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Ogre::ManualObject Class Reference

Class providing a much simplified interface to generating manual objects with custom geometry. More...

#include <OgreManualObject.h>

Inheritance diagram for Ogre::ManualObject:

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

Public Types

typedef std::vector< ManualObjectSection * > SectionList
typedef std::vector< ShadowRenderable * > ShadowRenderableList
typedef VectorIterator< ShadowRenderableListShadowRenderableListIterator

Public Member Functions

 ManualObject (const String &name)
virtual ~ManualObject ()
virtual void clear (void)
 Completely clear the contents of the object.

virtual void estimateVertexCount (size_t vcount)
 Estimate the number of vertices ahead of time.

virtual void estimateIndexCount (size_t icount)
 Estimate the number of vertices ahead of time.

virtual void begin (const String &materialName, RenderOperation::OperationType opType=RenderOperation::OT_TRIANGLE_LIST)
 Start defining a part of the object.

virtual void position (const Vector3 &pos)
 Add a vertex position, starting a new vertex at the same time.

virtual void position (Real x, Real y, Real z)
 
Remarks:
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().


virtual void normal (const Vector3 &norm)
 Add a vertex normal to the current vertex.

virtual void normal (Real x, Real y, Real z)
 
Remarks:
Vertex normals are most often used for dynamic lighting, and their components should be normalised.


virtual void textureCoord (Real u)
 Add a texture coordinate to the current vertex.

virtual void textureCoord (Real u, Real v)
 
Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.


virtual void textureCoord (Real u, Real v, Real w)
 
Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.


virtual void textureCoord (const Vector2 &uv)
 
Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.


virtual void textureCoord (const Vector3 &uvw)
 
Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.


virtual void colour (const ColourValue &col)
 Add a vertex colour to a vertex.

virtual void colour (Real r, Real g, Real b, Real a=1.0f)
 Add a vertex colour to a vertex.

virtual void index (uint16 idx)
 Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices.

virtual void triangle (uint16 i1, uint16 i2, uint16 i3)
 Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.

virtual void quad (uint16 i1, uint16 i2, uint16 i3, uint16 i4)
 Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice.

virtual void end (void)
 Finish defining the object and compile the final renderable version.

virtual MeshPtr convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Convert this object to a Mesh.

const StringgetMovableType (void) const
 .

const AxisAlignedBoxgetBoundingBox (void) const
 
Remarks:
This bounding box is in local coordinates.
.

Real getBoundingRadius (void) const
 .

void _updateRenderQueue (RenderQueue *queue)
 
Remarks:
The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering.
.

EdgeDatagetEdgeList (void)
 Implement this method to enable stencil shadows.

ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDist, unsigned long flags=0)
 Implement this method to enable stencil shadows.

virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only).

virtual void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only).

virtual SceneManager_getManager (void) const
 Get the manager of this object, if any (internal use only).

virtual const StringgetName (void) const
 Returns the name of this object.

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 void _notifyAttached (Node *parent, bool isTagPoint=false)
 Internal method called to notify the object that it has been attached to a node.

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 _notifyCurrentCamera (Camera *cam)
 Internal method to notify the object of the camera to be used for the next rendering operation.

virtual const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const
 Retrieves the axis-aligned bounding box for this object in world coordinates.

virtual const SpheregetWorldBoundingSphere (bool derive=false) const
 Retrieves the worldspace bounding sphere for this object.

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 setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered.

virtual Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered.

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 void setUserAny (const Any &anything)
 Sets any kind of user value on this object.

virtual const AnygetUserAny (void) const
 Retrieves the custom user value associated with this object.

virtual void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this entity will be rendered through.

virtual uint8 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 (uint32 flags)
 Sets the query flags for this object.

virtual void addQueryFlags (uint32 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 uint32 getQueryFlags (void) const
 Returns the query flags relevant for this object.

virtual void setVisibilityFlags (uint32 flags)
 Sets the visiblity flags for this object.

virtual void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.

virtual void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.

virtual uint32 getVisibilityFlags (void) const
 Returns the visibility 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.

virtual uint32 getTypeFlags (void) const
 Get the 'type flags' for this MovableObject.

const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object.

virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value.


Static Public Member Functions

void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances.

uint32 getDefaultQueryFlags (uint32 flags)
 Get the default query flags for all future MovableObject instances.

void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances.

uint32 getDefaultVisibilityFlags (uint32 flags)
 Get the default visibility flags for all future MovableObject instances.

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::map< String,
StringVector
AnimableDictionaryMap

Protected Member Functions

virtual void resetTempAreas (void)
 Delete temp buffers and reset init counts.

virtual void resizeTempVertexBufferIfNeeded (size_t numVerts)
 Resize the temp vertex buffer?

virtual void resizeTempIndexBufferIfNeeded (size_t numInds)
 Resize the temp index buffer?

virtual void copyTempVertexToBuffer (void)
 Copy current temp vertex into buffer.

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.

virtual const StringgetAnimableDictionaryName (void) const
 Get the name of the animable dictionary for this class.

void createAnimableDictionary (void) const
 Internal method for creating a dictionary of animable value names for the class, if it does not already exist.

StringVectorgetAnimableValueNames (void)
 Get an updateable reference to animable value list.

virtual void initialiseAnimableDictionary (StringVector &vec) const
 Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.


Protected Attributes

SectionList mSectionList
 List of subsections.

ManualObjectSectionmCurrentSection
 Current section.

TempVertex mTempVertex
 Temp storage.

bool mFirstVertex
 First vertex indicator.

bool mTempVertexPending
 Temp vertex data to copy?

char * mTempVertexBuffer
 System-memory buffer whilst we establish the size required.

size_t mTempVertexSize
 System memory allocation size, in bytes.

uint16mTempIndexBuffer
 System-memory buffer whilst we establish the size required.

size_t mTempIndexSize
 System memory allocation size, in bytes.

size_t mDeclSize
 Current declaration vertex size.

ushort mTexCoordIndex
 Current texture coordinate.

AxisAlignedBox mAABB
 Bounding box.

Real mRadius
 Bounding sphere.

bool mAnyIndexed
 Any indexed geoemtry on any sections?

EdgeDatamEdgeList
 Edge list, used if stencil shadow casting is enabled.

ShadowRenderableList mShadowRenderables
 List of shadow renderables.

String mName
 Name of this object.

MovableObjectFactorymCreator
 Creator of this object (if created by a factory).

SceneManagermManager
 SceneManager holding this object (if applicable).

NodemParentNode
 node to which this object is attached

bool mParentIsTagPoint
bool mVisible
 Is this object visible?

Real mUpperDistance
 Upper distance to still render.

Real mSquaredUpperDistance
bool mBeyondFarDistance
 Hidden because of distance?

Any mUserAny
 User defined link to another object / value / whatever.

uint8 mRenderQueueID
 The render queue to use when rendering this object.

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

uint32 mQueryFlags
 Flags determining whether this object is included / excluded from scene queries.

uint32 mVisibilityFlags
 Flags determining whether this object is visible (compared to SceneManager mask).

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

uint32 msDefaultQueryFlags
 Default query flags.

uint32 msDefaultVisibilityFlags
 Default visibility flags.

AnimableDictionaryMap msAnimableDictionary
 Static map of class name to list of animable value names.


Detailed Description

Class providing a much simplified interface to generating manual objects with custom geometry.

Remarks:
Building one-off geometry objects manually usually requires getting down and dirty with the vertex buffer and vertex declaration API, which some people find a steep learning curve. This class gives you a simpler interface specifically for the purpose of building a one-off 3D object simply and quickly. Note that if you intend to instance your object you will still need to become familiar with the Mesh class.
This class draws heavily on the interface for OpenGL immediate-mode (glBegin, glVertex, glNormal etc), since this is generally well-liked by people. There are a couple of differences in the results though - internally this class still builds hardware buffers which can be re-used, so you can render the resulting object multiple times without re-issuing all the same commands again. Secondly, the rendering is not immediate, it is still queued just like all OGRE objects. This makes this object more efficient than the equivalent GL immediate-mode commands, so it's feasible to use it for large objects if you really want to.
To construct some geometry with this object:
  1. If you know roughly how many vertices (and indices, if you use them) you're going to submit, call estimateVertexCount and estimateIndexCount. This is not essential but will make the process more efficient by saving memory reallocations.
  2. Call begin() to begin entering data
  3. For each vertex, call position(), normal(), textureCoord(), colour() to define your vertex data. Note that each time you call position() you start a new vertex. Note that the first vertex defines the components of the vertex - you can't add more after that. For example if you didn't call normal() in the first vertex, you cannot call it in any others. You ought to call the same combination of methods per vertex.
  4. If you want to define triangles (or lines/points) by indexing into the vertex list, you can call index() as many times as you need to define them. If you don't do this, the class will assume you want triangles drawn directly as defined by the vertex list, ie non-indexed geometry. Note that stencil shadows are only supported on indexed geometry, and that indexed geometry is a little faster; so you should try to use it.
  5. Call end() to finish entering data.
  6. Optionally repeat the begin-end cycle if you want more geometry using different rendering operation types, or different materials After calling end(), the class will organise the data for that section internally and make it ready to render with. Like any other MovableObject you should attach the object to a SceneNode to make it visible. Other aspects like the relative render order can be controlled using standard MovableObject methods like setRenderQueueGroup.
Note that like all OGRE geometry, triangles should be specified in anti-clockwise winding order (whether you're doing it with just vertices, or using indexes too). That is to say that the front of the face is the one where the vertices are listed in anti-clockwise order.

Definition at line 91 of file OgreManualObject.h.


Member Typedef Documentation

typedef std::map<String, StringVector> Ogre::AnimableObject::AnimableDictionaryMap [protected, inherited]
 

Definition at line 202 of file OgreAnimable.h.

typedef std::vector<ManualObjectSection*> Ogre::ManualObject::SectionList
 

Definition at line 306 of file OgreManualObject.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.


Constructor & Destructor Documentation

Ogre::ManualObject::ManualObject const String name  ) 
 

virtual Ogre::ManualObject::~ManualObject  )  [virtual]
 


Member Function Documentation

virtual SceneManager* Ogre::MovableObject::_getManager void   )  const [virtual, inherited]
 

Get the manager of this object, if any (internal use only).

Definition at line 111 of file OgreMovableObject.h.

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

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

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

Internal method called to notify the object that it has been attached to a node.

Reimplemented in Ogre::Entity, and Ogre::ParticleSystem.

virtual void Ogre::MovableObject::_notifyCreator MovableObjectFactory fact  )  [virtual, inherited]
 

Notify the object of it's creator (internal use only).

Definition at line 107 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::_notifyCurrentCamera Camera cam  )  [virtual, inherited]
 

Internal method to notify the object of the camera to be used for the next rendering operation.

Remarks:
Certain objects may want to do specific processing based on the camera position. This method notifies them incase they wish to do this.

Reimplemented in Ogre::BillboardChain, Ogre::BillboardSet, Ogre::Entity, Ogre::Frustum, Ogre::MovablePlane, Ogre::ParticleSystem, Ogre::SimpleRenderable, Ogre::StaticGeometry::Region, and Ogre::TerrainRenderable.

virtual void Ogre::MovableObject::_notifyManager SceneManager man  )  [virtual, inherited]
 

Notify the object of it's manager (internal use only).

Definition at line 109 of file OgreMovableObject.h.

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

Remarks:
The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering.
.

Implements Ogre::MovableObject.

virtual void Ogre::MovableObject::addQueryFlags uint32  flags  )  [virtual, inherited]
 

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

Definition at line 268 of file OgreMovableObject.h.

References Ogre::uint32.

virtual void Ogre::MovableObject::addVisibilityFlags uint32  flags  )  [virtual, inherited]
 

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

Definition at line 296 of file OgreMovableObject.h.

References Ogre::uint32.

virtual void Ogre::ManualObject::begin const String materialName,
RenderOperation::OperationType  opType = RenderOperation::OT_TRIANGLE_LIST
[virtual]
 

Start defining a part of the object.

Remarks:
Each time you call this method, you start a new section of the object with its own material and potentially its own type of rendering operation (triangles, points or lines for example).
Parameters:
materialName The name of the material to render this part of the object with.
opType The type of operation to use to render.

virtual void Ogre::ManualObject::clear void   )  [virtual]
 

Completely clear the contents of the object.

Remarks:
This class is not designed for dynamic vertex data, since the translation it has to perform is not suitable for frame-by-frame updates. However if you do want to modify the contents from time to time you can do so by clearing and re-specifying the data.

virtual void Ogre::ManualObject::colour Real  r,
Real  g,
Real  b,
Real  a = 1.0f
[virtual]
 

Add a vertex colour to a vertex.

Parameters:
r,g,b,a Colour components expressed as floating point numbers from 0-1

virtual void Ogre::ManualObject::colour const ColourValue col  )  [virtual]
 

Add a vertex colour to a vertex.

virtual MeshPtr Ogre::ManualObject::convertToMesh const String meshName,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME
[virtual]
 

Convert this object to a Mesh.

Remarks:
After you've finished building this object, you may convert it to a Mesh if you want in order to be able to create many instances of it in the world (via Entity). This is optional, since this instance can be directly attached to a SceneNode itself, but of course only one instance of it can exist that way.
Note:
Only objects which use indexed geometry may be converted to a mesh.
Parameters:
meshName The name to give the mesh
groupName The resource group to create the mesh in

virtual void Ogre::ManualObject::copyTempVertexToBuffer void   )  [protected, virtual]
 

Copy current temp vertex into buffer.

void Ogre::AnimableObject::createAnimableDictionary void   )  const [protected, inherited]
 

Internal method for creating a dictionary of animable value names for the class, if it does not already exist.

Definition at line 215 of file OgreAnimable.h.

References Ogre::StringVector.

virtual AnimableValuePtr Ogre::AnimableObject::createAnimableValue const String valueName  )  [virtual, inherited]
 

Create a reference-counted AnimableValuePtr for the named value.

Remarks:
You can use the returned object to animate a value on this object, using AnimationTrack. Subclasses must override this if they wish to support animation of their values.

Reimplemented in Ogre::Light.

Definition at line 281 of file OgreAnimable.h.

References Ogre::AnimableValuePtr, OGRE_EXCEPT, and Ogre::String.

virtual void Ogre::ManualObject::end void   )  [virtual]
 

Finish defining the object and compile the final renderable version.

virtual void Ogre::ManualObject::estimateIndexCount size_t  icount  )  [virtual]
 

Estimate the number of vertices ahead of time.

Remarks:
Calling this helps to avoid memory reallocation when you define indices.

virtual void Ogre::ManualObject::estimateVertexCount size_t  vcount  )  [virtual]
 

Estimate the number of vertices ahead of time.

Remarks:
Calling this helps to avoid memory reallocation when you define vertices.

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

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

virtual const String& Ogre::AnimableObject::getAnimableDictionaryName void   )  const [protected, virtual, inherited]
 

Get the name of the animable dictionary for this class.

Remarks:
Subclasses must override this if they want to support animation of their values.

Reimplemented in Ogre::Light.

Definition at line 210 of file OgreAnimable.h.

References Ogre::String.

const StringVector& Ogre::AnimableObject::getAnimableValueNames void   )  const [inherited]
 

Gets a list of animable value names for this object.

Definition at line 256 of file OgreAnimable.h.

References OGRE_EXCEPT, and Ogre::StringVector.

StringVector& Ogre::AnimableObject::getAnimableValueNames void   )  [protected, inherited]
 

Get an updateable reference to animable value list.

Definition at line 228 of file OgreAnimable.h.

References OGRE_EXCEPT, and Ogre::StringVector.

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

Remarks:
This bounding box is in local coordinates.
.

Implements Ogre::MovableObject.

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

.

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 339 of file OgreMovableObject.h.

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

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

uint32 Ogre::MovableObject::getDefaultQueryFlags uint32  flags  )  [static, inherited]
 

Get the default query flags for all future MovableObject instances.

Definition at line 283 of file OgreMovableObject.h.

References Ogre::uint32.

uint32 Ogre::MovableObject::getDefaultVisibilityFlags uint32  flags  )  [static, inherited]
 

Get the default visibility flags for all future MovableObject instances.

Definition at line 311 of file OgreMovableObject.h.

References Ogre::uint32.

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

Implement this method to enable stencil shadows.

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.

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

.

Implements Ogre::MovableObject.

virtual const String& Ogre::MovableObject::getName void   )  const [virtual, inherited]
 

Returns the name of this object.

Reimplemented in Ogre::Camera.

Definition at line 114 of file OgreMovableObject.h.

References Ogre::String.

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 uint32 Ogre::MovableObject::getQueryFlags void   )  const [virtual, inherited]
 

Returns the query flags relevant for this object.

Definition at line 275 of file OgreMovableObject.h.

References Ogre::uint32.

virtual Real Ogre::MovableObject::getRenderingDistance void   )  const [virtual, inherited]
 

Gets the distance at which batches are no longer rendered.

Definition at line 208 of file OgreMovableObject.h.

References Ogre::Real.

virtual uint8 Ogre::MovableObject::getRenderQueueGroup void   )  const [virtual, inherited]
 

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

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

Implement this method to enable stencil shadows.

Reimplemented from Ogre::MovableObject.

virtual uint32 Ogre::MovableObject::getTypeFlags void   )  const [virtual, inherited]
 

Get the 'type flags' for this MovableObject.

Remarks:
A type flag identifies the type of the MovableObject as a bitpattern. This is used for categorical inclusion / exclusion in SceneQuery objects. By default, this method returns all ones for objects not created by a MovableObjectFactory (hence always including them); otherwise it returns the value assigned to the MovableObjectFactory. Custom objects which don't use MovableObjectFactory will need to override this if they want to be included in queries.

Reimplemented in Ogre::BillboardSet, Ogre::Entity, Ogre::Light, Ogre::ParticleSystem, Ogre::StaticGeometry::Region, and Ogre::TerrainRenderable.

virtual const Any& Ogre::MovableObject::getUserAny void   )  const [virtual, inherited]
 

Retrieves the custom user value associated with this object.

Definition at line 236 of file OgreMovableObject.h.

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 220 of file OgreMovableObject.h.

virtual uint32 Ogre::MovableObject::getVisibilityFlags void   )  const [virtual, inherited]
 

Returns the visibility flags relevant for this object.

Definition at line 303 of file OgreMovableObject.h.

References Ogre::uint32.

virtual const AxisAlignedBox& Ogre::MovableObject::getWorldBoundingBox bool  derive = false  )  const [virtual, inherited]
 

Retrieves the axis-aligned bounding box for this object in world coordinates.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::Entity.

virtual const Sphere& Ogre::MovableObject::getWorldBoundingSphere bool  derive = false  )  const [virtual, inherited]
 

Retrieves the worldspace bounding sphere for this object.

Reimplemented in Ogre::Entity.

virtual void Ogre::ManualObject::index uint16  idx  )  [virtual]
 

Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices.

Remarks:
You will have to call this 3 times for each face for a triangle list, or use the alternative 3-parameter version. Other operation types require different numbers of indexes,
See also:
RenderOperation::OperationType.
Note:
32-bit indexes are not supported on all cards which is why this class only allows 16-bit indexes, for simplicity and ease of use.
Parameters:
idx A vertex index from 0 to 65535.

virtual void Ogre::AnimableObject::initialiseAnimableDictionary StringVector vec  )  const [protected, virtual, inherited]
 

Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.

Reimplemented in Ogre::Light.

Definition at line 248 of file OgreAnimable.h.

References Ogre::StringVector.

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

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

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.

Remarks:
Takes into account both upper rendering distance and visible flag.

Reimplemented in Ogre::StaticGeometry::Region.

virtual void Ogre::ManualObject::normal Real  x,
Real  y,
Real  z
[virtual]
 

Remarks:
Vertex normals are most often used for dynamic lighting, and their components should be normalised.

virtual void Ogre::ManualObject::normal const Vector3 norm  )  [virtual]
 

Add a vertex normal to the current vertex.

Remarks:
Vertex normals are most often used for dynamic lighting, and their components should be normalised.

virtual void Ogre::ManualObject::position Real  x,
Real  y,
Real  z
[virtual]
 

Remarks:
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

virtual void Ogre::ManualObject::position const Vector3 pos  )  [virtual]
 

Add a vertex position, starting a new vertex at the same time.

Remarks:
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

virtual void Ogre::ManualObject::quad uint16  i1,
uint16  i2,
uint16  i3,
uint16  i4
[virtual]
 

Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice.

It's only valid for triangle list operations.

Note:
32-bit indexes are not supported on all cards which is why this class only allows 16-bit indexes, for simplicity and ease of use.
Parameters:
i1,i2,i3 3 vertex indices from 0 to 65535 defining a face.

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 272 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::removeVisibilityFlags uint32  flags  )  [virtual, inherited]
 

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

Definition at line 300 of file OgreMovableObject.h.

References Ogre::uint32.

virtual void Ogre::ManualObject::resetTempAreas void   )  [protected, virtual]
 

Delete temp buffers and reset init counts.

virtual void Ogre::ManualObject::resizeTempIndexBufferIfNeeded size_t  numInds  )  [protected, virtual]
 

Resize the temp index buffer?

virtual void Ogre::ManualObject::resizeTempVertexBufferIfNeeded size_t  numVerts  )  [protected, virtual]
 

Resize the temp vertex buffer?

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 337 of file OgreMovableObject.h.

void Ogre::MovableObject::setDefaultQueryFlags uint32  flags  )  [static, inherited]
 

Set the default query flags for all future MovableObject instances.

Definition at line 279 of file OgreMovableObject.h.

References Ogre::uint32.

void Ogre::MovableObject::setDefaultVisibilityFlags uint32  flags  )  [static, inherited]
 

Set the default visibility flags for all future MovableObject instances.

Definition at line 307 of file OgreMovableObject.h.

References Ogre::uint32.

virtual void Ogre::MovableObject::setQueryFlags uint32  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 264 of file OgreMovableObject.h.

References Ogre::uint32.

virtual void Ogre::MovableObject::setRenderingDistance Real  dist  )  [virtual, inherited]
 

Sets the distance at which the object is no longer rendered.

Parameters:
dist Distance beyond which the object will not be rendered (the default is 0, which means objects are always rendered).

Definition at line 202 of file OgreMovableObject.h.

References Ogre::Real.

virtual void Ogre::MovableObject::setRenderQueueGroup uint8  queueID  )  [virtual, inherited]
 

Sets the render queue group this entity will be rendered through.

Remarks:
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all Entity objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.
See RenderQueue for more details.
Parameters:
queueID Enumerated value of the queue group to use.

Reimplemented in Ogre::Entity, and Ogre::ParticleSystem.

virtual void Ogre::MovableObject::setUserAny const Any anything  )  [virtual, inherited]
 

Sets any kind of user value on this object.

Remarks:
This method allows you to associate any user value you like with this MovableObject. This can be a pointer back to one of your own classes for instance.
Note:
This value is shared with setUserObject so don't use both!

Definition at line 232 of file OgreMovableObject.h.

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 216 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setVisibilityFlags uint32  flags  )  [virtual, inherited]
 

Sets the visiblity flags for this object.

Remarks:
As well as a simple true/false value for visibility (as seen in setVisible), you can also set visiblity flags which when 'and'ed with the SceneManager's visibility mask can also make an object invisible.

Definition at line 292 of file OgreMovableObject.h.

References Ogre::uint32.

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.

virtual void Ogre::ManualObject::textureCoord const Vector3 uvw  )  [virtual]
 

Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord const Vector2 uv  )  [virtual]
 

Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord Real  u,
Real  v,
Real  w
[virtual]
 

Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord Real  u,
Real  v
[virtual]
 

Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord Real  u  )  [virtual]
 

Add a texture coordinate to the current vertex.

Remarks:
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::triangle uint16  i1,
uint16  i2,
uint16  i3
[virtual]
 

Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.

It is only valid for triangle lists.

Note:
32-bit indexes are not supported on all cards which is why this class only allows 16-bit indexes, for simplicity and ease of use.
Parameters:
i1,i2,i3 3 vertex indices from 0 to 65535 defining a face.

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


Member Data Documentation

AxisAlignedBox Ogre::ManualObject::mAABB [protected]
 

Bounding box.

Definition at line 341 of file OgreManualObject.h.

bool Ogre::ManualObject::mAnyIndexed [protected]
 

Any indexed geoemtry on any sections?

Definition at line 345 of file OgreManualObject.h.

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

Hidden because of distance?

Definition at line 68 of file OgreMovableObject.h.

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

Does this object cast shadows?

Definition at line 86 of file OgreMovableObject.h.

MovableObjectFactory* Ogre::MovableObject::mCreator [protected, inherited]
 

Creator of this object (if created by a factory).

Definition at line 56 of file OgreMovableObject.h.

ManualObjectSection* Ogre::ManualObject::mCurrentSection [protected]
 

Current section.

Definition at line 312 of file OgreManualObject.h.

size_t Ogre::ManualObject::mDeclSize [protected]
 

Current declaration vertex size.

Definition at line 337 of file OgreManualObject.h.

EdgeData* Ogre::ManualObject::mEdgeList [protected]
 

Edge list, used if stencil shadow casting is enabled.

Definition at line 347 of file OgreManualObject.h.

bool Ogre::ManualObject::mFirstVertex [protected]
 

First vertex indicator.

Definition at line 325 of file OgreManualObject.h.

SceneManager* Ogre::MovableObject::mManager [protected, inherited]
 

SceneManager holding this object (if applicable).

Definition at line 58 of file OgreMovableObject.h.

String Ogre::MovableObject::mName [protected, inherited]
 

Name of this object.

Reimplemented in Ogre::Camera.

Definition at line 54 of file OgreMovableObject.h.

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

Definition at line 61 of file OgreMovableObject.h.

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

node to which this object is attached

Definition at line 60 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::mQueryFlags [protected, inherited]
 

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

Definition at line 76 of file OgreMovableObject.h.

Real Ogre::ManualObject::mRadius [protected]
 

Bounding sphere.

Definition at line 343 of file OgreManualObject.h.

uint8 Ogre::MovableObject::mRenderQueueID [protected, inherited]
 

The render queue to use when rendering this object.

Definition at line 72 of file OgreMovableObject.h.

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

Flags whether the RenderQueue's default should be used.

Definition at line 74 of file OgreMovableObject.h.

AnimableDictionaryMap Ogre::AnimableObject::msAnimableDictionary [static, protected, inherited]
 

Static map of class name to list of animable value names.

Definition at line 204 of file OgreAnimable.h.

uint32 Ogre::MovableObject::msDefaultQueryFlags [static, protected, inherited]
 

Default query flags.

Definition at line 90 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::msDefaultVisibilityFlags [static, protected, inherited]
 

Default visibility flags.

Definition at line 92 of file OgreMovableObject.h.

SectionList Ogre::ManualObject::mSectionList [protected]
 

List of subsections.

Definition at line 310 of file OgreManualObject.h.

ShadowRenderableList Ogre::ManualObject::mShadowRenderables [protected]
 

List of shadow renderables.

Definition at line 349 of file OgreManualObject.h.

Real Ogre::MovableObject::mSquaredUpperDistance [protected, inherited]
 

Definition at line 66 of file OgreMovableObject.h.

uint16* Ogre::ManualObject::mTempIndexBuffer [protected]
 

System-memory buffer whilst we establish the size required.

Definition at line 333 of file OgreManualObject.h.

size_t Ogre::ManualObject::mTempIndexSize [protected]
 

System memory allocation size, in bytes.

Definition at line 335 of file OgreManualObject.h.

TempVertex Ogre::ManualObject::mTempVertex [protected]
 

Temp storage.

Definition at line 323 of file OgreManualObject.h.

char* Ogre::ManualObject::mTempVertexBuffer [protected]
 

System-memory buffer whilst we establish the size required.

Definition at line 329 of file OgreManualObject.h.

bool Ogre::ManualObject::mTempVertexPending [protected]
 

Temp vertex data to copy?

Definition at line 327 of file OgreManualObject.h.

size_t Ogre::ManualObject::mTempVertexSize [protected]
 

System memory allocation size, in bytes.

Definition at line 331 of file OgreManualObject.h.

ushort Ogre::ManualObject::mTexCoordIndex [protected]
 

Current texture coordinate.

Definition at line 339 of file OgreManualObject.h.

Real Ogre::MovableObject::mUpperDistance [protected, inherited]
 

Upper distance to still render.

Definition at line 65 of file OgreMovableObject.h.

Any Ogre::MovableObject::mUserAny [protected, inherited]
 

User defined link to another object / value / whatever.

Definition at line 70 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::mVisibilityFlags [protected, inherited]
 

Flags determining whether this object is visible (compared to SceneManager mask).

Definition at line 78 of file OgreMovableObject.h.

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

Is this object visible?

Definition at line 63 of file OgreMovableObject.h.

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

Cached world AABB of this object.

Reimplemented in Ogre::ParticleSystem.

Definition at line 80 of file OgreMovableObject.h.

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

Definition at line 82 of file OgreMovableObject.h.

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

World space AABB of this object's dark cap.

Definition at line 84 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 Mar 12 14:39:38 2006