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Ogre::Entity Class Reference

Defines an instance of a discrete, movable object based on a Mesh. More...

#include <OgreEntity.h>

Inheritance diagram for Ogre::Entity:

Ogre::MovableObject Ogre::ShadowCaster List of all members.

Public Types

typedef std::set< Entity * > EntitySet
typedef std::map< String,
MovableObject * > 
ChildObjectList
 Contains the child objects (attached to bones) indexed by name.

typedef MapIterator< ChildObjectListChildObjectListIterator
typedef std::vector< ShadowRenderable * > ShadowRenderableList
typedef VectorIterator< ShadowRenderableListShadowRenderableListIterator

Public Member Functions

 ~Entity ()
 Default destructor.

MeshPtrgetMesh (void)
 Gets the Mesh that this Entity is based on.

SubEntitygetSubEntity (unsigned int index)
 Gets a pointer to a SubEntity, ie a part of an Entity.

SubEntitygetSubEntity (const String &name)
 Gets a pointer to a SubEntity by name.

unsigned int getNumSubEntities (void) const
 Retrieves the number of SubEntity objects making up this entity.

Entityclone (const String &newName)
 Clones this entity and returns a pointer to the clone.

void setMaterialName (const String &name)
 Sets the material to use for the whole of this entity.

void _notifyCurrentCamera (Camera *cam)
 Overridden - see MovableObject.

void setRenderQueueGroup (RenderQueueGroupID queueID)
 Overridden - see MovableObject.

const AxisAlignedBoxgetBoundingBox (void) const
 Overridden - see MovableObject.

AxisAlignedBox getChildObjectsBoundingBox (void) const
 merge all the child object Bounds a return it

void _updateRenderQueue (RenderQueue *queue)
 Overridden - see MovableObject.

const StringgetName (void) const
 Overridden from MovableObject.

const StringgetMovableType (void) const
 Overridden from MovableObject.

AnimationStategetAnimationState (const String &name)
 For entities based on animated meshes, gets the AnimationState object for a single animation.

AnimationStateSetgetAllAnimationStates (void)
 For entities based on animated meshes, gets the AnimationState objects for all animations.

void setDisplaySkeleton (bool display)
 Tells the Entity whether or not it should display it's skeleton, if it has one.

bool getDisplaySkeleton (void) const
 Returns whether or not the entity is currently displaying its skeleton.

EntitygetManualLodLevel (size_t index) const
 Gets a pointer to the entity representing the numbered manual level of detail.

size_t getNumManualLodLevels (void) const
 Returns the number of manual levels of detail that this entity supports.

void setMeshLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the mesh detail of this entity.

void setMaterialLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the material detail of this entity.

void setRenderDetail (SceneDetailLevel renderDetail)
 Sets the rendering detail of this entire entity (solid, wireframe etc).

void setRenderDetailOverrideable (bool renderDetailOverrideable)
 Sets whether the rendering detail of this entire entity may be overridden by the camera detail settings.

void attachObjectToBone (const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO)
 Attaches another object to a certain bone of the skeleton which this entity uses.

MovableObjectdetachObjectFromBone (const String &movableName)
 detach a MovableObject previously attached using attachObjectToBone

void detachObjectFromBone (MovableObject *obj)
 Detaches an object by pointer.

void detachAllObjectsFromBone (void)
 Detach all MovableObjects previously attached using attachObjectToBone.

ChildObjectListIterator getAttachedObjectIterator (void)
 Gets an iterator to the list of objects attached to bones on this entity.

Real getBoundingRadius (void) const
const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const
 MovableObject::getWorldBoundingBox

const SpheregetWorldBoundingSphere (bool derive=false) const
 MovableObject::getWorldBoundingSphere

void setNormaliseNormals (bool normalise)
 If set to true, this forces normals of this entity to be normalised dynamically by the hardware.

bool getNormaliseNormals (void) const
 Returns true if this entity has auto-normalisation of normals set.

EdgeDatagetEdgeList (void)
 Overridden member from ShadowCaster.

ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0)
 Overridden member from ShadowCaster.

const Matrix4_getBoneMatrices (void)
 Internal method for retrieving bone matrix information.

unsigned short _getNumBoneMatrices (void)
 Internal method for retrieving bone matrix information.

bool hasSkeleton (void)
 Returns whether or not this entity is skeletally animated.

SkeletonInstancegetSkeleton (void)
 Get this Entity's personal skeleton instance.

bool isHardwareSkinningEnabled (void) const
 Returns whether or not hardware skinning is enabled.

int getSoftwareSkinningRequests (void) const
 Returns the number of requests that have been made for software skinning.

int getSoftwareSkinningNormalsRequests (void) const
 Returns the number of requests that have been made for software skinning of normals.

void addSoftwareSkinningRequest (bool normalsAlso)
 Add a request for software skinning.

void removeSoftwareSkinningRequest (bool normalsAlso)
 Removes a request for software skinning.

void _notifyAttached (Node *parent, bool isTagPoint=false)
 Overridden from MovableObject.

void shareSkeletonInstanceWith (Entity *entity)
 Shares the SkeletonInstance with the supplied entity.

void Entity::stopSharingSkeletonInstance ()
 Stops sharing the SkeletonInstance with other entities.

bool sharesSkeletonInstance () const
 Returns whether this entity shares it's SkeltonInstance with other entity instances.

const EntitySetgetSkeletonInstanceSharingSet () const
 Returns a pointer to the set of entities which share a SkeletonInstance.

void refreshAvailableAnimationState (void)
 Updates the internal animation state set to include the latest available animations from the attached skeleton.

void _updateAnimation (void)
 Advanced method to perform all the updates required for an animated entity.

const VertexData_getSharedBlendedVertexData (void) const
 Advanced method to get the temporarily blended vertex information for entities which are software skinned.

virtual NodegetParentNode (void) const
 Returns the node to which this object is attached.

virtual SceneNodegetParentSceneNode (void) const
 Returns the scene node to which this object is attached.

virtual bool isAttached (void) const
 Returns true if this object is attached to a SceneNode or TagPoint.

virtual bool isInScene (void) const
 Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph.

virtual void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component.

virtual bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not.

virtual void setUserObject (UserDefinedObject *obj)
 Call this to associate your own custom user object instance with this MovableObject.

virtual UserDefinedObjectgetUserObject (void)
 Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject.

virtual RenderQueueGroupID getRenderQueueGroup (void) const
 Gets the queue group for this entity, see setRenderQueueGroup for full details.

virtual Matrix4 _getParentNodeFullTransform (void) const
 return the full transformation of the parent sceneNode or the attachingPoint node

virtual void setQueryFlags (unsigned long flags)
 Sets the query flags for this object.

virtual void addQueryFlags (unsigned long flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.

virtual void removeQueryFlags (unsigned long flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.

virtual unsigned long getQueryFlags (void) const
 Returns the query flags relevant for this object.

const AxisAlignedBoxgetLightCapBounds (void) const
 Overridden member from ShadowCaster.

const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
 Overridden member from ShadowCaster.

void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows.

bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object.

Real getPointExtrusionDistance (const Light *l) const
 Get the distance to extrude for a point/spot light.


Static Public Member Functions

void extrudeVertices (HardwareVertexBufferSharedPtr vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
 Utility method for extruding vertices based on a light.


Protected Types

typedef std::vector< SubEntity * > SubEntityList
 List of SubEntities (point to SubMeshes).

typedef std::vector< Entity * > LODEntityList
 List of LOD Entity instances (for manual LODs).


Protected Member Functions

 Entity ()
 Private constructor (instances cannot be created directly).

 Entity (const String &name, MeshPtr &mesh, SceneManager *creator)
 Private constructor - specify name (the usual constructor used).

const VertexDatafindBlendedVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any submesh, finds the temporary blend copy.

SubEntityfindSubEntityForVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.

void extractTempBufferInfo (VertexData *sourceData, TempBlendedBufferInfo *info)
 Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.

VertexDatacloneVertexDataRemoveBlendInfo (const VertexData *source)
 Internal method to clone vertex data definitions but to remove blend buffers.

void prepareTempBlendBuffers (void)
 Internal method for preparing this Entity for use in animation.

void updateAnimation (void)
 Perform all the updates required for an animated entity.

void cacheBoneMatrices (void)
 Private method to cache bone matrices from skeleton.

void buildSubEntityList (MeshPtr &mesh, SubEntityList *sublist)
 Builds a list of SubEntities based on the SubMeshes contained in the Mesh.

void attachObjectImpl (MovableObject *pMovable, TagPoint *pAttachingPoint)
 internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity

void detachObjectImpl (MovableObject *pObject)
 internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity

void detachAllObjectsImpl (void)
 internal implementation of detaching all 'child' objects of this entity

void reevaluateVertexProcessing (void)
 Trigger reevaluation of the kind of vertex processing in use.

Real getExtrusionDistance (const Vector3 &objectPos, const Light *light) const
 Helper moethod for calculating extrusion distance.

virtual void updateEdgeListLightFacing (EdgeData *edgeData, const Vector4 &lightPos)
 Tells the caster to perform the tasks necessary to update the edge data's light listing.

virtual void generateShadowVolume (EdgeData *edgeData, HardwareIndexBufferSharedPtr indexBuffer, const Light *light, ShadowRenderableList &shadowRenderables, unsigned long flags)
 Generates the indexes required to render a shadow volume into the index buffer which is passed in, and updates shadow renderables to use it.

virtual void extrudeBounds (AxisAlignedBox &box, const Vector4 &lightPos, Real extrudeDist) const
 Utility method for extruding a bounding box.


Protected Attributes

String mName
 Name of the entity; used for location in the scene.

MeshPtr mMesh
 The Mesh that this Entity is based on.

SubEntityList mSubEntityList
SceneManagermCreatorSceneManager
 Pointer back to the SceneManager that created this instance, for notification purposes.

AnimationStateSetmAnimationState
 State of animation for animable meshes.

TempBlendedBufferInfo mTempBlendedBuffer
 Temp blend buffer details for shared geometry.

VertexDatamSharedBlendedVertexData
 Temp blend buffer details for shared geometry.

Matrix4mBoneMatrices
 Cached bone matrices, including any world transform.

unsigned short mNumBoneMatrices
unsigned long mFrameAnimationLastUpdated
 Records the last frame in which animation was updated.

unsigned long * mFrameBonesLastUpdated
 Records the last frame in which the bones was updated It's a pointer because it can be shared between different entities with a shared skeleton.

EntitySetmSharedSkeletonEntities
 A set of all the entities which shares a single SkeletonInstance.

bool mDisplaySkeleton
 Flag determines whether or not to display skeleton.

bool mHardwareSkinning
 Flag indicating whether hardware skinning is supported by this entities materials.

int mSoftwareSkinningRequests
 Counter indicating number of requests for software skinning.

int mSoftwareSkinningNormalsRequests
 Counter indicating number of requests for software skinned normals.

bool mVertexProgramInUse
 Flag indicating whether we have a vertex program in use on any of our subentities.

ushort mMeshLodIndex
 The LOD number of the mesh to use, calculated by _notifyCurrentCamera.

Real mMeshLodFactorInv
 LOD bias factor, inverted for optimisation when calculating adjusted depth.

ushort mMinMeshLodIndex
 Index of minimum detail LOD (NB higher index is lower detail).

ushort mMaxMeshLodIndex
 Index of maximum detail LOD (NB lower index is higher detail).

Real mMaterialLodFactorInv
 LOD bias factor, inverted for optimisation when calculating adjusted depth.

ushort mMinMaterialLodIndex
 Index of minimum detail LOD (NB higher index is lower detail).

ushort mMaxMaterialLodIndex
 Index of maximum detail LOD (NB lower index is higher detail).

bool mUsingManualLOD
 Flag indicating that mesh uses manual LOD and so might have multiple SubEntity versions.

LODEntityList mLodEntityList
SkeletonInstancemSkeletonInstance
 This Entity's personal copy of the skeleton, if skeletally animated.

ChildObjectList mChildObjectList
AxisAlignedBoxmFullBoundingBox
 Bounding box that 'contains' all the mesh of each child entity.

bool mNormaliseNormals
ShadowRenderableList mShadowRenderables
NodemParentNode
 node to which this object is attached

bool mParentIsTagPoint
bool mVisible
 Is this object visible?

UserDefinedObjectmUserObject
 User defined object which is linked to this object.

RenderQueueGroupID mRenderQueueID
 The render queue to use when rendering this object.

bool mRenderQueueIDSet
 Flags whether the RenderQueue's default should be used.

unsigned long mQueryFlags
 Flags determining whether this object is included / excluded from scene queries.

AxisAlignedBox mWorldAABB
 Cached world AABB of this object.

Sphere mWorldBoundingSphere
AxisAlignedBox mWorldDarkCapBounds
 World space AABB of this object's dark cap.

bool mCastShadows
 Does this object cast shadows?


Static Protected Attributes

String msMovableType
 Shared class-level name for Movable type.


Friends

class SceneManager
class SubEntity

Detailed Description

Defines an instance of a discrete, movable object based on a Mesh.

Remarks:
Ogre generally divides renderable objects into 2 groups, discrete (separate) and relatively small objects which move around the world, and large, sprawling geometry which makes up generally immovable scenery, aka 'level geometry'.
The Mesh and SubMesh classes deal with the definition of the geometry used by discrete movable objects. Entities are actual instances of objects based on this geometry in the world. Therefore there is usually a single set Mesh for a car, but there may be multiple entities based on it in the world. Entities are able to override aspects of the Mesh it is defined by, such as changing material properties per instance (so you can have many cars using the same geometry but different textures for example). Because a Mesh is split into SubMeshes for this purpose, the Entity class is a grouping class (much like the Mesh class) and much of the detail regarding individual changes is kept in the SubEntity class. There is a 1:1 relationship between SubEntity instances and the SubMesh instances associated with the Mesh the Entity is based on.
Entity and SubEntity classes are never created directly. Use the createEntity method of the SceneManager (passing a model name) to create one.
Entities are included in the scene by associating them with a SceneNode, using the attachEntity method. See the SceneNode class for full information.
Note:
No functions were declared virtual to improve performance.

Definition at line 71 of file OgreEntity.h.


Member Typedef Documentation

typedef std::map<String, MovableObject*> Ogre::Entity::ChildObjectList
 

Contains the child objects (attached to bones) indexed by name.

Definition at line 218 of file OgreEntity.h.

typedef MapIterator<ChildObjectList> Ogre::Entity::ChildObjectListIterator
 

Definition at line 463 of file OgreEntity.h.

typedef std::set<Entity*> Ogre::Entity::EntitySet
 

Definition at line 77 of file OgreEntity.h.

Referenced by getSkeletonInstanceSharingSet().

typedef std::vector<Entity*> Ogre::Entity::LODEntityList [protected]
 

List of LOD Entity instances (for manual LODs).

We don't know when the mesh is using manual LODs whether one LOD to the next will have the same number of SubMeshes, therefore we have to allow a separate Entity list with each alternate one.

Definition at line 194 of file OgreEntity.h.

typedef std::vector<ShadowRenderable*> Ogre::ShadowCaster::ShadowRenderableList [inherited]
 

Definition at line 121 of file OgreShadowCaster.h.

typedef VectorIterator<ShadowRenderableList> Ogre::ShadowCaster::ShadowRenderableListIterator [inherited]
 

Definition at line 122 of file OgreShadowCaster.h.

typedef std::vector<SubEntity*> Ogre::Entity::SubEntityList [protected]
 

List of SubEntities (point to SubMeshes).

Definition at line 98 of file OgreEntity.h.


Constructor & Destructor Documentation

Ogre::Entity::Entity  )  [protected]
 

Private constructor (instances cannot be created directly).

Ogre::Entity::Entity const String name,
MeshPtr mesh,
SceneManager creator
[protected]
 

Private constructor - specify name (the usual constructor used).

Ogre::Entity::~Entity  ) 
 

Default destructor.


Member Function Documentation

const Matrix4* Ogre::Entity::_getBoneMatrices void   ) 
 

Internal method for retrieving bone matrix information.

Definition at line 496 of file OgreEntity.h.

unsigned short Ogre::Entity::_getNumBoneMatrices void   ) 
 

Internal method for retrieving bone matrix information.

Definition at line 498 of file OgreEntity.h.

virtual Matrix4 Ogre::MovableObject::_getParentNodeFullTransform void   )  const [virtual, inherited]
 

return the full transformation of the parent sceneNode or the attachingPoint node

const VertexData* Ogre::Entity::_getSharedBlendedVertexData void   )  const
 

Advanced method to get the temporarily blended vertex information for entities which are software skinned.

void Ogre::Entity::_notifyAttached Node parent,
bool  isTagPoint = false
[virtual]
 

Overridden from MovableObject.

Reimplemented from Ogre::MovableObject.

void Ogre::Entity::_notifyCurrentCamera Camera cam  )  [virtual]
 

Overridden - see MovableObject.

Implements Ogre::MovableObject.

void Ogre::Entity::_updateAnimation void   ) 
 

Advanced method to perform all the updates required for an animated entity.

Remarks:
You don't normally need to call this, but it's here incase you wish to manually update the animation of an Entity at a specific point in time. Animation will not be updated more than once a frame no matter how many times you call this method.

void Ogre::Entity::_updateRenderQueue RenderQueue queue  )  [virtual]
 

Overridden - see MovableObject.

Implements Ogre::MovableObject.

virtual void Ogre::MovableObject::addQueryFlags unsigned long  flags  )  [virtual, inherited]
 

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

Definition at line 203 of file OgreMovableObject.h.

void Ogre::Entity::addSoftwareSkinningRequest bool  normalsAlso  ) 
 

Add a request for software skinning.

Remarks:
Tells the entity to perform skinning calculations for skeletal animations in software, regardless of the current setting of isHardwareSkinningEnabled(). Software skinning will be performed any time one or more requests have been made. If 'normalsAlso' is 'true', then the entity will also do software blending on normal vectors, in addition to positions. This advanced method useful for situations in which access to actual mesh vertices is required, such as accurate collision detection or certain advanced shading techniques. When software skinning is no longer needed, the caller of this method should always remove the request by calling removeSoftwareSkinningRequest(), passing the same value for 'normalsAlso'.

void Ogre::Entity::attachObjectImpl MovableObject pMovable,
TagPoint pAttachingPoint
[protected]
 

internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity

void Ogre::Entity::attachObjectToBone const String boneName,
MovableObject pMovable,
const Quaternion offsetOrientation = Quaternion::IDENTITY,
const Vector3 offsetPosition = Vector3::ZERO
 

Attaches another object to a certain bone of the skeleton which this entity uses.

Remarks:
This method can be used to attach another object to an animated part of this entity, by attaching it to a bone in the skeleton (with an offset if required). As this entity is animated, the attached object will move relative to the bone to which it is attached.
Parameters:
boneName The name of the bone (in the skeleton) to attach this object
pMovable Pointer to the object to attach
offsetOrientation An adjustment to the orientation of the attached object, relative to the bone.
offsetPosition An adjustment to the position of the attached object, relative to the bone.

void Ogre::Entity::buildSubEntityList MeshPtr mesh,
SubEntityList sublist
[protected]
 

Builds a list of SubEntities based on the SubMeshes contained in the Mesh.

void Ogre::Entity::cacheBoneMatrices void   )  [protected]
 

Private method to cache bone matrices from skeleton.

Entity* Ogre::Entity::clone const String newName  ) 
 

Clones this entity and returns a pointer to the clone.

Remarks:
Useful method for duplicating an entity. The new entity must be given a unique name, and is not attached to the scene in any way so must be attached to a SceneNode to be visible (exactly as entities returned from SceneManager::createEntity).
Parameters:
newName Name for the new entity.

VertexData* Ogre::Entity::cloneVertexDataRemoveBlendInfo const VertexData source  )  [protected]
 

Internal method to clone vertex data definitions but to remove blend buffers.

void Ogre::Entity::detachAllObjectsFromBone void   ) 
 

Detach all MovableObjects previously attached using attachObjectToBone.

void Ogre::Entity::detachAllObjectsImpl void   )  [protected]
 

internal implementation of detaching all 'child' objects of this entity

void Ogre::Entity::detachObjectFromBone MovableObject obj  ) 
 

Detaches an object by pointer.

Remarks:
This method is need when destroy a MovableObject which attached to a bone of this entity. But sometimes the object may be not in the child object list because it is a lod entity, this method can safely detect and ignore in this case.

MovableObject* Ogre::Entity::detachObjectFromBone const String movableName  ) 
 

detach a MovableObject previously attached using attachObjectToBone

void Ogre::Entity::detachObjectImpl MovableObject pObject  )  [protected]
 

internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity

void Ogre::Entity::Entity::stopSharingSkeletonInstance  ) 
 

Stops sharing the SkeletonInstance with other entities.

void Ogre::Entity::extractTempBufferInfo VertexData sourceData,
TempBlendedBufferInfo info
[protected]
 

Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.

virtual void Ogre::ShadowCaster::extrudeBounds AxisAlignedBox box,
const Vector4 lightPos,
Real  extrudeDist
const [protected, virtual, inherited]
 

Utility method for extruding a bounding box.

Parameters:
box Original bounding box, will be updated in-place
lightPos 4D light position in object space, when w=0.0f this represents a directional light
extrudeDist The distance to extrude

void Ogre::ShadowCaster::extrudeVertices HardwareVertexBufferSharedPtr  vertexBuffer,
size_t  originalVertexCount,
const Vector4 lightPos,
Real  extrudeDist
[static, inherited]
 

Utility method for extruding vertices based on a light.

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

const VertexData* Ogre::Entity::findBlendedVertexData const VertexData orig  )  [protected]
 

Internal method - given vertex data which could be from the Mesh or any submesh, finds the temporary blend copy.

SubEntity* Ogre::Entity::findSubEntityForVertexData const VertexData orig  )  [protected]
 

Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.

virtual void Ogre::ShadowCaster::generateShadowVolume EdgeData edgeData,
HardwareIndexBufferSharedPtr  indexBuffer,
const Light light,
ShadowRenderableList shadowRenderables,
unsigned long  flags
[protected, virtual, inherited]
 

Generates the indexes required to render a shadow volume into the index buffer which is passed in, and updates shadow renderables to use it.

Parameters:
edgeData The edge information to use
indexBuffer The buffer into which to write data into; current contents are assumed to be discardable.
light The light, mainly for type info as silhouette calculations should already have been done in updateEdgeListLightFacing
shadowRenderables A list of shadow renderables which has already been constructed but will need populating with details of the index ranges to be used.
flags Additional controller flags, see ShadowRenderableFlags

AnimationStateSet* Ogre::Entity::getAllAnimationStates void   ) 
 

For entities based on animated meshes, gets the AnimationState objects for all animations.

Returns:
In case the entity is animated, this functions returns the pointer to a AnimationStateSet containing all animations of the entries. If the entity is not animated, it returns 0.
Remarks:
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.

AnimationState* Ogre::Entity::getAnimationState const String name  ) 
 

For entities based on animated meshes, gets the AnimationState object for a single animation.

Remarks:
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.

ChildObjectListIterator Ogre::Entity::getAttachedObjectIterator void   ) 
 

Gets an iterator to the list of objects attached to bones on this entity.

const AxisAlignedBox& Ogre::Entity::getBoundingBox void   )  const [virtual]
 

Overridden - see MovableObject.

Implements Ogre::MovableObject.

Real Ogre::Entity::getBoundingRadius void   )  const [virtual]
 

See also:
MovableObject::getBoundingRadius

Implements Ogre::MovableObject.

bool Ogre::MovableObject::getCastShadows void   )  const [virtual, inherited]
 

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

Definition at line 238 of file OgreMovableObject.h.

AxisAlignedBox Ogre::Entity::getChildObjectsBoundingBox void   )  const
 

merge all the child object Bounds a return it

const AxisAlignedBox& Ogre::MovableObject::getDarkCapBounds const Light light,
Real  dirLightExtrusionDist
const [virtual, inherited]
 

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

bool Ogre::Entity::getDisplaySkeleton void   )  const
 

Returns whether or not the entity is currently displaying its skeleton.

EdgeData* Ogre::Entity::getEdgeList void   )  [virtual]
 

Overridden member from ShadowCaster.

Reimplemented from Ogre::MovableObject.

Real Ogre::ShadowCaster::getExtrusionDistance const Vector3 objectPos,
const Light light
const [protected, inherited]
 

Helper moethod for calculating extrusion distance.

const AxisAlignedBox& Ogre::MovableObject::getLightCapBounds void   )  const [virtual, inherited]
 

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

Entity* Ogre::Entity::getManualLodLevel size_t  index  )  const
 

Gets a pointer to the entity representing the numbered manual level of detail.

Remarks:
The zero-based index never includes the original entity, unlike Mesh::getLodLevel.

MeshPtr& Ogre::Entity::getMesh void   ) 
 

Gets the Mesh that this Entity is based on.

const String& Ogre::Entity::getMovableType void   )  const [virtual]
 

Overridden from MovableObject.

Implements Ogre::MovableObject.

const String& Ogre::Entity::getName void   )  const [virtual]
 

Overridden from MovableObject.

Implements Ogre::MovableObject.

bool Ogre::Entity::getNormaliseNormals void   )  const
 

Returns true if this entity has auto-normalisation of normals set.

Definition at line 484 of file OgreEntity.h.

size_t Ogre::Entity::getNumManualLodLevels void   )  const
 

Returns the number of manual levels of detail that this entity supports.

Remarks:
This number never includes the original entity, it is difference with Mesh::getNumLodLevels.

unsigned int Ogre::Entity::getNumSubEntities void   )  const
 

Retrieves the number of SubEntity objects making up this entity.

virtual Node* Ogre::MovableObject::getParentNode void   )  const [virtual, inherited]
 

Returns the node to which this object is attached.

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

virtual SceneNode* Ogre::MovableObject::getParentSceneNode void   )  const [virtual, inherited]
 

Returns the scene node to which this object is attached.

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

Real Ogre::MovableObject::getPointExtrusionDistance const Light l  )  const [virtual, inherited]
 

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

Implements Ogre::ShadowCaster.

virtual unsigned long Ogre::MovableObject::getQueryFlags void   )  const [virtual, inherited]
 

Returns the query flags relevant for this object.

Definition at line 210 of file OgreMovableObject.h.

virtual RenderQueueGroupID Ogre::MovableObject::getRenderQueueGroup void   )  const [virtual, inherited]
 

Gets the queue group for this entity, see setRenderQueueGroup for full details.

ShadowRenderableListIterator Ogre::Entity::getShadowVolumeRenderableIterator ShadowTechnique  shadowTechnique,
const Light light,
HardwareIndexBufferSharedPtr indexBuffer,
bool  extrudeVertices,
Real  extrusionDistance,
unsigned long  flags = 0
[virtual]
 

Overridden member from ShadowCaster.

Reimplemented from Ogre::MovableObject.

SkeletonInstance* Ogre::Entity::getSkeleton void   ) 
 

Get this Entity's personal skeleton instance.

Definition at line 502 of file OgreEntity.h.

const EntitySet* Ogre::Entity::getSkeletonInstanceSharingSet  )  const
 

Returns a pointer to the set of entities which share a SkeletonInstance.

If this instance does not share it's SkeletonInstance with other instances NULL will be returned

Definition at line 583 of file OgreEntity.h.

References EntitySet.

int Ogre::Entity::getSoftwareSkinningNormalsRequests void   )  const
 

Returns the number of requests that have been made for software skinning of normals.

Remarks:
If non-zero, and getSoftwareSkinningRequests() also returns non-zero, then software skinning of normals will be performed in updateAnimation regardless of the current setting of isHardwareSkinningEnabled. Currently it is not possible to force software skinning of only normals. Consequently this value is always less than or equal to that returned by getSoftwareSkinningRequests(). Requests for software skinning of normals are made by calling the addSoftwareSkinningRequest() method with 'true' as the parameter.

Definition at line 532 of file OgreEntity.h.

int Ogre::Entity::getSoftwareSkinningRequests void   )  const
 

Returns the number of requests that have been made for software skinning.

Remarks:
If non-zero then software skinning will be performed in updateAnimation regardless of the current setting of isHardwareSkinningEnabled. Requests for software skinning are made by calling the addSoftwareSkinningRequest() method.

Definition at line 520 of file OgreEntity.h.

SubEntity* Ogre::Entity::getSubEntity const String name  ) 
 

Gets a pointer to a SubEntity by name.

Remarks:
- names should be initialized during a Mesh creation.

SubEntity* Ogre::Entity::getSubEntity unsigned int  index  ) 
 

Gets a pointer to a SubEntity, ie a part of an Entity.

virtual UserDefinedObject* Ogre::MovableObject::getUserObject void   )  [virtual, inherited]
 

Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject.

Definition at line 171 of file OgreMovableObject.h.

const AxisAlignedBox& Ogre::Entity::getWorldBoundingBox bool  derive = false  )  const [virtual]
 

MovableObject::getWorldBoundingBox

Reimplemented from Ogre::MovableObject.

const Sphere& Ogre::Entity::getWorldBoundingSphere bool  derive = false  )  const [virtual]
 

MovableObject::getWorldBoundingSphere

Reimplemented from Ogre::MovableObject.

bool Ogre::Entity::hasSkeleton void   ) 
 

Returns whether or not this entity is skeletally animated.

Definition at line 500 of file OgreEntity.h.

virtual bool Ogre::MovableObject::isAttached void   )  const [virtual, inherited]
 

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

bool Ogre::Entity::isHardwareSkinningEnabled void   )  const
 

Returns whether or not hardware skinning is enabled.

Remarks:
Because fixed-function indexed vertex blending is rarely supported by existing graphics cards, hardware skinning can only be done if the vertex programs in the materials used to render an entity support it. Therefore, this method will only return true if all the materials assigned to this entity have vertex programs assigned, and all those vertex programs must support 'include_skeletal_animation true'.

Definition at line 512 of file OgreEntity.h.

virtual bool Ogre::MovableObject::isInScene void   )  const [virtual, inherited]
 

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

virtual bool Ogre::MovableObject::isVisible void   )  const [virtual, inherited]
 

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

Reimplemented in Ogre::StaticGeometry::Region.

void Ogre::Entity::prepareTempBlendBuffers void   )  [protected]
 

Internal method for preparing this Entity for use in animation.

void Ogre::Entity::reevaluateVertexProcessing void   )  [protected]
 

Trigger reevaluation of the kind of vertex processing in use.

void Ogre::Entity::refreshAvailableAnimationState void   ) 
 

Updates the internal animation state set to include the latest available animations from the attached skeleton.

Remarks:
Use this method if you manually add animations to a skeleton, or have linked the skeleton to another for animation purposes since creating this entity.
Note:
If you have called getAnimationState prior to calling this method, the pointers will still remain valid.

virtual void Ogre::MovableObject::removeQueryFlags unsigned long  flags  )  [virtual, inherited]
 

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

Definition at line 207 of file OgreMovableObject.h.

void Ogre::Entity::removeSoftwareSkinningRequest bool  normalsAlso  ) 
 

Removes a request for software skinning.

Remarks:
Calling this decrements the entity's internal counter of the number of requests for software skinning. If the counter is already zero then calling this method throws an exception. The 'normalsAlso' flag if set to 'true' will also decrement the internal counter of number of requests for software skinning of normals.

void Ogre::MovableObject::setCastShadows bool  enabled  )  [inherited]
 

Sets whether or not this object will cast shadows.

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

Definition at line 236 of file OgreMovableObject.h.

void Ogre::Entity::setDisplaySkeleton bool  display  ) 
 

Tells the Entity whether or not it should display it's skeleton, if it has one.

void Ogre::Entity::setMaterialLodBias Real  factor,
ushort  maxDetailIndex = 0,
ushort  minDetailIndex = 99
 

Sets a level-of-detail bias for the material detail of this entity.

Remarks:
Level of detail reduction is normally applied automatically based on the Material settings. However, it is possible to influence this behaviour for this entity by adjusting the LOD bias. This 'nudges' the material level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.
There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this entity would take twice as long to use a lower detail material, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail index to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.
Parameters:
factor Proportional factor to apply to the distance at which LOD is changed. Higher values increase the distance at which higher LODs are displayed (2.0 is twice the normal distance, 0.5 is half).
maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower indexes are higher detail: index 0 is the original full detail model).
minDetailIndex The index of the minimum LOD this entity is allowed to use (higher indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual LOD will be limited by the number of lod indexes used in the Material)

void Ogre::Entity::setMaterialName const String name  ) 
 

Sets the material to use for the whole of this entity.

Remarks:
This is a shortcut method to set all the materials for all subentities of this entity. Only use this method is you want to set the same material for all subentities or if you know there is only one. Otherwise call getSubEntity() and call the same method on the individual SubEntity.

void Ogre::Entity::setMeshLodBias Real  factor,
ushort  maxDetailIndex = 0,
ushort  minDetailIndex = 99
 

Sets a level-of-detail bias for the mesh detail of this entity.

Remarks:
Level of detail reduction is normally applied automatically based on the Mesh settings. However, it is possible to influence this behaviour for this entity by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.
There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.
Parameters:
factor Proportional factor to apply to the distance at which LOD is changed. Higher values increase the distance at which higher LODs are displayed (2.0 is twice the normal distance, 0.5 is half).
maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower indexes are higher detail: index 0 is the original full detail model).
minDetailIndex The index of the minimum LOD this entity is allowed to use (higher indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual LOD will be limited by the number in the Mesh)

void Ogre::Entity::setNormaliseNormals bool  normalise  ) 
 

If set to true, this forces normals of this entity to be normalised dynamically by the hardware.

Remarks:
This option can be used to prevent lighting variations when scaling an Entity using a SceneNode - normally because this scaling is hardware based, the normals get scaled too which causes lighting to become inconsistent. However, this has an overhead so only do this if you really need to.

Definition at line 481 of file OgreEntity.h.

virtual void Ogre::MovableObject::setQueryFlags unsigned long  flags  )  [virtual, inherited]
 

Sets the query flags for this object.

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

Definition at line 199 of file OgreMovableObject.h.

void Ogre::Entity::setRenderDetail SceneDetailLevel  renderDetail  ) 
 

Sets the rendering detail of this entire entity (solid, wireframe etc).

void Ogre::Entity::setRenderDetailOverrideable bool  renderDetailOverrideable  ) 
 

Sets whether the rendering detail of this entire entity may be overridden by the camera detail settings.

void Ogre::Entity::setRenderQueueGroup RenderQueueGroupID  queueID  )  [virtual]
 

Overridden - see MovableObject.

Reimplemented from Ogre::MovableObject.

virtual void Ogre::MovableObject::setUserObject UserDefinedObject obj  )  [virtual, inherited]
 

Call this to associate your own custom user object instance with this MovableObject.

Remarks:
By simply making your game / application object a subclass of UserDefinedObject, you can establish a link between an OGRE instance of MovableObject and your own application classes. Call this method to establish the link.

Definition at line 167 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setVisible bool  visible  )  [virtual, inherited]
 

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

Note:
An alternative approach of making an object invisible is to detach it from it's SceneNode, or to remove the SceneNode entirely. Detaching a node means that structurally the scene graph changes. Once this change has taken place, the objects / nodes that have been removed have less overhead to the visbility detection pass than simply making the object invisible, so if you do this and leave the objects out of the tree for a long time, it's faster. However, the act of detaching / reattaching nodes is in itself more expensive than setting an object visibility flag, since in the latter case structural changes are not made. Therefore, small or frequent visbility changes are best done using this method; large or more longer term changes are best done by detaching.

Reimplemented in Ogre::Light.

void Ogre::Entity::shareSkeletonInstanceWith Entity entity  ) 
 

Shares the SkeletonInstance with the supplied entity.

Note that in order for this to work, both entities must have the same Skeleton.

bool Ogre::Entity::sharesSkeletonInstance  )  const
 

Returns whether this entity shares it's SkeltonInstance with other entity instances.

Definition at line 577 of file OgreEntity.h.

void Ogre::Entity::updateAnimation void   )  [protected]
 

Perform all the updates required for an animated entity.

virtual void Ogre::ShadowCaster::updateEdgeListLightFacing EdgeData edgeData,
const Vector4 lightPos
[protected, virtual, inherited]
 

Tells the caster to perform the tasks necessary to update the edge data's light listing.

Can be overridden if the subclass needs to do additional things.

Parameters:
edgeData The edge information to update
lightPos 4D vector representing the light, a directional light has w=0.0


Friends And Related Function Documentation

friend class SceneManager [friend]
 

Definition at line 74 of file OgreEntity.h.

friend class SubEntity [friend]
 

Definition at line 75 of file OgreEntity.h.


Member Data Documentation

AnimationStateSet* Ogre::Entity::mAnimationState [protected]
 

State of animation for animable meshes.

Definition at line 108 of file OgreEntity.h.

Matrix4* Ogre::Entity::mBoneMatrices [protected]
 

Cached bone matrices, including any world transform.

Definition at line 135 of file OgreEntity.h.

bool Ogre::MovableObject::mCastShadows [protected, inherited]
 

Does this object cast shadows?

Definition at line 67 of file OgreMovableObject.h.

ChildObjectList Ogre::Entity::mChildObjectList [protected]
 

Definition at line 220 of file OgreEntity.h.

SceneManager* Ogre::Entity::mCreatorSceneManager [protected]
 

Pointer back to the SceneManager that created this instance, for notification purposes.

Definition at line 104 of file OgreEntity.h.

bool Ogre::Entity::mDisplaySkeleton [protected]
 

Flag determines whether or not to display skeleton.

Definition at line 159 of file OgreEntity.h.

unsigned long Ogre::Entity::mFrameAnimationLastUpdated [protected]
 

Records the last frame in which animation was updated.

Definition at line 138 of file OgreEntity.h.

unsigned long* Ogre::Entity::mFrameBonesLastUpdated [protected]
 

Records the last frame in which the bones was updated It's a pointer because it can be shared between different entities with a shared skeleton.

Definition at line 146 of file OgreEntity.h.

AxisAlignedBox* Ogre::Entity::mFullBoundingBox [protected]
 

Bounding box that 'contains' all the mesh of each child entity.

Definition at line 224 of file OgreEntity.h.

bool Ogre::Entity::mHardwareSkinning [protected]
 

Flag indicating whether hardware skinning is supported by this entities materials.

Definition at line 161 of file OgreEntity.h.

LODEntityList Ogre::Entity::mLodEntityList [protected]
 

Definition at line 195 of file OgreEntity.h.

Real Ogre::Entity::mMaterialLodFactorInv [protected]
 

LOD bias factor, inverted for optimisation when calculating adjusted depth.

Definition at line 181 of file OgreEntity.h.

ushort Ogre::Entity::mMaxMaterialLodIndex [protected]
 

Index of maximum detail LOD (NB lower index is higher detail).

Definition at line 185 of file OgreEntity.h.

ushort Ogre::Entity::mMaxMeshLodIndex [protected]
 

Index of maximum detail LOD (NB lower index is higher detail).

Definition at line 178 of file OgreEntity.h.

MeshPtr Ogre::Entity::mMesh [protected]
 

The Mesh that this Entity is based on.

Definition at line 94 of file OgreEntity.h.

Real Ogre::Entity::mMeshLodFactorInv [protected]
 

LOD bias factor, inverted for optimisation when calculating adjusted depth.

Definition at line 174 of file OgreEntity.h.

ushort Ogre::Entity::mMeshLodIndex [protected]
 

The LOD number of the mesh to use, calculated by _notifyCurrentCamera.

Definition at line 171 of file OgreEntity.h.

ushort Ogre::Entity::mMinMaterialLodIndex [protected]
 

Index of minimum detail LOD (NB higher index is lower detail).

Definition at line 183 of file OgreEntity.h.

ushort Ogre::Entity::mMinMeshLodIndex [protected]
 

Index of minimum detail LOD (NB higher index is lower detail).

Definition at line 176 of file OgreEntity.h.

String Ogre::Entity::mName [protected]
 

Name of the entity; used for location in the scene.

Definition at line 90 of file OgreEntity.h.

bool Ogre::Entity::mNormaliseNormals [protected]
 

Definition at line 226 of file OgreEntity.h.

unsigned short Ogre::Entity::mNumBoneMatrices [protected]
 

Definition at line 136 of file OgreEntity.h.

bool Ogre::MovableObject::mParentIsTagPoint [protected, inherited]
 

Definition at line 49 of file OgreMovableObject.h.

Node* Ogre::MovableObject::mParentNode [protected, inherited]
 

node to which this object is attached

Definition at line 48 of file OgreMovableObject.h.

unsigned long Ogre::MovableObject::mQueryFlags [protected, inherited]
 

Flags determining whether this object is included / excluded from scene queries.

Definition at line 59 of file OgreMovableObject.h.

RenderQueueGroupID Ogre::MovableObject::mRenderQueueID [protected, inherited]
 

The render queue to use when rendering this object.

Definition at line 55 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderQueueIDSet [protected, inherited]
 

Flags whether the RenderQueue's default should be used.

Definition at line 57 of file OgreMovableObject.h.

ShadowRenderableList Ogre::Entity::mShadowRenderables [protected]
 

Definition at line 228 of file OgreEntity.h.

VertexData* Ogre::Entity::mSharedBlendedVertexData [protected]
 

Temp blend buffer details for shared geometry.

Definition at line 117 of file OgreEntity.h.

EntitySet* Ogre::Entity::mSharedSkeletonEntities [protected]
 

A set of all the entities which shares a single SkeletonInstance.

This is only created if the entity is in fact sharing it's SkeletonInstance with other Entities.

Definition at line 153 of file OgreEntity.h.

SkeletonInstance* Ogre::Entity::mSkeletonInstance [protected]
 

This Entity's personal copy of the skeleton, if skeletally animated.

Definition at line 199 of file OgreEntity.h.

String Ogre::Entity::msMovableType [static, protected]
 

Shared class-level name for Movable type.

Definition at line 111 of file OgreEntity.h.

int Ogre::Entity::mSoftwareSkinningNormalsRequests [protected]
 

Counter indicating number of requests for software skinned normals.

Definition at line 165 of file OgreEntity.h.

int Ogre::Entity::mSoftwareSkinningRequests [protected]
 

Counter indicating number of requests for software skinning.

Definition at line 163 of file OgreEntity.h.

SubEntityList Ogre::Entity::mSubEntityList [protected]
 

Definition at line 99 of file OgreEntity.h.

TempBlendedBufferInfo Ogre::Entity::mTempBlendedBuffer [protected]
 

Temp blend buffer details for shared geometry.

Definition at line 115 of file OgreEntity.h.

UserDefinedObject* Ogre::MovableObject::mUserObject [protected, inherited]
 

User defined object which is linked to this object.

Definition at line 53 of file OgreMovableObject.h.

bool Ogre::Entity::mUsingManualLOD [protected]
 

Flag indicating that mesh uses manual LOD and so might have multiple SubEntity versions.

Definition at line 188 of file OgreEntity.h.

bool Ogre::Entity::mVertexProgramInUse [protected]
 

Flag indicating whether we have a vertex program in use on any of our subentities.

Definition at line 167 of file OgreEntity.h.

bool Ogre::MovableObject::mVisible [protected, inherited]
 

Is this object visible?

Definition at line 51 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldAABB [mutable, protected, inherited]
 

Cached world AABB of this object.

Reimplemented in Ogre::ParticleSystem.

Definition at line 61 of file OgreMovableObject.h.

Sphere Ogre::MovableObject::mWorldBoundingSphere [mutable, protected, inherited]
 

Definition at line 63 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldDarkCapBounds [mutable, protected, inherited]
 

World space AABB of this object's dark cap.

Definition at line 65 of file OgreMovableObject.h.


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

Copyright © 2000-2005 by The OGRE Team
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Feb 12 13:00:23 2006