#include <OgreBspSceneManager.h>
Inheritance diagram for Ogre::BspSceneManager:
Public Types | |
typedef MapIterator< CameraList > | CameraIterator |
typedef MapIterator< AnimationList > | AnimationIterator |
typedef MapIterator< MovableObjectMap > | MovableObjectIterator |
enum | IlluminationRenderStage { IRS_NONE, IRS_RENDER_TO_TEXTURE, IRS_RENDER_RECEIVER_PASS } |
Describes the stage of rendering when performing complex illumination. More... | |
enum | SpecialCaseRenderQueueMode { SCRQM_INCLUDE, SCRQM_EXCLUDE } |
Enumeration of the possible modes allowed for processing the special case render queue list. More... | |
enum | PrefabType { PT_PLANE } |
Prefab shapes available without loading a model. More... | |
Public Member Functions | |
BspSceneManager (const String &name) | |
~BspSceneManager () | |
const String & | getTypeName (void) const |
| |
void | setWorldGeometry (const String &filename) |
Specialised from SceneManager to support Quake3 bsp files. | |
size_t | estimateWorldGeometry (const String &filename) |
Specialised from SceneManager to support Quake3 bsp files. | |
void | setWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK) |
Specialised from SceneManager to support Quake3 bsp files. | |
size_t | estimateWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK) |
Specialised from SceneManager to support Quake3 bsp files. | |
void | showNodeBoxes (bool show) |
Tells the manager whether to draw the axis-aligned boxes that surround nodes in the Bsp tree. | |
ViewPoint | getSuggestedViewpoint (bool random=false) |
Specialised to suggest viewpoints. | |
const BspLevelPtr & | getLevel (void) |
void | _findVisibleObjects (Camera *cam, bool onlyShadowCasters) |
Overriden from SceneManager. | |
void | _renderVisibleObjects (void) |
Overriden from SceneManager. | |
SceneNode * | createSceneNode (void) |
Creates a specialized BspSceneNode. | |
SceneNode * | createSceneNode (const String &name) |
Creates a specialized BspSceneNode. | |
void | _notifyObjectMoved (const MovableObject *mov, const Vector3 &pos) |
Internal method for tagging BspNodes with objects which intersect them. | |
void | _notifyObjectDetached (const MovableObject *mov) |
Internal method for notifying the level that an object has been detached from a node. | |
virtual RaySceneQuery * | createRayQuery (const Ray &ray, unsigned long mask=0xFFFFFFFF) |
Creates a RaySceneQuery for this scene manager. | |
virtual IntersectionSceneQuery * | createIntersectionQuery (unsigned long mask=0xFFFFFFFF) |
Creates an IntersectionSceneQuery for this scene manager. | |
const String & | getName (void) const |
Return the instance name of this SceneManager. | |
virtual Camera * | createCamera (const String &name) |
Creates a camera to be managed by this scene manager. | |
virtual Camera * | getCamera (const String &name) |
Retrieves a pointer to the named camera. | |
virtual void | destroyCamera (Camera *cam) |
Removes a camera from the scene. | |
virtual void | destroyCamera (const String &name) |
Removes a camera from the scene. | |
virtual void | destroyAllCameras (void) |
Removes (and destroys) all cameras from the scene. | |
virtual Light * | createLight (const String &name) |
Creates a light for use in the scene. | |
virtual Light * | getLight (const String &name) |
Returns a pointer to the named Light which has previously been added to the scene. | |
virtual void | destroyLight (const String &name) |
Removes the named light from the scene and destroys it. | |
virtual void | destroyLight (Light *light) |
Removes the light from the scene and destroys it based on a pointer. | |
virtual void | destroyAllLights (void) |
Removes and destroys all lights in the scene. | |
virtual void | _populateLightList (const Vector3 &position, Real radius, LightList &destList) |
Populate a light list with an ordered set of the lights which are closest to the position specified. | |
virtual void | destroySceneNode (const String &name) |
Destroys a SceneNode with a given name. | |
virtual SceneNode * | getRootSceneNode (void) const |
Gets the SceneNode at the root of the scene hierarchy. | |
virtual SceneNode * | getSceneNode (const String &name) const |
Retrieves a named SceneNode from the scene graph. | |
virtual Entity * | createEntity (const String &entityName, const String &meshName) |
Create an Entity (instance of a discrete mesh). | |
virtual Entity * | createEntity (const String &entityName, PrefabType ptype) |
Create an Entity (instance of a discrete mesh) from a range of prefab shapes. | |
virtual Entity * | getEntity (const String &name) |
Retrieves a pointer to the named Entity. | |
virtual void | destroyEntity (Entity *ent) |
Removes & destroys an Entity from the SceneManager. | |
virtual void | destroyEntity (const String &name) |
Removes & destroys an Entity from the SceneManager by name. | |
virtual void | destroyAllEntities (void) |
Removes & destroys all Entities. | |
virtual ManualObject * | createManualObject (const String &name) |
Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface. | |
virtual ManualObject * | getManualObject (const String &name) |
Retrieves a pointer to the named ManualObject. | |
virtual void | destroyManualObject (ManualObject *obj) |
Removes & destroys a ManualObject from the SceneManager. | |
virtual void | destroyManualObject (const String &name) |
Removes & destroys a ManualObject from the SceneManager. | |
virtual void | destroyAllManualObjects (void) |
Removes & destroys all ManualObjects from the SceneManager. | |
virtual BillboardChain * | createBillboardChain (const String &name) |
Create a BillboardChain, an object which you can use to render a linked chain of billboards. | |
virtual BillboardChain * | getBillboardChain (const String &name) |
Retrieves a pointer to the named BillboardChain. | |
virtual void | destroyBillboardChain (BillboardChain *obj) |
Removes & destroys a BillboardChain from the SceneManager. | |
virtual void | destroyBillboardChain (const String &name) |
Removes & destroys a BillboardChain from the SceneManager. | |
virtual void | destroyAllBillboardChains (void) |
Removes & destroys all BillboardChains from the SceneManager. | |
virtual RibbonTrail * | createRibbonTrail (const String &name) |
Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes. | |
virtual RibbonTrail * | getRibbonTrail (const String &name) |
Retrieves a pointer to the named RibbonTrail. | |
virtual void | destroyRibbonTrail (RibbonTrail *obj) |
Removes & destroys a RibbonTrail from the SceneManager. | |
virtual void | destroyRibbonTrail (const String &name) |
Removes & destroys a RibbonTrail from the SceneManager. | |
virtual void | destroyAllRibbonTrails (void) |
Removes & destroys all RibbonTrails from the SceneManager. | |
virtual ParticleSystem * | createParticleSystem (const String &name, const String &templateName) |
Creates a particle system based on a template. | |
virtual ParticleSystem * | createParticleSystem (const String &name, size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Create a blank particle system. | |
virtual ParticleSystem * | getParticleSystem (const String &name) |
Retrieves a pointer to the named ParticleSystem. | |
virtual void | destroyParticleSystem (ParticleSystem *obj) |
Removes & destroys a ParticleSystem from the SceneManager. | |
virtual void | destroyParticleSystem (const String &name) |
Removes & destroys a ParticleSystem from the SceneManager. | |
virtual void | destroyAllParticleSystems (void) |
Removes & destroys all ParticleSystems from the SceneManager. | |
void | setAmbientLight (const ColourValue &colour) |
Sets the ambient light level to be used for the scene. | |
const ColourValue & | getAmbientLight (void) const |
Returns the ambient light level to be used for the scene. | |
virtual bool | setOption (const String &strKey, const void *pValue) |
Method for setting a specific option of the Scene Manager. | |
virtual bool | getOption (const String &strKey, void *pDestValue) |
Method for getting the value of an implementation-specific Scene Manager option. | |
virtual bool | hasOption (const String &strKey) const |
Method for verifying wether the scene manager has an implementation-specific option. | |
virtual bool | getOptionValues (const String &strKey, StringVector &refValueList) |
Method for getting all possible values for a specific option. | |
virtual bool | getOptionKeys (StringVector &refKeys) |
Method for getting all the implementation-specific options of the scene manager. | |
virtual void | _updateSceneGraph (Camera *cam) |
Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. | |
virtual void | _applySceneAnimations (void) |
Internal method for applying animations to scene nodes. | |
virtual void | _renderScene (Camera *camera, Viewport *vp, bool includeOverlays) |
Prompts the class to send its contents to the renderer. | |
virtual void | _queueSkiesForRendering (Camera *cam) |
Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome. | |
virtual void | _setDestinationRenderSystem (RenderSystem *sys) |
Notifies the scene manager of its destination render system. | |
virtual void | setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, bool drawFirst=true, Real bow=0, int xsegments=1, int ysegments=1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky plane' i.e. | |
virtual bool | isSkyPlaneEnabled (void) const |
Return whether a key plane is enabled. | |
virtual SceneNode * | getSkyPlaneNode (void) |
Get the sky plane node, if enabled. | |
virtual SceneManager::SkyPlaneGenParameters | getSkyPlaneGenParameters (void) const |
Get the parameters used to construct the SkyPlane, if any *. | |
virtual void | setSkyBox (bool enable, const String &materialName, Real distance=5000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky box' i.e. | |
virtual bool | isSkyBoxEnabled (void) const |
Return whether a skybox is enabled. | |
virtual SceneNode * | getSkyBoxNode (void) const |
Get the skybox node, if enabled. | |
virtual SceneManager::SkyBoxGenParameters | getSkyBoxGenParameters (void) const |
Get the parameters used to generate the current SKyBox, if any. | |
virtual void | setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, int xsegments=16, int ysegments=16, int ysegments_keep=-1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky dome' i.e. | |
virtual bool | isSkyDomeEnabled (void) const |
Return whether a skydome is enabled. | |
virtual SceneNode * | getSkyDomeNode (void) |
Get the sky dome node, if enabled. | |
virtual SceneManager::SkyDomeGenParameters | getSkyDomeGenParameters (void) const |
Get the parameters used to generate the current SkyDome, if any. | |
void | setFog (FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001, Real linearStart=0.0, Real linearEnd=1.0) |
Sets the fogging mode applied to the scene. | |
virtual FogMode | getFogMode (void) const |
Returns the fog mode for the scene. | |
virtual const ColourValue & | getFogColour (void) const |
Returns the fog colour for the scene. | |
virtual Real | getFogStart (void) const |
Returns the fog start distance for the scene. | |
virtual Real | getFogEnd (void) const |
Returns the fog end distance for the scene. | |
virtual Real | getFogDensity (void) const |
Returns the fog density for the scene. | |
virtual BillboardSet * | createBillboardSet (const String &name, unsigned int poolSize=20) |
Creates a new BillboardSet for use with this scene manager. | |
virtual BillboardSet * | getBillboardSet (const String &name) |
Retrieves a pointer to the named BillboardSet. | |
virtual void | destroyBillboardSet (BillboardSet *set) |
Removes & destroys an BillboardSet from the SceneManager. | |
virtual void | destroyBillboardSet (const String &name) |
Removes & destroys an BillboardSet from the SceneManager by name. | |
virtual void | destroyAllBillboardSets (void) |
Removes & destroys all BillboardSets. | |
virtual void | setDisplaySceneNodes (bool display) |
Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene. | |
virtual bool | getDisplaySceneNodes (void) const |
Returns true if all scene nodes axis are to be displayed. | |
virtual Animation * | createAnimation (const String &name, Real length) |
Creates an animation which can be used to animate scene nodes. | |
virtual Animation * | getAnimation (const String &name) const |
Looks up an Animation object previously created with createAnimation. | |
virtual void | destroyAnimation (const String &name) |
Destroys an Animation. | |
virtual void | destroyAllAnimations (void) |
Removes all animations created using this SceneManager. | |
virtual AnimationState * | createAnimationState (const String &animName) |
Create an AnimationState object for managing application of animations. | |
virtual AnimationState * | getAnimationState (const String &animName) |
Retrieves animation state as previously created using createAnimationState. | |
virtual void | destroyAnimationState (const String &name) |
Destroys an AnimationState. | |
virtual void | destroyAllAnimationStates (void) |
Removes all animation states created using this SceneManager. | |
virtual void | manualRender (RenderOperation *rend, Pass *pass, Viewport *vp, const Matrix4 &worldMatrix, const Matrix4 &viewMatrix, const Matrix4 &projMatrix, bool doBeginEndFrame=false) |
Manual rendering method, for advanced users only. | |
virtual RenderQueue * | getRenderQueue (void) |
Retrieves the internal render queue, for advanced users only. | |
virtual void | addRenderQueueListener (RenderQueueListener *newListener) |
Registers a new RenderQueueListener which will be notified when render queues are processed. | |
virtual void | removeRenderQueueListener (RenderQueueListener *delListener) |
Removes a listener previously added with addRenderQueueListener. | |
virtual void | addSpecialCaseRenderQueue (uint8 qid) |
Adds an item to the 'special case' render queue list. | |
virtual void | removeSpecialCaseRenderQueue (uint8 qid) |
Removes an item to the 'special case' render queue list. | |
virtual void | clearSpecialCaseRenderQueues (void) |
Clears the 'special case' render queue list. | |
virtual void | setSpecialCaseRenderQueueMode (SpecialCaseRenderQueueMode mode) |
Sets the way the special case render queue list is processed. | |
virtual SpecialCaseRenderQueueMode | getSpecialCaseRenderQueueMode (void) |
Gets the way the special case render queue list is processed. | |
virtual bool | isRenderQueueToBeProcessed (uint8 qid) |
Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode. | |
virtual void | setWorldGeometryRenderQueue (uint8 qid) |
Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with. | |
virtual uint8 | getWorldGeometryRenderQueue (void) |
Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with. | |
virtual void | showBoundingBoxes (bool bShow) |
Allows all bounding boxes of scene nodes to be displayed. | |
virtual bool | getShowBoundingBoxes () const |
Returns if all bounding boxes of scene nodes are to be displayed. | |
virtual void | _notifyAutotrackingSceneNode (SceneNode *node, bool autoTrack) |
Internal method for notifying the manager that a SceneNode is autotracking. | |
virtual AxisAlignedBoxSceneQuery * | createAABBQuery (const AxisAlignedBox &box, unsigned long mask=0xFFFFFFFF) |
Creates an AxisAlignedBoxSceneQuery for this scene manager. | |
virtual SphereSceneQuery * | createSphereQuery (const Sphere &sphere, unsigned long mask=0xFFFFFFFF) |
Creates a SphereSceneQuery for this scene manager. | |
virtual PlaneBoundedVolumeListSceneQuery * | createPlaneBoundedVolumeQuery (const PlaneBoundedVolumeList &volumes, unsigned long mask=0xFFFFFFFF) |
Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. | |
virtual void | destroyQuery (SceneQuery *query) |
Destroys a scene query of any type. | |
CameraIterator | getCameraIterator (void) |
Returns a specialised MapIterator over all cameras in the scene. | |
AnimationIterator | getAnimationIterator (void) |
Returns a specialised MapIterator over all animations in the scene. | |
AnimationStateIterator | getAnimationStateIterator (void) |
Returns a specialised MapIterator over all animation states in the scene. | |
virtual void | setShadowTechnique (ShadowTechnique technique) |
Sets the general shadow technique to be used in this scene. | |
virtual ShadowTechnique | getShadowTechnique (void) const |
Gets the current shadow technique. | |
virtual void | setShowDebugShadows (bool debug) |
Enables / disables the rendering of debug information for shadows. | |
virtual bool | getShowDebugShadows (void) const |
Are debug shadows shown? | |
virtual void | setShadowColour (const ColourValue &colour) |
Set the colour used to modulate areas in shadow. | |
virtual const ColourValue & | getShadowColour (void) const |
Get the colour used to modulate areas in shadow. | |
virtual void | setShadowDirectionalLightExtrusionDistance (Real dist) |
Sets the distance a shadow volume is extruded for a directional light. | |
virtual Real | getShadowDirectionalLightExtrusionDistance (void) const |
Gets the distance a shadow volume is extruded for a directional light. | |
virtual void | setShadowFarDistance (Real distance) |
Sets the maximum distance away from the camera that shadows will be visible. | |
virtual Real | getShadowFarDistance (void) const |
Gets the maximum distance away from the camera that shadows will be visible. | |
virtual void | setShadowIndexBufferSize (size_t size) |
Sets the maximum size of the index buffer used to render shadow primitives. | |
virtual size_t | getShadowIndexBufferSize (void) const |
Get the size of the shadow index buffer. | |
virtual void | setShadowTextureSize (unsigned short size) |
Set the size of the texture used for texture-based shadows. | |
unsigned short | getShadowTextureSize (void) const |
Get the size of the texture used for texture based shadows. | |
virtual void | setShadowTexturePixelFormat (PixelFormat fmt) |
Set the pixel format of the textures used for texture-based shadows. | |
PixelFormat | getShadowTexturePixelFormat (void) const |
Get the format of the textures used for texture based shadows. | |
virtual void | setShadowTextureCount (unsigned short count) |
Set the number of textures allocated for texture-based shadows. | |
unsigned short | getShadowTextureCount (void) const |
Get the number of the textures allocated for texture based shadows. | |
virtual void | setShadowTextureSettings (unsigned short size, unsigned short count, PixelFormat fmt=PF_X8R8G8B8) |
Sets the size and count of textures used in texture-based shadows. | |
virtual void | setShadowDirLightTextureOffset (Real offset) |
Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space. | |
virtual void | setShadowTextureFadeStart (Real fadeStart) |
Sets the proportional distance at which texture shadows begin to fade out. | |
virtual void | setShadowTextureFadeEnd (Real fadeEnd) |
Sets the proportional distance at which texture shadows finish to fading out. | |
virtual void | setShadowTextureSelfShadow (bool selfShadow) |
Sets whether or not texture shadows should attempt to self-shadow. | |
virtual bool | getShadowTextureSelfShadow (void) const |
Gets whether or not texture shadows attempt to self-shadow. | |
virtual void | setShadowTextureCasterMaterial (const String &name) |
Sets the default material to use for rendering shadow casters. | |
virtual void | setShadowTextureReceiverMaterial (const String &name) |
Sets the default material to use for rendering shadow receivers. | |
virtual void | setShadowUseInfiniteFarPlane (bool enable) |
Sets whether we should use an inifinite camera far plane when rendering stencil shadows. | |
virtual bool | isShadowTechniqueStencilBased (void) const |
Is there a stencil shadow based shadowing technique in use? | |
virtual bool | isShadowTechniqueTextureBased (void) const |
Is there a texture shadow based shadowing technique in use? | |
virtual bool | isShadowTechniqueModulative (void) const |
Is there a modulative shadowing technique in use? | |
virtual bool | isShadowTechniqueAdditive (void) const |
Is there an additive shadowing technique in use? | |
virtual bool | isShadowTechniqueInUse (void) const |
Is there any shadowing technique in use? | |
virtual void | addShadowListener (ShadowListener *s) |
Add a shadow listener which will get called back on shadow events. | |
virtual void | removeShadowListener (ShadowListener *s) |
Remove a shadow listener. | |
virtual StaticGeometry * | createStaticGeometry (const String &name) |
Creates a StaticGeometry instance suitable for use with this SceneManager. | |
virtual StaticGeometry * | getStaticGeometry (const String &name) const |
Retrieve a previously created StaticGeometry instance. | |
virtual void | destroyStaticGeometry (StaticGeometry *geom) |
Remove & destroy a StaticGeometry instance. | |
virtual void | destroyStaticGeometry (const String &name) |
Remove & destroy a StaticGeometry instance. | |
virtual void | destroyAllStaticGeometry (void) |
Remove & destroy all StaticGeometry instances. | |
virtual MovableObject * | createMovableObject (const String &name, const String &typeName, const NameValuePairList *params=0) |
Create a movable object of the type specified. | |
virtual void | destroyMovableObject (const String &name, const String &typeName) |
Destroys a MovableObject with the name specified, of the type specified. | |
virtual void | destroyMovableObject (MovableObject *m) |
Destroys a MovableObject. | |
virtual void | destroyAllMovableObjectsByType (const String &typeName) |
Destroy all MovableObjects of a given type. | |
virtual void | destroyAllMovableObjects (void) |
Destroy all MovableObjects. | |
virtual MovableObject * | getMovableObject (const String &name, const String &typeName) |
Get a reference to a previously created MovableObject. | |
virtual MovableObjectIterator | getMovableObjectIterator (const String &typeName) |
Get an iterator over all MovableObect instances of a given type. | |
virtual void | injectMovableObject (MovableObject *m) |
Inject a MovableObject instance created externally. | |
virtual void | extractMovableObject (const String &name, const String &typeName) |
Extract a previously injected MovableObject. | |
virtual void | extractMovableObject (MovableObject *m) |
Extract a previously injected MovableObject. | |
virtual void | extractAllMovableObjectsByType (const String &typeName) |
Extract all injected MovableObjects of a given type. | |
virtual void | setVisibilityMask (uint32 vmask) |
Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. | |
virtual uint32 | getVisibilityMask (void) |
Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. | |
virtual void | setFindVisibleObjects (bool find) |
Sets whether the SceneManager should search for visible objects, or whether they are being manually handled. | |
virtual bool | getFindVisibleObjects (void) |
Gets whether the SceneManager should search for visible objects, or whether they are being manually handled. | |
virtual void | _injectRenderWithPass (Pass *pass, Renderable *rend) |
Render something as if it came from the current queue. | |
virtual void | _suppressRenderStateChanges (bool suppress) |
Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects. | |
virtual bool | _areRenderStateChangesSuppressed (void) const |
Are render state changes suppressed? | |
virtual const Pass * | _setPass (const Pass *pass, bool evenIfSuppressed=false) |
Internal method for setting up the renderstate for a rendering pass. | |
virtual void | _suppressShadows (bool suppress) |
Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise. | |
virtual bool | _areShadowsSuppressed (void) const |
Are shadows suppressed? | |
virtual void | _renderQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render the objects in a given queue group. | |
RenderSystem * | getDestinationRenderSystem () |
Get the rendersystem subclass to which the output of this Scene Manager gets sent. | |
Static Public Attributes | |
uint32 | WORLD_GEOMETRY_TYPE_MASK |
Query type mask which will be used for world geometry SceneQuery. | |
uint32 | ENTITY_TYPE_MASK |
Query type mask which will be used for entities SceneQuery. | |
uint32 | FX_TYPE_MASK |
Query type mask which will be used for effects like billboardsets / particle systems SceneQuery. | |
uint32 | STATICGEOMETRY_TYPE_MASK |
Query type mask which will be used for StaticGeometry SceneQuery. | |
uint32 | LIGHT_TYPE_MASK |
Query type mask which will be used for lights SceneQuery. | |
uint32 | USER_TYPE_MASK_LIMIT |
User type mask limit. | |
Protected Types | |
typedef std::set< int > | FaceGroupSet |
typedef std::map< Material *, std::vector< StaticFaceGroup * >, materialLess > | MaterialFaceGroupMap |
typedef std::set< const MovableObject * > | MovablesForRendering |
typedef std::map< String, Camera * > | CameraList |
typedef std::map< String, StaticGeometry * > | StaticGeometryList |
typedef std::map< String, SceneNode * > | SceneNodeList |
typedef std::set< SceneNode * > | AutoTrackingSceneNodes |
Autotracking scene nodes. | |
typedef std::set< uint8 > | SpecialCaseRenderQueueList |
typedef std::map< String, MovableObject * > | MovableObjectMap |
typedef std::map< String, MovableObjectMap * > | MovableObjectCollectionMap |
typedef std::map< String, Animation * > | AnimationList |
Storage of animations, lookup by name. | |
typedef std::vector< RenderQueueListener * > | RenderQueueListenerList |
typedef std::vector< ShadowListener * > | ShadowListenerList |
typedef std::vector< TexturePtr > | ShadowTextureList |
typedef std::vector< Camera * > | ShadowTextureCameraList |
typedef std::vector< ShadowCaster * > | ShadowCasterList |
enum | BoxPlane { BP_FRONT = 0, BP_BACK = 1, BP_LEFT = 2, BP_RIGHT = 3, BP_UP = 4, BP_DOWN = 5 } |
Protected Member Functions | |
BspNode * | walkTree (Camera *camera, bool onlyShadowCasters) |
Walks the BSP tree looking for the node which the camera is in, and tags any geometry which is in a visible leaf for later processing. | |
void | processVisibleLeaf (BspNode *leaf, Camera *cam, bool onlyShadowCasters) |
Tags geometry in the leaf specified for later rendering. | |
unsigned int | cacheGeometry (unsigned int *pIndexes, const StaticFaceGroup *faceGroup) |
Caches a face group for imminent rendering. | |
void | freeMemory (void) |
Frees up allocated memory for geometry caches. | |
void | addBoundingBox (const AxisAlignedBox &aab, bool visible) |
Adds a bounding box to draw if turned on. | |
void | renderStaticGeometry (void) |
Renders the static level geometry tagged in walkTree. | |
void | clearScene (void) |
Cameras are not deleted at this stage since they are still referenced by viewports, which are not destroyed during this process. | |
MovableObjectMap * | getMovableObjectMap (const String &typeName) |
virtual void | initRenderQueue (void) |
Internal method for initialising the render queue. | |
const Pass * | deriveShadowCasterPass (const Pass *pass) |
Internal method for turning a regular pass into a shadow caster pass. | |
const Pass * | deriveShadowReceiverPass (const Pass *pass) |
Internal method for turning a regular pass into a shadow receiver pass. | |
bool | validatePassForRendering (const Pass *pass) |
Internal method to validate whether a Pass should be allowed to render. | |
bool | validateRenderableForRendering (const Pass *pass, const Renderable *rend) |
Internal method to validate whether a Renderable should be allowed to render. | |
MeshPtr | createSkyboxPlane (BoxPlane bp, Real distance, const Quaternion &orientation, const String &groupName) |
MeshPtr | createSkydomePlane (BoxPlane bp, Real curvature, Real tiling, Real distance, const Quaternion &orientation, int xsegments, int ysegments, int ySegmentsToKeep, const String &groupName) |
void | useRenderableViewProjMode (const Renderable *pRend) |
Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection materices. | |
void | resetViewProjMode (void) |
Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection matrices. | |
bool | fireRenderQueueStarted (uint8 id, const String &invocation) |
Internal method for firing the queue start event, returns true if queue is to be skipped. | |
bool | fireRenderQueueEnded (uint8 id, const String &invocation) |
Internal method for firing the queue end event, returns true if queue is to be repeated. | |
void | fireShadowTexturesUpdated (size_t numberOfShadowTextures) |
Internal method for firing the texture shadows updated event. | |
void | fireShadowTexturesPreCaster (Light *light, Camera *camera) |
Internal method for firing the pre caster texture shadows event. | |
void | fireShadowTexturesPreReceiver (Light *light, Frustum *f) |
Internal method for firing the pre receiver texture shadows event. | |
virtual void | setViewport (Viewport *vp) |
Internal method for setting the destination viewport for the next render. | |
virtual void | renderVisibleObjectsDefaultSequence (void) |
Internal method for rendering all objects using the default queue sequence. | |
virtual void | renderVisibleObjectsCustomSequence (RenderQueueInvocationSequence *s) |
Internal method for rendering all objects using a custom queue sequence. | |
virtual void | prepareRenderQueue (void) |
Internal method for preparing the render queue for use with each render. | |
virtual void | renderSingleObject (const Renderable *rend, const Pass *pass, bool doLightIteration, const LightList *manualLightList=0) |
Internal utility method for rendering a single object. | |
virtual void | findLightsAffectingFrustum (const Camera *camera) |
Internal method for locating a list of lights which could be affecting the frustum. | |
virtual void | initShadowVolumeMaterials (void) |
Internal method for setting up materials for shadows. | |
virtual void | createShadowTextures (unsigned short size, unsigned short count, PixelFormat fmt) |
Internal method for creating shadow textures (texture-based shadows). | |
virtual void | destroyShadowTextures (void) |
Internal method for destroying shadow textures (texture-based shadows). | |
virtual void | prepareShadowTextures (Camera *cam, Viewport *vp) |
Internal method for preparing shadow textures ready for use in a regular render. | |
virtual void | renderShadowVolumesToStencil (const Light *light, const Camera *cam) |
Internal method for rendering all the objects for a given light into the stencil buffer. | |
virtual void | setShadowVolumeStencilState (bool secondpass, bool zfail, bool twosided) |
Internal utility method for setting stencil state for rendering shadow volumes. | |
void | renderShadowVolumeObjects (ShadowCaster::ShadowRenderableListIterator iShadowRenderables, Pass *pass, const LightList *manualLightList, unsigned long flags, bool secondpass, bool zfail, bool twosided) |
Render a set of shadow renderables. | |
virtual const ShadowCasterList & | findShadowCastersForLight (const Light *light, const Camera *camera) |
Internal method for locating a list of shadow casters which could be affecting the frustum for a given light. | |
virtual void | renderBasicQueueGroupObjects (RenderQueueGroup *pGroup, QueuedRenderableCollection::OrganisationMode om) |
Render a group in the ordinary way. | |
virtual void | renderAdditiveStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with the added complexity of additive stencil shadows. | |
virtual void | renderModulativeStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with the added complexity of modulative stencil shadows. | |
virtual void | renderTextureShadowCasterQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group rendering only shadow casters. | |
virtual void | renderTextureShadowReceiverQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group rendering only shadow receivers. | |
virtual void | renderModulativeTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with the added complexity of modulative texture shadows. | |
virtual void | renderAdditiveTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with additive texture shadows. | |
virtual void | renderObjects (const QueuedRenderableCollection &objs, QueuedRenderableCollection::OrganisationMode om, bool doLightIteration, const LightList *manualLightList=0) |
Render a set of objects, see renderSingleObject for param definitions. | |
virtual void | renderTransparentShadowCasterObjects (const QueuedRenderableCollection &objs, QueuedRenderableCollection::OrganisationMode om, bool doLightIteration, const LightList *manualLightList=0) |
Render those objects in the transparent pass list which have shadow casting forced on. | |
virtual void | updateRenderQueueSplitOptions (void) |
Update the state of the global render queue splitting based on a shadow option change. | |
virtual void | updateRenderQueueGroupSplitOptions (RenderQueueGroup *group, bool suppressShadows, bool suppressRenderState) |
Update the state of the render queue group splitting based on a shadow option change. | |
Protected Attributes | |
BspLevelPtr | mLevel |
FaceGroupSet | mFaceGroupSet |
MaterialFaceGroupMap | mMatFaceGroupMap |
RenderOperation | mRenderOp |
bool | mShowNodeAABs |
RenderOperation | mAABGeometry |
MovablesForRendering | mMovablesForRendering |
String | mName |
Instance name. | |
RenderQueue * | mRenderQueue |
Queue of objects for rendering. | |
ColourValue | mAmbientLight |
Current ambient light, cached for RenderSystem. | |
RenderSystem * | mDestRenderSystem |
The rendering system to send the scene to. | |
CameraList | mCameras |
Central list of cameras - for easy memory management and lookup. | |
StaticGeometryList | mStaticGeometryList |
SceneNodeList | mSceneNodes |
Central list of SceneNodes - for easy memory management. | |
Camera * | mCameraInProgress |
Camera in progress. | |
Viewport * | mCurrentViewport |
Current Viewport. | |
SceneNode * | mSceneRoot |
Root scene node. | |
AutoTrackingSceneNodes | mAutoTrackingSceneNodes |
Entity * | mSkyPlaneEntity |
Entity * | mSkyDomeEntity [5] |
Entity * | mSkyBoxEntity [6] |
SceneNode * | mSkyPlaneNode |
SceneNode * | mSkyDomeNode |
SceneNode * | mSkyBoxNode |
bool | mSkyPlaneEnabled |
bool | mSkyPlaneDrawFirst |
Plane | mSkyPlane |
SceneManager::SkyPlaneGenParameters | mSkyPlaneGenParameters |
bool | mSkyBoxEnabled |
bool | mSkyBoxDrawFirst |
Quaternion | mSkyBoxOrientation |
SceneManager::SkyBoxGenParameters | mSkyBoxGenParameters |
bool | mSkyDomeEnabled |
bool | mSkyDomeDrawFirst |
Quaternion | mSkyDomeOrientation |
SceneManager::SkyDomeGenParameters | mSkyDomeGenParameters |
FogMode | mFogMode |
ColourValue | mFogColour |
Real | mFogStart |
Real | mFogEnd |
Real | mFogDensity |
SpecialCaseRenderQueueList | mSpecialCaseQueueList |
SpecialCaseRenderQueueMode | mSpecialCaseQueueMode |
uint8 | mWorldGeometryRenderQueue |
unsigned long | mLastFrameNumber |
Matrix4 | mTempXform [256] |
bool | mResetIdentityView |
bool | mResetIdentityProj |
MovableObjectCollectionMap | mMovableObjectCollectionMap |
Pass * | mShadowCasterPlainBlackPass |
A pass designed to let us render shadow colour on white for texture shadows. | |
Pass * | mShadowReceiverPass |
A pass designed to let us render shadow receivers for texture shadows. | |
bool | mDisplayNodes |
AnimationList | mAnimationsList |
AnimationStateSet | mAnimationStates |
RenderQueueListenerList | mRenderQueueListeners |
ShadowListenerList | mShadowListeners |
bool | mShowBoundingBoxes |
Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. | |
AutoParamDataSource | mAutoParamDataSource |
Utility class for calculating automatic parameters for gpu programs. | |
ShadowTechnique | mShadowTechnique |
bool | mDebugShadows |
ColourValue | mShadowColour |
Pass * | mShadowDebugPass |
Pass * | mShadowStencilPass |
Pass * | mShadowModulativePass |
bool | mShadowMaterialInitDone |
LightList | mLightsAffectingFrustum |
HardwareIndexBufferSharedPtr | mShadowIndexBuffer |
size_t | mShadowIndexBufferSize |
Rectangle2D * | mFullScreenQuad |
Real | mShadowDirLightExtrudeDist |
IlluminationRenderStage | mIlluminationStage |
unsigned short | mShadowTextureSize |
unsigned short | mShadowTextureCount |
PixelFormat | mShadowTextureFormat |
ShadowTextureList | mShadowTextures |
ShadowTextureCameraList | mShadowTextureCameras |
Texture * | mCurrentShadowTexture |
bool | mShadowUseInfiniteFarPlane |
ShadowCasterList | mShadowCasterList |
SphereSceneQuery * | mShadowCasterSphereQuery |
AxisAlignedBoxSceneQuery * | mShadowCasterAABBQuery |
Real | mShadowFarDist |
Real | mShadowFarDistSquared |
Real | mShadowTextureOffset |
Real | mShadowTextureFadeStart |
Real | mShadowTextureFadeEnd |
bool | mShadowTextureSelfShadow |
Pass * | mShadowTextureCustomCasterPass |
Pass * | mShadowTextureCustomReceiverPass |
String | mShadowTextureCustomCasterVertexProgram |
String | mShadowTextureCustomReceiverVertexProgram |
GpuProgramParametersSharedPtr | mShadowTextureCustomCasterVPParams |
GpuProgramParametersSharedPtr | mShadowTextureCustomReceiverVPParams |
bool | mShadowTextureCasterVPDirty |
bool | mShadowTextureReceiverVPDirty |
uint32 | mVisibilityMask |
Visibility mask used to show / hide objects. | |
bool | mFindVisibleObjects |
bool | mSuppressRenderStateChanges |
Suppress render state changes? | |
bool | mSuppressShadows |
Suppress shadows? | |
GpuProgramParametersSharedPtr | mInfiniteExtrusionParams |
GpuProgramParametersSharedPtr | mFiniteExtrusionParams |
ShadowCasterSceneQueryListener * | mShadowCasterQueryListener |
SceneMgrQueuedRenderableVisitor * | mActiveQueuedRenderableVisitor |
The active renderable visitor class - subclasses could override this. | |
SceneMgrQueuedRenderableVisitor | mDefaultQueuedRenderableVisitor |
Storage for default renderable visitor. | |
Friends | |
class | SceneMgrQueuedRenderableVisitor |
Allow visitor helper to access protected methods. |
This class refines the behaviour of the default SceneManager to manage a scene whose bulk of geometry is made up of an indoor environment which is organised by a Binary Space Partition (BSP) tree. A BSP tree progressively subdivides the space using planes which are the nodes of the tree. At some point we stop subdividing and everything in the remaining space is part of a 'leaf' which contains a number of polygons. Typically we traverse the tree to locate the leaf in which a point in space is (say the camera origin) and work from there. A second structure, the Potentially Visible Set, tells us which other leaves can been seen from this leaf, and we test their bounding boxes against the camera frustum to see which we need to draw. Leaves are also a good place to start for collision detection since they divide the level into discrete areas for testing. This BSP and PVS technique has been made famous by engines such as Quake and Unreal. Ogre provides support for loading Quake3 level files to populate your world through this class, by calling the BspSceneManager::setWorldGeometry. Note that this interface is made available at the top level of the SceneManager class so you don't have to write your code specifically for this class - just call Root::getSceneManager passing a SceneType of ST_INTERIOR and in the current implementation you will get a BspSceneManager silently disguised as a standard SceneManager.
Definition at line 61 of file OgreBspSceneManager.h.
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Definition at line 1812 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::getAnimationIterator(). |
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Storage of animations, lookup by name.
Definition at line 388 of file OgreSceneManager.h. |
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Autotracking scene nodes.
Definition at line 262 of file OgreSceneManager.h. |
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Definition at line 1811 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::getCameraIterator(). |
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Definition at line 234 of file OgreSceneManager.h. |
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Definition at line 70 of file OgreBspSceneManager.h. |
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Definition at line 73 of file OgreBspSceneManager.h. |
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Definition at line 308 of file OgreSceneManager.h. |
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Definition at line 2196 of file OgreSceneManager.h. |
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Definition at line 307 of file OgreSceneManager.h. |
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Definition at line 108 of file OgreBspSceneManager.h. |
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Definition at line 400 of file OgreSceneManager.h. |
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Definition at line 243 of file OgreSceneManager.h. |
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Definition at line 504 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::ShadowCasterSceneQueryListener::prepare(). |
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Definition at line 403 of file OgreSceneManager.h. |
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Definition at line 466 of file OgreSceneManager.h. |
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Definition at line 464 of file OgreSceneManager.h. |
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Definition at line 297 of file OgreSceneManager.h. |
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Definition at line 240 of file OgreSceneManager.h. |
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Definition at line 357 of file OgreSceneManager.h. |
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Describes the stage of rendering when performing complex illumination.
Definition at line 176 of file OgreSceneManager.h. |
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Prefab shapes available without loading a model.
Definition at line 849 of file OgreSceneManager.h. |
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Enumeration of the possible modes allowed for processing the special case render queue list.
Definition at line 190 of file OgreSceneManager.h. |
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Internal method for applying animations to scene nodes.
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Are render state changes suppressed?
Definition at line 2285 of file OgreSceneManager.h. |
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Are shadows suppressed?
Definition at line 2315 of file OgreSceneManager.h. |
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Overriden from SceneManager.
Reimplemented from Ogre::SceneManager. |
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Render something as if it came from the current queue.
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Internal method for notifying the manager that a SceneNode is autotracking.
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Internal method for notifying the level that an object has been detached from a node.
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Internal method for tagging BspNodes with objects which intersect them.
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Populate a light list with an ordered set of the lights which are closest to the position specified.
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Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome.
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Render the objects in a given queue group.
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Prompts the class to send its contents to the renderer.
Reimplemented in Ogre::TerrainSceneManager. |
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Overriden from SceneManager.
Reimplemented from Ogre::SceneManager. |
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Notifies the scene manager of its destination render system.
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Internal method for setting up the renderstate for a rendering pass.
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Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects.
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Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise.
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Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.
Reimplemented in Ogre::OctreeSceneManager. |
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Adds a bounding box to draw if turned on.
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Registers a new RenderQueueListener which will be notified when render queues are processed.
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Add a shadow listener which will get called back on shadow events.
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Adds an item to the 'special case' render queue list.
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Caches a face group for imminent rendering.
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Cameras are not deleted at this stage since they are still referenced by viewports, which are not destroyed during this process.
Reimplemented from Ogre::SceneManager. |
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Clears the 'special case' render queue list.
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Creates an AxisAlignedBoxSceneQuery for this scene manager.
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Creates an animation which can be used to animate scene nodes.
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Create an AnimationState object for managing application of animations.
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Create a BillboardChain, an object which you can use to render a linked chain of billboards.
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Creates a new BillboardSet for use with this scene manager.
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Creates a camera to be managed by this scene manager.
Reimplemented in Ogre::OctreeSceneManager, and Ogre::TerrainSceneManager. |
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Create an Entity (instance of a discrete mesh) from a range of prefab shapes.
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Create an Entity (instance of a discrete mesh).
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Creates an IntersectionSceneQuery for this scene manager.
Reimplemented from Ogre::SceneManager. |
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Creates a light for use in the scene.
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Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface.
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Create a movable object of the type specified.
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Create a blank particle system.
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Creates a particle system based on a template.
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Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.
Reimplemented in Ogre::OctreeSceneManager. |
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Creates a RaySceneQuery for this scene manager.
Reimplemented from Ogre::SceneManager. |
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Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes.
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Creates a specialized BspSceneNode.
Reimplemented from Ogre::SceneManager. |
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Creates a specialized BspSceneNode.
Reimplemented from Ogre::SceneManager. |
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Internal method for creating shadow textures (texture-based shadows).
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Creates a SphereSceneQuery for this scene manager.
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Creates a StaticGeometry instance suitable for use with this SceneManager.
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Internal method for turning a regular pass into a shadow caster pass.
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Internal method for turning a regular pass into a shadow receiver pass.
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Removes all animations created using this SceneManager.
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Removes all animation states created using this SceneManager.
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Removes & destroys all BillboardChains from the SceneManager.
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Removes & destroys all BillboardSets.
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Removes (and destroys) all cameras from the scene.
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Removes & destroys all Entities.
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Removes and destroys all lights in the scene.
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Removes & destroys all ManualObjects from the SceneManager.
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Destroy all MovableObjects.
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Destroy all MovableObjects of a given type.
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Removes & destroys all ParticleSystems from the SceneManager.
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Removes & destroys all RibbonTrails from the SceneManager.
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Remove & destroy all StaticGeometry instances.
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Destroys an Animation.
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Destroys an AnimationState.
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Removes & destroys a BillboardChain from the SceneManager.
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Removes & destroys a BillboardChain from the SceneManager.
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Removes & destroys an BillboardSet from the SceneManager by name.
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Removes & destroys an BillboardSet from the SceneManager.
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Removes a camera from the scene.
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Removes a camera from the scene.
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Removes & destroys an Entity from the SceneManager by name.
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Removes & destroys an Entity from the SceneManager.
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Removes the light from the scene and destroys it based on a pointer.
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Removes the named light from the scene and destroys it.
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Removes & destroys a ManualObject from the SceneManager.
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Removes & destroys a ManualObject from the SceneManager.
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Destroys a MovableObject.
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Destroys a MovableObject with the name specified, of the type specified.
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Removes & destroys a ParticleSystem from the SceneManager.
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Removes & destroys a ParticleSystem from the SceneManager.
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Destroys a scene query of any type.
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Removes & destroys a RibbonTrail from the SceneManager.
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Removes & destroys a RibbonTrail from the SceneManager.
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Destroys a SceneNode with a given name.
Reimplemented in Ogre::OctreeSceneManager. |
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Internal method for destroying shadow textures (texture-based shadows).
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Remove & destroy a StaticGeometry instance.
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Remove & destroy a StaticGeometry instance.
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager. |
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager. |
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Extract all injected MovableObjects of a given type.
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Extract a previously injected MovableObject.
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Extract a previously injected MovableObject.
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Internal method for locating a list of lights which could be affecting the frustum.
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Internal method for locating a list of shadow casters which could be affecting the frustum for a given light.
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Internal method for firing the queue end event, returns true if queue is to be repeated.
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Internal method for firing the queue start event, returns true if queue is to be skipped.
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Internal method for firing the pre caster texture shadows event.
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Internal method for firing the pre receiver texture shadows event.
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Internal method for firing the texture shadows updated event.
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Frees up allocated memory for geometry caches.
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Returns the ambient light level to be used for the scene.
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Looks up an Animation object previously created with createAnimation.
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Returns a specialised MapIterator over all animations in the scene.
Definition at line 1819 of file OgreSceneManager.h. References Ogre::SceneManager::AnimationIterator. |
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Retrieves animation state as previously created using createAnimationState.
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Returns a specialised MapIterator over all animation states in the scene.
Definition at line 1823 of file OgreSceneManager.h. References Ogre::AnimationStateIterator. |
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Retrieves a pointer to the named BillboardChain.
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Retrieves a pointer to the named BillboardSet.
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Retrieves a pointer to the named camera.
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Returns a specialised MapIterator over all cameras in the scene.
Definition at line 1815 of file OgreSceneManager.h. References Ogre::SceneManager::CameraIterator. |
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Get the rendersystem subclass to which the output of this Scene Manager gets sent.
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Returns true if all scene nodes axis are to be displayed.
Definition at line 1536 of file OgreSceneManager.h. |
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Retrieves a pointer to the named Entity.
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Gets whether the SceneManager should search for visible objects, or whether they are being manually handled.
Definition at line 2254 of file OgreSceneManager.h. |
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Returns the fog colour for the scene.
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Returns the fog density for the scene.
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Returns the fog end distance for the scene.
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Returns the fog mode for the scene.
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Returns the fog start distance for the scene.
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Definition at line 141 of file OgreBspSceneManager.h. References mLevel. |
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Returns a pointer to the named Light which has previously been added to the scene.
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Retrieves a pointer to the named ManualObject.
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Get a reference to a previously created MovableObject.
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Get an iterator over all MovableObect instances of a given type.
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Return the instance name of this SceneManager.
Definition at line 664 of file OgreSceneManager.h. References Ogre::String. |
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Method for getting the value of an implementation-specific Scene Manager option.
Reimplemented in Ogre::OctreeSceneManager. Definition at line 1135 of file OgreSceneManager.h. References Ogre::String. |
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Method for getting all the implementation-specific options of the scene manager.
Reimplemented in Ogre::OctreeSceneManager. Definition at line 1169 of file OgreSceneManager.h. References Ogre::StringVector. |
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Method for getting all possible values for a specific option. When this list is too large (i.e. the option expects, for example, a float), the return value will be true, but the list will contain just one element whose size will be set to 0. Otherwise, the list will be filled with all the possible values the option can accept.
Reimplemented in Ogre::OctreeSceneManager. Definition at line 1161 of file OgreSceneManager.h. References Ogre::String, and Ogre::StringVector. |
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Retrieves a pointer to the named ParticleSystem.
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Retrieves the internal render queue, for advanced users only.
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Retrieves a pointer to the named RibbonTrail.
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Gets the SceneNode at the root of the scene hierarchy.
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Retrieves a named SceneNode from the scene graph.
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Get the colour used to modulate areas in shadow.
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Gets the distance a shadow volume is extruded for a directional light.
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Gets the maximum distance away from the camera that shadows will be visible.
Definition at line 1917 of file OgreSceneManager.h. References Ogre::Real. |
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Get the size of the shadow index buffer.
Definition at line 1947 of file OgreSceneManager.h. |
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Gets the current shadow technique.
Definition at line 1862 of file OgreSceneManager.h. References Ogre::ShadowTechnique. |
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Get the number of the textures allocated for texture based shadows.
Definition at line 1979 of file OgreSceneManager.h. |
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Get the format of the textures used for texture based shadows.
Definition at line 1969 of file OgreSceneManager.h. References Ogre::PixelFormat. |
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Gets whether or not texture shadows attempt to self-shadow.
Definition at line 2037 of file OgreSceneManager.h. |
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Get the size of the texture used for texture based shadows.
Definition at line 1957 of file OgreSceneManager.h. |
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Returns if all bounding boxes of scene nodes are to be displayed.
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Are debug shadows shown?
Definition at line 1867 of file OgreSceneManager.h. |
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Get the parameters used to generate the current SKyBox, if any.
Definition at line 1356 of file OgreSceneManager.h. |
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Get the skybox node, if enabled.
Definition at line 1353 of file OgreSceneManager.h. |
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Get the parameters used to generate the current SkyDome, if any.
Definition at line 1427 of file OgreSceneManager.h. |
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Get the sky dome node, if enabled.
Definition at line 1424 of file OgreSceneManager.h. |
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Get the parameters used to construct the SkyPlane, if any *.
Definition at line 1301 of file OgreSceneManager.h. |
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Get the sky plane node, if enabled.
Definition at line 1299 of file OgreSceneManager.h. |
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Gets the way the special case render queue list is processed.
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Retrieve a previously created StaticGeometry instance.
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Specialised to suggest viewpoints.
Reimplemented from Ogre::SceneManager. |
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Implements Ogre::SceneManager. |
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Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.
Definition at line 2241 of file OgreSceneManager.h. References Ogre::uint32. |
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Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with.
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Method for verifying wether the scene manager has an implementation-specific option.
Definition at line 1146 of file OgreSceneManager.h. References Ogre::String. |
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Internal method for initialising the render queue.
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Internal method for setting up materials for shadows.
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Inject a MovableObject instance created externally.
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Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode.
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Is there an additive shadowing technique in use?
Definition at line 2132 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_ADDITIVE. |
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Is there any shadowing technique in use?
Definition at line 2135 of file OgreSceneManager.h. References Ogre::SHADOWTYPE_NONE. |
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Is there a modulative shadowing technique in use?
Definition at line 2129 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_MODULATIVE. |
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Is there a stencil shadow based shadowing technique in use?
Definition at line 2123 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_STENCIL. |
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Is there a texture shadow based shadowing technique in use?
Definition at line 2126 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_TEXTURE. |
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Return whether a skybox is enabled.
Definition at line 1350 of file OgreSceneManager.h. |
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Return whether a skydome is enabled.
Definition at line 1421 of file OgreSceneManager.h. |
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Return whether a key plane is enabled.
Definition at line 1296 of file OgreSceneManager.h. |
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Manual rendering method, for advanced users only.
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Internal method for preparing the render queue for use with each render.
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Internal method for preparing shadow textures ready for use in a regular render.
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Tags geometry in the leaf specified for later rendering.
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Removes a listener previously added with addRenderQueueListener.
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Remove a shadow listener.
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Removes an item to the 'special case' render queue list.
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Render a group with the added complexity of additive stencil shadows.
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Render a group with additive texture shadows.
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Render a group in the ordinary way.
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Render a group with the added complexity of modulative stencil shadows.
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Render a group with the added complexity of modulative texture shadows.
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Render a set of objects, see renderSingleObject for param definitions.
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Render a set of shadow renderables.
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Internal method for rendering all the objects for a given light into the stencil buffer.
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Internal utility method for rendering a single object.
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Renders the static level geometry tagged in walkTree.
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Render a group rendering only shadow casters.
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Render a group rendering only shadow receivers.
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Render those objects in the transparent pass list which have shadow casting forced on.
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Internal method for rendering all objects using a custom queue sequence.
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Internal method for rendering all objects using the default queue sequence.
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Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection matrices.
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Sets the ambient light level to be used for the scene.
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Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene.
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Sets whether the SceneManager should search for visible objects, or whether they are being manually handled.
Definition at line 2249 of file OgreSceneManager.h. |
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Sets the fogging mode applied to the scene.
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Method for setting a specific option of the Scene Manager. These options are usually specific for a certain implemntation of the Scene Manager class, and may (and probably will) not exist across different implementations.
Reimplemented in Ogre::OctreeSceneManager, and Ogre::TerrainSceneManager. Definition at line 1120 of file OgreSceneManager.h. References Ogre::String. |
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Set the colour used to modulate areas in shadow.
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Sets the distance a shadow volume is extruded for a directional light.
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Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.
Definition at line 2002 of file OgreSceneManager.h. References Ogre::Real. |
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Sets the maximum distance away from the camera that shadows will be visible.
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Sets the maximum size of the index buffer used to render shadow primitives.
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Sets the general shadow technique to be used in this scene.
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Sets the default material to use for rendering shadow casters.
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Set the number of textures allocated for texture-based shadows.
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Sets the proportional distance at which texture shadows finish to fading out.
Definition at line 2019 of file OgreSceneManager.h. References Ogre::Real. |
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Sets the proportional distance at which texture shadows begin to fade out.
Definition at line 2010 of file OgreSceneManager.h. References Ogre::Real. |
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Set the pixel format of the textures used for texture-based shadows.
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Sets the default material to use for rendering shadow receivers.
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Sets whether or not texture shadows should attempt to self-shadow.
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Sets the size and count of textures used in texture-based shadows.
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Set the size of the texture used for texture-based shadows.
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Sets whether we should use an inifinite camera far plane when rendering stencil shadows.
Definition at line 2119 of file OgreSceneManager.h. |
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Internal utility method for setting stencil state for rendering shadow volumes.
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Enables / disables the rendering of debug information for shadows.
Definition at line 1865 of file OgreSceneManager.h. |
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Enables / disables a 'sky box' i.e. a 6-sided box at constant distance from the camera representing the sky.
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Enables / disables a 'sky dome' i.e. an illusion of a curved sky.
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Enables / disables a 'sky plane' i.e. a plane at constant distance from the camera representing the sky.
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Sets the way the special case render queue list is processed.
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Internal method for setting the destination viewport for the next render.
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Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.
Definition at line 2236 of file OgreSceneManager.h. References Ogre::uint32. |
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager. |
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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager. |
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Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with.
Reimplemented in Ogre::TerrainSceneManager. |
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Allows all bounding boxes of scene nodes to be displayed.
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Tells the manager whether to draw the axis-aligned boxes that surround nodes in the Bsp tree. For debugging purposes. |
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Update the state of the render queue group splitting based on a shadow option change.
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Update the state of the global render queue splitting based on a shadow option change.
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Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection materices.
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Internal method to validate whether a Pass should be allowed to render.
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Internal method to validate whether a Renderable should be allowed to render.
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Walks the BSP tree looking for the node which the camera is in, and tags any geometry which is in a visible leaf for later processing.
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Allow visitor helper to access protected methods.
Definition at line 648 of file OgreSceneManager.h. |
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Query type mask which will be used for entities SceneQuery.
Definition at line 154 of file OgreSceneManager.h. |
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Query type mask which will be used for effects like billboardsets / particle systems SceneQuery.
Definition at line 156 of file OgreSceneManager.h. |
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Query type mask which will be used for lights SceneQuery.
Definition at line 160 of file OgreSceneManager.h. |
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Definition at line 80 of file OgreBspSceneManager.h. |
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The active renderable visitor class - subclasses could override this.
Definition at line 650 of file OgreSceneManager.h. |
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Current ambient light, cached for RenderSystem.
Definition at line 229 of file OgreSceneManager.h. |
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Definition at line 389 of file OgreSceneManager.h. |
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Definition at line 390 of file OgreSceneManager.h. |
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Utility class for calculating automatic parameters for gpu programs.
Definition at line 446 of file OgreSceneManager.h. |
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Definition at line 263 of file OgreSceneManager.h. |
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Camera in progress.
Definition at line 254 of file OgreSceneManager.h. |
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Central list of cameras - for easy memory management and lookup.
Definition at line 238 of file OgreSceneManager.h. |
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Definition at line 468 of file OgreSceneManager.h. |
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Current Viewport.
Definition at line 256 of file OgreSceneManager.h. |
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Definition at line 449 of file OgreSceneManager.h. |
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Storage for default renderable visitor.
Definition at line 652 of file OgreSceneManager.h. |
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The rendering system to send the scene to.
Definition at line 232 of file OgreSceneManager.h. |
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Definition at line 385 of file OgreSceneManager.h. |
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Definition at line 71 of file OgreBspSceneManager.h. |
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Definition at line 525 of file OgreSceneManager.h. |
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Definition at line 534 of file OgreSceneManager.h. |
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Definition at line 292 of file OgreSceneManager.h. |
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Definition at line 295 of file OgreSceneManager.h. |
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Definition at line 294 of file OgreSceneManager.h. |
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Definition at line 291 of file OgreSceneManager.h. |
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Definition at line 293 of file OgreSceneManager.h. |
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Definition at line 458 of file OgreSceneManager.h. |
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Definition at line 460 of file OgreSceneManager.h. |
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Definition at line 533 of file OgreSceneManager.h. |
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Definition at line 302 of file OgreSceneManager.h. |
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Definition at line 66 of file OgreBspSceneManager.h. Referenced by getLevel(). |
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Definition at line 455 of file OgreSceneManager.h. |
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Definition at line 74 of file OgreBspSceneManager.h. |
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Definition at line 309 of file OgreSceneManager.h. |
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Definition at line 109 of file OgreBspSceneManager.h. |
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Instance name.
Definition at line 223 of file OgreSceneManager.h. |
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Definition at line 76 of file OgreBspSceneManager.h. |
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Queue of objects for rendering.
Definition at line 226 of file OgreSceneManager.h. |
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Definition at line 401 of file OgreSceneManager.h. |
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Definition at line 305 of file OgreSceneManager.h. |
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Definition at line 304 of file OgreSceneManager.h. |
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Central list of SceneNodes - for easy memory management.
Definition at line 251 of file OgreSceneManager.h. |
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Root scene node.
Definition at line 259 of file OgreSceneManager.h. |
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Definition at line 507 of file OgreSceneManager.h. |
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Definition at line 505 of file OgreSceneManager.h. |
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A pass designed to let us render shadow colour on white for texture shadows.
Definition at line 318 of file OgreSceneManager.h. |
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Definition at line 568 of file OgreSceneManager.h. |
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Definition at line 506 of file OgreSceneManager.h. |
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Definition at line 450 of file OgreSceneManager.h. |
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Definition at line 451 of file OgreSceneManager.h. |
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Definition at line 459 of file OgreSceneManager.h. |
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Definition at line 508 of file OgreSceneManager.h. |
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Definition at line 509 of file OgreSceneManager.h. |
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Definition at line 456 of file OgreSceneManager.h. |
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Definition at line 457 of file OgreSceneManager.h. |
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Definition at line 404 of file OgreSceneManager.h. |
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Definition at line 454 of file OgreSceneManager.h. |
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Definition at line 453 of file OgreSceneManager.h. |
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A pass designed to let us render shadow receivers for texture shadows.
Definition at line 320 of file OgreSceneManager.h. |
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Definition at line 452 of file OgreSceneManager.h. |
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Definition at line 448 of file OgreSceneManager.h. |
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Definition at line 467 of file OgreSceneManager.h. |
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Definition at line 520 of file OgreSceneManager.h. |
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Definition at line 462 of file OgreSceneManager.h. |
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Definition at line 514 of file OgreSceneManager.h. |
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Definition at line 516 of file OgreSceneManager.h. |
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Definition at line 518 of file OgreSceneManager.h. |
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Definition at line 515 of file OgreSceneManager.h. |
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Definition at line 517 of file OgreSceneManager.h. |
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Definition at line 519 of file OgreSceneManager.h. |
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Definition at line 512 of file OgreSceneManager.h. |
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Definition at line 511 of file OgreSceneManager.h. |
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Definition at line 463 of file OgreSceneManager.h. |
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Definition at line 510 of file OgreSceneManager.h. |
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Definition at line 521 of file OgreSceneManager.h. |
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Definition at line 465 of file OgreSceneManager.h. |
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Definition at line 513 of file OgreSceneManager.h. |
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Definition at line 461 of file OgreSceneManager.h. |
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Definition at line 469 of file OgreSceneManager.h. |
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Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe.
Definition at line 420 of file OgreSceneManager.h. |
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Definition at line 79 of file OgreBspSceneManager.h. |
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Definition at line 281 of file OgreSceneManager.h. |
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Definition at line 280 of file OgreSceneManager.h. |
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Definition at line 269 of file OgreSceneManager.h. |
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Definition at line 283 of file OgreSceneManager.h. |
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Definition at line 273 of file OgreSceneManager.h. |
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Definition at line 282 of file OgreSceneManager.h. |
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Definition at line 286 of file OgreSceneManager.h. |
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Definition at line 285 of file OgreSceneManager.h. |
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Definition at line 268 of file OgreSceneManager.h. |
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Definition at line 288 of file OgreSceneManager.h. |
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Definition at line 272 of file OgreSceneManager.h. |
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Definition at line 287 of file OgreSceneManager.h. |
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Definition at line 277 of file OgreSceneManager.h. |
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Definition at line 276 of file OgreSceneManager.h. |
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Definition at line 275 of file OgreSceneManager.h. |
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Definition at line 267 of file OgreSceneManager.h. |
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Definition at line 278 of file OgreSceneManager.h. |
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Definition at line 271 of file OgreSceneManager.h. |
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Definition at line 298 of file OgreSceneManager.h. |
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Definition at line 299 of file OgreSceneManager.h. |
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Definition at line 241 of file OgreSceneManager.h. |
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Suppress render state changes?
Definition at line 528 of file OgreSceneManager.h. |
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Suppress shadows?
Definition at line 530 of file OgreSceneManager.h. |
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Definition at line 303 of file OgreSceneManager.h. |
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Visibility mask used to show / hide objects.
Definition at line 524 of file OgreSceneManager.h. |
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Definition at line 300 of file OgreSceneManager.h. |
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Query type mask which will be used for StaticGeometry SceneQuery.
Definition at line 158 of file OgreSceneManager.h. |
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User type mask limit.
Definition at line 162 of file OgreSceneManager.h. |
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Query type mask which will be used for world geometry SceneQuery.
Definition at line 152 of file OgreSceneManager.h. |
Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Mar 12 14:46:50 2006