om);
647
648                /** Render a group with additive texture shadows. */
649                virtual void renderAdditiveTextureShadowedQueueGroupObjects(RenderQueueGroup* group,
650                        QueuedRenderableCollection::OrganisationMode om);
651                /** Render a set of objects, see renderSingleObject for param definitions */
652                virtual void renderObjects(const QueuedRenderableCollection& objs,
653                        QueuedRenderableCollection::OrganisationMode om,
654            bool doLightIteration, const LightList* manualLightList = 0);
655                /** Render those objects in the transparent pass list which have shadow casting forced on
656                @remarks
657                        This function is intended to be used to render the shadows of transparent objects which have
658                        transparency_casts_shadows set to 'on' in their material
659                */
660                virtual void renderTransparentShadowCasterObjects(const QueuedRenderableCollection& objs,
661                        QueuedRenderableCollection::OrganisationMode om,
662                        bool doLightIteration, const LightList* manualLightList = 0);
663
664                /** Update the state of the global render queue splitting based on a shadow
665                option change. */
666                virtual void updateRenderQueueSplitOptions(void);
667                /** Update the state of the render queue group splitting based on a shadow
668                option change. */
669                virtual void updateRenderQueueGroupSplitOptions(RenderQueueGroup* group,
670                        bool suppressShadows, bool suppressRenderState);
671
672                /** Inner helper class to implement the visitor pattern for rendering objects
673                        in a queue.
674                */
675                class _OgreExport SceneMgrQueuedRenderableVisitor : public QueuedRenderableVisitor
676                {
677                protected:
678                        /// Pass that was actually used at the grouping level
679                        const Pass* mUsedPass;
680                public:
681                        SceneMgrQueuedRenderableVisitor()
682                                :transparentShadowCastersMode(false) {}
683                        ~SceneMgrQueuedRenderableVisitor() {}
684                        void visit(const Renderable* r);
685                        bool visit(const Pass* p);
686                        void visit(const RenderablePass* rp);
687
688                        /// Target SM to send renderables to
689                        SceneManager* targetSceneMgr;
690                        /// Are we in transparent shadow caster mode?
691                        bool transparentShadowCastersMode;
692                        /// Automatic light handling?
693                        bool autoLights;
694                        /// Manual light list
695                        const LightList* manualLightList;
696
697                };
698                /// Allow visitor helper to access protected methods
699                friend class SceneMgrQueuedRenderableVisitor;
700                /// The active renderable visitor class - subclasses could override this
701                SceneMgrQueuedRenderableVisitor* mActiveQueuedRenderableVisitor;
702                /// Storage for default renderable visitor
703                SceneMgrQueuedRenderableVisitor mDefaultQueuedRenderableVisitor;
704
705    public:
706        /** Constructor.
707        */
708        SceneManager(const String& instanceName);
709
710        /** Default destructor.
711        */
712        virtual ~SceneManager();
713
714                /** Return the instance name of this SceneManager. */
715                const String& getName(void) const { return mName; }
716
717                /** Retrieve the type name of this scene manager.
718                @remarks
719                        This method has to be implemented by subclasses. It should
720                        return the type name of this SceneManager which agrees with
721                        the type name of the SceneManagerFactory which created it.
722                */
723                virtual const String& getTypeName(void) const = 0;
724
725        /** Creates a camera to be managed by this scene manager.
726            @remarks
727                This camera must be added to the scene at a later time using
728                the attachObject method of the SceneNode class.
729            @param
730                name Name to give the new camera.
731        */
732        virtual Camera* createCamera(const String& name);
733
734        /** Retrieves a pointer to the named camera.
735        */
736        virtual Camera* getCamera(const String& name);
737
738        /** Removes a camera from the scene.
739            @remarks
740                This method removes a previously added camera from the scene.
741                The camera is deleted so the caller must ensure no references
742                to it's previous instance (e.g. in a SceneNode) are used.
743            @param
744                cam Pointer to the camera to remove
745        */
746        virtual void destroyCamera(Camera *cam);
747
748        /** Removes a camera from the scene.
749            @remarks
750                This method removes an camera from the scene based on the
751                camera's name rather than a pointer.
752        */
753        virtual void destroyCamera(const String& name);
754
755        /** Removes (and destroys) all cameras from the scene.
756            @remarks
757                Some cameras are internal created to dealing with texture shadow,
758                their aren't supposed to destroy outside. So, while you are using
759                texture shadow, don't call this method, or you can set the shadow
760                technique other than texture-based, which will destroy all internal
761                created shadow cameras and textures.
762        */
763        virtual void destroyAllCameras(void);
764
765        /** Creates a light for use in the scene.
766            @remarks
767                Lights can either be in a fixed position and independent of the
768                scene graph, or they can be attached to SceneNodes so they derive
769                their position from the parent node. Either way, they are created
770                using this method so that the SceneManager manages their
771                existence.
772            @param
773                name The name of the new light, to identify it later.
774        */
775        virtual Light* createLight(const String& name);
776
777        /** Returns a pointer to the named Light which has previously been added to the scene.
778        */
779        virtual Light* getLight(const String& name);
780
781        /** Removes the named light from the scene and destroys it.
782            @remarks
783                Any pointers held to this light after calling this method will be invalid.
784        */
785        virtual void destroyLight(const String& name);
786
787        /** Removes the light from the scene and destroys it based on a pointer.
788            @remarks
789                Any pointers held to this light after calling this method will be invalid.
790        */
791        virtual void destroyLight(Light* light);
792        /** Removes and destroys all lights in the scene.
793        */
794        virtual void destroyAllLights(void);
795
796        /** Populate a light list with an ordered set of the lights which are closest
797        to the position specified.
798        @remarks
799            Note that since directional lights have no position, they are always considered
800            closer than any point lights and as such will always take precedence.
801        @par
802            Subclasses of the default SceneManager may wish to take into account other issues
803            such as possible visibility of the light if that information is included in their
804            data structures. This basic scenemanager simply orders by distance, eliminating
805            those lights which are out of range.
806        @par
807            The number of items in the list max exceed the maximum number of lights supported
808            by the renderer, but the extraneous ones will never be used. In fact the limit will
809            be imposed by Pass::getMaxSimultaneousLights.
810        @param position The position at which to evaluate the list of lights
811        @param radius The bounding radius to test
812        @param destList List to be populated with ordered set of lights; will be cleared by
813            this method before population.
814        */
815        virtual void _populateLightList(const Vector3& position, Real radius, LightList& destList);
816
817
818        /** Creates an instance of a SceneNode.
819            @remarks
820                Note that this does not add the SceneNode to the scene hierarchy.
821                This method is for convenience, since it allows an instance to
822                be created for which the SceneManager is responsible for
823                allocating and releasing memory, which is convenient in complex
824                scenes.
825            @par
826                To include the returned SceneNode in the scene, use the addChild
827                method of the SceneNode which is to be it's parent.
828            @par
829                Note that this method takes no parameters, and the node created is unnamed (it is
830                actually given a generated name, which you can retrieve if you want).
831                If you wish to create a node with a specific name, call the alternative method
832                which takes a name parameter.
833        */
834        virtual SceneNode* createSceneNode(void);
835
836        /** Creates an instance of a SceneNode with a given name.
837            @remarks
838                Note that this does not add the SceneNode to the scene hierarchy.
839                This method is for convenience, since it allows an instance to
840                be created for which the SceneManager is responsible for
841                allocating and releasing memory, which is convenient in complex
842                scenes.
843            @par
844                To include the returned SceneNode in the scene, use the addChild
845                method of the SceneNode which is to be it's parent.
846            @par
847                Note that this method takes a name parameter, which makes the node easier to
848                retrieve directly again later.
849        */
850        virtual SceneNode* createSceneNode(const String& name);
851
852        /** Destroys a SceneNode with a given name.
853        @remarks
854            This allows you to physically delete an individual SceneNode if you want to.
855            Note that this is not normally recommended, it's better to allow SceneManager
856            to delete the nodes when the scene is cleared.
857        */
858        virtual void destroySceneNode(const String& name);
859
860        /** Gets the SceneNode at the root of the scene hierarchy.
861            @remarks
862                The entire scene is held as a hierarchy of nodes, which
863                allows things like relative transforms, general changes in
864                rendering state etc (See the SceneNode class for more info).
865                In this basic SceneManager class, the application using
866                Ogre is free to structure this hierarchy however it likes,
867                since it has no real significance apart from making transforms
868                relative to each node (more specialised subclasses will
869                provide utility methods for building specific node structures
870                e.g. loading a BSP tree).
871            @par
872                However, in all cases there is only ever one root node of
873                the hierarchy, and this method returns a pointer to it.
874        */
875        virtual SceneNode* getRootSceneNode(void) const;
876
877        /** Retrieves a named SceneNode from the scene graph.
878        @remarks
879            If you chose to name a SceneNode as you created it, or if you
880            happened to make a note of the generated name, you can look it
881            up wherever it is in the scene graph using this method.
882        */
883        virtual SceneNode* getSceneNode(const String& name) const;
884
885        /** Create an Entity (instance of a discrete mesh).
886            @param
887                entityName The name to be given to the entity (must be unique).
888            @param
889                meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The
890                mesh will be loaded if it is not already.
891        */
892        virtual Entity* createEntity(const String& entityName, const String& meshName);
893
894        /** Prefab shapes available without loading a model.
895            @note
896                Minimal implementation at present.
897            @todo
898                Add more prefabs (teapots, teapots!!!)
899        */
900        enum PrefabType {
901            PT_PLANE
902        };
903
904        /** Create an Entity (instance of a discrete mesh) from a range of prefab shapes.
905            @param
906                entityName The name to be given to the entity (must be unique).
907            @param
908                ptype The prefab type.
909        */
910        virtual Entity* createEntity(const String& entityName, PrefabType ptype);
911        /** Retrieves a pointer to the named Entity. */
912        virtual Entity* getEntity(const String& name);
913
914        /** Removes & destroys an Entity from the SceneManager.
915            @warning
916                Must only be done if the Entity is not attached
917                to a SceneNode. It may be safer to wait to clear the whole
918                scene if you are unsure use clearScene.
919            @see
920                SceneManager::clearScene
921        */
922        virtual void destroyEntity(Entity* ent);
923
924        /** Removes & destroys an Entity from the SceneManager by name.
925            @warning
926                Must only be done if the Entity is not attached
927                to a SceneNode. It may be safer to wait to clear the whole
928                scene if you are unsure use clearScene.
929            @see
930                SceneManager::clearScene
931        */
932        virtual void destroyEntity(const String& name);
933
934        /** Removes & destroys all Entities.
935            @warning
936                Again, use caution since no Entity must be referred to
937                elsewhere e.g. attached to a SceneNode otherwise a crash
938                is likely. Use clearScene if you are unsure (it clears SceneNode
939                entries too.)
940            @see
941                SceneManager::clearScene
942        */
943        virtual void destroyAllEntities(void);
944
945        /** Create a ManualObject, an object which you populate with geometry
946                        manually through a GL immediate-mode style interface.
947        @param
948            name The name to be given to the object (must be unique).
949        */
950        virtual ManualObject* createManualObject(const String& name);
951        /** Retrieves a pointer to the named ManualObject. */
952        virtual ManualObject* getManualObject(const String& name);
953
954        /** Removes & destroys a ManualObject from the SceneManager.
955        */
956        virtual void destroyManualObject(ManualObject* obj);
957                /** Removes & destroys a ManualObject from the SceneManager.
958                */
959                virtual void destroyManualObject(const String& name);
960                /** Removes & destroys all ManualObjects from the SceneManager.
961                */
962                virtual void destroyAllManualObjects(void);
963        /** Create a BillboardChain, an object which you can use to render
964            a linked chain of billboards.
965        @param
966            name The name to be given to the object (must be unique).
967        */
968        virtual BillboardChain* createBillboardChain(const String& name);
969        /** Retrieves a pointer to the named BillboardChain. */
970        virtual BillboardChain* getBillboardChain(const String& name);
971
972        /** Removes & destroys a BillboardChain from the SceneManager.
973        */
974        virtual void destroyBillboardChain(BillboardChain* obj);
975                /** Removes & destroys a BillboardChain from the SceneManager.
976                */
977                virtual void destroyBillboardChain(const String& name);
978                /** Removes & destroys all BillboardChains from the SceneManager.
979                */
980                virtual void destroyAllBillboardChains(void);           
981        /** Create a RibbonTrail, an object which you can use to render
982            a linked chain of billboards which follows one or more nodes.
983        @param
984            name The name to be given to the object (must be unique).
985        */
986        virtual RibbonTrail* createRibbonTrail(const String& name);
987        /** Retrieves a pointer to the named RibbonTrail. */
988        virtual RibbonTrail* getRibbonTrail(const String& name);
989
990        /** Removes & destroys a RibbonTrail from the SceneManager.
991        */
992        virtual void destroyRibbonTrail(RibbonTrail* obj);
993                /** Removes & destroys a RibbonTrail from the SceneManager.
994                */
995                virtual void destroyRibbonTrail(const String& name);
996                /** Removes & destroys all RibbonTrails from the SceneManager.
997                */
998                virtual void destroyAllRibbonTrails(void);             
999
1000        /** Creates a particle system based on a template.
1001        @remarks
1002            This method creates a new ParticleSystem instance based on the named template
1003                        (defined through ParticleSystemManager::createTemplate) and returns a
1004            pointer to the caller. The caller should not delete this object, it will be freed at system shutdown,
1005            or can be released earlier using the destroyParticleSystem method.
1006        @par
1007            Each system created from a template takes the template's settings at the time of creation,
1008            but is completely separate from the template from there on.
1009        @par
1010            Creating a particle system does not make it a part of the scene. As with other MovableObject
1011            subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
1012        @par
1013            This is probably the more useful particle system creation method since it does not require manual
1014            setup of the system. Note that the initial quota is based on the template but may be changed later.
1015        @param
1016            name The name to give the new particle system instance.
1017        @param
1018            templateName The name of the template to base the new instance on.
1019        */
1020        virtual ParticleSystem* createParticleSystem(const String& name,
1021                        const String& templateName);
1022        /** Create a blank particle system.
1023        @remarks
1024            This method creates a new, blank ParticleSystem instance and returns a pointer to it.
1025            The caller should not delete this object, it will be freed at system shutdown, or can
1026            be released earlier using the destroyParticleSystem method.
1027        @par
1028            The instance returned from this method won't actually do anything because on creation a
1029            particle system has no emitters. The caller should manipulate the instance through it's
1030            ParticleSystem methods to actually create a real particle effect.
1031        @par
1032            Creating a particle system does not make it a part of the scene. As with other MovableObject
1033            subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
1034        @param
1035            name The name to give the ParticleSystem.
1036        @param
1037            quota The maximum number of particles to allow in this system.
1038        @param
1039            resourceGroup The resource group which will be used to load dependent resources
1040        */
1041        virtual ParticleSystem* createParticleSystem(const String& name,
1042                        size_t quota = 500,
1043            const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
1044        /** Retrieves a pointer to the named ParticleSystem. */
1045        virtual ParticleSystem* getParticleSystem(const String& name);
1046
1047        /** Removes & destroys a ParticleSystem from the SceneManager.
1048        */
1049        virtual void destroyParticleSystem(ParticleSystem* obj);
1050                /** Removes & destroys a ParticleSystem from the SceneManager.
1051                */
1052                virtual void destroyParticleSystem(const String& name);
1053                /** Removes & destroys all ParticleSystems from the SceneManager.
1054                */
1055                virtual void destroyAllParticleSystems(void);           
1056
1057                /** Empties the entire scene, inluding all SceneNodes, Entities, Lights,
1058            BillboardSets etc. Cameras are not deleted at this stage since
1059            they are still referenced by viewports, which are not destroyed during
1060            this process.
1061        */
1062        virtual void clearScene(void);
1063
1064        /** Sets the ambient light level to be used for the scene.
1065            @remarks
1066                This sets the colour and intensity of the ambient light in the scene, i.e. the
1067                light which is 'sourceless' and illuminates all objects equally.
1068                The colour of an object is affected by a combination of the light in the scene,
1069                and the amount of light that object reflects (in this case based on the Material::ambient
1070                property).
1071            @remarks
1072                By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This
1073                means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled)
1074                will not be visible unless you have some dynamic lights in your scene.
1075        */
1076        void setAmbientLight(const ColourValue& colour);
1077
1078        /** Returns the ambient light level to be used for the scene.
1079        */
1080        const ColourValue& getAmbientLight(void) const;
1081
1082        /** Sets the source of the 'world' geometry, i.e. the large, mainly static geometry
1083            making up the world e.g. rooms, landscape etc.
1084            @remarks
1085                Depending on the type of SceneManager (subclasses will be specialised
1086                for particular world geometry types) you have requested via the Root or
1087                SceneManagerEnumerator classes, you can pass a filename to this method and it
1088                will attempt to load the world-level geometry for use. If you try to load
1089                an inappropriate type of world data an exception will be thrown. The default
1090                SceneManager cannot handle any sort of world geometry and so will always
1091                throw an exception. However subclasses like BspSceneManager can load
1092                particular types of world geometry e.g. "q3dm1.bsp".
1093        */
1094        virtual void setWorldGeometry(const String& filename);
1095
1096        /** Sets the source of the 'world' geometry, i.e. the large, mainly
1097                        static geometry making up the world e.g. rooms, landscape etc.
1098            @remarks
1099                Depending on the type of SceneManager (subclasses will be
1100                                specialised for particular world geometry types) you have
1101                                requested via the Root or SceneManagerEnumerator classes, you
1102                                can pass a stream to this method and it will attempt to load
1103                                the world-level geometry for use. If the manager can only
1104                                handle one input format the typeName parameter is not required.
1105                                The stream passed will be read (and it's state updated).
1106                        @param stream Data stream containing data to load
1107                        @param typeName String identifying the type of world geometry
1108                                contained in the stream - not required if this manager only
1109                                supports one type of world geometry.
1110        */
1111                virtual void setWorldGeometry(DataStreamPtr& stream,
1112                        const String& typeName = StringUtil::BLANK);
1113
1114        /** Estimate the number of loading stages required to load the named
1115            world geometry.
1116        @remarks
1117            This method should be overridden by SceneManagers that provide
1118            custom world geometry that can take some time to load. They should
1119            return from this method a count of the number of stages of progress
1120            they can report on whilst loading. During real loading (setWorldGeomtry),
1121            they should call ResourceGroupManager::_notifyWorldGeometryProgress exactly
1122            that number of times when loading the geometry for real.
1123        @note
1124            The default is to return 0, ie to not report progress.
1125        */
1126        virtual size_t estimateWorldGeometry(const String& filename) { return 0; }
1127
1128        /** Estimate the number of loading stages required to load the named
1129            world geometry.
1130        @remarks
1131                        Operates just like the version of this method which takes a
1132                        filename, but operates on a stream instead. Note that since the
1133                        stream is updated, you'll need to reset the stream or reopen it
1134                        when it comes to loading it for real.
1135                @param stream Data stream containing data to load
1136                @param typeName String identifying the type of world geometry
1137                        contained in the stream - not required if this manager only
1138                        supports one type of world geometry.
1139                */             
1140        virtual size_t estimateWorldGeometry(DataStreamPtr& stream,
1141                        const String& typeName = StringUtil::BLANK) { return 0; }
1142        /** Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.
1143            @remarks
1144                Typically this method returns the origin unless a) world geometry has been loaded using
1145                SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points.
1146                If there is more than one viewpoint which the scene manager can suggest, it will always suggest
1147                the first one unless the random parameter is true.
1148            @param
1149                random If true, and there is more than one possible suggestion, a random one will be used. If false
1150                the same one will always be suggested.
1151            @return
1152                On success, true is returned.
1153            @par
1154                On failiure, false is returned.
1155        */
1156        virtual ViewPoint getSuggestedViewpoint(bool random = false);
1157
1158        /** Method for setting a specific option of the Scene Manager. These options are usually
1159            specific for a certain implemntation of the Scene Manager class, and may (and probably
1160            will) not exist across different implementations.
1161            @param
1162                strKey The name of the option to set
1163            @param
1164                pValue A pointer to the value - the size should be calculated by the scene manager
1165                based on the key
1166            @return
1167                On success, true is returned.
1168            @par
1169                On failiure, false is returned.
1170        */
1171        virtual bool setOption( const String& strKey, const void* pValue ) { return false; }
1172
1173        /** Method for getting the value of an implementation-specific Scene Manager option.
1174            @param
1175                strKey The name of the option
1176            @param
1177                pDestValue A pointer to a memory location where the value will
1178                be copied. Currently, the memory will be allocated by the
1179                scene manager, but this may change
1180            @return
1181                On success, true is returned and pDestValue points to the value of the given
1182                option.
1183            @par
1184                On failiure, false is returned and pDestValue is set to NULL.
1185        */
1186        virtual bool getOption( const String& strKey, void* pDestValue ) { return false; }
1187
1188        /** Method for verifying wether the scene manager has an implementation-specific
1189            option.
1190            @param
1191                strKey The name of the option to check for.
1192            @return
1193                If the scene manager contains the given option, true is returned.
1194            @remarks
1195                If it does not, false is returned.
1196        */
1197        virtual bool hasOption( const String& strKey ) const { return false; }
1198        /** Method for getting all possible values for a specific option. When this list is too large
1199            (i.e. the option expects, for example, a float), the return value will be true, but the
1200            list will contain just one element whose size will be set to 0.
1201            Otherwise, the list will be filled with all the possible values the option can
1202            accept.
1203            @param
1204                strKey The name of the option to get the values for.
1205            @param
1206                refValueList A reference to a list that will be filled with the available values.
1207            @return
1208                On success (the option exists), true is returned.
1209            @par
1210                On failure, false is returned.
1211        */
1212        virtual bool getOptionValues( const String& strKey, StringVector& refValueList ) { return false; }
1213
1214        /** Method for getting all the implementation-specific options of the scene manager.
1215            @param
1216                refKeys A reference to a list that will be filled with all the available options.
1217            @return
1218                On success, true is returned. On failiure, false is returned.
1219        */
1220        virtual bool getOptionKeys( StringVector& refKeys ) { return false; }
1221
1222        /** Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.
1223            @remarks
1224                This must be done before issuing objects to the rendering pipeline, since derived transformations from
1225                parent nodes are not updated until required. This SceneManager is a basic implementation which simply
1226                updates all nodes from the root. This ensures the scene is up to date but requires all the nodes
1227                to be updated even if they are not visible. Subclasses could trim this such that only potentially visible
1228                nodes are updated.
1229        */
1230        virtual void _updateSceneGraph(Camera* cam);
1231
1232        /** Internal method which parses the scene to find visible objects to render.
1233            @remarks
1234                If you're implementing a custom scene manager, this is the most important method to
1235                override since it's here you can apply your custom world partitioning scheme. Once you
1236                have added the appropriate objects to the render queue, you can let the default
1237                SceneManager objects _renderVisibleObjects handle the actual rendering of the objects
1238                you pick.
1239            @par
1240                Any visible objects will be added to a rendering queue, which is indexed by material in order
1241                to ensure objects with the same material are rendered together to minimise render state changes.
1242        */
1243        virtual void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
1244
1245        /** Internal method for applying animations to scene nodes.
1246        @remarks
1247            Uses the internally stored AnimationState objects to apply animation to SceneNodes.
1248        */
1249        virtual void _applySceneAnimations(void);
1250
1251        /** Sends visible objects found in _findVisibleObjects to the rendering engine.
1252        */
1253        virtual void _renderVisibleObjects(void);
1254
1255        /** Prompts the class to send its contents to the renderer.
1256            @remarks
1257                This method prompts the scene manager to send the
1258                contents of the scene it manages to the rendering
1259                pipeline, possibly preceded by some sorting, culling
1260                or other scene management tasks. Note that this method is not normally called
1261                directly by the user application; it is called automatically
1262                by the Ogre rendering loop.
1263            @param camera Pointer to a camera from whose viewpoint the scene is to
1264                be rendered.
1265            @param vp The target viewport
1266            @param includeOverlays Whether or not overlay objects should be rendered
1267        */
1268        virtual void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays);
1269
1270        /** Internal method for queueing the sky objects with the params as
1271            previously set through setSkyBox, setSkyPlane and setSkyDome.
1272        */
1273        virtual void _queueSkiesForRendering(Camera* cam);
1274
1275
1276
1277        /** Notifies the scene manager of its destination render system
1278            @remarks
1279                Called automatically by RenderSystem::addSceneManager
1280                this method simply notifies the manager of the render
1281                system to which its output must be directed.
1282            @param
1283                sys Pointer to the RenderSystem subclass to be used as a render target.
1284        */
1285        virtual void _setDestinationRenderSystem(RenderSystem* sys);
1286
1287        /** Enables / disables a 'sky plane' i.e. a plane at constant
1288            distance from the camera representing the sky.
1289            @remarks
1290                You can create sky planes yourself using the standard mesh and
1291                entity methods, but this creates a plane which the camera can
1292                never get closer or further away from - it moves with the camera.
1293                (NB you could create this effect by creating a world plane which
1294                was attached to the same SceneNode as the Camera too, but this
1295                would only apply to a single camera whereas this plane applies to
1296                any camera using this scene manager).
1297            @note
1298                To apply scaling, scrolls etc to the sky texture(s) you
1299                should use the TextureUnitState class methods.
1300            @param
1301                enable True to enable the plane, false to disable it
1302            @param
1303                plane Details of the plane, i.e. it's normal and it's
1304                distance from the camera.
1305            @param
1306                materialName The name of the material the plane will use
1307            @param
1308                scale The scaling applied to the sky plane - higher values
1309                mean a bigger sky plane - you may want to tweak this
1310                depending on the size of plane.d and the other
1311                characteristics of your scene
1312            @param
1313                tiling How many times to tile the texture across the sky.
1314                Applies to all texture layers. If you need finer control use
1315                the TextureUnitState texture coordinate transformation methods.
1316            @param
1317                drawFirst If true, the plane is drawn before all other
1318                geometry in the scene, without updating the depth buffer.
1319                This is the safest rendering method since all other objects
1320                will always appear in front of the sky. However this is not
1321                the most efficient way if most of the sky is often occluded
1322                by other objects. If this is the case, you can set this
1323                parameter to false meaning it draws <em>after</em> all other
1324                geometry which can be an optimisation - however you must
1325                ensure that the plane.d value is large enough that no objects
1326                will 'poke through' the sky plane when it is rendered.
1327                        @param
1328                                bow If zero, the plane will be completely flat (like previous
1329                                versions.  If above zero, the plane will be curved, allowing
1330                                the sky to appear below camera level.  Curved sky planes are
1331                                simular to skydomes, but are more compatable with fog.
1332            @param xsegments, ysegments
1333                Determines the number of segments the plane will have to it. This
1334                is most important when you are bowing the plane, but may also be useful
1335                if you need tesselation on the plane to perform per-vertex effects.
1336            @param groupName
1337                The name of the resource group to which to assign the plane mesh.
1338        */
1339        virtual void setSkyPlane(
1340            bool enable,
1341            const Plane& plane, const String& materialName, Real scale = 1000,
1342            Real tiling = 10, bool drawFirst = true, Real bow = 0,
1343            int xsegments = 1, int ysegments = 1,
1344            const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
1345
1346                /** Return whether a key plane is enabled */
1347                virtual bool isSkyPlaneEnabled(void) const { return mSkyPlaneEnabled; }
1348
1349                /** Get the sky plane node, if enabled. */
1350                virtual SceneNode* getSkyPlaneNode(void) const { return mSkyPlaneNode; }
1351
1352                /** Get the parameters used to construct the SkyPlane, if any **/
1353                virtual const SkyPlaneGenParameters& getSkyPlaneGenParameters(void) const { return mSkyPlaneGenParameters; }
1354
1355        /** Enables / disables a 'sky box' i.e. a 6-sided box at constant
1356            distance from the camera representing the sky.
1357            @remarks
1358                You could create a sky box yourself using the standard mesh and
1359                entity methods, but this creates a plane which the camera can
1360                never get closer or further away from - it moves with the camera.
1361                (NB you could create this effect by creating a world box which
1362                was attached to the same SceneNode as the Camera too, but this
1363                would only apply to a single camera whereas this skybox applies
1364                to any camera using this scene manager).
1365            @par
1366                The material you use for the skybox can either contain layers
1367                which are single textures, or they can be cubic textures, i.e.
1368                made up of 6 images, one for each plane of the cube. See the
1369                TextureUnitState class for more information.
1370            @param
1371                enable True to enable the skybox, false to disable it
1372            @param
1373                materialName The name of the material the box will use
1374            @param
1375                distance Distance in world coorinates from the camera to
1376                each plane of the box. The default is normally OK.
1377            @param
1378                drawFirst If true, the box is drawn before all other
1379                geometry in the scene, without updating the depth buffer.
1380                This is the safest rendering method since all other objects
1381                will always appear in front of the sky. However this is not
1382                the most efficient way if most of the sky is often occluded
1383                by other objects. If this is the case, you can set this
1384                parameter to false meaning it draws <em>after</em> all other
1385                geometry which can be an optimisation - however you must
1386                ensure that the distance value is large enough that no
1387                objects will 'poke through' the sky box when it is rendered.
1388            @param
1389                orientation Optional parameter to specify the orientation
1390                of the box. By default the 'top' of the box is deemed to be
1391                in the +y direction, and the 'front' at the -z direction.
1392                You can use this parameter to rotate the sky if you want.
1393            @param groupName
1394                The name of the resource group to which to assign the plane mesh.
1395        */
1396        virtual void setSkyBox(
1397            bool enable, const String& materialName, Real distance = 5000,
1398            bool drawFirst = true, const Quaternion& orientation = Quaternion::IDENTITY,
1399            const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
1400
1401                /** Return whether a skybox is enabled */
1402                virtual bool isSkyBoxEnabled(void) const { return mSkyBoxEnabled; }
1403
1404                /** Get the skybox node, if enabled. */
1405                virtual SceneNode* getSkyBoxNode(void) const { return mSkyBoxNode; }
1406
1407                /** Get the parameters used to generate the current SkyBox, if any */
1408                virtual const SkyBoxGenParameters& getSkyBoxGenParameters(void) const { return mSkyBoxGenParameters; }
1409
1410                /** Enables / disables a 'sky dome' i.e. an illusion of a curved sky.
1411            @remarks
1412                A sky dome is actually formed by 5 sides of a cube, but with
1413                texture coordinates generated such that the surface appears
1414                curved like a dome. Sky domes are appropriate where you need a
1415                realistic looking sky where the scene is not going to be
1416                'fogged', and there is always a 'floor' of some sort to prevent
1417                the viewer looking below the horizon (the distortion effect below
1418                the horizon can be pretty horrible, and there is never anyhting
1419                directly below the viewer). If you need a complete wrap-around
1420                background, use the setSkyBox method instead. You can actually
1421                combine a sky box and a sky dome if you want, to give a positional
1422                backdrop with an overlayed curved cloud layer.
1423            @par
1424                Sky domes work well with 2D repeating textures like clouds. You
1425                can change the apparant 'curvature' of the sky depending on how
1426                your scene is viewed - lower curvatures are better for 'open'
1427                scenes like landscapes, whilst higher curvatures are better for
1428                say FPS levels where you don't see a lot of the sky at once and
1429                the exaggerated curve looks good.
1430            @param
1431                enable True to enable the skydome, false to disable it
1432            @param
1433                materialName The name of the material the dome will use
1434            @param
1435                curvature The curvature of the dome. Good values are
1436                between 2 and 65. Higher values are more curved leading to
1437                a smoother effect, lower values are less curved meaning
1438                more distortion at the horizons but a better distance effect.
1439            @param
1440                tiling How many times to tile the texture(s) across the
1441                dome.
1442            @param
1443                distance Distance in world coorinates from the camera to
1444                each plane of the box the dome is rendered on. The default
1445                is normally OK.
1446            @param
1447                drawFirst If true, the dome is drawn before all other
1448                geometry in the scene, without updating the depth buffer.
1449                This is the safest rendering method since all other objects
1450                will always appear in front of the sky. However this is not
1451                the most efficient way if most of the sky is often occluded
1452                by other objects. If this is the case, you can set this
1453                parameter to false meaning it draws <em>after</em> all other
1454                geometry which can be an optimisation - however you must
1455                ensure that the distance value is large enough that no
1456                objects will 'poke through' the sky when it is rendered.
1457            @param
1458                orientation Optional parameter to specify the orientation
1459                of the dome. By default the 'top' of the dome is deemed to
1460                be in the +y direction, and the 'front' at the -z direction.
1461                You can use this parameter to rotate the sky if you want.
1462            @param groupName
1463                The name of the resource group to which to assign the plane mesh.
1464        */
1465        virtual void setSkyDome(
1466            bool enable, const String& materialName, Real curvature = 10,
1467            Real tiling = 8, Real distance = 4000, bool drawFirst = true,
1468            const Quaternion& orientation = Quaternion::IDENTITY,
1469            int xsegments = 16, int ysegments = 16, int ysegments_keep = -1,
1470            const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
1471
1472                /** Return whether a skydome is enabled */
1473                virtual bool isSkyDomeEnabled(void) const { return mSkyDomeEnabled; }
1474
1475                /** Get the sky dome node, if enabled. */
1476                virtual SceneNode* getSkyDomeNode(void) const { return mSkyDomeNode; }
1477
1478                /** Get the parameters used to generate the current SkyDome, if any */
1479                virtual const SkyDomeGenParameters& getSkyDomeGenParameters(void) const { return mSkyDomeGenParameters; }
1480
1481                /** Sets the fogging mode applied to the scene.
1482            @remarks
1483                This method sets up the scene-wide fogging effect. These settings
1484                apply to all geometry rendered, UNLESS the material with which it
1485                is rendered has it's own fog settings (see Material::setFog).
1486            @param
1487                mode Set up the mode of fog as described in the FogMode
1488                enum, or set to FOG_NONE to turn off.
1489            @param
1490                colour The colour of the fog. Either set this to the same
1491                as your viewport background colour, or to blend in with a
1492                skydome or skybox.
1493            @param
1494                expDensity The density of the fog in FOG_EXP or FOG_EXP2
1495                mode, as a value between 0 and 1. The default is 0.001.
1496            @param
1497                linearStart Distance in world units at which linear fog starts to
1498                encroach. Only applicable if mode is
1499                FOG_LINEAR.
1500            @param
1501                linearEnd Distance in world units at which linear fog becomes completely
1502                opaque. Only applicable if mode is
1503                FOG_LINEAR.
1504        */
1505        void setFog(
1506            FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White,
1507            Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0);
1508
1509        /** Returns the fog mode for the scene.
1510        */
1511        virtual FogMode getFogMode(void) const;
1512
1513        /** Returns the fog colour for the scene.
1514        */
1515        virtual const ColourValue& getFogColour(void) const;
1516
1517        /** Returns the fog start distance for the scene.
1518        */
1519        virtual Real getFogStart(void) const;
1520
1521        /** Returns the fog end distance for the scene.
1522        */
1523        virtual Real getFogEnd(void) const;
1524
1525        /** Returns the fog density for the scene.
1526        */
1527        virtual Real getFogDensity(void) const;
1528
1529
1530        /** Creates a new BillboardSet for use with this scene manager.
1531            @remarks
1532                This method creates a new BillboardSet which is registered with
1533                the SceneManager. The SceneManager will destroy this object when
1534                it shuts down or when the SceneManager::clearScene method is
1535                called, so the caller does not have to worry about destroying
1536                this object (in fact, it definitely should not do this).
1537            @par
1538                See the BillboardSet documentations for full details of the
1539                returned class.
1540            @param
1541                name The name to give to this billboard set. Must be unique.
1542            @param
1543                poolSize The initial size of the pool of billboards (see BillboardSet for more information)
1544            @see
1545                BillboardSet
1546        */
1547        virtual BillboardSet* createBillboardSet(const String& name, unsigned int poolSize = 20);
1548
1549        /** Retrieves a pointer to the named BillboardSet.
1550        */
1551        virtual BillboardSet* getBillboardSet(const String& name);
1552
1553        /** Removes & destroys an BillboardSet from the SceneManager.
1554            @warning
1555                Must only be done if the BillboardSet is not attached
1556                to a SceneNode. It may be safer to wait to clear the whole
1557                scene. If you are unsure, use clearScene.
1558        */
1559        virtual void destroyBillboardSet(BillboardSet* set);
1560
1561        /** Removes & destroys an BillboardSet from the SceneManager by name.
1562            @warning
1563                Must only be done if the BillboardSet is not attached
1564                to a SceneNode. It may be safer to wait to clear the whole
1565                scene. If you are unsure, use clearScene.
1566        */
1567        virtual void destroyBillboardSet(const String& name);
1568
1569        /** Removes & destroys all BillboardSets.
1570        @warning
1571        Again, use caution since no BillboardSet must be referred to
1572        elsewhere e.g. attached to a SceneNode otherwise a crash
1573        is likely. Use clearScene if you are unsure (it clears SceneNode
1574        entries too.)
1575        @see
1576        SceneManager::clearScene
1577        */
1578        virtual void destroyAllBillboardSets(void);
1579
1580        /** Tells the SceneManager whether it should render the SceneNodes which
1581            make up the scene as well as the objects in the scene.
1582        @remarks
1583            This method is mainly for debugging purposes. If you set this to 'true',
1584            each node will be rendered as a set of 3 axes to allow you to easily see
1585            the orientation of the nodes.
1586        */
1587        virtual void setDisplaySceneNodes(bool display);
1588        /** Returns true if all scene nodes axis are to be displayed */
1589        virtual bool getDisplaySceneNodes(void) const {return mDisplayNodes;}
1590
1591        /** Creates an animation which can be used to animate scene nodes.
1592        @remarks
1593            An animation is a collection of 'tracks' which over time change the position / orientation
1594            of Node objects. In this case, the animation will likely have tracks to modify the position
1595            / orientation of SceneNode objects, e.g. to make objects move along a path.
1596        @par
1597            You don't need to use an Animation object to move objects around - you can do it yourself
1598            using the methods of the Node in your FrameListener class. However, when you need relatively
1599            complex scripted animation, this is the class to use since it will interpolate between
1600            keyframes for you and generally make the whole process easier to manage.
1601        @par
1602            A single animation can affect multiple Node objects (each AnimationTrack affects a single Node).
1603            In addition, through animation blending a single Node can be affected by multiple animations,
1604            athough this is more useful when performing skeletal animation (see Skeleton::createAnimation).
1605        @par
1606            Note that whilst it uses the same classes, the animations created here are kept separate from the
1607            skeletal animations of meshes (each Skeleton owns those animations).
1608        @param name The name of the animation, must be unique within this SceneManager.
1609        @param length The total length of the animation.
1610        */
1611        virtual Animation* createAnimation(const String& name, Real length);
1612
1613        /** Looks up an Animation object previously created with createAnimation. */
1614        virtual Animation* getAnimation(const String& name) const;
1615
1616        /** Destroys an Animation.
1617        @remarks
1618            You should ensure that none of your code is referencing this animation objects since the
1619            memory will be freed.
1620        */
1621        virtual void destroyAnimation(const String& name);
1622
1623        /** Removes all animations created using this SceneManager. */
1624        virtual void destroyAllAnimations(void);
1625
1626        /** Create an AnimationState object for managing application of animations.
1627        @remarks
1628            You can create Animation objects for animating SceneNode obejcts using the
1629            createAnimation method. However, in order to actually apply those animations
1630            you have to call methods on Node and Animation in a particular order (namely
1631            Node::resetToInitialState and Animation::apply). To make this easier and to
1632            help track the current time position of animations, the AnimationState object
1633            is provided. </p>
1634            So if you don't want to control animation application manually, call this method,
1635            update the returned object as you like every frame and let SceneManager apply
1636            the animation state for you.
1637        @par
1638            Remember, AnimationState objects are disabled by default at creation time.
1639            Turn them on when you want them using their setEnabled method.
1640        @par
1641            Note that any SceneNode affected by this automatic animation will have it's state
1642            reset to it's initial position before application of the animation. Unless specifically
1643            modified using Node::setInitialState the Node assumes it's initial state is at the
1644            origin. If you want the base state of the SceneNode to be elsewhere, make your changes
1645            to the node using the standard transform methods, then call setInitialState to
1646            'bake' this reference position into the node.
1647        @param animName The name of an animation created already with createAnimation.
1648        */
1649        virtual AnimationState* createAnimationState(const String& animName);
1650
1651        /** Retrieves animation state as previously created using createAnimationState */
1652        virtual AnimationState* getAnimationState(const String& animName);
1653
1654        /** Destroys an AnimationState.
1655        @remarks
1656            You should ensure that none of your code is referencing this animation
1657            state object since the memory will be freed.
1658        */
1659        virtual void destroyAnimationState(const String& name);
1660
1661        /** Removes all animation states created using this SceneManager. */
1662        virtual void destroyAllAnimationStates(void);
1663
1664        /** Manual rendering method, for advanced users only.
1665        @remarks
1666            This method allows you to send rendering commands through the pipeline on
1667            demand, bypassing OGRE's normal world processing. You should only use this if you
1668            really know what you're doing; OGRE does lots of things for you that you really should
1669            let it do. However, there are times where it may be useful to have this manual interface,
1670            for example overlaying something on top of the scene rendered by OGRE.
1671        @par
1672            Because this is an instant rendering method, timing is important. The best
1673            time to call it is from a RenderTargetListener event handler.
1674        @par
1675            Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use.
1676            Calling it regularly per frame will cause frame rate drops!
1677        @param rend A RenderOperation object describing the rendering op
1678        @param pass The Pass to use for this render
1679        @param vp Pointer to the viewport to render to
1680        @param worldMatrix The transform to apply from object to world space
1681        @param viewMatrix The transform to apply from world to view space
1682        @param projMatrix The transform to apply from view to screen space
1683        @param doBeginEndFrame If true, beginFrame() and endFrame() are called,
1684            otherwise not. You should leave this as false if you are calling
1685            this within the main render loop.
1686        */
1687        virtual void manualRender(RenderOperation* rend, Pass* pass, Viewport* vp,
1688            const Matrix4& worldMatrix, const Matrix4& viewMatrix, const Matrix4& projMatrix,
1689            bool doBeginEndFrame = false) ;
1690
1691        /** Retrieves the internal render queue, for advanced users only.
1692        @remarks
1693            The render queue is mainly used internally to manage the scene object
1694                        rendering queue, it also exports some methods to allow advanced users
1695                        to configure the behavior of rendering process.
1696            Most methods provided by RenderQueue are supposed to be used
1697                        internally only, you should reference to the RenderQueue API for
1698                        more information. Do not access this directly unless you know what
1699                        you are doing.
1700        */
1701        virtual RenderQueue* getRenderQueue(void);
1702
1703        /** Registers a new RenderQueueListener which will be notified when render queues
1704            are processed.
1705        */
1706        virtual void addRenderQueueListener(RenderQueueListener* newListener);
1707
1708        /** Removes a listener previously added with addRenderQueueListener. */
1709        virtual void removeRenderQueueListener(RenderQueueListener* delListener);
1710
1711                /** Adds an item to the 'special case' render queue list.
1712                @remarks
1713                        Normally all render queues are rendered, in their usual sequence,
1714                        only varying if a RenderQueueListener nominates for the queue to be
1715                        repeated or skipped. This method allows you to add a render queue to
1716                        a 'special case' list, which varies the behaviour. The effect of this
1717                        list depends on the 'mode' in which this list is in, which might be
1718                        to exclude these render queues, or to include them alone (excluding
1719                        all other queues). This allows you to perform broad selective
1720                        rendering without requiring a RenderQueueListener.
1721                @param qid The identifier of the queue which should be added to the
1722                        special case list. Nothing happens if the queue is already in the list.
1723                */
1724                virtual void addSpecialCaseRenderQueue(uint8 qid);
1725                /** Removes an item to the 'special case' render queue list.
1726                @see SceneManager::addSpecialCaseRenderQueue
1727                @param qid The identifier of the queue which should be removed from the
1728                        special case list. Nothing happens if the queue is not in the list.
1729                */
1730                virtual void removeSpecialCaseRenderQueue(uint8 qid);
1731                /** Clears the 'special case' render queue list.
1732                @see SceneManager::addSpecialCaseRenderQueue
1733                */
1734                virtual void clearSpecialCaseRenderQueues(void);
1735                /** Sets the way the special case render queue list is processed.
1736                @see SceneManager::addSpecialCaseRenderQueue
1737                @param mode The mode of processing
1738                */
1739                virtual void setSpecialCaseRenderQueueMode(SpecialCaseRenderQueueMode mode);
1740                /** Gets the way the special case render queue list is processed. */
1741                virtual SpecialCaseRenderQueueMode getSpecialCaseRenderQueueMode(void);
1742                /** Returns whether or not the named queue will be rendered based on the
1743                        current 'special case' render queue list and mode.
1744                @see SceneManager::addSpecialCaseRenderQueue
1745                @param qid The identifier of the queue which should be tested
1746                @returns true if the queue will be rendered, false otherwise
1747                */
1748                virtual bool isRenderQueueToBeProcessed(uint8 qid);
1749
1750                /** Sets the render queue that the world geometry (if any) this SceneManager
1751                        renders will be associated with.
1752                @remarks
1753                        SceneManagers which provide 'world geometry' should place it in a
1754                        specialised render queue in order to make it possible to enable /
1755                        disable it easily using the addSpecialCaseRenderQueue method. Even
1756                        if the SceneManager does not use the render queues to render the
1757                        world geometry, it should still pick a queue to represent it's manual
1758                        rendering, and check isRenderQueueToBeProcessed before rendering.
1759                @note
1760                        Setting this may not affect the actual ordering of rendering the
1761                        world geometry, if the world geometry is being rendered manually
1762                        by the SceneManager. If the SceneManager feeds world geometry into
1763                        the queues, however, the ordering will be affected.
1764                */
1765                virtual void setWorldGeometryRenderQueue(uint8 qid);
1766                /** Gets the render queue that the world geometry (if any) this SceneManager
1767                        renders will be associated with.
1768                @remarks
1769                        SceneManagers which provide 'world geometry' should place it in a
1770                        specialised render queue in order to make it possible to enable /
1771                        disable it easily using the addSpecialCaseRenderQueue method. Even
1772                        if the SceneManager does not use the render queues to render the
1773                        world geometry, it should still pick a queue to represent it's manual
1774                        rendering, and check isRenderQueueToBeProcessed before rendering.
1775                */
1776                virtual uint8 getWorldGeometryRenderQueue(void);
1777
1778                /** Allows all bounding boxes of scene nodes to be displayed. */
1779                virtual void showBoundingBoxes(bool bShow);
1780
1781                /** Returns if all bounding boxes of scene nodes are to be displayed */
1782                virtual bool getShowBoundingBoxes() const;
1783
1784        /** Internal method for notifying the manager that a SceneNode is autotracking. */
1785        virtual void _notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack);
1786
1787       
1788        /** Creates an AxisAlignedBoxSceneQuery for this scene manager.
1789        @remarks
1790            This method creates a new instance of a query object for this scene manager,
1791            for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery
1792            for full details.
1793        @par
1794            The instance returned from this method must be destroyed by calling
1795            SceneManager::destroyQuery when it is no longer required.
1796        @param box Details of the box which describes the region for this query.
1797        @param mask The query mask to apply to this query; can be used to filter out
1798            certain objects; see SceneQuery for details.
1799        */
1800        virtual AxisAlignedBoxSceneQuery*
1801            createAABBQuery(const AxisAlignedBox& box, unsigned long mask = 0xFFFFFFFF);
1802        /** Creates a SphereSceneQuery for this scene manager.
1803        @remarks
1804            This method creates a new instance of a query object for this scene manager,
1805            for a spherical region. See SceneQuery and SphereSceneQuery
1806            for full details.
1807        @par
1808            The instance returned from this method must be destroyed by calling
1809            SceneManager::destroyQuery when it is no longer required.
1810        @param sphere Details of the sphere which describes the region for this query.
1811        @param mask The query mask to apply to this query; can be used to filter out
1812            certain objects; see SceneQuery for details.
1813        */
1814        virtual SphereSceneQuery*
1815            createSphereQuery(const Sphere& sphere, unsigned long mask = 0xFFFFFFFF);
1816        /** Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.
1817        @remarks
1818        This method creates a new instance of a query object for this scene manager,
1819        for a region enclosed by a set of planes (normals pointing inwards).
1820        See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details.
1821        @par
1822        The instance returned from this method must be destroyed by calling
1823        SceneManager::destroyQuery when it is no longer required.
1824        @param volumes Details of the volumes which describe the region for this query.
1825        @param mask The query mask to apply to this query; can be used to filter out
1826        certain objects; see SceneQuery for details.
1827        */
1828        virtual PlaneBoundedVolumeListSceneQuery*
1829            createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes, unsigned long mask = 0xFFFFFFFF);
1830
1831
1832        /** Creates a RaySceneQuery for this scene manager.
1833        @remarks
1834            This method creates a new instance of a query object for this scene manager,
1835            looking for objects which fall along a ray. See SceneQuery and RaySceneQuery
1836            for full details.
1837        @par
1838            The instance returned from this method must be destroyed by calling
1839            SceneManager::destroyQuery when it is no longer required.
1840        @param ray Details of the ray which describes the region for this query.
1841        @param mask The query mask to apply to this query; can be used to filter out
1842            certain objects; see SceneQuery for details.
1843        */
1844        virtual RaySceneQuery*
1845            createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF);
1846        //PyramidSceneQuery* createPyramidQuery(const Pyramid& p, unsigned long mask = 0xFFFFFFFF);
1847        /** Creates an IntersectionSceneQuery for this scene manager.
1848        @remarks
1849            This method creates a new instance of a query object for locating
1850            intersecting objects. See SceneQuery and IntersectionSceneQuery
1851            for full details.
1852        @par
1853            The instance returned from this method must be destroyed by calling
1854            SceneManager::destroyQuery when it is no longer required.
1855        @param mask The query mask to apply to this query; can be used to filter out
1856            certain objects; see SceneQuery for details.
1857        */
1858        virtual IntersectionSceneQuery*
1859            createIntersectionQuery(unsigned long mask = 0xFFFFFFFF);
1860
1861        /** Destroys a scene query of any type. */
1862        virtual void destroyQuery(SceneQuery* query);
1863
1864        typedef MapIterator<CameraList> CameraIterator;
1865        typedef MapIterator<AnimationList> AnimationIterator;
1866
1867        /** Returns a specialised MapIterator over all cameras in the scene. */
1868        CameraIterator getCameraIterator(void) {
1869            return CameraIterator(mCameras.begin(), mCameras.end());
1870        }
1871        /** Returns a specialised MapIterator over all animations in the scene. */
1872        AnimationIterator getAnimationIterator(void) {
1873            return AnimationIterator(mAnimationsList.begin(), mAnimationsList.end());
1874        }
1875        /** Returns a specialised MapIterator over all animation states in the scene. */
1876        AnimationStateIterator getAnimationStateIterator(void) {
1877            return mAnimationStates.getAnimationStateIterator();
1878        }
1879
1880        /** Sets the general shadow technique to be used in this scene.
1881        @remarks   
1882            There are multiple ways to generate shadows in a scene, and each has
1883            strengths and weaknesses.
1884            <ul><li>Stencil-based approaches can be used to
1885            draw very long, extreme shadows without loss of precision and the 'additive'
1886            version can correctly show the shadowing of complex effects like bump mapping
1887            because they physically exclude the light from those areas. However, the edges
1888            are very sharp and stencils cannot handle transparency, and they involve a
1889            fair amount of CPU work in order to calculate the shadow volumes, especially
1890            when animated objects are involved.</li>
1891            <li>Texture-based approaches are good for handling transparency (they can, for
1892            example, correctly shadow a mesh which uses alpha to represent holes), and they
1893            require little CPU overhead, and can happily shadow geometry which is deformed
1894            by a vertex program, unlike stencil shadows. However, they have a fixed precision
1895            which can introduce 'jaggies' at long range and have fillrate issues of their own.</li>
1896            </ul>
1897        @par
1898            We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one
1899            simple decal approach. The 2 stencil approaches differ in the amount of multipass work
1900            that is required - the modulative approach simply 'darkens' areas in shadow after the
1901            main render, which is the least expensive, whilst the additive approach has to perform
1902            a render per light and adds the cumulative effect, whcih is more expensive but more
1903            accurate. The texture based shadows both work in roughly the same way, the only difference is
1904            that the shadowmap approach is slightly more accurate, but requires a more recent
1905            graphics card.
1906        @par
1907            Note that because mixing many shadow techniques can cause problems, only one technique
1908            is supported at once. Also, you should call this method at the start of the
1909            scene setup.
1910        @param technique The shadowing technique to use for the scene.
1911        */
1912        virtual void setShadowTechnique(ShadowTechnique technique);
1913       
1914        /** Gets the current shadow technique. */
1915        virtual ShadowTechnique getShadowTechnique(void) const { return mShadowTechnique; }
1916
1917        /** Enables / disables the rendering of debug information for shadows. */
1918        virtual void setShowDebugShadows(bool debug) { mDebugShadows = debug; }
1919        /** Are debug shadows shown? */
1920        virtual bool getShowDebugShadows(void ) const { return mDebugShadows; }
1921
1922        /** Set the colour used to modulate areas in shadow.
1923        @remarks This is only applicable for shadow techniques which involve
1924            darkening the area in shadow, as opposed to masking out the light.
1925            This colour provided is used as a modulative value to darken the
1926            areas.
1927        */
1928        virtual void setShadowColour(const ColourValue& colour);
1929        /** Get the colour used to modulate areas in shadow.
1930        @remarks This is only applicable for shadow techniques which involve
1931        darkening the area in shadow, as opposed to masking out the light.
1932        This colour provided is used as a modulative value to darken the
1933        areas.
1934        */
1935        virtual const ColourValue& getShadowColour(void) const;
1936        /** Sets the distance a shadow volume is extruded for a directional light.
1937        @remarks
1938            Although directional lights are essentially infinite, there are many
1939            reasons to limit the shadow extrusion distance to a finite number,
1940            not least of which is compatibility with older cards (which do not
1941            support infinite positions), and shadow caster elimination.
1942        @par
1943            The default value is 10,000 world units. This does not apply to
1944            point lights or spotlights, since they extrude up to their
1945            attenuation range.
1946        */
1947        virtual void setShadowDirectionalLightExtrusionDistance(Real dist);
1948        /** Gets the distance a shadow volume is extruded for a directional light.
1949        */
1950        virtual Real getShadowDirectionalLightExtrusionDistance(void) const;
1951        /** Sets the maximum distance away from the camera that shadows
1952        will be visible.
1953        @remarks
1954        Shadow techniques can be expensive, therefore it is a good idea
1955        to limit them to being rendered close to the camera if possible,
1956        and to skip the expense of rendering shadows for distance objects.
1957        This method allows you to set the distance at which shadows will no
1958        longer be rendered.
1959        @note
1960        Each shadow technique can interpret this subtely differently.
1961        For example, one technique may use this to eliminate casters,
1962        another might use it to attenuate the shadows themselves.
1963        You should tweak this value to suit your chosen shadow technique
1964        and scene setup.
1965        */
1966        virtual void setShadowFarDistance(Real distance);
1967        /** Gets the maximum distance away from the camera that shadows
1968        will be visible.
1969        */
1970        virtual Real getShadowFarDistance(void) const
1971        { return mShadowFarDist; }
1972
1973                /** Sets the maximum size of the index buffer used to render shadow
1974                        primitives.
1975                @remarks
1976                        This method allows you to tweak the size of the index buffer used
1977                        to render shadow primitives (including stencil shadow volumes). The
1978                        default size is 51,200 entries, which is 100k of GPU memory, or
1979                        enough to render approximately 17,000 triangles. You can reduce this
1980                        as long as you do not have any models / world geometry chunks which
1981                        could require more than the amount you set.
1982                @par
1983                        The maximum number of triangles required to render a single shadow
1984                        volume (including light and dark caps when needed) will be 3x the
1985                        number of edges on the light silhouette, plus the number of
1986                        light-facing triangles. On average, half the
1987                        triangles will be facing toward the light, but the number of
1988                        triangles in the silhouette entirely depends on the mesh -
1989                        angular meshes will have a higher silhouette tris/mesh tris
1990                        ratio than a smooth mesh. You can estimate the requirements for
1991                        your particular mesh by rendering it alone in a scene with shadows
1992                        enabled and a single light - rotate it or the light and make a note
1993                        of how high the triangle count goes (remembering to subtract the
1994                        mesh triangle count)
1995                @param size The number of indexes; divide this by 3 to determine the
1996                        number of triangles.
1997                */
1998                virtual void setShadowIndexBufferSize(size_t size);
1999        /// Get the size of the shadow index buffer
2000                virtual size_t getShadowIndexBufferSize(void) const
2001                { return mShadowIndexBufferSize; }
2002        /** Set the size of the texture used for texture-based shadows.
2003        @remarks
2004            The larger the shadow texture, the better the detail on
2005            texture based shadows, but obviously this takes more memory.
2006            The default size is 512. Sizes must be a power of 2.
2007        */
2008        virtual void setShadowTextureSize(unsigned short size);
2009        /// Get the size of the texture used for texture based shadows
2010        unsigned short getShadowTextureSize(void) const {return mShadowTextureSize; }
2011        /** Set the pixel format of the textures used for texture-based shadows.
2012        @remarks
2013                        By default, a colour texture is used (PF_X8R8G8B8) for texture shadows,
2014                        but if you want to use more advanced texture shadow types you can
2015                        alter this. If you do, you will have to also call
2016                        setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
2017                        to provide shader-based materials to use these customised shadow
2018                        texture formats.
2019        */
2020        virtual void setShadowTexturePixelFormat(PixelFormat fmt);
2021        /// Get the format of the textures used for texture based shadows
2022        PixelFormat getShadowTexturePixelFormat(void) const {return mShadowTextureFormat; }
2023        /** Set the number of textures allocated for texture-based shadows.
2024        @remarks
2025            The default number of textures assigned to deal with texture based
2026            shadows is 1; however this means you can only have one light casting
2027            shadows at the same time. You can increase this number in order to
2028            make this more flexible, but be aware of the texture memory it will use.
2029        */
2030        virtual void setShadowTextureCount(unsigned short count);
2031        /// Get the number of the textures allocated for texture based shadows
2032        unsigned short getShadowTextureCount(void) const {return mShadowTextureCount; }
2033        /** Sets the size and count of textures used in texture-based shadows.
2034        @remarks
2035            @see setShadowTextureSize and setShadowTextureCount for details, this
2036            method just allows you to change both at once, which can save on
2037            reallocation if the textures have already been created.
2038        */
2039        virtual void setShadowTextureSettings(unsigned short size, unsigned short count,
2040                        PixelFormat fmt = PF_X8R8G8B8);
2041        /** Sets the proportional distance which a texture shadow which is generated from a
2042            directional light will be offset into the camera view to make best use of texture space.
2043        @remarks
2044            When generating a shadow texture from a directional light, an approximation is used
2045            since it is not possible to render the entire scene to one texture.
2046            The texture is projected onto an area centred on the camera, and is
2047            the shadow far distance * 2 in length (it is square). This wastes
2048            a lot of texture space outside the frustum though, so this offset allows
2049            you to move the texture in front of the camera more. However, be aware
2050            that this can cause a little shadow 'jittering' during rotation, and
2051            that if you move it too far then you'll start to get artefacts close
2052            to the camera. The value is represented as a proportion of the shadow
2053            far distance, and the default is 0.6.
2054        */
2055        virtual void setShadowDirLightTextureOffset(Real offset) { mShadowTextureOffset = offset;}
2056        /** Sets the proportional distance at which texture shadows begin to fade out.
2057        @remarks
2058            To hide the edges where texture shadows end (in directional lights)
2059            Ogre will fade out the shadow in the distance. This value is a proportional
2060            distance of the entire shadow visibility distance at which the shadow
2061            begins to fade out. The default is 0.7
2062        */
2063        virtual void setShadowTextureFadeStart(Real fadeStart)
2064        { mShadowTextureFadeStart = fadeStart; }
2065        /** Sets the proportional distance at which texture shadows finish to fading out.
2066        @remarks
2067        To hide the edges where texture shadows end (in directional lights)
2068        Ogre will fade out the shadow in the distance. This value is a proportional
2069        distance of the entire shadow visibility distance at which the shadow
2070        is completely invisible. The default is 0.9.
2071        */
2072        virtual void setShadowTextureFadeEnd(Real fadeEnd)
2073        { mShadowTextureFadeEnd = fadeEnd; }
2074
2075                /** Sets whether or not texture shadows should attempt to self-shadow.
2076                @remarks
2077                        The default implementation of texture shadows uses a fixed-function
2078                        colour texture projection approach for maximum compatibility, and
2079                        as such cannot support self-shadowing. However, if you decide to
2080                        implement a more complex shadowing technique using the
2081                        setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
2082                        there is a possibility you may be able to support
2083                        self-shadowing (e.g by implementing a shader-based shadow map). In
2084                        this case you might want to enable this option.
2085                @param selfShadow Whether to attempt self-shadowing with texture shadows
2086                */
2087                virtual void setShadowTextureSelfShadow(bool selfShadow);
2088
2089                /// Gets whether or not texture shadows attempt to self-shadow.
2090                virtual bool getShadowTextureSelfShadow(void) const
2091                { return mShadowTextureSelfShadow; }
2092                /** Sets the default material to use for rendering shadow casters.
2093                @remarks
2094                        By default shadow casters are rendered into the shadow texture using
2095                        an automatically generated fixed-function pass. This allows basic
2096                        projective texture shadows, but it's possible to use more advanced
2097                        shadow techniques by overriding the caster and receiver materials, for
2098                        example providing vertex and fragment programs to implement shadow
2099                        maps.
2100                @par
2101                        You can rely on the ambient light in the scene being set to the
2102                        requested texture shadow colour, if that's useful.
2103                @note
2104                        Individual objects may also override the vertex program in
2105                        your default material if their materials include
2106                        shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref
2107                        entries, so if you use both make sure they are compatible.
2108                @note
2109                        Only a single pass is allowed in your material, although multiple
2110                        techniques may be used for hardware fallback.
2111                */
2112                virtual void setShadowTextureCasterMaterial(const String& name);
2113                /** Sets the default material to use for rendering shadow receivers.
2114                @remarks
2115                        By default shadow receivers are rendered as a post-pass using basic
2116                        modulation. This allows basic projective texture shadows, but it's
2117                        possible to use more advanced shadow techniques by overriding the
2118                        caster and receiver materials, for example providing vertex and
2119                        fragment programs to implement shadow maps.
2120                @par
2121                        You can rely on texture unit 0 containing the shadow texture, and
2122                        for the unit to be set to use projective texturing from the light
2123                        (only useful if you're using fixed-function, which is unlikely;
2124                        otherwise you should rely on the texture_viewproj_matrix auto binding)
2125                @note
2126                        Individual objects may also override the vertex program in
2127                        your default material if their materials include
2128                        shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref
2129                        entries, so if you use both make sure they are compatible.
2130                @note
2131                        Only a single pass is allowed in your material, although multiple
2132                        techniques may be used for hardware fallback.
2133                */
2134                virtual void setShadowTextureReceiverMaterial(const String& name);
2135
2136                /** Sets whether we should use an inifinite camera far plane
2137                        when rendering stencil shadows.
2138                @remarks
2139                        Stencil shadow coherency is very reliant on the shadow volume
2140                        not being clipped by the far plane. If this clipping happens, you
2141                        get a kind of 'negative' shadow effect. The best way to achieve
2142                        coherency is to move the far plane of the camera out to infinity,
2143                        thus preventing the far plane from clipping the shadow volumes.
2144                        When combined with vertex program extrusion of the volume to
2145                        infinity, which Ogre does when available, this results in very
2146                        robust shadow volumes. For this reason, when you enable stencil
2147                        shadows, Ogre automatically changes your camera settings to
2148                        project to infinity if the card supports it. You can disable this
2149                        behaviour if you like by calling this method; although you can
2150                        never enable infinite projection if the card does not support it.
2151                @par   
2152                        If you disable infinite projection, or it is not available,
2153                        you need to be far more careful with your light attenuation /
2154                        directional light extrusion distances to avoid clipping artefacts
2155                        at the far plane.
2156                @note
2157                        Recent cards will generally support infinite far plane projection.
2158                        However, we have found some cases where they do not, especially
2159                        on Direct3D. There is no standard capability we can check to
2160                        validate this, so we use some heuristics based on experience:
2161                        <UL>
2162                        <LI>OpenGL always seems to support it no matter what the card</LI>
2163                        <LI>Direct3D on non-vertex program capable systems (including
2164                        vertex program capable cards on Direct3D7) does not
2165                        support it</LI>
2166                        <LI>Direct3D on GeForce3 and GeForce4 Ti does not seem to support
2167                        infinite projection<LI>
2168                        </UL>
2169                        Therefore in the RenderSystem implementation, we may veto the use
2170                        of an infinite far plane based on these heuristics.
2171                */
2172        virtual void setShadowUseInfiniteFarPlane(bool enable) {
2173            mShadowUseInfiniteFarPlane = enable; }
2174
2175                /** Is there a stencil shadow based shadowing technique in use? */
2176                virtual bool isShadowTechniqueStencilBased(void) const
2177                { return (mShadowTechnique & SHADOWDETAILTYPE_STENCIL) != 0; }
2178                /** Is there a texture shadow based shadowing technique in use? */
2179                virtual bool isShadowTechniqueTextureBased(void) const
2180                { return (mShadowTechnique & SHADOWDETAILTYPE_TEXTURE) != 0; }
2181                /** Is there a modulative shadowing technique in use? */
2182                virtual bool isShadowTechniqueModulative(void) const
2183                { return (mShadowTechnique & SHADOWDETAILTYPE_MODULATIVE) != 0; }
2184                /** Is there an additive shadowing technique in use? */
2185                virtual bool isShadowTechniqueAdditive(void) const
2186                { return (mShadowTechnique & SHADOWDETAILTYPE_ADDITIVE) != 0; }
2187                /** Is there any shadowing technique in use? */
2188                virtual bool isShadowTechniqueInUse(void) const
2189                { return mShadowTechnique != SHADOWTYPE_NONE; }
2190
2191                /** Add a shadow listener which will get called back on shadow
2192                        events.
2193                */
2194                virtual void addShadowListener(ShadowListener* s);
2195                /** Remove a shadow listener
2196                */
2197                virtual void removeShadowListener(ShadowListener* s);
2198
2199                /** Creates a StaticGeometry instance suitable for use with this
2200                        SceneManager.
2201                @remarks
2202                        StaticGeometry is a way of batching up geometry into a more
2203                        efficient form at the expense of being able to move it. Please
2204                        read the StaticGeometry class documentation for full information.
2205                @param name The name to give the new object
2206                @returns The new StaticGeometry instance
2207                */
2208                virtual StaticGeometry* createStaticGeometry(const String& name);
2209                /** Retrieve a previously created StaticGeometry instance. */
2210                virtual StaticGeometry* getStaticGeometry(const String& name) const;
2211                /** Remove & destroy a StaticGeometry instance. */
2212                virtual void destroyStaticGeometry(StaticGeometry* geom);
2213                /** Remove & destroy a StaticGeometry instance. */
2214                virtual void destroyStaticGeometry(const String& name);
2215                /** Remove & destroy all StaticGeometry instances. */
2216                virtual void destroyAllStaticGeometry(void);
2217
2218
2219                /** Create a movable object of the type specified.
2220                @remarks
2221                        This is the generalised form of MovableObject creation where you can
2222                        create a MovableObject of any specialised type generically, including
2223                        any new types registered using plugins.
2224                @param name The name to give the object. Must be unique within type.
2225                @param typeName The type of object to create
2226                @param params Optional name/value pair list to give extra parameters to
2227                        the created object.
2228                */
2229                virtual MovableObject* createMovableObject(const String& name,
2230                        const String& typeName, const NameValuePairList* params = 0);
2231                /** Destroys a MovableObject with the name specified, of the type specified.
2232                @remarks
2233                        The MovableObject will automatically detach itself from any nodes
2234                        on destruction.
2235                */
2236                virtual void destroyMovableObject(const String& name, const String& typeName);
2237                /** Destroys a MovableObject.
2238                @remarks
2239                        The MovableObject will automatically detach itself from any nodes
2240                        on destruction.
2241                */
2242                virtual void destroyMovableObject(MovableObject* m);
2243                /** Destroy all MovableObjects of a given type. */
2244                virtual void destroyAllMovableObjectsByType(const String& typeName);
2245                /** Destroy all MovableObjects. */
2246                virtual void destroyAllMovableObjects(void);
2247                /** Get a reference to a previously created MovableObject. */
2248                virtual MovableObject* getMovableObject(const String& name, const String& typeName);
2249                typedef MapIterator<MovableObjectMap> MovableObjectIterator;
2250                /** Get an iterator over all MovableObect instances of a given type. */
2251                virtual MovableObjectIterator getMovableObjectIterator(const String& typeName);
2252                /** Inject a MovableObject instance created externally.
2253                @remarks
2254                        This method 'injects' a MovableObject instance created externally into
2255                        the MovableObject instance registry held in the SceneManager. You
2256                        might want to use this if you have a MovableObject which you don't
2257                        want to register a factory for; for example a MovableObject which
2258                        cannot be generally constructed by clients.
2259                @note
2260                        It is important that the MovableObject has a unique name for the type,
2261                        and that its getMovableType() method returns a proper type name.
2262                */
2263                virtual void injectMovableObject(MovableObject* m);
2264                /** Extract a previously injected MovableObject.
2265                @remarks
2266                        Essentially this does the same as destroyMovableObject, but only
2267                        removes the instance from the internal lists, it does not attempt
2268                        to destroy it.
2269                */
2270                virtual void extractMovableObject(const String& name, const String& typeName);
2271                /** Extract a previously injected MovableObject.
2272                @remarks
2273                        Essentially this does the same as destroyMovableObject, but only
2274                        removes the instance from the internal lists, it does not attempt
2275                        to destroy it.
2276                */
2277                virtual void extractMovableObject(MovableObject* m);
2278                /** Extract all injected MovableObjects of a given type.
2279                @remarks
2280                        Essentially this does the same as destroyAllMovableObjectsByType,
2281                        but only removes the instances from the internal lists, it does not
2282                        attempt to destroy them.
2283                */
2284                virtual void extractAllMovableObjectsByType(const String& typeName);
2285
2286                /** Sets a mask which is bitwise 'and'ed with objects own visibility masks
2287                        to determine if the object is visible.
2288                */
2289                virtual void setVisibilityMask(uint32 vmask) { mVisibilityMask = vmask; }
2290
2291                /** Gets a mask which is bitwise 'and'ed with objects own visibility masks
2292                        to determine if the object is visible.
2293                */
2294                virtual uint32 getVisibilityMask(void) { return mVisibilityMask; }
2295
2296                /** Sets whether the SceneManager should search for visible objects, or
2297            whether they are being manually handled.
2298        @remarks
2299            This is an advanced function, you should not use this unless you know
2300            what you are doing.
2301                */
2302                virtual void setFindVisibleObjects(bool find) { mFindVisibleObjects = find; }
2303
2304                /** Gets whether the SceneManager should search for visible objects, or
2305            whether they are being manually handled.
2306                */
2307                virtual bool getFindVisibleObjects(void) { return mFindVisibleObjects; }
2308
2309                /** Render something as if it came from the current queue.
2310                        @param pass             Material pass to use for setting up this quad.
2311                        @param rend             Renderable to render
2312                 */
2313                virtual void _injectRenderWithPass(Pass *pass, Renderable *rend);
2314
2315                /** Indicates to the SceneManager whether it should suppress changing
2316                        the RenderSystem states when rendering objects.
2317                @remarks
2318                        This method allows you to tell the SceneManager not to change any
2319                        RenderSystem state until you tell it to. This method is only
2320                        intended for advanced use, don't use it if you're unsure of the
2321                        effect. The only RenderSystems calls made are to set the world
2322                        matrix for each object (note - view an projection matrices are NOT
2323                        SET - they are under your control) and to render the object; it is up to
2324                        the caller to do everything else, including enabling any vertex /
2325                        fragment programs and updating their parameter state, and binding
2326                        parameters to the RenderSystem.
2327                @note
2328                        Calling this implicitly disables shadow processing since no shadows
2329                        can be rendered without changing state.
2330                @param suppress If true, no RenderSystem state changes will be issued
2331                        until this method is called again with a parameter of false.
2332                */
2333                virtual void _suppressRenderStateChanges(bool suppress);
2334               
2335                /** Are render state changes suppressed?
2336                @see _suppressRenderStateChanges
2337                */
2338                virtual bool _areRenderStateChangesSuppressed(void) const
2339                { return mSuppressRenderStateChanges; }
2340
2341        /** Internal method for setting up the renderstate for a rendering pass.
2342            @param pass The Pass details to set.
2343                        @param evenIfSuppressed Sets the pass details even if render state
2344                                changes are suppressed; if you are using this to manually set state
2345                                when render state changes are suppressed, you should set this to
2346                                true.
2347            @returns
2348                A Pass object that was used instead of the one passed in, can
2349                happen when rendering shadow passes
2350        */
2351        virtual const Pass* _setPass(const Pass* pass, bool evenIfSuppressed = false);
2352
2353
2354                /** Indicates to the SceneManager whether it should suppress the
2355                        active shadow rendering technique until told otherwise.
2356                @remarks
2357                        This is a temporary alternative to setShadowTechnique to suppress
2358                        the rendering of shadows and forcing all processing down the
2359                        standard rendering path. This is intended for internal use only.
2360                @param suppress If true, no shadow rendering will occur until this
2361                        method is called again with a parameter of false.
2362                */
2363                virtual void _suppressShadows(bool suppress);
2364
2365                /** Are shadows suppressed?
2366                @see _suppressShadows
2367                */
2368                virtual bool _areShadowsSuppressed(void) const
2369                { return mSuppressShadows; }
2370
2371                /** Render the objects in a given queue group
2372                @remarks You should only call this from a RenderQueueInvocation implementation
2373                */
2374                virtual void _renderQueueGroupObjects(RenderQueueGroup* group,
2375                        QueuedRenderableCollection::OrganisationMode om);
2376
2377                /** Get the rendersystem subclass to which the output of this Scene Manager
2378                        gets sent
2379                */
2380                RenderSystem *getDestinationRenderSystem();
2381
2382
2383#ifdef GAMETOOLS_ILLUMINATION_MODULE
2384                public:
2385                        void prepareRenderQueue_Wrap(){this->prepareRenderQueue();}
2386#endif
2387
2388
2389    };
2390
2391    /** Default implementation of IntersectionSceneQuery. */
2392    class _OgreExport DefaultIntersectionSceneQuery :
2393        public IntersectionSceneQuery
2394    {
2395    public:
2396        DefaultIntersectionSceneQuery(SceneManager* creator);
2397        ~DefaultIntersectionSceneQuery();
2398
2399        /** See IntersectionSceneQuery. */
2400        void execute(IntersectionSceneQueryListener* listener);
2401    };
2402
2403    /** Default implementation of RaySceneQuery. */
2404        class _OgreExport DefaultRaySceneQuery : public RaySceneQuery
2405    {
2406    public:
2407        DefaultRaySceneQuery(SceneManager* creator);
2408        ~DefaultRaySceneQuery();
2409
2410        /** See RayScenQuery. */
2411        void execute(RaySceneQueryListener* listener);
2412    };
2413    /** Default implementation of SphereSceneQuery. */
2414        class _OgreExport DefaultSphereSceneQuery : public SphereSceneQuery
2415    {
2416    public:
2417        DefaultSphereSceneQuery(SceneManager* creator);
2418        ~DefaultSphereSceneQuery();
2419
2420        /** See SceneQuery. */
2421        void execute(SceneQueryListener* listener);
2422    };
2423    /** Default implementation of PlaneBoundedVolumeListSceneQuery. */
2424    class _OgreExport DefaultPlaneBoundedVolumeListSceneQuery : public PlaneBoundedVolumeListSceneQuery
2425    {
2426    public:
2427        DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator);
2428        ~DefaultPlaneBoundedVolumeListSceneQuery();
2429
2430        /** See SceneQuery. */
2431        void execute(SceneQueryListener* listener);
2432    };
2433    /** Default implementation of AxisAlignedBoxSceneQuery. */
2434        class _OgreExport DefaultAxisAlignedBoxSceneQuery : public AxisAlignedBoxSceneQuery
2435    {
2436    public:
2437        DefaultAxisAlignedBoxSceneQuery(SceneManager* creator);
2438        ~DefaultAxisAlignedBoxSceneQuery();
2439
2440        /** See RayScenQuery. */
2441        void execute(SceneQueryListener* listener);
2442    };
2443   
2444
2445        /// Bitmask containing scene types
2446        typedef uint16 SceneTypeMask;
2447
2448        /** Classification of a scene to allow a decision of what type of
2449        SceenManager to provide back to the application.
2450        */
2451        enum SceneType
2452        {
2453                ST_GENERIC = 1,
2454                ST_EXTERIOR_CLOSE = 2,
2455                ST_EXTERIOR_FAR = 4,
2456                ST_EXTERIOR_REAL_FAR = 8,
2457                ST_INTERIOR = 16
2458        };
2459
2460        /** Structure containing information about a scene manager. */
2461        struct SceneManagerMetaData
2462        {
2463                /// A globally unique string identifying the scene manager type
2464                String typeName;
2465                /// A text description of the scene manager
2466                String description;
2467                /// A mask describing which sorts of scenes this manager can handle
2468                SceneTypeMask sceneTypeMask;
2469                /// Flag indicating whether world geometry is supported
2470                bool worldGeometrySupported;
2471        };
2472
2473
2474
2475        /** Class which will create instances of a given SceneManager. */
2476        class _OgreExport SceneManagerFactory
2477        {
2478        protected:
2479                mutable SceneManagerMetaData mMetaData;
2480                mutable bool mMetaDataInit;
2481                /// Internal method to initialise the metadata, must be implemented
2482                virtual void initMetaData(void) const = 0;
2483        public:
2484                SceneManagerFactory() : mMetaDataInit(true) {}
2485                virtual ~SceneManagerFactory() {}
2486                /** Get information about the SceneManager type created by this factory. */
2487                virtual const SceneManagerMetaData& getMetaData(void) const
2488                {
2489                        if (mMetaDataInit)
2490                        {
2491                                initMetaData();
2492                                mMetaDataInit = false;
2493                        }
2494                        return mMetaData;
2495                }
2496                /** Create a new instance of a SceneManager.
2497                @remarks
2498                Don't call directly, use SceneManagerEnumerator::createSceneManager.
2499                */
2500                virtual SceneManager* createInstance(const String& instanceName) = 0;
2501                /** Destroy an instance of a SceneManager. */
2502                virtual void destroyInstance(SceneManager* instance) = 0;
2503
2504        };
2505
2506
2507
2508} // Namespace
2509
2510
2511
2512#endif
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