#include <OgreBspSceneManager.h>
Inheritance diagram for Ogre::BspSceneManager:
Public Types | |
typedef MapIterator< SceneLightList > | LightIterator |
typedef MapIterator< EntityList > | EntityIterator |
typedef MapIterator< CameraList > | CameraIterator |
typedef MapIterator< BillboardSetList > | BillboardSetIterator |
typedef MapIterator< AnimationList > | AnimationIterator |
enum | IlluminationRenderStage { IRS_NONE, IRS_AMBIENT, IRS_PER_LIGHT, IRS_DECAL, IRS_RENDER_TO_TEXTURE, IRS_RENDER_MODULATIVE_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 () | |
~BspSceneManager () | |
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 | 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. | |
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 | removeCamera (Camera *cam) |
Removes a camera from the scene. | |
virtual void | removeCamera (const String &name) |
Removes a camera from the scene. | |
virtual void | removeAllCameras (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 | removeLight (const String &name) |
Removes the named light from the scene and destroys it. | |
virtual void | removeLight (Light *light) |
Removes the light from the scene and destroys it based on a pointer. | |
virtual void | removeAllLights (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 | removeEntity (Entity *ent) |
Removes & destroys an Entity from the SceneManager. | |
virtual void | removeEntity (const String &name) |
Removes & destroys an Entity from the SceneManager by name. | |
virtual void | removeAllEntities (void) |
Removes & destroys all Entities. | |
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 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 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. | |
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 | removeBillboardSet (BillboardSet *set) |
Removes & destroys an BillboardSet from the SceneManager. | |
virtual void | removeBillboardSet (const String &name) |
Removes & destroys an BillboardSet from the SceneManager by name. | |
virtual void | removeAllBillboardSets (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 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 (RenderQueueGroupID qid) |
Adds an item to the 'special case' render queue list. | |
virtual void | removeSpecialCaseRenderQueue (RenderQueueGroupID 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 (RenderQueueGroupID 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 (RenderQueueGroupID qid) |
Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with. | |
virtual RenderQueueGroupID | 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. | |
LightIterator | getLightIterator (void) |
Returns a specialised MapIterator over all lights in the scene. | |
EntityIterator | getEntityIterator (void) |
Returns a specialised MapIterator over all entities in the scene. | |
CameraIterator | getCameraIterator (void) |
Returns a specialised MapIterator over all cameras in the scene. | |
BillboardSetIterator | getBillboardSetIterator (void) |
Returns a specialised MapIterator over all BillboardSets 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 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 | removeStaticGeometry (StaticGeometry *geom) |
Remove & destroy a StaticGeometry instance. | |
virtual void | removeStaticGeometry (const String &name) |
Remove & destroy a StaticGeometry instance. | |
virtual void | removeAllStaticGeometry (void) |
Remove & destroy all StaticGeometry instances. | |
Static Public Attributes | |
unsigned long | WORLD_GEOMETRY_QUERY_MASK |
Query mask which will be used for world geometry SceneQuery. | |
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, Light * > | SceneLightList |
typedef std::map< String, Entity * > | EntityList |
typedef std::map< String, BillboardSet * > | BillboardSetList |
typedef std::map< String, StaticGeometry * > | StaticGeometryList |
typedef std::map< String, SceneNode * > | SceneNodeList |
typedef std::set< SceneNode * > | AutoTrackingSceneNodes |
Autotracking scene nodes. | |
typedef std::set< RenderQueueGroupID > | SpecialCaseRenderQueueList |
typedef std::map< String, Animation * > | AnimationList |
Storage of animations, lookup by name. | |
typedef std::vector< RenderQueueListener * > | RenderQueueListenerList |
typedef std::vector< RenderTexture * > | ShadowTextureList |
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. | |
virtual void | initRenderQueue (void) |
Internal method for initialising the render queue. | |
virtual Pass * | setPass (Pass *pass) |
Internal method for setting up the renderstate for a rendering pass. | |
Pass * | deriveShadowCasterPass (Pass *pass) |
Internal method for turning a regular pass into a shadow caster pass. | |
Pass * | deriveShadowReceiverPass (Pass *pass) |
Internal method for turning a regular pass into a shadow receiver pass. | |
bool | validatePassForRendering (Pass *pass) |
Internal method to validate whether a Pass should be allowed to render. | |
bool | validateRenderableForRendering (Pass *pass, 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 (Renderable *pRend) |
Internal method used by _renderVisibleObjects to deal with renderables which override the camera's own view / projection materices. | |
bool | fireRenderQueueStarted (RenderQueueGroupID id) |
Internal method for firing the queue start event, returns true if queue is to be skipped. | |
bool | fireRenderQueueEnded (RenderQueueGroupID id) |
Internal method for firing the queue end event, returns true if queue is to be repeated. | |
virtual void | setViewport (Viewport *vp) |
Internal method for setting the destination viewport for the next render. | |
virtual void | renderSingleObject (Renderable *rend, 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 | renderQueueGroupObjects (RenderQueueGroup *group) |
Render the objects in a given queue group. | |
virtual void | renderBasicQueueGroupObjects (RenderQueueGroup *pGroup) |
Render a group in the ordinary way. | |
virtual void | renderAdditiveStencilShadowedQueueGroupObjects (RenderQueueGroup *group) |
Render a group with the added complexity of additive stencil shadows. | |
virtual void | renderModulativeStencilShadowedQueueGroupObjects (RenderQueueGroup *group) |
Render a group with the added complexity of additive stencil shadows. | |
virtual void | renderTextureShadowCasterQueueGroupObjects (RenderQueueGroup *group) |
Render a group rendering only shadow casters. | |
virtual void | renderTextureShadowReceiverQueueGroupObjects (RenderQueueGroup *group) |
Render a group rendering only shadow receivers. | |
virtual void | renderModulativeTextureShadowedQueueGroupObjects (RenderQueueGroup *group) |
Render a group with the added complexity of additive stencil shadows. | |
virtual void | renderObjects (const RenderPriorityGroup::SolidRenderablePassMap &objs, bool doLightIteration, const LightList *manualLightList=0) |
Render a set of objects, see renderSingleObject for param definitions. | |
virtual void | renderObjects (const RenderPriorityGroup::TransparentRenderablePassList &objs, bool doLightIteration, const LightList *manualLightList=0) |
Render a set of objects, see renderSingleObject for param definitions. | |
virtual void | renderTransparentShadowCasterObjects (const RenderPriorityGroup::TransparentRenderablePassList &objs, bool doLightIteration, const LightList *manualLightList=0) |
Render those objects in the transparent pass list which have shadow casting forced on. | |
Protected Attributes | |
BspResourceManager * | mBspResMgr |
BspLevelPtr | mLevel |
FaceGroupSet | mFaceGroupSet |
MaterialFaceGroupMap | mMatFaceGroupMap |
RenderOperation | mRenderOp |
bool | mShowNodeAABs |
RenderOperation | mAABGeometry |
MovablesForRendering | mMovablesForRendering |
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. | |
SceneLightList | mLights |
Central list of lights - for easy memory management and lookup. | |
EntityList | mEntities |
Central list of entities - for easy memory management and lookup. | |
BillboardSetList | mBillboardSets |
Central list of billboard sets - 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 |
bool | mSkyBoxEnabled |
bool | mSkyBoxDrawFirst |
Quaternion | mSkyBoxOrientation |
bool | mSkyDomeEnabled |
bool | mSkyDomeDrawFirst |
Quaternion | mSkyDomeOrientation |
FogMode | mFogMode |
ColourValue | mFogColour |
Real | mFogStart |
Real | mFogEnd |
Real | mFogDensity |
SpecialCaseRenderQueueList | mSpecialCaseQueueList |
SpecialCaseRenderQueueMode | mSpecialCaseQueueMode |
RenderQueueGroupID | mWorldGeometryRenderQueue |
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 |
bool | mCamChanged |
Controller flag for determining if we need to set view/proj matrices. | |
RenderQueueListenerList | mRenderQueueListeners |
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 |
RenderTexture * | 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 |
GpuProgramParametersSharedPtr | mInfiniteExtrusionParams |
GpuProgramParametersSharedPtr | mFiniteExtrusionParams |
ShadowCasterSceneQueryListener * | mShadowCasterQueryListener |
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 1494 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::getAnimationIterator(). |
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Storage of animations, lookup by name.
Definition at line 304 of file OgreSceneManager.h. |
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Autotracking scene nodes.
Definition at line 184 of file OgreSceneManager.h. |
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Definition at line 1493 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::getBillboardSetIterator(). |
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Definition at line 156 of file OgreSceneManager.h. |
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Definition at line 1492 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::getCameraIterator(). |
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Definition at line 137 of file OgreSceneManager.h. |
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Definition at line 1491 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::getEntityIterator(). |
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Definition at line 150 of file OgreSceneManager.h. |
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Definition at line 73 of file OgreBspSceneManager.h. |
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Definition at line 1490 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::getLightIterator(). |
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Definition at line 76 of file OgreBspSceneManager.h. |
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Definition at line 111 of file OgreBspSceneManager.h. |
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Definition at line 315 of file OgreSceneManager.h. |
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Definition at line 143 of file OgreSceneManager.h. |
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Definition at line 165 of file OgreSceneManager.h. |
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Definition at line 400 of file OgreSceneManager.h. Referenced by Ogre::SceneManager::ShadowCasterSceneQueryListener::prepare(). |
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Definition at line 363 of file OgreSceneManager.h. |
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Definition at line 215 of file OgreSceneManager.h. |
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Definition at line 162 of file OgreSceneManager.h. |
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Definition at line 273 of file OgreSceneManager.h. |
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Describes the stage of rendering when performing complex illumination.
Definition at line 99 of file OgreSceneManager.h. |
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Prefab shapes available without loading a model.
Definition at line 678 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 119 of file OgreSceneManager.h. |
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Internal method for applying animations to scene nodes.
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Overriden from SceneManager.
Reimplemented from Ogre::SceneManager. |
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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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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 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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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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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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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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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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Destroys an Animation.
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Destroys an AnimationState.
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Destroys a scene query of any type.
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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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Specialised from SceneManager to support Quake3 bsp files.
Reimplemented from Ogre::SceneManager. |
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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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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 1513 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 1517 of file OgreSceneManager.h. References Ogre::AnimationStateIterator. |
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Retrieves a pointer to the named BillboardSet.
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Returns a specialised MapIterator over all BillboardSets in the scene.
Definition at line 1509 of file OgreSceneManager.h. References Ogre::SceneManager::BillboardSetIterator. |
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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 1505 of file OgreSceneManager.h. References Ogre::SceneManager::CameraIterator. |
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Retrieves a pointer to the named Entity.
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Returns a specialised MapIterator over all entities in the scene.
Definition at line 1501 of file OgreSceneManager.h. References Ogre::SceneManager::EntityIterator. |
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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 132 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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Returns a specialised MapIterator over all lights in the scene.
Definition at line 1497 of file OgreSceneManager.h. References Ogre::SceneManager::LightIterator. |
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Method for getting the value of an implementation-specific Scene Manager option.
Reimplemented in Ogre::OctreeSceneManager. Definition at line 823 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 857 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 849 of file OgreSceneManager.h. References Ogre::String, and Ogre::StringVector. |
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Retrieves the internal render queue, for advanced users only.
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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 1611 of file OgreSceneManager.h. References Ogre::Real. |
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Get the size of the shadow index buffer.
Definition at line 1641 of file OgreSceneManager.h. |
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Gets the current shadow technique.
Definition at line 1556 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 1673 of file OgreSceneManager.h. |
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Get the format of the textures used for texture based shadows.
Definition at line 1663 of file OgreSceneManager.h. References Ogre::PixelFormat. |
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Gets whether or not texture shadows attempt to self-shadow.
Definition at line 1731 of file OgreSceneManager.h. |
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Get the size of the texture used for texture based shadows.
Definition at line 1651 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 1561 of file OgreSceneManager.h. |
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Get the skybox node, if enabled.
Definition at line 1039 of file OgreSceneManager.h. |
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Get the sky dome node, if enabled.
Definition at line 1107 of file OgreSceneManager.h. |
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Get the sky plane node, if enabled.
Definition at line 987 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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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 834 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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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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Return whether a skybox is enabled.
Definition at line 1036 of file OgreSceneManager.h. |
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Return whether a skydome is enabled.
Definition at line 1104 of file OgreSceneManager.h. |
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Return whether a key plane is enabled.
Definition at line 984 of file OgreSceneManager.h. |
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Manual rendering method, for advanced users only.
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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 & 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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Remove & destroy all StaticGeometry instances.
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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 a listener previously added with addRenderQueueListener.
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Removes an item to the 'special case' render queue list.
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Remove & destroy a StaticGeometry instance.
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Remove & destroy a StaticGeometry instance.
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Render a group with the added complexity of additive stencil shadows.
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Render a group in the ordinary way.
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Render a group with the added complexity of additive stencil shadows.
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Render a group with the added complexity of additive stencil shadows.
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Render a set of objects, see renderSingleObject for param definitions.
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Render a set of objects, see renderSingleObject for param definitions.
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Render the objects in a given queue group.
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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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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 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 808 of file OgreSceneManager.h. References Ogre::String. |
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Internal method for setting up the renderstate for a rendering pass.
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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 1696 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 1713 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 1704 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.
Definition at line 1728 of file OgreSceneManager.h. |
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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 1813 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 1559 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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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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Internal method used by _renderVisibleObjects 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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Definition at line 83 of file OgreBspSceneManager.h. |
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Current ambient light, cached for RenderSystem.
Definition at line 132 of file OgreSceneManager.h. |
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Definition at line 305 of file OgreSceneManager.h. |
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Definition at line 306 of file OgreSceneManager.h. |
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Utility class for calculating automatic parameters for gpu programs.
Definition at line 345 of file OgreSceneManager.h. |
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Definition at line 185 of file OgreSceneManager.h. |
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Central list of billboard sets - for easy memory management and lookup.
Definition at line 160 of file OgreSceneManager.h. |
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Definition at line 66 of file OgreBspSceneManager.h. |
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Controller flag for determining if we need to set view/proj matrices.
Definition at line 313 of file OgreSceneManager.h. |
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Camera in progress.
Definition at line 176 of file OgreSceneManager.h. |
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Central list of cameras - for easy memory management and lookup.
Definition at line 141 of file OgreSceneManager.h. |
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Definition at line 365 of file OgreSceneManager.h. |
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Current Viewport.
Definition at line 178 of file OgreSceneManager.h. |
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Definition at line 348 of file OgreSceneManager.h. |
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The rendering system to send the scene to.
Definition at line 135 of file OgreSceneManager.h. |
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Definition at line 301 of file OgreSceneManager.h. |
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Central list of entities - for easy memory management and lookup.
Definition at line 154 of file OgreSceneManager.h. |
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Definition at line 74 of file OgreBspSceneManager.h. |
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Definition at line 421 of file OgreSceneManager.h. |
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Definition at line 210 of file OgreSceneManager.h. |
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Definition at line 213 of file OgreSceneManager.h. |
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Definition at line 212 of file OgreSceneManager.h. |
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Definition at line 209 of file OgreSceneManager.h. |
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Definition at line 211 of file OgreSceneManager.h. |
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Definition at line 357 of file OgreSceneManager.h. |
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Definition at line 359 of file OgreSceneManager.h. |
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Definition at line 420 of file OgreSceneManager.h. |
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Definition at line 69 of file OgreBspSceneManager.h. Referenced by getLevel(). |
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Central list of lights - for easy memory management and lookup.
Definition at line 147 of file OgreSceneManager.h. |
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Definition at line 354 of file OgreSceneManager.h. |
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Definition at line 77 of file OgreBspSceneManager.h. |
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Definition at line 112 of file OgreBspSceneManager.h. |
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Definition at line 79 of file OgreBspSceneManager.h. |
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Queue of objects for rendering.
Definition at line 129 of file OgreSceneManager.h. |
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Definition at line 316 of file OgreSceneManager.h. |
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Central list of SceneNodes - for easy memory management.
Definition at line 173 of file OgreSceneManager.h. |
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Root scene node.
Definition at line 181 of file OgreSceneManager.h. |
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Definition at line 403 of file OgreSceneManager.h. |
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Definition at line 401 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 234 of file OgreSceneManager.h. |
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Definition at line 455 of file OgreSceneManager.h. |
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Definition at line 402 of file OgreSceneManager.h. |
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Definition at line 349 of file OgreSceneManager.h. |
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Definition at line 350 of file OgreSceneManager.h. |
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Definition at line 358 of file OgreSceneManager.h. |
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Definition at line 404 of file OgreSceneManager.h. |
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Definition at line 405 of file OgreSceneManager.h. |
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Definition at line 355 of file OgreSceneManager.h. |
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Definition at line 356 of file OgreSceneManager.h. |
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Definition at line 353 of file OgreSceneManager.h. |
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Definition at line 352 of file OgreSceneManager.h. |
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A pass designed to let us render shadow receivers for texture shadows.
Definition at line 236 of file OgreSceneManager.h. |
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Definition at line 351 of file OgreSceneManager.h. |
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Definition at line 347 of file OgreSceneManager.h. |
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Definition at line 416 of file OgreSceneManager.h. |
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Definition at line 361 of file OgreSceneManager.h. |
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Definition at line 410 of file OgreSceneManager.h. |
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Definition at line 412 of file OgreSceneManager.h. |
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Definition at line 414 of file OgreSceneManager.h. |
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Definition at line 411 of file OgreSceneManager.h. |
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Definition at line 413 of file OgreSceneManager.h. |
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Definition at line 415 of file OgreSceneManager.h. |
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Definition at line 408 of file OgreSceneManager.h. |
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Definition at line 407 of file OgreSceneManager.h. |
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Definition at line 362 of file OgreSceneManager.h. |
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Definition at line 406 of file OgreSceneManager.h. |
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Definition at line 417 of file OgreSceneManager.h. |
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Definition at line 364 of file OgreSceneManager.h. |
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Definition at line 409 of file OgreSceneManager.h. |
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Definition at line 360 of file OgreSceneManager.h. |
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Definition at line 366 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 327 of file OgreSceneManager.h. |
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Definition at line 82 of file OgreBspSceneManager.h. |
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Definition at line 202 of file OgreSceneManager.h. |
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Definition at line 201 of file OgreSceneManager.h. |
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Definition at line 191 of file OgreSceneManager.h. |
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Definition at line 195 of file OgreSceneManager.h. |
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Definition at line 203 of file OgreSceneManager.h. |
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Definition at line 206 of file OgreSceneManager.h. |
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Definition at line 205 of file OgreSceneManager.h. |
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Definition at line 190 of file OgreSceneManager.h. |
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Definition at line 194 of file OgreSceneManager.h. |
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Definition at line 207 of file OgreSceneManager.h. |
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Definition at line 199 of file OgreSceneManager.h. |
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Definition at line 198 of file OgreSceneManager.h. |
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Definition at line 197 of file OgreSceneManager.h. |
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Definition at line 189 of file OgreSceneManager.h. |
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Definition at line 193 of file OgreSceneManager.h. |
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Definition at line 216 of file OgreSceneManager.h. |
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Definition at line 217 of file OgreSceneManager.h. |
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Definition at line 163 of file OgreSceneManager.h. |
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Definition at line 218 of file OgreSceneManager.h. |
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Query mask which will be used for world geometry SceneQuery.
Definition at line 85 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 Feb 12 13:05:30 2006