Ogre::ManualObject Class Reference
[Scene]

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

#include <OgreManualObject.h>

Inheritance diagram for Ogre::ManualObject:
Inheritance graph
[legend]

List of all members.

Classes

class  ManualObjectSection
 Built, renderable section of geometry. More...
class  ManualObjectSectionShadowRenderable
 Nested class to allow shadows. More...
struct  TempVertex
 Temporary vertex structure. More...

Public Types

typedef vector
< ManualObjectSection * >
::type 
SectionList
typedef vector
< ShadowRenderable * >::type 
ShadowRenderableList
typedef VectorIterator
< ShadowRenderableList
ShadowRenderableListIterator

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 indices ahead of time.
virtual void begin (const String &materialName, RenderOperation::OperationType opType=RenderOperation::OT_TRIANGLE_LIST, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Start defining a part of the object.
virtual void setDynamic (bool dyn)
 Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that.
virtual bool getDynamic () const
 Gets whether this object is marked as dynamic.
virtual void beginUpdate (size_t sectionIndex)
 Start the definition of an update to 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)
virtual void normal (const Vector3 &norm)
 Add a vertex normal to the current vertex.
virtual void normal (Real x, Real y, Real z)
virtual void tangent (const Vector3 &tan)
 Add a vertex tangent to the current vertex.
virtual void tangent (Real x, Real y, Real z)
virtual void textureCoord (Real u)
 Add a texture coordinate to the current vertex.
virtual void textureCoord (Real u, Real v)
virtual void textureCoord (Real u, Real v, Real w)
virtual void textureCoord (Real x, Real y, Real z, Real w)
virtual void textureCoord (const Vector2 &uv)
virtual void textureCoord (const Vector3 &uvw)
virtual void textureCoord (const Vector4 &xyzw)
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 (uint32 idx)
 Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices.
virtual void triangle (uint32 i1, uint32 i2, uint32 i3)
 Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.
virtual void quad (uint32 i1, uint32 i2, uint32 i3, uint32 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 size_t getCurrentVertexCount () const
 Get the number of vertices in the section currently being defined (returns 0 if no section is in progress).
virtual size_t getCurrentIndexCount () const
 Get the number of indices in the section currently being defined (returns 0 if no section is in progress).
virtual ManualObjectSectionend (void)
 Finish defining the object and compile the final renderable version.
virtual void setMaterialName (size_t subindex, const String &name, const String &group=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Alter the material for a subsection of this object after it has been specified.
virtual MeshPtr convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Convert this object to a Mesh.
void setUseIdentityProjection (bool useIdentityProjection)
 Sets whether or not to use an 'identity' projection.
bool getUseIdentityProjection (void) const
 Returns whether or not to use an 'identity' projection.
void setUseIdentityView (bool useIdentityView)
 Sets whether or not to use an 'identity' view.
bool getUseIdentityView (void) const
 Returns whether or not to use an 'identity' view.
void setBoundingBox (const AxisAlignedBox &box)
 Sets the bounding box.
ManualObjectSectiongetSection (unsigned int index) const
 Gets a pointer to a ManualObjectSection, i.e.
unsigned int getNumSections (void) const
 Retrieves the number of ManualObjectSection objects making up this ManualObject.
void setKeepDeclarationOrder (bool keepOrder)
 Sets whether or not to keep the original declaration order when queuing the renderables.
bool getKeepDeclarationOrder () const
 Gets whether or not the declaration order is to be kept or not.
const StringgetMovableType (void) const
const AxisAlignedBoxgetBoundingBox (void) const
Real getBoundingRadius (void) const
void _updateRenderQueue (RenderQueue *queue)
EdgeDatagetEdgeList (void)
 Implement this method to enable stencil shadows.
bool hasEdgeList (void)
 Overridden member from ShadowCaster.
ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDist, unsigned long flags=0)
 Implement this method to enable stencil shadows.
void visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false)
virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only).
virtual MovableObjectFactory_getCreator (void) const
 Get the creator of this object, if any (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 bool isParentTagPoint () const
 Gets whether the parent node is a TagPoint (or a SceneNode).
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 void detachFromParent (void)
 Detaches an object from a parent SceneNode or TagPoint, if attached.
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 _notifyMoved (void)
 Internal method called to notify the object that it has been moved.
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 getVisible (void) const
 Gets 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 setRenderingMinPixelSize (Real pixelSize)
 Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.
virtual Real getRenderingMinPixelSize () const
 Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.
virtual void setUserAny (const Any &anything)
virtual const AnygetUserAny (void) const
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class.
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class.
virtual void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this entity will be rendered through.
virtual void setRenderQueueGroupAndPriority (uint8 queueID, ushort priority)
 Sets the render queue group and group priority this entity will be rendered through.
virtual uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity, see setRenderQueueGroup for full details.
virtual const 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 (uint32 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.
virtual void setListener (Listener *listener)
 Sets a listener for this object.
virtual ListenergetListener (void) const
 Gets the current listener for this object.
virtual const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object.
virtual uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object.
virtual void setLightMask (uint32 lightMask)
 Set a bitwise mask which will filter the lights affecting this object.
virtual LightList_getLightList ()
 Returns a pointer to the current list of lights 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.
bool getReceivesShadows ()
 Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows.
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.
virtual void setDebugDisplayEnabled (bool enabled)
 Sets whether or not the debug display of this object is enabled.
virtual bool isDebugDisplayEnabled (void) const
 Gets whether debug display of this object is enabled.
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.
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info
void * operator new (size_t sz)
void * operator new (size_t sz, void *ptr)
 placement operator new
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info
void * operator new[] (size_t sz)
void operator delete (void *ptr)
void operator delete (void *ptr, void *)
void operator delete (void *ptr, const char *, int, const char *)
void operator delete[] (void *ptr)
void operator delete[] (void *ptr, const char *, int, const char *)

Static Public Member Functions

static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances.
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances.
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances.
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances.
static void extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
 Utility method for extruding vertices based on a light.

Protected Types

typedef map< String,
StringVector >::type 
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 method 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, const 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.
StringVector_getAnimableValueNames (void)
 Get an updateable reference to animable value list.
virtual void initialiseAnimableDictionary (StringVector &) const
 Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.

Protected Attributes

bool mDynamic
 Dynamic?
SectionList mSectionList
 List of subsections.
ManualObjectSectionmCurrentSection
 Current section.
bool mCurrentUpdating
 Are we updating?
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.
uint32mTempIndexBuffer
 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.
size_t mEstVertexCount
 Estimated vertex count.
size_t mEstIndexCount
 Estimated index count.
ushort mTexCoordIndex
 Current texture coordinate.
AxisAlignedBox mAABB
 Bounding box.
Real mRadius
 Bounding sphere.
bool mAnyIndexed
 Any indexed geometry on any sections?
EdgeDatamEdgeList
 Edge list, used if stencil shadow casting is enabled.
ShadowRenderableList mShadowRenderables
 List of shadow renderables.
bool mUseIdentityProjection
 Whether to use identity projection for sections.
bool mUseIdentityView
 Whether to use identity view for sections.
bool mKeepDeclarationOrder
 Keep declaration order or let the queue optimize it.
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?
bool mDebugDisplay
 Is debug display enabled?
Real mUpperDistance
 Upper distance to still render.
Real mSquaredUpperDistance
Real mMinPixelSize
bool mBeyondFarDistance
 Hidden because of distance?
UserObjectBindings mUserObjectBindings
 User objects binding.
uint8 mRenderQueueID
 The render queue to use when rendering this object.
bool mRenderQueueIDSet
 Flags whether the RenderQueue's default should be used.
ushort mRenderQueuePriority
 The render queue group to use when rendering this object.
bool mRenderQueuePrioritySet
 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?
bool mRenderingDisabled
 Does rendering this object disabled by listener?
ListenermListener
 MovableObject listener - only one allowed (no list) for size & performance reasons. */.
LightList mLightList
 List of lights for this object.
ulong mLightListUpdated
 The last frame that this light list was updated in.
uint32 mLightMask
 the light mask defined for this movable. This will be taken into consideration when deciding which light should affect this movable

Static Protected Attributes

static uint32 msDefaultQueryFlags
 Default query flags.
static uint32 msDefaultVisibilityFlags
 Default visibility flags.
static 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 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, i.e. 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.
You can also use beginUpdate() to alter the geometry later on if you wish. If you do this, you should call setDynamic(true) before your first call to begin(), and also consider using estimateVertexCount / estimateIndexCount if your geometry is going to be growing, to avoid buffer recreation during growth.
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 106 of file OgreManualObject.h.


Member Typedef Documentation

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

Definition at line 240 of file OgreAnimable.h.

Definition at line 472 of file OgreManualObject.h.

Definition at line 135 of file OgreShadowCaster.h.

Definition at line 136 of file OgreShadowCaster.h.


Constructor & Destructor Documentation

Ogre::ManualObject::ManualObject ( const String name  ) 
virtual Ogre::ManualObject::~ManualObject (  )  [virtual]

Member Function Documentation

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

Get an updateable reference to animable value list.

Definition at line 266 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND.

virtual MovableObjectFactory* Ogre::MovableObject::_getCreator ( void   )  const [virtual, inherited]

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

Definition at line 185 of file OgreMovableObject.h.

virtual LightList* Ogre::MovableObject::_getLightList (  )  [virtual, inherited]

Returns a pointer to the current list of lights for this object.

Remarks:
You should not modify this list outside of MovableObject::Listener::objectQueryLights (say if you want to use it to implement this method, and use the pointer as a return value) and for reading it's only accurate as at the last frame.

Definition at line 490 of file OgreMovableObject.h.

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

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

Definition at line 189 of file OgreMovableObject.h.

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

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

Reimplemented in Ogre::InstancedEntity.

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, Ogre::InstancedEntity, Ogre::Light, 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 183 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 in case they wish to do this.

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

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

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

Definition at line 187 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::_notifyMoved ( void   )  [virtual, inherited]

Internal method called to notify the object that it has been moved.

Reimplemented in Ogre::InstancedEntity, and Ogre::Light.

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

Internal method by which the movable object must add Renderable subclass instances to the rendering 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.
.

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 395 of file OgreMovableObject.h.

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 423 of file OgreMovableObject.h.

virtual void Ogre::ManualObject::begin ( const String materialName,
RenderOperation::OperationType  opType = RenderOperation::OT_TRIANGLE_LIST,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [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::beginUpdate ( size_t  sectionIndex  )  [virtual]

Start the definition of an update to a part of the object.

Remarks:
Using this method, you can update an existing section of the object efficiently. You do not have the option of changing the operation type obviously, since it must match the one that was used before.
Note:
If your sections are changing size, particularly growing, use estimateVertexCount and estimateIndexCount to pre-size the buffers a little larger than the initial needs to avoid buffer reconstruction.
Parameters:
sectionIndex The index of the section you want to update. The first call to begin() would have created section 0, the second section 1, etc.
virtual void Ogre::ManualObject::clear ( void   )  [virtual]

Completely clear the contents of the object.

Remarks:
Clearing the contents of this object and rebuilding from scratch is not the optimal way to manage dynamic vertex data, since the buffers are recreated. If you want to keep the same structure but update the content within that structure, use beginUpdate() instead of clear() begin(). However if you do want to modify the structure 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 253 of file OgreAnimable.h.

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 319 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND.

virtual void Ogre::MovableObject::detachFromParent ( void   )  [virtual, inherited]

Detaches an object from a parent SceneNode or TagPoint, if attached.

virtual ManualObjectSection* Ogre::ManualObject::end ( void   )  [virtual]

Finish defining the object and compile the final renderable version.

Note:
Will return a pointer to the finished section or NULL if the section was discarded (i.e. has zero vertices/indices).
virtual void Ogre::ManualObject::estimateIndexCount ( size_t  icount  )  [virtual]

Estimate the number of indices ahead of time.

Remarks:
Calling this helps to avoid memory reallocation when you define indices. Also very handy when using beginUpdate() to manage dynamic data - you can make the index buffer a little larger than the initial need to allow for growth later with this method.
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. Also very handy when using beginUpdate() to manage dynamic data - you can make the vertex buffers a little larger than their initial needs to allow for growth later with this method.
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
static void Ogre::ShadowCaster::extrudeVertices ( const 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 homogeneous (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, i.e. 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,
const 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 248 of file OgreAnimable.h.

References Ogre::StringUtil::BLANK.

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

Gets a list of animable value names for this object.

Definition at line 294 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND.

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

Retrieves the local axis-aligned bounding box for this object.

Remarks:
This bounding box is in local coordinates.
.

Implements Ogre::MovableObject.

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

Retrieves the radius of the origin-centered bounding sphere for this object. .

Implements Ogre::MovableObject.

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

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 520 of file OgreMovableObject.h.

virtual size_t Ogre::ManualObject::getCurrentIndexCount (  )  const [virtual]

Get the number of indices in the section currently being defined (returns 0 if no section is in progress).

virtual size_t Ogre::ManualObject::getCurrentVertexCount (  )  const [virtual]

Get the number of vertices in the section currently being defined (returns 0 if no section is in progress).

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

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

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

Get the default query flags for all future MovableObject instances.

Definition at line 410 of file OgreMovableObject.h.

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

Get the default visibility flags for all future MovableObject instances.

Definition at line 438 of file OgreMovableObject.h.

virtual bool Ogre::ManualObject::getDynamic (  )  const [virtual]

Gets whether this object is marked as dynamic.

Definition at line 161 of file OgreManualObject.h.

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 method for calculating extrusion distance.

bool Ogre::ManualObject::getKeepDeclarationOrder (  )  const

Gets whether or not the declaration order is to be kept or not.

Returns:
A flag indication if the declaration order will be kept when queuing the renderables.

Definition at line 379 of file OgreManualObject.h.

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

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

virtual uint32 Ogre::MovableObject::getLightMask (  )  const [virtual, inherited]

Get a bitwise mask which will filter the lights affecting this object.

Remarks:
By default, this mask is fully set meaning all lights will affect this object

Definition at line 475 of file OgreMovableObject.h.

virtual Listener* Ogre::MovableObject::getListener ( void   )  const [virtual, inherited]

Gets the current listener for this object.

Definition at line 449 of file OgreMovableObject.h.

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

Returns the type name of this object. .

Implements Ogre::MovableObject.

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

Returns the name of this object.

Definition at line 192 of file OgreMovableObject.h.

unsigned int Ogre::ManualObject::getNumSections ( void   )  const

Retrieves the number of ManualObjectSection objects making up this ManualObject.

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.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 402 of file OgreMovableObject.h.

bool Ogre::MovableObject::getReceivesShadows (  )  [inherited]

Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows.

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

Gets the distance at which batches are no longer rendered.

Definition at line 304 of file OgreMovableObject.h.

virtual Real Ogre::MovableObject::getRenderingMinPixelSize (  )  const [virtual, inherited]

Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.

Definition at line 317 of file OgreMovableObject.h.

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

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

ManualObjectSection* Ogre::ManualObject::getSection ( unsigned int  index  )  const

Gets a pointer to a ManualObjectSection, i.e.

a part of a ManualObject.

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::Frustum, Ogre::Light, Ogre::ParticleSystem, and Ogre::StaticGeometry::Region.

bool Ogre::ManualObject::getUseIdentityProjection ( void   )  const

Returns whether or not to use an 'identity' projection.

Remarks:
Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this.
See also:
ManualObject::setUseIdentityProjection

Definition at line 324 of file OgreManualObject.h.

bool Ogre::ManualObject::getUseIdentityView ( void   )  const

Returns whether or not to use an 'identity' view.

Remarks:
Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this.
See also:
ManualObject::setUseIdentityView

Definition at line 346 of file OgreManualObject.h.

virtual const Any& Ogre::MovableObject::getUserAny ( void   )  const [virtual, inherited]
Deprecated:
use UserObjectBindings::getUserAny via getUserObjectBindings() instead. Retrieves the custom user value associated with this object.

Definition at line 333 of file OgreMovableObject.h.

const UserObjectBindings& Ogre::MovableObject::getUserObjectBindings (  )  const [inherited]

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also:
UserObjectBindings::setUserAny.

Definition at line 345 of file OgreMovableObject.h.

UserObjectBindings& Ogre::MovableObject::getUserObjectBindings (  )  [inherited]

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also:
UserObjectBindings::setUserAny.

Definition at line 339 of file OgreMovableObject.h.

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

Returns the visibility flags relevant for this object.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 430 of file OgreMovableObject.h.

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

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

Remarks:
Returns the value set by MovableObject::setVisible only.
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.

bool Ogre::ManualObject::hasEdgeList ( void   )  [virtual]

Overridden member from ShadowCaster.

Reimplemented from Ogre::MovableObject.

virtual void Ogre::ManualObject::index ( uint32  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 and will only be used when required, if an index is > 65535.
Parameters:
idx A vertex index from 0 to 4294967295.
virtual void Ogre::AnimableObject::initialiseAnimableDictionary ( StringVector  )  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 286 of file OgreAnimable.h.

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::isDebugDisplayEnabled ( void   )  const [virtual, inherited]

Gets whether debug display of this object is enabled.

Definition at line 564 of file OgreMovableObject.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.

Reimplemented in Ogre::InstancedEntity.

virtual bool Ogre::MovableObject::isParentTagPoint (  )  const [virtual, inherited]

Gets whether the parent node is a TagPoint (or a SceneNode).

Definition at line 215 of file OgreMovableObject.h.

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::InstancedGeometry::BatchInstance, Ogre::StaticGeometry::Region, and Ogre::TerrainQuadTreeNode::Movable.

virtual void Ogre::ManualObject::normal ( Real  x,
Real  y,
Real  z 
) [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::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.
template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 107 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
) [inherited]

Definition at line 101 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr  )  [inherited]

Definition at line 95 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 118 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr  )  [inherited]

Definition at line 112 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
) [inherited]

placement operator new

Definition at line 78 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz  )  [inherited]

Definition at line 72 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

operator new, with debug line info

Definition at line 67 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz  )  [inherited]

Definition at line 90 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

array operator new, with debug line info

Definition at line 85 of file OgreMemoryAllocatedObject.h.

virtual void Ogre::ManualObject::position ( Real  x,
Real  y,
Real  z 
) [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::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 ( uint32  i1,
uint32  i2,
uint32  i3,
uint32  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 and will only be used when required, if an index is > 65535.
Parameters:
i1,i2,i3 3 vertex indices from 0 to 4294967295 defining a face.
virtual const LightList& Ogre::MovableObject::queryLights ( void   )  const [virtual, inherited]

Gets a list of lights, ordered relative to how close they are to this movable object.

Remarks:
By default, this method gives the listener a chance to populate light list first, if there is no listener or Listener::objectQueryLights returns NULL, it'll query the light list from parent entity if it is present, or returns SceneNode::findLights if it has parent scene node, otherwise it just returns an empty list.
The object internally caches the light list, so it will recalculate it only when object is moved, or lights that affect the frustum have been changed (
See also:
SceneManager::_getLightsDirtyCounter), but if listener exists, it will be called each time, so the listener should implement their own cache mechanism to optimise performance.
This method can be useful when implementing Renderable::getLights in case the renderable is a part of the movable.
Returns:
The list of lights use to lighting this object.
virtual void Ogre::MovableObject::removeQueryFlags ( uint32  flags  )  [virtual, inherited]

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

Definition at line 399 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 427 of file OgreMovableObject.h.

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::ManualObject::setBoundingBox ( const AxisAlignedBox box  ) 

Sets the bounding box.

Remarks:
Call this after having finished creating sections to modify the bounding box. E.g. if you're using ManualObject to create 2D overlays you can call things function to set an infinite bounding box so that the object always stays visible when attached.
See also:
ManualObject::setUseIdentityProjection, ManualObject::setUseIdentityView, AxisAlignedBox::setInfinite

Definition at line 355 of file OgreManualObject.h.

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 518 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setDebugDisplayEnabled ( bool  enabled  )  [virtual, inherited]

Sets whether or not the debug display of this object is enabled.

Remarks:
Some objects aren't visible themselves but it can be useful to display a debug representation of them. Or, objects may have an additional debug display on top of their regular display. This option enables / disables that debug display. Objects that are not visible never display debug geometry regardless of this setting.

Definition at line 562 of file OgreMovableObject.h.

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

Set the default query flags for all future MovableObject instances.

Definition at line 406 of file OgreMovableObject.h.

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

Set the default visibility flags for all future MovableObject instances.

Definition at line 434 of file OgreMovableObject.h.

virtual void Ogre::ManualObject::setDynamic ( bool  dyn  )  [virtual]

Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that.

Definition at line 159 of file OgreManualObject.h.

void Ogre::ManualObject::setKeepDeclarationOrder ( bool  keepOrder  ) 

Sets whether or not to keep the original declaration order when queuing the renderables.

Remarks:
This overrides the default behavior of the rendering queue, specifically stating the desired order of rendering. Might result in a performance loss, but lets the user to have more direct control when creating geometry through this class.
Parameters:
keepOrder Whether to keep the declaration order or not.

Definition at line 373 of file OgreManualObject.h.

virtual void Ogre::MovableObject::setLightMask ( uint32  lightMask  )  [virtual, inherited]

Set a bitwise mask which will filter the lights affecting this object.

Remarks:
This mask will be compared against the mask held against Light to determine if a light should affect a given object. By default, this mask is fully set meaning all lights will affect this object
virtual void Ogre::MovableObject::setListener ( Listener listener  )  [virtual, inherited]

Sets a listener for this object.

Remarks:
Note for size and performance reasons only one listener per object is allowed.

Definition at line 445 of file OgreMovableObject.h.

virtual void Ogre::ManualObject::setMaterialName ( size_t  subindex,
const String name,
const String group = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Alter the material for a subsection of this object after it has been specified.

Remarks:
You specify the material to use on a section of this object during the call to begin(), however if you want to change the material afterwards you can do so by calling this method.
Parameters:
subIndex The index of the subsection to alter
name The name of the new material to use
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 391 of file OgreMovableObject.h.

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

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

Note:
Camera::setUseRenderingDistance() needs to be called for this parameter to be used.
Parameters:
dist Distance beyond which the object will not be rendered (the default is 0, which means objects are always rendered).

Definition at line 298 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setRenderingMinPixelSize ( Real  pixelSize  )  [virtual, inherited]

Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.

Note:
Camera::setUseMinPixelSize() needs to be called for this parameter to be used.
Parameters:
pixelSize Number of minimum pixels (the default is 0, which means objects are always rendered).

Definition at line 311 of file OgreMovableObject.h.

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. See the enum RenderQueueGroupID for what kind of values can be used here.

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

virtual void Ogre::MovableObject::setRenderQueueGroupAndPriority ( uint8  queueID,
ushort  priority 
) [virtual, inherited]

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

Remarks:
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. Within a single render group there another type of grouping called priority which allows further control. If you do not call this method, all Entity objects default to the default queue and priority (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority), 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. See the enum RenderQueueGroupID for what kind of values can be used here.
priority The priority within a group to use.

Reimplemented in Ogre::Entity.

void Ogre::ManualObject::setUseIdentityProjection ( bool  useIdentityProjection  ) 

Sets whether or not to use an 'identity' projection.

Remarks:
Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this. The default is false.
See also:
ManualObject::getUseIdentityProjection
void Ogre::ManualObject::setUseIdentityView ( bool  useIdentityView  ) 

Sets whether or not to use an 'identity' view.

Remarks:
Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this. The default is false.
See also:
ManualObject::getUseIdentityView
virtual void Ogre::MovableObject::setUserAny ( const Any anything  )  [virtual, inherited]
Deprecated:
use UserObjectBindings::setUserAny via getUserObjectBindings() instead. 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.

Definition at line 328 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 419 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 visibility 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 visibility 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::tangent ( Real  x,
Real  y,
Real  z 
) [virtual]

Add a vertex tangent to the current vertex.

Remarks:
Vertex tangents are most often used for dynamic lighting, and their components should be normalised. Also, using tangent() you enable VES_TANGENT vertex semantic, which is not supported on old non-SM2 cards.

virtual void Ogre::ManualObject::tangent ( const Vector3 tan  )  [virtual]

Add a vertex tangent to the current vertex.

Remarks:
Vertex tangents are most often used for dynamic lighting, and their components should be normalised. Also, using tangent() you enable VES_TANGENT vertex semantic, which is not supported on old non-SM2 cards.
virtual void Ogre::ManualObject::textureCoord ( const Vector4 xyzw  )  [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::textureCoord ( const Vector3 uvw  )  [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::textureCoord ( const Vector2 uv  )  [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::textureCoord ( Real  x,
Real  y,
Real  z,
Real  w 
) [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::textureCoord ( Real  u,
Real  v,
Real  w 
) [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::textureCoord ( Real  u,
Real  v 
) [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::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 ( uint32  i1,
uint32  i2,
uint32  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 and will only be used when required, if an index is > 65535.
Parameters:
i1,i2,i3 3 vertex indices from 0 to 4294967295 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
void Ogre::ManualObject::visitRenderables ( Renderable::Visitor visitor,
bool  debugRenderables = false 
) [virtual]

Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any.

Parameters:
visitor Pointer to a class implementing the Renderable::Visitor interface which will be called back for each Renderable which will be queued. Bear in mind that the state of the Renderable instances may not be finalised depending on when you call this.
debugRenderables If false, only regular renderables will be visited (those for normal display). If true, debug renderables will be included too.

Implements Ogre::MovableObject.


Member Data Documentation

Bounding box.

Definition at line 521 of file OgreManualObject.h.

Any indexed geometry on any sections?

Definition at line 525 of file OgreManualObject.h.

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

Hidden because of distance?

Definition at line 127 of file OgreMovableObject.h.

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

Does this object cast shadows?

Definition at line 149 of file OgreMovableObject.h.

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

Reimplemented in Ogre::InstanceBatch.

Definition at line 111 of file OgreMovableObject.h.

Current section.

Definition at line 485 of file OgreManualObject.h.

Are we updating?

Definition at line 487 of file OgreManualObject.h.

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

Is debug display enabled?

Definition at line 120 of file OgreMovableObject.h.

size_t Ogre::ManualObject::mDeclSize [protected]

Current declaration vertex size.

Definition at line 513 of file OgreManualObject.h.

bool Ogre::ManualObject::mDynamic [protected]

Dynamic?

Definition at line 481 of file OgreManualObject.h.

Edge list, used if stencil shadow casting is enabled.

Definition at line 527 of file OgreManualObject.h.

Estimated index count.

Definition at line 517 of file OgreManualObject.h.

Estimated vertex count.

Definition at line 515 of file OgreManualObject.h.

First vertex indicator.

Definition at line 501 of file OgreManualObject.h.

Keep declaration order or let the queue optimize it.

Definition at line 535 of file OgreManualObject.h.

LightList Ogre::MovableObject::mLightList [mutable, protected, inherited]

List of lights for this object.

Reimplemented in Ogre::StaticGeometry::Region.

Definition at line 157 of file OgreMovableObject.h.

ulong Ogre::MovableObject::mLightListUpdated [mutable, protected, inherited]

The last frame that this light list was updated in.

Reimplemented in Ogre::StaticGeometry::Region.

Definition at line 159 of file OgreMovableObject.h.

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

the light mask defined for this movable. This will be taken into consideration when deciding which light should affect this movable

Definition at line 162 of file OgreMovableObject.h.

Listener* Ogre::MovableObject::mListener [protected, inherited]

MovableObject listener - only one allowed (no list) for size & performance reasons. */.

Definition at line 154 of file OgreMovableObject.h.

SceneManager holding this object (if applicable).

Definition at line 113 of file OgreMovableObject.h.

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

Definition at line 125 of file OgreMovableObject.h.

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

Name of this object.

Definition at line 109 of file OgreMovableObject.h.

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

Definition at line 116 of file OgreMovableObject.h.

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

node to which this object is attached

Definition at line 115 of file OgreMovableObject.h.

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

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

Definition at line 139 of file OgreMovableObject.h.

Bounding sphere.

Definition at line 523 of file OgreManualObject.h.

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

Does rendering this object disabled by listener?

Definition at line 152 of file OgreMovableObject.h.

The render queue to use when rendering this object.

Definition at line 131 of file OgreMovableObject.h.

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

Flags whether the RenderQueue's default should be used.

Definition at line 133 of file OgreMovableObject.h.

The render queue group to use when rendering this object.

Definition at line 135 of file OgreMovableObject.h.

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

Flags whether the RenderQueue's default should be used.

Definition at line 137 of file OgreMovableObject.h.

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

Definition at line 242 of file OgreAnimable.h.

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

Default query flags.

Definition at line 166 of file OgreMovableObject.h.

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

Default visibility flags.

Definition at line 168 of file OgreMovableObject.h.

List of subsections.

Definition at line 483 of file OgreManualObject.h.

List of shadow renderables.

Definition at line 529 of file OgreManualObject.h.

Definition at line 123 of file OgreMovableObject.h.

System-memory buffer whilst we establish the size required.

Definition at line 509 of file OgreManualObject.h.

System memory allocation size, in bytes.

Definition at line 511 of file OgreManualObject.h.

Temp storage.

Definition at line 499 of file OgreManualObject.h.

System-memory buffer whilst we establish the size required.

Definition at line 505 of file OgreManualObject.h.

Temp vertex data to copy?

Definition at line 503 of file OgreManualObject.h.

System memory allocation size, in bytes.

Definition at line 507 of file OgreManualObject.h.

Current texture coordinate.

Definition at line 519 of file OgreManualObject.h.

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

Upper distance to still render.

Definition at line 122 of file OgreMovableObject.h.

Whether to use identity projection for sections.

Definition at line 531 of file OgreManualObject.h.

Whether to use identity view for sections.

Definition at line 533 of file OgreManualObject.h.

User objects binding.

Definition at line 129 of file OgreMovableObject.h.

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

Definition at line 141 of file OgreMovableObject.h.

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

Is this object visible?

Definition at line 118 of file OgreMovableObject.h.

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

Cached world AABB of this object.

Reimplemented in Ogre::ParticleSystem.

Definition at line 143 of file OgreMovableObject.h.

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

Definition at line 145 of file OgreMovableObject.h.

World space AABB of this object's dark cap.

Definition at line 147 of file OgreMovableObject.h.


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

Copyright © 2012 Torus Knot Software Ltd
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Fri May 25 23:38:05 2012