Ogre::SceneManager Class Reference
[Scene]

Manages the organisation and rendering of a 'scene' i.e. More...

#include <OgreSceneManager.h>

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

List of all members.

Classes

struct  LightClippingInfo
 Struct for cacheing light clipping information for re-use in a frame. More...
struct  LightInfo
 Cached light information, used to tracking light's changes. More...
struct  lightLess
 Comparator for sorting lights relative to a point. More...
struct  lightsForShadowTextureLess
 Default sorting routine which sorts lights which cast shadows to the front of a list, sub-sorting by distance. More...
class  Listener
 Class that allows listening in on the various stages of SceneManager processing, so that custom behaviour can be implemented from outside. More...
struct  materialLess
 Comparator for material map, for sorting materials into render order (e.g. More...
struct  MovableObjectCollection
 Simple structure to hold MovableObject map and a mutex to go with it. More...
struct  RenderContext
class  SceneMgrQueuedRenderableVisitor
 Inner helper class to implement the visitor pattern for rendering objects in a queue. More...
class  ShadowCasterSceneQueryListener
 Inner class to use as callback for shadow caster scene query. More...
struct  SkyBoxGenParameters
struct  SkyDomeGenParameters
struct  SkyPlaneGenParameters

Public Types

enum  IlluminationRenderStage { IRS_NONE, IRS_RENDER_TO_TEXTURE, IRS_RENDER_RECEIVER_PASS }
 

Describes the stage of rendering when performing complex illumination.

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enum  SpecialCaseRenderQueueMode { SCRQM_INCLUDE, SCRQM_EXCLUDE }
 

Enumeration of the possible modes allowed for processing the special case render queue list.

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enum  PrefabType { PT_PLANE, PT_CUBE, PT_SPHERE }
 

Prefab shapes available without loading a model.

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typedef MapIterator< CameraListCameraIterator
typedef MapIterator
< AnimationList
AnimationIterator
typedef MapIterator
< MovableObjectMap
MovableObjectIterator

Public Member Functions

virtual void prepareShadowTextures (Camera *cam, Viewport *vp, const LightList *lightList=0)
 Method for preparing shadow textures ready for use in a regular render Do not call manually unless before frame start or rendering is paused If lightList is not supplied, will render all lights in frustum.
virtual RenderContext_pauseRendering ()
 Pause rendering of the frame.
virtual void _resumeRendering (RenderContext *context)
 Resume rendering of the frame.
 SceneManager (const String &instanceName)
 Constructor.
virtual ~SceneManager ()
 Default destructor.
const StringgetName (void) const
 Mutex to protect the scene graph from simultaneous access from multiple threads.
virtual const StringgetTypeName (void) const =0
 Retrieve the type name of this scene manager.
virtual CameracreateCamera (const String &name)
 Creates a camera to be managed by this scene manager.
virtual CameragetCamera (const String &name) const
 Retrieves a pointer to the named camera.
virtual bool hasCamera (const String &name) const
 Returns whether a camera with the given name exists.
virtual void destroyCamera (Camera *cam)
 Removes a camera from the scene.
virtual void destroyCamera (const String &name)
 Removes a camera from the scene.
virtual void destroyAllCameras (void)
 Removes (and destroys) all cameras from the scene.
virtual LightcreateLight (const String &name)
 Creates a light for use in the scene.
virtual LightcreateLight ()
 Creates a light with a generated name.
virtual LightgetLight (const String &name) const
 Returns a pointer to the named Light which has previously been added to the scene.
virtual bool hasLight (const String &name) const
 Returns whether a light with the given name exists.
virtual const PlaneListgetLightClippingPlanes (Light *l)
 Retrieve a set of clipping planes for a given light.
virtual const RealRectgetLightScissorRect (Light *l, const Camera *cam)
 Retrieve a scissor rectangle for a given light and camera.
virtual void destroyLight (const String &name)
 Removes the named light from the scene and destroys it.
virtual void destroyLight (Light *light)
 Removes the light from the scene and destroys it based on a pointer.
virtual void destroyAllLights (void)
 Removes and destroys all lights in the scene.
virtual void _notifyLightsDirty (void)
 Advance method to increase the lights dirty counter due lights changed.
ulong _getLightsDirtyCounter (void) const
 Advance method to gets the lights dirty counter.
virtual const LightList_getLightsAffectingFrustum (void) const
 Get the list of lights which could be affecting the frustum.
virtual void _populateLightList (const Vector3 &position, Real radius, LightList &destList, uint32 lightMask=0xFFFFFFFF)
 Populate a light list with an ordered set of the lights which are closest to the position specified.
virtual void _populateLightList (const SceneNode *sn, Real radius, LightList &destList, uint32 lightMask=0xFFFFFFFF)
 Populates a light list with an ordered set of the lights which are closest to the position of the SceneNode given.
virtual SceneNodecreateSceneNode (void)
 Creates an instance of a SceneNode.
virtual SceneNodecreateSceneNode (const String &name)
 Creates an instance of a SceneNode with a given name.
virtual void destroySceneNode (const String &name)
 Destroys a SceneNode with a given name.
virtual void destroySceneNode (SceneNode *sn)
 Destroys a SceneNode.
virtual SceneNodegetRootSceneNode (void)
 Gets the SceneNode at the root of the scene hierarchy.
virtual SceneNodegetSceneNode (const String &name) const
 Retrieves a named SceneNode from the scene graph.
virtual bool hasSceneNode (const String &name) const
 Returns whether a scene node with the given name exists.
virtual EntitycreateEntity (const String &entityName, const String &meshName, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Create an Entity (instance of a discrete mesh).
virtual EntitycreateEntity (const String &entityName, const MeshPtr &pMesh)
 Create an Entity (instance of a discrete mesh).
virtual EntitycreateEntity (const String &meshName)
 Create an Entity (instance of a discrete mesh) with an autogenerated name.
virtual EntitycreateEntity (const MeshPtr &pMesh)
 Create an Entity (instance of a discrete mesh) with an autogenerated name.
virtual EntitycreateEntity (const String &entityName, PrefabType ptype)
 Create an Entity (instance of a discrete mesh) from a range of prefab shapes.
virtual EntitycreateEntity (PrefabType ptype)
 Create an Entity (instance of a discrete mesh) from a range of prefab shapes, generating the name.
virtual EntitygetEntity (const String &name) const
 Retrieves a pointer to the named Entity.
virtual bool hasEntity (const String &name) const
 Returns whether an entity with the given name exists.
virtual void destroyEntity (Entity *ent)
 Removes & destroys an Entity from the SceneManager.
virtual void destroyEntity (const String &name)
 Removes & destroys an Entity from the SceneManager by name.
virtual void destroyAllEntities (void)
 Removes & destroys all Entities.
virtual ManualObjectcreateManualObject (const String &name)
 Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface.
virtual ManualObjectcreateManualObject ()
 Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface, generating the name.
virtual ManualObjectgetManualObject (const String &name) const
 Retrieves a pointer to the named ManualObject.
virtual bool hasManualObject (const String &name) const
 Returns whether a manual object with the given name exists.
virtual void destroyManualObject (ManualObject *obj)
 Removes & destroys a ManualObject from the SceneManager.
virtual void destroyManualObject (const String &name)
 Removes & destroys a ManualObject from the SceneManager.
virtual void destroyAllManualObjects (void)
 Removes & destroys all ManualObjects from the SceneManager.
virtual BillboardChaincreateBillboardChain (const String &name)
 Create a BillboardChain, an object which you can use to render a linked chain of billboards.
virtual BillboardChaincreateBillboardChain ()
 Create a BillboardChain, an object which you can use to render a linked chain of billboards, with a generated name.
virtual BillboardChaingetBillboardChain (const String &name) const
 Retrieves a pointer to the named BillboardChain.
virtual bool hasBillboardChain (const String &name) const
 Returns whether a billboard chain with the given name exists.
virtual void destroyBillboardChain (BillboardChain *obj)
 Removes & destroys a BillboardChain from the SceneManager.
virtual void destroyBillboardChain (const String &name)
 Removes & destroys a BillboardChain from the SceneManager.
virtual void destroyAllBillboardChains (void)
 Removes & destroys all BillboardChains from the SceneManager.
virtual RibbonTrailcreateRibbonTrail (const String &name)
 Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes.
virtual RibbonTrailcreateRibbonTrail ()
 Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes, generating the name.
virtual RibbonTrailgetRibbonTrail (const String &name) const
 Retrieves a pointer to the named RibbonTrail.
virtual bool hasRibbonTrail (const String &name) const
 Returns whether a ribbon trail with the given name exists.
virtual void destroyRibbonTrail (RibbonTrail *obj)
 Removes & destroys a RibbonTrail from the SceneManager.
virtual void destroyRibbonTrail (const String &name)
 Removes & destroys a RibbonTrail from the SceneManager.
virtual void destroyAllRibbonTrails (void)
 Removes & destroys all RibbonTrails from the SceneManager.
virtual ParticleSystemcreateParticleSystem (const String &name, const String &templateName)
 Creates a particle system based on a template.
virtual ParticleSystemcreateParticleSystem (const String &name, size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Create a blank particle system.
virtual ParticleSystemcreateParticleSystem (size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Create a blank particle system with a generated name.
virtual ParticleSystemgetParticleSystem (const String &name) const
 Retrieves a pointer to the named ParticleSystem.
virtual bool hasParticleSystem (const String &name) const
 Returns whether a particle system with the given name exists.
virtual void destroyParticleSystem (ParticleSystem *obj)
 Removes & destroys a ParticleSystem from the SceneManager.
virtual void destroyParticleSystem (const String &name)
 Removes & destroys a ParticleSystem from the SceneManager.
virtual void destroyAllParticleSystems (void)
 Removes & destroys all ParticleSystems from the SceneManager.
virtual void clearScene (void)
 Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc.
void setAmbientLight (const ColourValue &colour)
 Sets the ambient light level to be used for the scene.
const ColourValuegetAmbientLight (void) const
 Returns the ambient light level to be used for the scene.
virtual void prepareWorldGeometry (const String &filename)
 Sets the source of the 'world' geometry, i.e.
virtual void prepareWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
 Sets the source of the 'world' geometry, i.e.
virtual void setWorldGeometry (const String &filename)
 Sets the source of the 'world' geometry, i.e.
virtual void setWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
 Sets the source of the 'world' geometry, i.e.
virtual size_t estimateWorldGeometry (const String &filename)
 Estimate the number of loading stages required to load the named world geometry.
virtual size_t estimateWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
 Estimate the number of loading stages required to load the named world geometry.
virtual ViewPoint getSuggestedViewpoint (bool random=false)
 Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.
virtual bool setOption (const String &strKey, const void *pValue)
 Method for setting a specific option of the Scene Manager.
virtual bool getOption (const String &strKey, void *pDestValue)
 Method for getting the value of an implementation-specific Scene Manager option.
virtual bool hasOption (const String &strKey) const
 Method for verifying wether the scene manager has an implementation-specific option.
virtual bool getOptionValues (const String &strKey, StringVector &refValueList)
 Method for getting all possible values for a specific option.
virtual bool getOptionKeys (StringVector &refKeys)
 Method for getting all the implementation-specific options of the scene manager.
virtual void _updateSceneGraph (Camera *cam)
 Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.
virtual void _findVisibleObjects (Camera *cam, VisibleObjectsBoundsInfo *visibleBounds, bool onlyShadowCasters)
 Internal method which parses the scene to find visible objects to render.
virtual void _applySceneAnimations (void)
 Internal method for applying animations to scene nodes.
virtual void _renderVisibleObjects (void)
 Sends visible objects found in _findVisibleObjects to the rendering engine.
virtual void _renderScene (Camera *camera, Viewport *vp, bool includeOverlays)
 Prompts the class to send its contents to the renderer.
virtual void _queueSkiesForRendering (Camera *cam)
 Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome.
virtual void _setDestinationRenderSystem (RenderSystem *sys)
 Notifies the scene manager of its destination render system.
virtual void setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, bool drawFirst=true, Real bow=0, int xsegments=1, int ysegments=1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Enables / disables a 'sky plane' i.e.
virtual void _setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, uint8 renderQueue=RENDER_QUEUE_SKIES_EARLY, Real bow=0, int xsegments=1, int ysegments=1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Enables / disables a 'sky plane' i.e.
virtual void setSkyPlaneEnabled (bool enable)
 Enables / disables a 'sky plane'.
virtual bool isSkyPlaneEnabled (void) const
 Return whether a key plane is enabled.
virtual SceneNodegetSkyPlaneNode (void) const
 Get the sky plane node, if enabled.
virtual const
SkyPlaneGenParameters
getSkyPlaneGenParameters (void) const
 Get the parameters used to construct the SkyPlane, if any.
virtual void setSkyBox (bool enable, const String &materialName, Real distance=5000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Enables / disables a 'sky box' i.e.
virtual void _setSkyBox (bool enable, const String &materialName, Real distance=5000, uint8 renderQueue=RENDER_QUEUE_SKIES_EARLY, const Quaternion &orientation=Quaternion::IDENTITY, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Enables / disables a 'sky box' i.e.
virtual void setSkyBoxEnabled (bool enable)
 Enables / disables a 'sky box'.
virtual bool isSkyBoxEnabled (void) const
 Return whether a skybox is enabled.
virtual SceneNodegetSkyBoxNode (void) const
 Get the skybox node, if enabled.
virtual const SkyBoxGenParametersgetSkyBoxGenParameters (void) const
 Get the parameters used to generate the current SkyBox, if any.
virtual void setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, int xsegments=16, int ysegments=16, int ysegments_keep=-1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Enables / disables a 'sky dome' i.e.
virtual void _setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, uint8 renderQueue=RENDER_QUEUE_SKIES_EARLY, const Quaternion &orientation=Quaternion::IDENTITY, int xsegments=16, int ysegments=16, int ysegments_keep=-1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
 Enables / disables a 'sky dome' i.e.
virtual void setSkyDomeEnabled (bool enable)
 Enables / disables a 'sky dome'.
virtual bool isSkyDomeEnabled (void) const
 Return whether a skydome is enabled.
virtual SceneNodegetSkyDomeNode (void) const
 Get the sky dome node, if enabled.
virtual const
SkyDomeGenParameters
getSkyDomeGenParameters (void) const
 Get the parameters used to generate the current SkyDome, if any.
void setFog (FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001, Real linearStart=0.0, Real linearEnd=1.0)
 Sets the fogging mode applied to the scene.
virtual FogMode getFogMode (void) const
 Returns the fog mode for the scene.
virtual const ColourValuegetFogColour (void) const
 Returns the fog colour for the scene.
virtual Real getFogStart (void) const
 Returns the fog start distance for the scene.
virtual Real getFogEnd (void) const
 Returns the fog end distance for the scene.
virtual Real getFogDensity (void) const
 Returns the fog density for the scene.
virtual BillboardSetcreateBillboardSet (const String &name, unsigned int poolSize=20)
 Creates a new BillboardSet for use with this scene manager.
virtual BillboardSetcreateBillboardSet (unsigned int poolSize=20)
 Creates a new BillboardSet for use with this scene manager, with a generated name.
virtual BillboardSetgetBillboardSet (const String &name) const
 Retrieves a pointer to the named BillboardSet.
virtual bool hasBillboardSet (const String &name) const
 Returns whether a billboardset with the given name exists.
virtual void destroyBillboardSet (BillboardSet *set)
 Removes & destroys an BillboardSet from the SceneManager.
virtual void destroyBillboardSet (const String &name)
 Removes & destroys an BillboardSet from the SceneManager by name.
virtual void destroyAllBillboardSets (void)
 Removes & destroys all BillboardSets.
virtual void setDisplaySceneNodes (bool display)
 Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene.
virtual bool getDisplaySceneNodes (void) const
 Returns true if all scene nodes axis are to be displayed.
virtual AnimationcreateAnimation (const String &name, Real length)
 Creates an animation which can be used to animate scene nodes.
virtual AnimationgetAnimation (const String &name) const
 Looks up an Animation object previously created with createAnimation.
virtual bool hasAnimation (const String &name) const
 Returns whether an animation with the given name exists.
virtual void destroyAnimation (const String &name)
 Destroys an Animation.
virtual void destroyAllAnimations (void)
 Removes all animations created using this SceneManager.
virtual AnimationStatecreateAnimationState (const String &animName)
 Create an AnimationState object for managing application of animations.
virtual AnimationStategetAnimationState (const String &animName) const
 Retrieves animation state as previously created using createAnimationState.
virtual bool hasAnimationState (const String &name) const
 Returns whether an animation state with the given name exists.
virtual void destroyAnimationState (const String &name)
 Destroys an AnimationState.
virtual void destroyAllAnimationStates (void)
 Removes all animation states created using this SceneManager.
virtual void manualRender (RenderOperation *rend, Pass *pass, Viewport *vp, const Matrix4 &worldMatrix, const Matrix4 &viewMatrix, const Matrix4 &projMatrix, bool doBeginEndFrame=false)
 Manual rendering method, for advanced users only.
virtual void manualRender (Renderable *rend, const Pass *pass, Viewport *vp, const Matrix4 &viewMatrix, const Matrix4 &projMatrix, bool doBeginEndFrame=false, bool lightScissoringClipping=true, bool doLightIteration=true, const LightList *manualLightList=0)
 Manual rendering method for rendering a single object.
virtual RenderQueuegetRenderQueue (void)
 Retrieves the internal render queue, for advanced users only.
virtual void addRenderQueueListener (RenderQueueListener *newListener)
 Registers a new RenderQueueListener which will be notified when render queues are processed.
virtual void removeRenderQueueListener (RenderQueueListener *delListener)
 Removes a listener previously added with addRenderQueueListener.
virtual void addRenderObjectListener (RenderObjectListener *newListener)
 Registers a new Render Object Listener which will be notified when rendering an object.
virtual void removeRenderObjectListener (RenderObjectListener *delListener)
 Removes a listener previously added with addRenderObjectListener.
virtual void addSpecialCaseRenderQueue (uint8 qid)
 Adds an item to the 'special case' render queue list.
virtual void removeSpecialCaseRenderQueue (uint8 qid)
 Removes an item to the 'special case' render queue list.
virtual void clearSpecialCaseRenderQueues (void)
 Clears the 'special case' render queue list.
virtual void setSpecialCaseRenderQueueMode (SpecialCaseRenderQueueMode mode)
 Sets the way the special case render queue list is processed.
virtual SpecialCaseRenderQueueMode getSpecialCaseRenderQueueMode (void)
 Gets the way the special case render queue list is processed.
virtual bool isRenderQueueToBeProcessed (uint8 qid)
 Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode.
virtual void setWorldGeometryRenderQueue (uint8 qid)
 Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with.
virtual uint8 getWorldGeometryRenderQueue (void)
 Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with.
virtual void showBoundingBoxes (bool bShow)
 Allows all bounding boxes of scene nodes to be displayed.
virtual bool getShowBoundingBoxes () const
 Returns if all bounding boxes of scene nodes are to be displayed.
virtual void _notifyAutotrackingSceneNode (SceneNode *node, bool autoTrack)
 Internal method for notifying the manager that a SceneNode is autotracking.
virtual AxisAlignedBoxSceneQuerycreateAABBQuery (const AxisAlignedBox &box, unsigned long mask=0xFFFFFFFF)
 Creates an AxisAlignedBoxSceneQuery for this scene manager.
virtual SphereSceneQuerycreateSphereQuery (const Sphere &sphere, unsigned long mask=0xFFFFFFFF)
 Creates a SphereSceneQuery for this scene manager.
virtual
PlaneBoundedVolumeListSceneQuery
createPlaneBoundedVolumeQuery (const PlaneBoundedVolumeList &volumes, unsigned long mask=0xFFFFFFFF)
 Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.
virtual RaySceneQuerycreateRayQuery (const Ray &ray, unsigned long mask=0xFFFFFFFF)
 Creates a RaySceneQuery for this scene manager.
virtual IntersectionSceneQuerycreateIntersectionQuery (unsigned long mask=0xFFFFFFFF)
 Creates an IntersectionSceneQuery for this scene manager.
virtual void destroyQuery (SceneQuery *query)
 Destroys a scene query of any type.
CameraIterator getCameraIterator (void)
 Returns a specialised MapIterator over all cameras in the scene.
const CameraListgetCameras () const
 Returns a const version of the camera list.
AnimationIterator getAnimationIterator (void)
 Returns a specialised MapIterator over all animations in the scene.
const AnimationListgetAnimations () const
 Returns a const version of the animation list.
AnimationStateIterator getAnimationStateIterator (void)
 Returns a specialised MapIterator over all animation states in the scene.
virtual void setShadowTechnique (ShadowTechnique technique)
 Sets the general shadow technique to be used in this scene.
virtual ShadowTechnique getShadowTechnique (void) const
 Gets the current shadow technique.
virtual void setShowDebugShadows (bool debug)
 Enables / disables the rendering of debug information for shadows.
virtual bool getShowDebugShadows (void) const
 Are debug shadows shown?
virtual void setShadowColour (const ColourValue &colour)
 Set the colour used to modulate areas in shadow.
virtual const ColourValuegetShadowColour (void) const
 Get the colour used to modulate areas in shadow.
virtual void setShadowDirectionalLightExtrusionDistance (Real dist)
 Sets the distance a shadow volume is extruded for a directional light.
virtual Real getShadowDirectionalLightExtrusionDistance (void) const
 Gets the distance a shadow volume is extruded for a directional light.
virtual void setShadowFarDistance (Real distance)
 Sets the default maximum distance away from the camera that shadows will be visible.
virtual Real getShadowFarDistance (void) const
 Gets the default maximum distance away from the camera that shadows will be visible.
virtual Real getShadowFarDistanceSquared (void) const
virtual void setShadowIndexBufferSize (size_t size)
 Sets the maximum size of the index buffer used to render shadow primitives.
virtual size_t getShadowIndexBufferSize (void) const
 Get the size of the shadow index buffer.
virtual void setShadowTextureSize (unsigned short size)
 Set the size of the texture used for all texture-based shadows.
virtual void setShadowTextureConfig (size_t shadowIndex, unsigned short width, unsigned short height, PixelFormat format, unsigned short fsaa=0, uint16 depthBufferPoolId=1)
 Set the detailed configuration for a shadow texture.
virtual void setShadowTextureConfig (size_t shadowIndex, const ShadowTextureConfig &config)
 Set the detailed configuration for a shadow texture.
ConstShadowTextureConfigIterator getShadowTextureConfigIterator () const
 Get an iterator over the current shadow texture settings.
virtual void setShadowTexturePixelFormat (PixelFormat fmt)
 Set the pixel format of the textures used for texture-based shadows.
virtual void setShadowTextureFSAA (unsigned short fsaa)
 Set the level of multisample AA of the textures used for texture-based shadows.
virtual void setShadowTextureCount (size_t count)
 Set the number of textures allocated for texture-based shadows.
size_t getShadowTextureCount (void) const
 Get the number of the textures allocated for texture based shadows.
void setShadowTextureCountPerLightType (Light::LightTypes type, size_t count)
 Set the number of shadow textures a light type uses.
size_t getShadowTextureCountPerLightType (Light::LightTypes type) const
 Get the number of shadow textures is assigned for the given light type.
virtual void setShadowTextureSettings (unsigned short size, unsigned short count, PixelFormat fmt=PF_X8R8G8B8, unsigned short fsaa=0, uint16 depthBufferPoolId=1)
 Sets the size and count of textures used in texture-based shadows.
virtual const TexturePtrgetShadowTexture (size_t shadowIndex)
 Get a reference to the shadow texture currently in use at the given index.
virtual void setShadowDirLightTextureOffset (Real offset)
 Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.
virtual Real getShadowDirLightTextureOffset (void) const
 Gets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.
virtual void setShadowTextureFadeStart (Real fadeStart)
 Sets the proportional distance at which texture shadows begin to fade out.
virtual void setShadowTextureFadeEnd (Real fadeEnd)
 Sets the proportional distance at which texture shadows finish to fading out.
virtual void setShadowTextureSelfShadow (bool selfShadow)
 Sets whether or not texture shadows should attempt to self-shadow.
virtual bool getShadowTextureSelfShadow (void) const
 Gets whether or not texture shadows attempt to self-shadow.
virtual void setShadowTextureCasterMaterial (const String &name)
 Sets the default material to use for rendering shadow casters.
virtual void setShadowTextureReceiverMaterial (const String &name)
 Sets the default material to use for rendering shadow receivers.
virtual void setShadowCasterRenderBackFaces (bool bf)
 Sets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces.
virtual bool getShadowCasterRenderBackFaces () const
 Gets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces.
virtual void setShadowCameraSetup (const ShadowCameraSetupPtr &shadowSetup)
 Set the shadow camera setup to use for all lights which don't have their own shadow camera setup.
virtual const
ShadowCameraSetupPtr
getShadowCameraSetup () const
 Get the shadow camera setup in use for all lights which don't have their own shadow camera setup.
virtual void setShadowUseInfiniteFarPlane (bool enable)
 Sets whether we should use an inifinite camera far plane when rendering stencil shadows.
virtual bool isShadowTechniqueStencilBased (void) const
 Is there a stencil shadow based shadowing technique in use?
virtual bool isShadowTechniqueTextureBased (void) const
 Is there a texture shadow based shadowing technique in use?
virtual bool isShadowTechniqueModulative (void) const
 Is there a modulative shadowing technique in use?
virtual bool isShadowTechniqueAdditive (void) const
 Is there an additive shadowing technique in use?
virtual bool isShadowTechniqueIntegrated (void) const
 Is the shadow technique integrated into primary materials?
virtual bool isShadowTechniqueInUse (void) const
 Is there any shadowing technique in use?
virtual void setShadowUseLightClipPlanes (bool enabled)
 Sets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering.
virtual bool getShadowUseLightClipPlanes () const
 Gets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering.
virtual void _setActiveCompositorChain (CompositorChain *chain)
 Sets the active compositor chain of the current scene being rendered.
virtual void setLateMaterialResolving (bool isLate)
 Sets whether to use late material resolving or not.
virtual bool isLateMaterialResolving () const
 Gets whether using late material resolving or not.
virtual CompositorChain_getActiveCompositorChain () const
 Gets the active compositor chain of the current scene being rendered.
virtual void addListener (Listener *s)
 Add a listener which will get called back on scene manager events.
virtual void removeListener (Listener *s)
 Remove a listener.
virtual StaticGeometrycreateStaticGeometry (const String &name)
 Creates a StaticGeometry instance suitable for use with this SceneManager.
virtual StaticGeometrygetStaticGeometry (const String &name) const
 Retrieve a previously created StaticGeometry instance.
virtual bool hasStaticGeometry (const String &name) const
 Returns whether a static geometry instance with the given name exists.
virtual void destroyStaticGeometry (StaticGeometry *geom)
 Remove & destroy a StaticGeometry instance.
virtual void destroyStaticGeometry (const String &name)
 Remove & destroy a StaticGeometry instance.
virtual void destroyAllStaticGeometry (void)
 Remove & destroy all StaticGeometry instances.
virtual InstancedGeometrycreateInstancedGeometry (const String &name)
 Creates a InstancedGeometry instance suitable for use with this SceneManager.
virtual InstancedGeometrygetInstancedGeometry (const String &name) const
 Retrieve a previously created InstancedGeometry instance.
virtual void destroyInstancedGeometry (InstancedGeometry *geom)
 Remove & destroy a InstancedGeometry instance.
virtual void destroyInstancedGeometry (const String &name)
 Remove & destroy a InstancedGeometry instance.
virtual void destroyAllInstancedGeometry (void)
 Remove & destroy all InstancedGeometry instances.
virtual InstanceManagercreateInstanceManager (const String &customName, const String &meshName, const String &groupName, InstanceManager::InstancingTechnique technique, size_t numInstancesPerBatch, uint16 flags=0, unsigned short subMeshIdx=0)
 Creates an InstanceManager interface to create & manipulate instanced entities You need to call this function at least once before start calling createInstancedEntity to build up an instance based on the given mesh.
virtual InstanceManagergetInstanceManager (const String &managerName) const
 Retrieves an existing InstanceManager by it's name.
virtual bool hasInstanceManager (const String &managerName) const
 Returns whether an InstanceManager with the given name exists.
virtual void destroyInstanceManager (const String &name)
 Destroys an InstanceManager if it was created with createInstanceManager().
virtual void destroyInstanceManager (InstanceManager *instanceManager)
virtual void destroyAllInstanceManagers (void)
virtual size_t getNumInstancesPerBatch (const String &meshName, const String &groupName, const String &materialName, InstanceManager::InstancingTechnique technique, size_t numInstancesPerBatch, uint16 flags=0, unsigned short subMeshIdx=0)
virtual InstancedEntitycreateInstancedEntity (const String &materialName, const String &managerName)
 Creates an InstancedEntity based on an existing InstanceManager (.
virtual void destroyInstancedEntity (InstancedEntity *instancedEntity)
 Removes an InstancedEntity,.
void _addDirtyInstanceManager (InstanceManager *dirtyManager)
 Called by an InstanceManager when it has at least one InstanceBatch that needs their bounds to be updated for proper culling.
virtual MovableObjectcreateMovableObject (const String &name, const String &typeName, const NameValuePairList *params=0)
 Create a movable object of the type specified.
virtual MovableObjectcreateMovableObject (const String &typeName, const NameValuePairList *params=0)
 Create a movable object of the type specified without a name.
virtual void destroyMovableObject (const String &name, const String &typeName)
 Destroys a MovableObject with the name specified, of the type specified.
virtual void destroyMovableObject (MovableObject *m)
 Destroys a MovableObject.
virtual void destroyAllMovableObjectsByType (const String &typeName)
 Destroy all MovableObjects of a given type.
virtual void destroyAllMovableObjects (void)
 Destroy all MovableObjects.
virtual MovableObjectgetMovableObject (const String &name, const String &typeName) const
 Get a reference to a previously created MovableObject.
virtual bool hasMovableObject (const String &name, const String &typeName) const
 Returns whether a movable object instance with the given name exists.
virtual MovableObjectIterator getMovableObjectIterator (const String &typeName)
 Get an iterator over all MovableObect instances of a given type.
virtual void injectMovableObject (MovableObject *m)
 Inject a MovableObject instance created externally.
virtual void extractMovableObject (const String &name, const String &typeName)
 Extract a previously injected MovableObject.
virtual void extractMovableObject (MovableObject *m)
 Extract a previously injected MovableObject.
virtual void extractAllMovableObjectsByType (const String &typeName)
 Extract all injected MovableObjects of a given type.
virtual void setVisibilityMask (uint32 vmask)
 Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.
virtual uint32 getVisibilityMask (void)
 Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.
uint32 _getCombinedVisibilityMask (void) const
 Internal method for getting the combination between the global visibility mask and the per-viewport visibility mask.
virtual void setFindVisibleObjects (bool find)
 Sets whether the SceneManager should search for visible objects, or whether they are being manually handled.
virtual bool getFindVisibleObjects (void)
 Gets whether the SceneManager should search for visible objects, or whether they are being manually handled.
virtual void setNormaliseNormalsOnScale (bool n)
 Set whether to automatically normalise normals on objects whenever they are scaled.
virtual bool getNormaliseNormalsOnScale () const
 Get whether to automatically normalise normals on objects whenever they are scaled.
virtual void setFlipCullingOnNegativeScale (bool n)
 Set whether to automatically flip the culling mode on objects whenever they are negatively scaled.
virtual bool getFlipCullingOnNegativeScale () const
 Get whether to automatically flip the culling mode on objects whenever they are negatively scaled.
virtual void _injectRenderWithPass (Pass *pass, Renderable *rend, bool shadowDerivation=true, bool doLightIteration=false, const LightList *manualLightList=0)
 Render something as if it came from the current queue.
virtual void _suppressRenderStateChanges (bool suppress)
 Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects.
virtual bool _areRenderStateChangesSuppressed (void) const
 Are render state changes suppressed?
virtual const Pass_setPass (const Pass *pass, bool evenIfSuppressed=false, bool shadowDerivation=true)
 Internal method for setting up the renderstate for a rendering pass.
virtual void _markGpuParamsDirty (uint16 mask)
 Method to allow you to mark gpu parameters as dirty, causing them to be updated according to the mask that you set when updateGpuProgramParameters is next called.
virtual void _suppressShadows (bool suppress)
 Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise.
virtual bool _areShadowsSuppressed (void) const
 Are shadows suppressed?
virtual void _renderQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
 Render the objects in a given queue group.
void setQueuedRenderableVisitor (SceneMgrQueuedRenderableVisitor *visitor)
 Advanced method for supplying an alternative visitor, used for parsing the render queues and sending the results to the renderer.
SceneMgrQueuedRenderableVisitorgetQueuedRenderableVisitor (void) const
 Gets the current visitor object which processes queued renderables.
RenderSystemgetDestinationRenderSystem ()
 Get the rendersystem subclass to which the output of this Scene Manager gets sent.
ViewportgetCurrentViewport (void) const
 Gets the current viewport being rendered (advanced use only, only valid during viewport update.
const VisibleObjectsBoundsInfogetVisibleObjectsBoundsInfo (const Camera *cam) const
 Returns a visibility boundary box for a specific camera.
const VisibleObjectsBoundsInfogetShadowCasterBoundsInfo (const Light *light, size_t iteration=0) const
 Returns the shadow caster AAB for a specific light-camera combination.
virtual void setCameraRelativeRendering (bool rel)
 Set whether to use camera-relative co-ordinates when rendering, ie to always place the camera at the origin and move the world around it.
virtual bool getCameraRelativeRendering () const
 Get whether to use camera-relative co-ordinates when rendering, ie to always place the camera at the origin and move the world around it.
void addLodListener (LodListener *listener)
 Add a level of detail listener.
void removeLodListener (LodListener *listener)
 Remove a level of detail listener.
void _notifyMovableObjectLodChanged (MovableObjectLodChangedEvent &evt)
 Notify that a movable object lod change event has occurred.
void _notifyEntityMeshLodChanged (EntityMeshLodChangedEvent &evt)
 Notify that an entity mesh lod change event has occurred.
void _notifyEntityMaterialLodChanged (EntityMaterialLodChangedEvent &evt)
 Notify that an entity material lod change event has occurred.
void _handleLodEvents ()
 Handle lod events.
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 Attributes

static uint32 WORLD_GEOMETRY_TYPE_MASK
 Query type mask which will be used for world geometry.
static uint32 ENTITY_TYPE_MASK
 Query type mask which will be used for entities.
static uint32 FX_TYPE_MASK
 Query type mask which will be used for effects like billboardsets / particle systems.
static uint32 STATICGEOMETRY_TYPE_MASK
 Query type mask which will be used for StaticGeometry.
static uint32 LIGHT_TYPE_MASK
 Query type mask which will be used for lights.
static uint32 FRUSTUM_TYPE_MASK
 Query type mask which will be used for frusta and cameras.
static uint32 USER_TYPE_MASK_LIMIT
 User type mask limit.

Protected Types

enum  BoxPlane {
  BP_FRONT = 0, BP_BACK = 1, BP_LEFT = 2, BP_RIGHT = 3,
  BP_UP = 4, BP_DOWN = 5
}
typedef map< String, Camera * >
::type 
CameraList
typedef map< String,
StaticGeometry * >::type 
StaticGeometryList
typedef map< String,
InstancedGeometry * >::type 
InstancedGeometryList
typedef map< String,
InstanceManager * >::type 
InstanceManagerMap
typedef map< String, SceneNode * >
::type 
SceneNodeList
typedef set< SceneNode * >::type AutoTrackingSceneNodes
 Autotracking scene nodes.
typedef set< uint8 >::type SpecialCaseRenderQueueList
typedef map< const Camera
*, VisibleObjectsBoundsInfo >
::type 
CamVisibleObjectsMap
 Visible objects bounding box list.
typedef map< const Camera
*, const Light * >::type 
ShadowCamLightMapping
 ShadowCamera to light mapping.
typedef vector< LightInfo >::type LightInfoList
typedef map< String,
MovableObject * >::type 
MovableObjectMap
typedef map< String,
MovableObjectCollection * >
::type 
MovableObjectCollectionMap
typedef map< String, Animation * >
::type 
AnimationList
 Storage of animations, lookup by name.
typedef vector
< RenderQueueListener * >
::type 
RenderQueueListenerList
typedef vector
< RenderObjectListener * >
::type 
RenderObjectListenerList
typedef vector< Listener * >::type ListenerList
typedef vector< Camera * >::type ShadowTextureCameraList
typedef map< Light
*, LightClippingInfo >::type 
LightClippingInfoMap
typedef vector
< InstanceManager * >::type 
InstanceManagerVec
typedef vector< ShadowCaster * >
::type 
ShadowCasterList
typedef set< LodListener * >::type LodListenerSet
 Set of registered lod listeners.
typedef vector
< MovableObjectLodChangedEvent >
::type 
MovableObjectLodChangedEventList
 List of movable object lod changed events.
typedef vector
< EntityMeshLodChangedEvent >
::type 
EntityMeshLodChangedEventList
 List of entity mesh lod changed events.
typedef vector
< EntityMaterialLodChangedEvent >
::type 
EntityMaterialLodChangedEventList
 List of entity material lod changed events.

Protected Member Functions

virtual SceneNodecreateSceneNodeImpl (void)
 Subclasses can override this to ensure their specialised SceneNode is used.
virtual SceneNodecreateSceneNodeImpl (const String &name)
 Subclasses can override this to ensure their specialised SceneNode is used.
MovableObjectCollectiongetMovableObjectCollection (const String &typeName)
 Gets the movable object collection for the given type name.
const MovableObjectCollectiongetMovableObjectCollection (const String &typeName) const
 Gets the movable object collection for the given type name.
virtual void initRenderQueue (void)
 Mutex over the collection of MovableObject types.
virtual const PassderiveShadowCasterPass (const Pass *pass)
 Internal method for turning a regular pass into a shadow caster pass.
virtual const PassderiveShadowReceiverPass (const Pass *pass)
 Internal method for turning a regular pass into a shadow receiver pass.
virtual bool validatePassForRendering (const Pass *pass)
 Internal method to validate whether a Pass should be allowed to render.
virtual bool validateRenderableForRendering (const Pass *pass, const Renderable *rend)
 Internal method to validate whether a Renderable should be allowed to render.
virtual MeshPtr createSkyboxPlane (BoxPlane bp, Real distance, const Quaternion &orientation, const String &groupName)
virtual MeshPtr createSkydomePlane (BoxPlane bp, Real curvature, Real tiling, Real distance, const Quaternion &orientation, int xsegments, int ysegments, int ySegmentsToKeep, const String &groupName)
virtual void useRenderableViewProjMode (const Renderable *pRend, bool fixedFunction)
 Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection materices.
virtual void resetViewProjMode (bool fixedFunction)
 Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection matrices.
virtual void firePreRenderQueues ()
 Internal method for firing the queue start event.
virtual void firePostRenderQueues ()
 Internal method for firing the queue end event.
virtual bool fireRenderQueueStarted (uint8 id, const String &invocation)
 Internal method for firing the queue start event, returns true if queue is to be skipped.
virtual bool fireRenderQueueEnded (uint8 id, const String &invocation)
 Internal method for firing the queue end event, returns true if queue is to be repeated.
virtual void fireRenderSingleObject (Renderable *rend, const Pass *pass, const AutoParamDataSource *source, const LightList *pLightList, bool suppressRenderStateChanges)
 Internal method for firing when rendering a single object.
virtual void fireShadowTexturesUpdated (size_t numberOfShadowTextures)
 Internal method for firing the texture shadows updated event.
virtual void fireShadowTexturesPreCaster (Light *light, Camera *camera, size_t iteration)
 Internal method for firing the pre caster texture shadows event.
virtual void fireShadowTexturesPreReceiver (Light *light, Frustum *f)
 Internal method for firing the pre receiver texture shadows event.
virtual void firePreUpdateSceneGraph (Camera *camera)
 Internal method for firing pre update scene graph event.
virtual void firePostUpdateSceneGraph (Camera *camera)
 Internal method for firing post update scene graph event.
virtual void firePreFindVisibleObjects (Viewport *v)
 Internal method for firing find visible objects event.
virtual void firePostFindVisibleObjects (Viewport *v)
 Internal method for firing find visible objects event.
virtual void fireSceneManagerDestroyed ()
 Internal method for firing destruction event.
virtual void setViewport (Viewport *vp)
 Internal method for setting the destination viewport for the next render.
virtual void renderVisibleObjectsDefaultSequence (void)
 Internal method for rendering all objects using the default queue sequence.
virtual void renderVisibleObjectsCustomSequence (RenderQueueInvocationSequence *s)
 Internal method for rendering all objects using a custom queue sequence.
virtual void prepareRenderQueue (void)
 Internal method for preparing the render queue for use with each render.
virtual void renderSingleObject (Renderable *rend, const Pass *pass, bool lightScissoringClipping, bool doLightIteration, const LightList *manualLightList=0)
 Internal utility method for rendering a single object.
virtual AutoParamDataSourcecreateAutoParamDataSource (void) const
 Internal method for creating the AutoParamDataSource instance.
virtual void findLightsAffectingFrustum (const Camera *camera)
 Internal method for locating a list of lights which could be affecting the frustum.
virtual void initShadowVolumeMaterials (void)
 Internal method for setting up materials for shadows.
virtual void ensureShadowTexturesCreated ()
 Internal method for creating shadow textures (texture-based shadows).
virtual void destroyShadowTextures (void)
 Internal method for destroying shadow textures (texture-based shadows).
void updateDirtyInstanceManagers (void)
 Updates all instance managaers with dirty instance batches.
virtual void renderShadowVolumesToStencil (const Light *light, const Camera *cam, bool calcScissor)
 Internal method for rendering all the objects for a given light into the stencil buffer.
virtual void setShadowVolumeStencilState (bool secondpass, bool zfail, bool twosided)
 Internal utility method for setting stencil state for rendering shadow volumes.
void renderShadowVolumeObjects (ShadowCaster::ShadowRenderableListIterator iShadowRenderables, Pass *pass, const LightList *manualLightList, unsigned long flags, bool secondpass, bool zfail, bool twosided)
 Render a set of shadow renderables.
virtual const ShadowCasterListfindShadowCastersForLight (const Light *light, const Camera *camera)
 Internal method for locating a list of shadow casters which could be affecting the frustum for a given light.
virtual void renderBasicQueueGroupObjects (RenderQueueGroup *pGroup, QueuedRenderableCollection::OrganisationMode om)
 Render a group in the ordinary way.
virtual void renderAdditiveStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
 Render a group with the added complexity of additive stencil shadows.
virtual void renderModulativeStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
 Render a group with the added complexity of modulative stencil shadows.
virtual void renderTextureShadowCasterQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
 Render a group rendering only shadow casters.
virtual void renderTextureShadowReceiverQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
 Render a group rendering only shadow receivers.
virtual void renderModulativeTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
 Render a group with the added complexity of modulative texture shadows.
virtual void renderAdditiveTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
 Render a group with additive texture shadows.
virtual void renderObjects (const QueuedRenderableCollection &objs, QueuedRenderableCollection::OrganisationMode om, bool lightScissoringClipping, bool doLightIteration, const LightList *manualLightList=0)
 Render a set of objects, see renderSingleObject for param definitions.
virtual void renderTransparentShadowCasterObjects (const QueuedRenderableCollection &objs, QueuedRenderableCollection::OrganisationMode om, bool lightScissoringClipping, bool doLightIteration, const LightList *manualLightList=0)
 Render those objects in the transparent pass list which have shadow casting forced on.
virtual void updateRenderQueueSplitOptions (void)
 Update the state of the global render queue splitting based on a shadow option change.
virtual void updateRenderQueueGroupSplitOptions (RenderQueueGroup *group, bool suppressShadows, bool suppressRenderState)
 Update the state of the render queue group splitting based on a shadow option change.
virtual ClipResult buildAndSetScissor (const LightList &ll, const Camera *cam)
 Set up a scissor rectangle from a group of lights.
virtual void buildScissor (const Light *l, const Camera *cam, RealRect &rect)
 Update a scissor rectangle from a single light.
virtual void resetScissor ()
virtual ClipResult buildAndSetLightClip (const LightList &ll)
 Build a set of user clip planes from a single non-directional light.
virtual void buildLightClip (const Light *l, PlaneList &planes)
virtual void resetLightClip ()
virtual void checkCachedLightClippingInfo ()
virtual void useLights (const LightList &lights, unsigned short limit)
virtual void setViewMatrix (const Matrix4 &m)
virtual void useLightsGpuProgram (const Pass *pass, const LightList *lights)
virtual void bindGpuProgram (GpuProgram *prog)
virtual void updateGpuProgramParameters (const Pass *p)

Protected Attributes

String mName
 Instance name.
RenderQueuemRenderQueue
 Queue of objects for rendering.
bool mLastRenderQueueInvocationCustom
ColourValue mAmbientLight
 Current ambient light, cached for RenderSystem.
RenderSystemmDestRenderSystem
 The rendering system to send the scene to.
CameraList mCameras
 Central list of cameras - for easy memory management and lookup.
StaticGeometryList mStaticGeometryList
InstancedGeometryList mInstancedGeometryList
InstanceManagerMap mInstanceManagerMap
SceneNodeList mSceneNodes
 Central list of SceneNodes - for easy memory management.
CameramCameraInProgress
 Camera in progress.
ViewportmCurrentViewport
 Current Viewport.
SceneNodemSceneRoot
 Root scene node.
AutoTrackingSceneNodes mAutoTrackingSceneNodes
EntitymSkyPlaneEntity
EntitymSkyDomeEntity [5]
ManualObjectmSkyBoxObj
SceneNodemSkyPlaneNode
SceneNodemSkyDomeNode
SceneNodemSkyBoxNode
bool mSkyPlaneEnabled
uint8 mSkyPlaneRenderQueue
Plane mSkyPlane
SkyPlaneGenParameters mSkyPlaneGenParameters
bool mSkyBoxEnabled
uint8 mSkyBoxRenderQueue
Quaternion mSkyBoxOrientation
SkyBoxGenParameters mSkyBoxGenParameters
bool mSkyDomeEnabled
uint8 mSkyDomeRenderQueue
Quaternion mSkyDomeOrientation
SkyDomeGenParameters mSkyDomeGenParameters
FogMode mFogMode
ColourValue mFogColour
Real mFogStart
Real mFogEnd
Real mFogDensity
SpecialCaseRenderQueueList mSpecialCaseQueueList
SpecialCaseRenderQueueMode mSpecialCaseQueueMode
uint8 mWorldGeometryRenderQueue
unsigned long mLastFrameNumber
Matrix4 mTempXform [256]
bool mResetIdentityView
bool mResetIdentityProj
bool mNormaliseNormalsOnScale
bool mFlipCullingOnNegativeScale
CullingMode mPassCullingMode
CamVisibleObjectsMap mCamVisibleObjectsMap
ShadowCamLightMapping mShadowCamLightMapping
size_t mShadowTextureCountPerType [3]
 Array defining shadow count per light type.
vector< size_t >::type mShadowTextureIndexLightList
 Array defining shadow texture index in light list.
LightList mLightsAffectingFrustum
LightInfoList mCachedLightInfos
LightInfoList mTestLightInfos
ulong mLightsDirtyCounter
LightList mShadowTextureCurrentCasterLightList
MovableObjectCollectionMap mMovableObjectCollectionMap
NameGenerator mMovableNameGenerator
PassmShadowCasterPlainBlackPass
 A pass designed to let us render shadow colour on white for texture shadows.
PassmShadowReceiverPass
 A pass designed to let us render shadow receivers for texture shadows.
bool mDisplayNodes
AnimationList mAnimationsList
AnimationStateSet mAnimationStates
RenderQueueListenerList mRenderQueueListeners
RenderObjectListenerList mRenderObjectListeners
ListenerList mListeners
bool mShowBoundingBoxes
 Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe.
AutoParamDataSourcemAutoParamDataSource
 Utility class for calculating automatic parameters for gpu programs.
CompositorChainmActiveCompositorChain
bool mLateMaterialResolving
ShadowTechnique mShadowTechnique
bool mDebugShadows
ColourValue mShadowColour
PassmShadowDebugPass
PassmShadowStencilPass
PassmShadowModulativePass
bool mShadowMaterialInitDone
HardwareIndexBufferSharedPtr mShadowIndexBuffer
size_t mShadowIndexBufferSize
Rectangle2DmFullScreenQuad
Real mShadowDirLightExtrudeDist
IlluminationRenderStage mIlluminationStage
ShadowTextureConfigList mShadowTextureConfigList
bool mShadowTextureConfigDirty
ShadowTextureList mShadowTextures
TexturePtr mNullShadowTexture
ShadowTextureCameraList mShadowTextureCameras
TexturemCurrentShadowTexture
bool mShadowUseInfiniteFarPlane
bool mShadowCasterRenderBackFaces
bool mShadowAdditiveLightClip
LightClippingInfoMap mLightClippingInfoMap
unsigned long mLightClippingInfoMapFrameNumber
ShadowCameraSetupPtr mDefaultShadowCameraSetup
 default shadow camera setup
InstanceManagerVec mDirtyInstanceManagers
InstanceManagerVec mDirtyInstanceMgrsTmp
ShadowCasterList mShadowCasterList
SphereSceneQuerymShadowCasterSphereQuery
AxisAlignedBoxSceneQuerymShadowCasterAABBQuery
Real mDefaultShadowFarDist
Real mDefaultShadowFarDistSquared
Real mShadowTextureOffset
Real mShadowTextureFadeStart
Real mShadowTextureFadeEnd
bool mShadowTextureSelfShadow
PassmShadowTextureCustomCasterPass
PassmShadowTextureCustomReceiverPass
String mShadowTextureCustomCasterVertexProgram
String mShadowTextureCustomCasterFragmentProgram
String mShadowTextureCustomReceiverVertexProgram
String mShadowTextureCustomReceiverFragmentProgram
GpuProgramParametersSharedPtr mShadowTextureCustomCasterVPParams
GpuProgramParametersSharedPtr mShadowTextureCustomCasterFPParams
GpuProgramParametersSharedPtr mShadowTextureCustomReceiverVPParams
GpuProgramParametersSharedPtr mShadowTextureCustomReceiverFPParams
uint32 mVisibilityMask
 Visibility mask used to show / hide objects.
bool mFindVisibleObjects
bool mSuppressRenderStateChanges
 Suppress render state changes?
bool mSuppressShadows
 Suppress shadows?
GpuProgramParametersSharedPtr mInfiniteExtrusionParams
GpuProgramParametersSharedPtr mFiniteExtrusionParams
ShadowCasterSceneQueryListenermShadowCasterQueryListener
SceneMgrQueuedRenderableVisitormActiveQueuedRenderableVisitor
 The active renderable visitor class - subclasses could override this.
SceneMgrQueuedRenderableVisitor mDefaultQueuedRenderableVisitor
 Storage for default renderable visitor.
bool mCameraRelativeRendering
 Whether to use camera-relative rendering.
Matrix4 mCachedViewMatrix
Vector3 mCameraRelativePosition
uint32 mLastLightHash
 Last light sets.
unsigned short mLastLightLimit
uint32 mLastLightHashGpuProgram
uint16 mGpuParamsDirty
 Gpu params that need rebinding (mask of GpuParamVariability).
LodListenerSet mLodListeners
MovableObjectLodChangedEventList mMovableObjectLodChangedEvents
EntityMeshLodChangedEventList mEntityMeshLodChangedEvents
EntityMaterialLodChangedEventList mEntityMaterialLodChangedEvents

Friends

class SceneMgrQueuedRenderableVisitor
 Allow visitor helper to access protected methods.

Detailed Description

Manages the organisation and rendering of a 'scene' i.e.

a collection of objects and potentially world geometry.

Remarks:
This class defines the interface and the basic behaviour of a 'Scene Manager'. A SceneManager organises the culling and rendering of the scene, in conjunction with the RenderQueue. This class is designed to be extended through subclassing in order to provide more specialised scene organisation structures for particular needs. The default SceneManager culls based on a hierarchy of node bounding boxes, other implementations can use an octree (
See also:
OctreeSceneManager), a BSP tree (
BspSceneManager), and many other options. New SceneManager implementations can be added at runtime by plugins, see SceneManagerEnumerator for the interfaces for adding new SceneManager types.
There is a distinction between 'objects' (which subclass MovableObject, and are movable, discrete objects in the world), and 'world geometry', which is large, generally static geometry. World geometry tends to influence the SceneManager organisational structure (e.g. lots of indoor static geometry might result in a spatial tree structure) and as such world geometry is generally tied to a given SceneManager implementation, whilst MovableObject instances can be used with any SceneManager. Subclasses are free to define world geometry however they please.
Multiple SceneManager instances can exist at one time, each one with a distinct scene. Which SceneManager is used to render a scene is dependent on the Camera, which will always call back the SceneManager which created it to render the scene.

Definition at line 140 of file OgreSceneManager.h.


Member Typedef Documentation

Definition at line 2646 of file OgreSceneManager.h.

typedef map<String, Animation*>::type Ogre::SceneManager::AnimationList [protected]

Storage of animations, lookup by name.

Definition at line 635 of file OgreSceneManager.h.

Autotracking scene nodes.

Definition at line 435 of file OgreSceneManager.h.

Definition at line 2645 of file OgreSceneManager.h.

typedef map<String, Camera* >::type Ogre::SceneManager::CameraList [protected]

Definition at line 402 of file OgreSceneManager.h.

Visible objects bounding box list.

Remarks:
Holds an ABB for each camera that contains the physical extends of the visible scene elements by each camera. The map is crucial for shadow algorithms which have a focus step to limit the shadow sample distribution to only valid visible scene elements.

Definition at line 494 of file OgreSceneManager.h.

List of entity material lod changed events.

Definition at line 1020 of file OgreSceneManager.h.

List of entity mesh lod changed events.

Definition at line 1016 of file OgreSceneManager.h.

Definition at line 410 of file OgreSceneManager.h.

Definition at line 413 of file OgreSceneManager.h.

Definition at line 795 of file OgreSceneManager.h.

Definition at line 760 of file OgreSceneManager.h.

Definition at line 528 of file OgreSceneManager.h.

typedef vector<Listener*>::type Ogre::SceneManager::ListenerList [protected]

Definition at line 654 of file OgreSceneManager.h.

typedef set<LodListener*>::type Ogre::SceneManager::LodListenerSet [protected]

Set of registered lod listeners.

Definition at line 1008 of file OgreSceneManager.h.

Definition at line 543 of file OgreSceneManager.h.

Definition at line 3282 of file OgreSceneManager.h.

List of movable object lod changed events.

Definition at line 1012 of file OgreSceneManager.h.

Definition at line 536 of file OgreSceneManager.h.

Definition at line 652 of file OgreSceneManager.h.

Definition at line 649 of file OgreSceneManager.h.

typedef map<String, SceneNode*>::type Ogre::SceneManager::SceneNodeList [protected]

Definition at line 416 of file OgreSceneManager.h.

typedef map< const Camera*, const Light* >::type Ogre::SceneManager::ShadowCamLightMapping [protected]

ShadowCamera to light mapping.

Definition at line 498 of file OgreSceneManager.h.

Definition at line 847 of file OgreSceneManager.h.

Definition at line 744 of file OgreSceneManager.h.

Definition at line 471 of file OgreSceneManager.h.

Definition at line 408 of file OgreSceneManager.h.


Member Enumeration Documentation

enum Ogre::SceneManager::BoxPlane [protected]
Enumerator:
BP_FRONT 
BP_BACK 
BP_LEFT 
BP_RIGHT 
BP_UP 
BP_DOWN 

Definition at line 604 of file OgreSceneManager.h.

Describes the stage of rendering when performing complex illumination.

Enumerator:
IRS_NONE 

No special illumination stage.

IRS_RENDER_TO_TEXTURE 

Render to texture stage, used for texture based shadows.

IRS_RENDER_RECEIVER_PASS 

Render from shadow texture to receivers stage.

Definition at line 170 of file OgreSceneManager.h.

Prefab shapes available without loading a model.

Note:
Minimal implementation at present.
Enumerator:
PT_PLANE 
PT_CUBE 
PT_SPHERE 

Definition at line 1367 of file OgreSceneManager.h.

Enumeration of the possible modes allowed for processing the special case render queue list.

See also:
SceneManager::setSpecialCaseRenderQueueMode
Enumerator:
SCRQM_INCLUDE 

Render only the queues in the special case list.

SCRQM_EXCLUDE 

Render all except the queues in the special case list.

Definition at line 184 of file OgreSceneManager.h.


Constructor & Destructor Documentation

Ogre::SceneManager::SceneManager ( const String instanceName  ) 

Constructor.

virtual Ogre::SceneManager::~SceneManager (  )  [virtual]

Default destructor.


Member Function Documentation

void Ogre::SceneManager::_addDirtyInstanceManager ( InstanceManager dirtyManager  ) 

Called by an InstanceManager when it has at least one InstanceBatch that needs their bounds to be updated for proper culling.

Parameters:
dirtyManager The manager with dirty batches to update
virtual void Ogre::SceneManager::_applySceneAnimations ( void   )  [virtual]

Internal method for applying animations to scene nodes.

Remarks:
Uses the internally stored AnimationState objects to apply animation to SceneNodes.
virtual bool Ogre::SceneManager::_areRenderStateChangesSuppressed ( void   )  const [virtual]

Are render state changes suppressed?

See also:
_suppressRenderStateChanges

Definition at line 3415 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::_areShadowsSuppressed ( void   )  const [virtual]

Are shadows suppressed?

See also:
_suppressShadows

Definition at line 3457 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::_findVisibleObjects ( Camera cam,
VisibleObjectsBoundsInfo visibleBounds,
bool  onlyShadowCasters 
) [virtual]

Internal method which parses the scene to find visible objects to render.

Remarks:
If you're implementing a custom scene manager, this is the most important method to override since it's here you can apply your custom world partitioning scheme. Once you have added the appropriate objects to the render queue, you can let the default SceneManager objects _renderVisibleObjects handle the actual rendering of the objects you pick.
Any visible objects will be added to a rendering queue, which is indexed by material in order to ensure objects with the same material are rendered together to minimise render state changes.
virtual CompositorChain* Ogre::SceneManager::_getActiveCompositorChain (  )  const [virtual]

Gets the active compositor chain of the current scene being rendered.

Definition at line 3100 of file OgreSceneManager.h.

uint32 Ogre::SceneManager::_getCombinedVisibilityMask ( void   )  const

Internal method for getting the combination between the global visibility mask and the per-viewport visibility mask.

virtual const LightList& Ogre::SceneManager::_getLightsAffectingFrustum ( void   )  const [virtual]

Get the list of lights which could be affecting the frustum.

Remarks:
Note that default implementation of this method returns a cached light list, which is populated when rendering the scene. So by default the list of lights is only available during scene rendering.
ulong Ogre::SceneManager::_getLightsDirtyCounter ( void   )  const

Advance method to gets the lights dirty counter.

Remarks:
Scene manager tracking lights that affecting the frustum, if changes detected (the changes includes light list itself and the light's position and attenuation range), then increase the lights dirty counter.
When implementing customise lights finding algorithm relied on either SceneManager::_getLightsAffectingFrustum or SceneManager::_populateLightList, might check this value for sure that the light list are really need to re-populate, otherwise, returns cached light list (if exists) for better performance.

Definition at line 1187 of file OgreSceneManager.h.

void Ogre::SceneManager::_handleLodEvents (  ) 

Handle lod events.

virtual void Ogre::SceneManager::_injectRenderWithPass ( Pass pass,
Renderable rend,
bool  shadowDerivation = true,
bool  doLightIteration = false,
const LightList manualLightList = 0 
) [virtual]

Render something as if it came from the current queue.

Parameters:
pass Material pass to use for setting up this quad.
rend Renderable to render
shadowDerivation Whether passes should be replaced with shadow caster / receiver passes
virtual void Ogre::SceneManager::_markGpuParamsDirty ( uint16  mask  )  [virtual]

Method to allow you to mark gpu parameters as dirty, causing them to be updated according to the mask that you set when updateGpuProgramParameters is next called.

Only really useful if you're controlling parameter state in inner rendering loop callbacks.

Parameters:
mask Some combination of GpuParamVariability which is bitwise OR'ed with the current dirty state.
virtual void Ogre::SceneManager::_notifyAutotrackingSceneNode ( SceneNode node,
bool  autoTrack 
) [virtual]

Internal method for notifying the manager that a SceneNode is autotracking.

void Ogre::SceneManager::_notifyEntityMaterialLodChanged ( EntityMaterialLodChangedEvent evt  ) 

Notify that an entity material lod change event has occurred.

void Ogre::SceneManager::_notifyEntityMeshLodChanged ( EntityMeshLodChangedEvent evt  ) 

Notify that an entity mesh lod change event has occurred.

virtual void Ogre::SceneManager::_notifyLightsDirty ( void   )  [virtual]

Advance method to increase the lights dirty counter due lights changed.

Remarks:
Scene manager tracking lights that affecting the frustum, if changes detected (the changes includes light list itself and the light's position and attenuation range), then increase the lights dirty counter.
For some reason, you can call this method to force whole scene objects re-populate their light list. But near in mind, call to this method will harm performance, so should avoid if possible.
void Ogre::SceneManager::_notifyMovableObjectLodChanged ( MovableObjectLodChangedEvent evt  ) 

Notify that a movable object lod change event has occurred.

virtual RenderContext* Ogre::SceneManager::_pauseRendering (  )  [virtual]

Pause rendering of the frame.

This has to be called when inside a renderScene call (Usually using a listener of some sort)

virtual void Ogre::SceneManager::_populateLightList ( const SceneNode sn,
Real  radius,
LightList destList,
uint32  lightMask = 0xFFFFFFFF 
) [virtual]

Populates a light list with an ordered set of the lights which are closest to the position of the SceneNode given.

Remarks:
Note that since directional lights have no position, they are always considered closer than any point lights and as such will always take precedence. This overloaded version will take the SceneNode's position and use the second method to populate the list.
Subclasses of the default SceneManager may wish to take into account other issues such as possible visibility of the light if that information is included in their data structures. This basic scenemanager simply orders by distance, eliminating those lights which are out of range or could not be affecting the frustum (i.e. only the lights returned by SceneManager::_getLightsAffectingFrustum are take into account).
Also note that subclasses of the SceneNode might be used here to provide cached scene related data, accelerating the list population (for example light lists for SceneNodes could be cached inside subclassed SceneNode objects).
The number of items in the list may exceed the maximum number of lights supported by the renderer, but the extraneous ones will never be used. In fact the limit will be imposed by Pass::getMaxSimultaneousLights.
Parameters:
sn The SceneNode for which to evaluate the list of lights
radius The bounding radius to test
destList List to be populated with ordered set of lights; will be cleared by this method before population.
lightMask The mask with which to include / exclude lights
virtual void Ogre::SceneManager::_populateLightList ( const Vector3 position,
Real  radius,
LightList destList,
uint32  lightMask = 0xFFFFFFFF 
) [virtual]

Populate a light list with an ordered set of the lights which are closest to the position specified.

Remarks:
Note that since directional lights have no position, they are always considered closer than any point lights and as such will always take precedence.
Subclasses of the default SceneManager may wish to take into account other issues such as possible visibility of the light if that information is included in their data structures. This basic scenemanager simply orders by distance, eliminating those lights which are out of range or could not be affecting the frustum (i.e. only the lights returned by SceneManager::_getLightsAffectingFrustum are take into account).
The number of items in the list max exceed the maximum number of lights supported by the renderer, but the extraneous ones will never be used. In fact the limit will be imposed by Pass::getMaxSimultaneousLights.
Parameters:
position The position at which to evaluate the list of lights
radius The bounding radius to test
destList List to be populated with ordered set of lights; will be cleared by this method before population.
lightMask The mask with which to include / exclude lights
virtual void Ogre::SceneManager::_queueSkiesForRendering ( Camera cam  )  [virtual]

Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome.

virtual void Ogre::SceneManager::_renderQueueGroupObjects ( RenderQueueGroup group,
QueuedRenderableCollection::OrganisationMode  om 
) [virtual]

Render the objects in a given queue group.

Remarks:
You should only call this from a RenderQueueInvocation implementation
virtual void Ogre::SceneManager::_renderScene ( Camera camera,
Viewport vp,
bool  includeOverlays 
) [virtual]

Prompts the class to send its contents to the renderer.

Remarks:
This method prompts the scene manager to send the contents of the scene it manages to the rendering pipeline, possibly preceded by some sorting, culling or other scene management tasks. Note that this method is not normally called directly by the user application; it is called automatically by the Ogre rendering loop.
Parameters:
camera Pointer to a camera from whose viewpoint the scene is to be rendered.
vp The target viewport
includeOverlays Whether or not overlay objects should be rendered
virtual void Ogre::SceneManager::_renderVisibleObjects ( void   )  [virtual]

Sends visible objects found in _findVisibleObjects to the rendering engine.

virtual void Ogre::SceneManager::_resumeRendering ( RenderContext context  )  [virtual]

Resume rendering of the frame.

This has to be called after a _pauseRendering call

Parameters:
context The rendring context, as returned by the _pauseRendering call
virtual void Ogre::SceneManager::_setActiveCompositorChain ( CompositorChain chain  )  [virtual]

Sets the active compositor chain of the current scene being rendered.

Note:
CompositorChain does this automatically, no need to call manually.

Definition at line 3086 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::_setDestinationRenderSystem ( RenderSystem sys  )  [virtual]

Notifies the scene manager of its destination render system.

Remarks:
Called automatically by RenderSystem::addSceneManager this method simply notifies the manager of the render system to which its output must be directed.
Parameters:
sys Pointer to the RenderSystem subclass to be used as a render target.
virtual const Pass* Ogre::SceneManager::_setPass ( const Pass pass,
bool  evenIfSuppressed = false,
bool  shadowDerivation = true 
) [virtual]

Internal method for setting up the renderstate for a rendering pass.

Parameters:
pass The Pass details to set.
evenIfSuppressed Sets the pass details even if render state changes are suppressed; if you are using this to manually set state when render state changes are suppressed, you should set this to true.
shadowDerivation If false, disables the derivation of shadow passes from original passes
Returns:
A Pass object that was used instead of the one passed in, can happen when rendering shadow passes
virtual void Ogre::SceneManager::_setSkyBox ( bool  enable,
const String materialName,
Real  distance = 5000,
uint8  renderQueue = RENDER_QUEUE_SKIES_EARLY,
const Quaternion orientation = Quaternion::IDENTITY,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Enables / disables a 'sky box' i.e.

a 6-sided box at constant distance from the camera representing the sky.

Remarks:
You could create a sky box yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world box which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this skybox applies to any camera using this scene manager).
The material you use for the skybox can either contain layers which are single textures, or they can be cubic textures, i.e. made up of 6 images, one for each plane of the cube. See the TextureUnitState class for more information.
Parameters:
enable True to enable the skybox, false to disable it
materialName The name of the material the box will use
distance Distance in world coorinates from the camera to each plane of the box. The default is normally OK.
renderQueue The render queue to use when rendering this object
orientation Optional parameter to specify the orientation of the box. By default the 'top' of the box is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.
groupName The name of the resource group to which to assign the plane mesh.
virtual void Ogre::SceneManager::_setSkyDome ( bool  enable,
const String materialName,
Real  curvature = 10,
Real  tiling = 8,
Real  distance = 4000,
uint8  renderQueue = RENDER_QUEUE_SKIES_EARLY,
const Quaternion orientation = Quaternion::IDENTITY,
int  xsegments = 16,
int  ysegments = 16,
int  ysegments_keep = -1,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Enables / disables a 'sky dome' i.e.

an illusion of a curved sky.

Remarks:
A sky dome is actually formed by 5 sides of a cube, but with texture coordinates generated such that the surface appears curved like a dome. Sky domes are appropriate where you need a realistic looking sky where the scene is not going to be 'fogged', and there is always a 'floor' of some sort to prevent the viewer looking below the horizon (the distortion effect below the horizon can be pretty horrible, and there is never anyhting directly below the viewer). If you need a complete wrap-around background, use the setSkyBox method instead. You can actually combine a sky box and a sky dome if you want, to give a positional backdrop with an overlayed curved cloud layer.
Sky domes work well with 2D repeating textures like clouds. You can change the apparent 'curvature' of the sky depending on how your scene is viewed - lower curvatures are better for 'open' scenes like landscapes, whilst higher curvatures are better for say FPS levels where you don't see a lot of the sky at once and the exaggerated curve looks good.
Parameters:
enable True to enable the skydome, false to disable it
materialName The name of the material the dome will use
curvature The curvature of the dome. Good values are between 2 and 65. Higher values are more curved leading to a smoother effect, lower values are less curved meaning more distortion at the horizons but a better distance effect.
tiling How many times to tile the texture(s) across the dome.
distance Distance in world coorinates from the camera to each plane of the box the dome is rendered on. The default is normally OK.
renderQueue The render queue to use when rendering this object
orientation Optional parameter to specify the orientation of the dome. By default the 'top' of the dome is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.
groupName The name of the resource group to which to assign the plane mesh.
virtual void Ogre::SceneManager::_setSkyPlane ( bool  enable,
const Plane plane,
const String materialName,
Real  scale = 1000,
Real  tiling = 10,
uint8  renderQueue = RENDER_QUEUE_SKIES_EARLY,
Real  bow = 0,
int  xsegments = 1,
int  ysegments = 1,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Enables / disables a 'sky plane' i.e.

a plane at constant distance from the camera representing the sky.

Remarks:
You can create sky planes yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world plane which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this plane applies to any camera using this scene manager).
Note:
To apply scaling, scrolls etc to the sky texture(s) you should use the TextureUnitState class methods.
Parameters:
enable True to enable the plane, false to disable it
plane Details of the plane, i.e. it's normal and it's distance from the camera.
materialName The name of the material the plane will use
scale The scaling applied to the sky plane - higher values mean a bigger sky plane - you may want to tweak this depending on the size of plane.d and the other characteristics of your scene
tiling How many times to tile the texture across the sky. Applies to all texture layers. If you need finer control use the TextureUnitState texture coordinate transformation methods.
renderQueue The render queue to use when rendering this object
bow If zero, the plane will be completely flat (like previous versions. If above zero, the plane will be curved, allowing the sky to appear below camera level. Curved sky planes are simular to skydomes, but are more compatible with fog.
xsegments,ysegments Determines the number of segments the plane will have to it. This is most important when you are bowing the plane, but may also be useful if you need tesselation on the plane to perform per-vertex effects.
groupName The name of the resource group to which to assign the plane mesh.
virtual void Ogre::SceneManager::_suppressRenderStateChanges ( bool  suppress  )  [virtual]

Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects.

Remarks:
This method allows you to tell the SceneManager not to change any RenderSystem state until you tell it to. This method is only intended for advanced use, don't use it if you're unsure of the effect. The only RenderSystems calls made are to set the world matrix for each object (note - view an projection matrices are NOT SET - they are under your control) and to render the object; it is up to the caller to do everything else, including enabling any vertex / fragment programs and updating their parameter state, and binding parameters to the RenderSystem.
Note:
Calling this implicitly disables shadow processing since no shadows can be rendered without changing state.
Parameters:
suppress If true, no RenderSystem state changes will be issued until this method is called again with a parameter of false.
virtual void Ogre::SceneManager::_suppressShadows ( bool  suppress  )  [virtual]

Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise.

Remarks:
This is a temporary alternative to setShadowTechnique to suppress the rendering of shadows and forcing all processing down the standard rendering path. This is intended for internal use only.
Parameters:
suppress If true, no shadow rendering will occur until this method is called again with a parameter of false.
virtual void Ogre::SceneManager::_updateSceneGraph ( Camera cam  )  [virtual]

Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.

Remarks:
This must be done before issuing objects to the rendering pipeline, since derived transformations from parent nodes are not updated until required. This SceneManager is a basic implementation which simply updates all nodes from the root. This ensures the scene is up to date but requires all the nodes to be updated even if they are not visible. Subclasses could trim this such that only potentially visible nodes are updated.
virtual void Ogre::SceneManager::addListener ( Listener s  )  [virtual]

Add a listener which will get called back on scene manager events.

void Ogre::SceneManager::addLodListener ( LodListener listener  ) 

Add a level of detail listener.

virtual void Ogre::SceneManager::addRenderObjectListener ( RenderObjectListener newListener  )  [virtual]

Registers a new Render Object Listener which will be notified when rendering an object.

virtual void Ogre::SceneManager::addRenderQueueListener ( RenderQueueListener newListener  )  [virtual]

Registers a new RenderQueueListener which will be notified when render queues are processed.

virtual void Ogre::SceneManager::addSpecialCaseRenderQueue ( uint8  qid  )  [virtual]

Adds an item to the 'special case' render queue list.

Remarks:
Normally all render queues are rendered, in their usual sequence, only varying if a RenderQueueListener nominates for the queue to be repeated or skipped. This method allows you to add a render queue to a 'special case' list, which varies the behaviour. The effect of this list depends on the 'mode' in which this list is in, which might be to exclude these render queues, or to include them alone (excluding all other queues). This allows you to perform broad selective rendering without requiring a RenderQueueListener.
Parameters:
qid The identifier of the queue which should be added to the special case list. Nothing happens if the queue is already in the list.
virtual void Ogre::SceneManager::bindGpuProgram ( GpuProgram prog  )  [protected, virtual]
virtual ClipResult Ogre::SceneManager::buildAndSetLightClip ( const LightList ll  )  [protected, virtual]

Build a set of user clip planes from a single non-directional light.

virtual ClipResult Ogre::SceneManager::buildAndSetScissor ( const LightList ll,
const Camera cam 
) [protected, virtual]

Set up a scissor rectangle from a group of lights.

virtual void Ogre::SceneManager::buildLightClip ( const Light l,
PlaneList planes 
) [protected, virtual]
virtual void Ogre::SceneManager::buildScissor ( const Light l,
const Camera cam,
RealRect rect 
) [protected, virtual]

Update a scissor rectangle from a single light.

virtual void Ogre::SceneManager::checkCachedLightClippingInfo (  )  [protected, virtual]
virtual void Ogre::SceneManager::clearScene ( void   )  [virtual]

Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc.

Cameras are not deleted at this stage since they are still referenced by viewports, which are not destroyed during this process.

virtual void Ogre::SceneManager::clearSpecialCaseRenderQueues ( void   )  [virtual]

Clears the 'special case' render queue list.

See also:
SceneManager::addSpecialCaseRenderQueue
virtual AxisAlignedBoxSceneQuery* Ogre::SceneManager::createAABBQuery ( const AxisAlignedBox box,
unsigned long  mask = 0xFFFFFFFF 
) [virtual]

Creates an AxisAlignedBoxSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery for full details.
The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.
Parameters:
box Details of the box which describes the region for this query.
mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.
virtual Animation* Ogre::SceneManager::createAnimation ( const String name,
Real  length 
) [virtual]

Creates an animation which can be used to animate scene nodes.

Remarks:
An animation is a collection of 'tracks' which over time change the position / orientation of Node objects. In this case, the animation will likely have tracks to modify the position / orientation of SceneNode objects, e.g. to make objects move along a path.
You don't need to use an Animation object to move objects around - you can do it yourself using the methods of the Node in your FrameListener class. However, when you need relatively complex scripted animation, this is the class to use since it will interpolate between keyframes for you and generally make the whole process easier to manage.
A single animation can affect multiple Node objects (each AnimationTrack affects a single Node). In addition, through animation blending a single Node can be affected by multiple animations, athough this is more useful when performing skeletal animation (see Skeleton::createAnimation).
Note that whilst it uses the same classes, the animations created here are kept separate from the skeletal animations of meshes (each Skeleton owns those animations).
Parameters:
name The name of the animation, must be unique within this SceneManager.
length The total length of the animation.
virtual AnimationState* Ogre::SceneManager::createAnimationState ( const String animName  )  [virtual]

Create an AnimationState object for managing application of animations.

Remarks:
You can create Animation objects for animating SceneNode obejcts using the createAnimation method. However, in order to actually apply those animations you have to call methods on Node and Animation in a particular order (namely Node::resetToInitialState and Animation::apply). To make this easier and to help track the current time position of animations, the AnimationState object is provided. So if you don't want to control animation application manually, call this method, update the returned object as you like every frame and let SceneManager apply the animation state for you.
Remember, AnimationState objects are disabled by default at creation time. Turn them on when you want them using their setEnabled method.
Note that any SceneNode affected by this automatic animation will have it's state reset to it's initial position before application of the animation. Unless specifically modified using Node::setInitialState the Node assumes it's initial state is at the origin. If you want the base state of the SceneNode to be elsewhere, make your changes to the node using the standard transform methods, then call setInitialState to 'bake' this reference position into the node.
If the target of your animation is to be a generic AnimableValue, you should ensure that it has a base value set (unlike nodes this has no default).
See also:
AnimableValue::setAsBaseValue.
Parameters:
animName The name of an animation created already with createAnimation.
virtual AutoParamDataSource* Ogre::SceneManager::createAutoParamDataSource ( void   )  const [protected, virtual]

Internal method for creating the AutoParamDataSource instance.

Definition at line 717 of file OgreSceneManager.h.

References OGRE_NEW.

virtual BillboardChain* Ogre::SceneManager::createBillboardChain (  )  [virtual]

Create a BillboardChain, an object which you can use to render a linked chain of billboards, with a generated name.

virtual BillboardChain* Ogre::SceneManager::createBillboardChain ( const String name  )  [virtual]

Create a BillboardChain, an object which you can use to render a linked chain of billboards.

Parameters:
name The name to be given to the object (must be unique).
virtual BillboardSet* Ogre::SceneManager::createBillboardSet ( unsigned int  poolSize = 20  )  [virtual]

Creates a new BillboardSet for use with this scene manager, with a generated name.

Parameters:
poolSize The initial size of the pool of billboards (see BillboardSet for more information)
See also:
BillboardSet
virtual BillboardSet* Ogre::SceneManager::createBillboardSet ( const String name,
unsigned int  poolSize = 20 
) [virtual]

Creates a new BillboardSet for use with this scene manager.

Remarks:
This method creates a new BillboardSet which is registered with the SceneManager. The SceneManager will destroy this object when it shuts down or when the SceneManager::clearScene method is called, so the caller does not have to worry about destroying this object (in fact, it definitely should not do this).
See the BillboardSet documentations for full details of the returned class.
Parameters:
name The name to give to this billboard set. Must be unique.
poolSize The initial size of the pool of billboards (see BillboardSet for more information)
See also:
BillboardSet
virtual Camera* Ogre::SceneManager::createCamera ( const String name  )  [virtual]

Creates a camera to be managed by this scene manager.

Remarks:
This camera must be added to the scene at a later time using the attachObject method of the SceneNode class.
Parameters:
name Name to give the new camera.
virtual Entity* Ogre::SceneManager::createEntity ( PrefabType  ptype  )  [virtual]

Create an Entity (instance of a discrete mesh) from a range of prefab shapes, generating the name.

Parameters:
ptype The prefab type.
virtual Entity* Ogre::SceneManager::createEntity ( const String entityName,
PrefabType  ptype 
) [virtual]

Create an Entity (instance of a discrete mesh) from a range of prefab shapes.

Parameters:
entityName The name to be given to the entity (must be unique).
ptype The prefab type.
virtual Entity* Ogre::SceneManager::createEntity ( const MeshPtr pMesh  )  [virtual]

Create an Entity (instance of a discrete mesh) with an autogenerated name.

Parameters:
pMesh The pointer to the Mesh it is to be based on.
virtual Entity* Ogre::SceneManager::createEntity ( const String meshName  )  [virtual]

Create an Entity (instance of a discrete mesh) with an autogenerated name.

Parameters:
meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The mesh will be loaded if it is not already.
virtual Entity* Ogre::SceneManager::createEntity ( const String entityName,
const MeshPtr pMesh 
) [virtual]

Create an Entity (instance of a discrete mesh).

Parameters:
entityName The name to be given to the entity (must be unique).
pMesh The pointer to the Mesh it is to be based on.
virtual Entity* Ogre::SceneManager::createEntity ( const String entityName,
const String meshName,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME 
) [virtual]

Create an Entity (instance of a discrete mesh).

Parameters:
entityName The name to be given to the entity (must be unique).
meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The mesh will be loaded if it is not already.
virtual InstancedEntity* Ogre::SceneManager::createInstancedEntity ( const String materialName,
const String managerName 
) [virtual]

Creates an InstancedEntity based on an existing InstanceManager (.

See also:
createInstanceManager)
Remarks:
Return value may be null if the InstanceManger technique isn't supported Try to keep the number of entities with different materials to a minimum For more information
See also:
InstancedManager
InstancedBatch,
InstancedEntity Alternatively you can call InstancedManager::createInstanceEntity using the returned pointer from createInstanceManager
Parameters:
materialName Material name
managerName Name of the instance manager
Returns:
An InstancedEntity ready to be attached to a SceneNode
virtual InstancedGeometry* Ogre::SceneManager::createInstancedGeometry ( const String name  )  [virtual]

Creates a InstancedGeometry instance suitable for use with this SceneManager.

Remarks:
InstancedGeometry is a way of batching up geometry into a more efficient form, and still be able to move it. Please read the InstancedGeometry class documentation for full information.
Parameters:
name The name to give the new object
Returns:
The new InstancedGeometry instance
virtual InstanceManager* Ogre::SceneManager::createInstanceManager ( const String customName,
const String meshName,
const String groupName,
InstanceManager::InstancingTechnique  technique,
size_t  numInstancesPerBatch,
uint16  flags = 0,
unsigned short  subMeshIdx = 0 
) [virtual]

Creates an InstanceManager interface to create & manipulate instanced entities You need to call this function at least once before start calling createInstancedEntity to build up an instance based on the given mesh.

Remarks:
Instancing is a way of batching up geometry into a much more efficient form, but with some limitations, and still be able to move & animate it. Please
See also:
InstanceManager class documentation for full information.
Parameters:
customName Custom name for referencing. Must be unique
meshName The mesh name the instances will be based upon
groupName The resource name where the mesh lives
Technique to use, which may be shader based, or hardware based.
numInstancesPerBatch Suggested number of instances per batch. The actual number may end up being lower if the technique doesn't support having so many. It can't be zero
flags 
See also:
InstanceManagerFlags
Parameters:
InstanceManager only supports using one submesh from the base mesh. This parameter says which submesh to pick (must be <= Mesh::getNumSubMeshes())
Returns:
The new InstanceManager instance
virtual IntersectionSceneQuery* Ogre::SceneManager::createIntersectionQuery ( unsigned long  mask = 0xFFFFFFFF  )  [virtual]

Creates an IntersectionSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for locating intersecting objects. See SceneQuery and IntersectionSceneQuery for full details.
The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.
Parameters:
mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.
virtual Light* Ogre::SceneManager::createLight (  )  [virtual]

Creates a light with a generated name.

virtual Light* Ogre::SceneManager::createLight ( const String name  )  [virtual]

Creates a light for use in the scene.

Remarks:
Lights can either be in a fixed position and independent of the scene graph, or they can be attached to SceneNodes so they derive their position from the parent node. Either way, they are created using this method so that the SceneManager manages their existence.
Parameters:
name The name of the new light, to identify it later.
virtual ManualObject* Ogre::SceneManager::createManualObject (  )  [virtual]

Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface, generating the name.

virtual ManualObject* Ogre::SceneManager::createManualObject ( const String name  )  [virtual]

Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface.

Parameters:
name The name to be given to the object (must be unique).
virtual MovableObject* Ogre::SceneManager::createMovableObject ( const String typeName,
const NameValuePairList params = 0 
) [virtual]

Create a movable object of the type specified without a name.

Remarks:
This is the generalised form of MovableObject creation where you can create a MovableObject of any specialised type generically, including any new types registered using plugins. The name is generated automatically.
Parameters:
typeName The type of object to create
params Optional name/value pair list to give extra parameters to the created object.
virtual MovableObject* Ogre::SceneManager::createMovableObject ( const String name,
const String typeName,
const NameValuePairList params = 0 
) [virtual]

Create a movable object of the type specified.

Remarks:
This is the generalised form of MovableObject creation where you can create a MovableObject of any specialised type generically, including any new types registered using plugins.
Parameters:
name The name to give the object. Must be unique within type.
typeName The type of object to create
params Optional name/value pair list to give extra parameters to the created object.
virtual ParticleSystem* Ogre::SceneManager::createParticleSystem ( size_t  quota = 500,
const String resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Create a blank particle system with a generated name.

Remarks:
This method creates a new, blank ParticleSystem instance and returns a pointer to it. The caller should not delete this object, it will be freed at system shutdown, or can be released earlier using the destroyParticleSystem method.
The instance returned from this method won't actually do anything because on creation a particle system has no emitters. The caller should manipulate the instance through it's ParticleSystem methods to actually create a real particle effect.
Creating a particle system does not make it a part of the scene. As with other MovableObject subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
Parameters:
quota The maximum number of particles to allow in this system.
resourceGroup The resource group which will be used to load dependent resources
virtual ParticleSystem* Ogre::SceneManager::createParticleSystem ( const String name,
size_t  quota = 500,
const String resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Create a blank particle system.

Remarks:
This method creates a new, blank ParticleSystem instance and returns a pointer to it. The caller should not delete this object, it will be freed at system shutdown, or can be released earlier using the destroyParticleSystem method.
The instance returned from this method won't actually do anything because on creation a particle system has no emitters. The caller should manipulate the instance through it's ParticleSystem methods to actually create a real particle effect.
Creating a particle system does not make it a part of the scene. As with other MovableObject subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
Parameters:
name The name to give the ParticleSystem.
quota The maximum number of particles to allow in this system.
resourceGroup The resource group which will be used to load dependent resources
virtual ParticleSystem* Ogre::SceneManager::createParticleSystem ( const String name,
const String templateName 
) [virtual]

Creates a particle system based on a template.

Remarks:
This method creates a new ParticleSystem instance based on the named template (defined through ParticleSystemManager::createTemplate) and returns a pointer to the caller. The caller should not delete this object, it will be freed at system shutdown, or can be released earlier using the destroyParticleSystem method.
Each system created from a template takes the template's settings at the time of creation, but is completely separate from the template from there on.
Creating a particle system does not make it a part of the scene. As with other MovableObject subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
This is probably the more useful particle system creation method since it does not require manual setup of the system. Note that the initial quota is based on the template but may be changed later.
Parameters:
name The name to give the new particle system instance.
templateName The name of the template to base the new instance on.
virtual PlaneBoundedVolumeListSceneQuery* Ogre::SceneManager::createPlaneBoundedVolumeQuery ( const PlaneBoundedVolumeList volumes,
unsigned long  mask = 0xFFFFFFFF 
) [virtual]

Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, for a region enclosed by a set of planes (normals pointing inwards). See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details.
The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.
Parameters:
volumes Details of the volumes which describe the region for this query.
mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.
virtual RaySceneQuery* Ogre::SceneManager::createRayQuery ( const Ray ray,
unsigned long  mask = 0xFFFFFFFF 
) [virtual]

Creates a RaySceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, looking for objects which fall along a ray. See SceneQuery and RaySceneQuery for full details.
The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.
Parameters:
ray Details of the ray which describes the region for this query.
mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.
virtual RibbonTrail* Ogre::SceneManager::createRibbonTrail (  )  [virtual]

Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes, generating the name.

virtual RibbonTrail* Ogre::SceneManager::createRibbonTrail ( const String name  )  [virtual]

Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes.

Parameters:
name The name to be given to the object (must be unique).
virtual SceneNode* Ogre::SceneManager::createSceneNode ( const String name  )  [virtual]

Creates an instance of a SceneNode with a given name.

Remarks:
Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes.
To include the returned SceneNode in the scene, use the addChild method of the SceneNode which is to be it's parent.
Note that this method takes a name parameter, which makes the node easier to retrieve directly again later.
virtual SceneNode* Ogre::SceneManager::createSceneNode ( void   )  [virtual]

Creates an instance of a SceneNode.

Remarks:
Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes.
To include the returned SceneNode in the scene, use the addChild method of the SceneNode which is to be it's parent.
Note that this method takes no parameters, and the node created is unnamed (it is actually given a generated name, which you can retrieve if you want). If you wish to create a node with a specific name, call the alternative method which takes a name parameter.
virtual SceneNode* Ogre::SceneManager::createSceneNodeImpl ( const String name  )  [protected, virtual]

Subclasses can override this to ensure their specialised SceneNode is used.

virtual SceneNode* Ogre::SceneManager::createSceneNodeImpl ( void   )  [protected, virtual]

Subclasses can override this to ensure their specialised SceneNode is used.

virtual MeshPtr Ogre::SceneManager::createSkyboxPlane ( BoxPlane  bp,
Real  distance,
const Quaternion orientation,
const String groupName 
) [protected, virtual]
virtual MeshPtr Ogre::SceneManager::createSkydomePlane ( BoxPlane  bp,
Real  curvature,
Real  tiling,
Real  distance,
const Quaternion orientation,
int  xsegments,
int  ysegments,
int  ySegmentsToKeep,
const String groupName 
) [protected, virtual]
virtual SphereSceneQuery* Ogre::SceneManager::createSphereQuery ( const Sphere sphere,
unsigned long  mask = 0xFFFFFFFF 
) [virtual]

Creates a SphereSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, for a spherical region. See SceneQuery and SphereSceneQuery for full details.
The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.
Parameters:
sphere Details of the sphere which describes the region for this query.
mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.
virtual StaticGeometry* Ogre::SceneManager::createStaticGeometry ( const String name  )  [virtual]

Creates a StaticGeometry instance suitable for use with this SceneManager.

Remarks:
StaticGeometry is a way of batching up geometry into a more efficient form at the expense of being able to move it. Please read the StaticGeometry class documentation for full information.
Parameters:
name The name to give the new object
Returns:
The new StaticGeometry instance
virtual const Pass* Ogre::SceneManager::deriveShadowCasterPass ( const Pass pass  )  [protected, virtual]

Internal method for turning a regular pass into a shadow caster pass.

Remarks:
This is only used for texture shadows, basically we're trying to ensure that objects are rendered solid black. This method will usually return the standard solid black pass for all fixed function passes, but will merge in a vertex program and fudge the AutoParamDataSource to set black lighting for passes with vertex programs.
virtual const Pass* Ogre::SceneManager::deriveShadowReceiverPass ( const Pass pass  )  [protected, virtual]

Internal method for turning a regular pass into a shadow receiver pass.

Remarks:
This is only used for texture shadows, basically we're trying to ensure that objects are rendered with a projective texture. This method will usually return a standard single-texture pass for all fixed function passes, but will merge in a vertex program for passes with vertex programs.
virtual void Ogre::SceneManager::destroyAllAnimations ( void   )  [virtual]

Removes all animations created using this SceneManager.

virtual void Ogre::SceneManager::destroyAllAnimationStates ( void   )  [virtual]

Removes all animation states created using this SceneManager.

virtual void Ogre::SceneManager::destroyAllBillboardChains ( void   )  [virtual]

Removes & destroys all BillboardChains from the SceneManager.

virtual void Ogre::SceneManager::destroyAllBillboardSets ( void   )  [virtual]

Removes & destroys all BillboardSets.

Warning:
Again, use caution since no BillboardSet must be referred to elsewhere e.g. attached to a SceneNode otherwise a crash is likely. Use clearScene if you are unsure (it clears SceneNode entries too.)
See also:
SceneManager::clearScene
virtual void Ogre::SceneManager::destroyAllCameras ( void   )  [virtual]

Removes (and destroys) all cameras from the scene.

Remarks:
Some cameras are internal created to dealing with texture shadow, their aren't supposed to destroy outside. So, while you are using texture shadow, don't call this method, or you can set the shadow technique other than texture-based, which will destroy all internal created shadow cameras and textures.
virtual void Ogre::SceneManager::destroyAllEntities ( void   )  [virtual]

Removes & destroys all Entities.

Warning:
Again, use caution since no Entity must be referred to elsewhere e.g. attached to a SceneNode otherwise a crash is likely. Use clearScene if you are unsure (it clears SceneNode entries too.)
See also:
SceneManager::clearScene
virtual void Ogre::SceneManager::destroyAllInstancedGeometry ( void   )  [virtual]

Remove & destroy all InstancedGeometry instances.

virtual void Ogre::SceneManager::destroyAllInstanceManagers ( void   )  [virtual]
virtual void Ogre::SceneManager::destroyAllLights ( void   )  [virtual]

Removes and destroys all lights in the scene.

virtual void Ogre::SceneManager::destroyAllManualObjects ( void   )  [virtual]

Removes & destroys all ManualObjects from the SceneManager.

virtual void Ogre::SceneManager::destroyAllMovableObjects ( void   )  [virtual]

Destroy all MovableObjects.

virtual void Ogre::SceneManager::destroyAllMovableObjectsByType ( const String typeName  )  [virtual]

Destroy all MovableObjects of a given type.

virtual void Ogre::SceneManager::destroyAllParticleSystems ( void   )  [virtual]

Removes & destroys all ParticleSystems from the SceneManager.

virtual void Ogre::SceneManager::destroyAllRibbonTrails ( void   )  [virtual]

Removes & destroys all RibbonTrails from the SceneManager.

virtual void Ogre::SceneManager::destroyAllStaticGeometry ( void   )  [virtual]

Remove & destroy all StaticGeometry instances.

virtual void Ogre::SceneManager::destroyAnimation ( const String name  )  [virtual]

Destroys an Animation.

Remarks:
You should ensure that none of your code is referencing this animation objects since the memory will be freed.
virtual void Ogre::SceneManager::destroyAnimationState ( const String name  )  [virtual]

Destroys an AnimationState.

Remarks:
You should ensure that none of your code is referencing this animation state object since the memory will be freed.
virtual void Ogre::SceneManager::destroyBillboardChain ( const String name  )  [virtual]

Removes & destroys a BillboardChain from the SceneManager.

virtual void Ogre::SceneManager::destroyBillboardChain ( BillboardChain obj  )  [virtual]

Removes & destroys a BillboardChain from the SceneManager.

virtual void Ogre::SceneManager::destroyBillboardSet ( const String name  )  [virtual]

Removes & destroys an BillboardSet from the SceneManager by name.

Warning:
Must only be done if the BillboardSet is not attached to a SceneNode. It may be safer to wait to clear the whole scene. If you are unsure, use clearScene.
virtual void Ogre::SceneManager::destroyBillboardSet ( BillboardSet set  )  [virtual]

Removes & destroys an BillboardSet from the SceneManager.

Warning:
Must only be done if the BillboardSet is not attached to a SceneNode. It may be safer to wait to clear the whole scene. If you are unsure, use clearScene.
virtual void Ogre::SceneManager::destroyCamera ( const String name  )  [virtual]

Removes a camera from the scene.

Remarks:
This method removes an camera from the scene based on the camera's name rather than a pointer.
virtual void Ogre::SceneManager::destroyCamera ( Camera cam  )  [virtual]

Removes a camera from the scene.

Remarks:
This method removes a previously added camera from the scene. The camera is deleted so the caller must ensure no references to it's previous instance (e.g. in a SceneNode) are used.
Parameters:
cam Pointer to the camera to remove
virtual void Ogre::SceneManager::destroyEntity ( const String name  )  [virtual]

Removes & destroys an Entity from the SceneManager by name.

Warning:
Must only be done if the Entity is not attached to a SceneNode. It may be safer to wait to clear the whole scene if you are unsure use clearScene.
See also:
SceneManager::clearScene
virtual void Ogre::SceneManager::destroyEntity ( Entity ent  )  [virtual]

Removes & destroys an Entity from the SceneManager.

Warning:
Must only be done if the Entity is not attached to a SceneNode. It may be safer to wait to clear the whole scene if you are unsure use clearScene.
See also:
SceneManager::clearScene
virtual void Ogre::SceneManager::destroyInstancedEntity ( InstancedEntity instancedEntity  )  [virtual]

Removes an InstancedEntity,.

See also:
SceneManager::createInstancedEntity &
InstanceBatch::removeInstancedEntity
Parameters:
instancedEntity Instance to remove
virtual void Ogre::SceneManager::destroyInstancedGeometry ( const String name  )  [virtual]

Remove & destroy a InstancedGeometry instance.

virtual void Ogre::SceneManager::destroyInstancedGeometry ( InstancedGeometry geom  )  [virtual]

Remove & destroy a InstancedGeometry instance.

virtual void Ogre::SceneManager::destroyInstanceManager ( InstanceManager instanceManager  )  [virtual]
virtual void Ogre::SceneManager::destroyInstanceManager ( const String name  )  [virtual]

Destroys an InstanceManager if it was created with createInstanceManager().

Remarks:
Be sure you don't have any InstancedEntity referenced somewhere which was created with this manager, since it will become a dangling pointer.
Parameters:
customName Name of the manager to remove
virtual void Ogre::SceneManager::destroyLight ( Light light  )  [virtual]

Removes the light from the scene and destroys it based on a pointer.

Remarks:
Any pointers held to this light after calling this method will be invalid.
virtual void Ogre::SceneManager::destroyLight ( const String name  )  [virtual]

Removes the named light from the scene and destroys it.

Remarks:
Any pointers held to this light after calling this method will be invalid.
virtual void Ogre::SceneManager::destroyManualObject ( const String name  )  [virtual]

Removes & destroys a ManualObject from the SceneManager.

virtual void Ogre::SceneManager::destroyManualObject ( ManualObject obj  )  [virtual]

Removes & destroys a ManualObject from the SceneManager.

virtual void Ogre::SceneManager::destroyMovableObject ( MovableObject m  )  [virtual]

Destroys a MovableObject.

Remarks:
The MovableObject will automatically detach itself from any nodes on destruction.
virtual void Ogre::SceneManager::destroyMovableObject ( const String name,
const String typeName 
) [virtual]

Destroys a MovableObject with the name specified, of the type specified.

Remarks:
The MovableObject will automatically detach itself from any nodes on destruction.
virtual void Ogre::SceneManager::destroyParticleSystem ( const String name  )  [virtual]

Removes & destroys a ParticleSystem from the SceneManager.

virtual void Ogre::SceneManager::destroyParticleSystem ( ParticleSystem obj  )  [virtual]

Removes & destroys a ParticleSystem from the SceneManager.

virtual void Ogre::SceneManager::destroyQuery ( SceneQuery query  )  [virtual]

Destroys a scene query of any type.

virtual void Ogre::SceneManager::destroyRibbonTrail ( const String name  )  [virtual]

Removes & destroys a RibbonTrail from the SceneManager.

virtual void Ogre::SceneManager::destroyRibbonTrail ( RibbonTrail obj  )  [virtual]

Removes & destroys a RibbonTrail from the SceneManager.

virtual void Ogre::SceneManager::destroySceneNode ( SceneNode sn  )  [virtual]

Destroys a SceneNode.

Remarks:
This allows you to physically delete an individual SceneNode if you want to. Note that this is not normally recommended, it's better to allow SceneManager to delete the nodes when the scene is cleared.
virtual void Ogre::SceneManager::destroySceneNode ( const String name  )  [virtual]

Destroys a SceneNode with a given name.

Remarks:
This allows you to physically delete an individual SceneNode if you want to. Note that this is not normally recommended, it's better to allow SceneManager to delete the nodes when the scene is cleared.
virtual void Ogre::SceneManager::destroyShadowTextures ( void   )  [protected, virtual]

Internal method for destroying shadow textures (texture-based shadows).

virtual void Ogre::SceneManager::destroyStaticGeometry ( const String name  )  [virtual]

Remove & destroy a StaticGeometry instance.

virtual void Ogre::SceneManager::destroyStaticGeometry ( StaticGeometry geom  )  [virtual]

Remove & destroy a StaticGeometry instance.

virtual void Ogre::SceneManager::ensureShadowTexturesCreated (  )  [protected, virtual]

Internal method for creating shadow textures (texture-based shadows).

virtual size_t Ogre::SceneManager::estimateWorldGeometry ( DataStreamPtr stream,
const String typeName = StringUtil::BLANK 
) [virtual]

Estimate the number of loading stages required to load the named world geometry.

Remarks:
Operates just like the version of this method which takes a filename, but operates on a stream instead. Note that since the stream is updated, you'll need to reset the stream or reopen it when it comes to loading it for real.
Parameters:
stream Data stream containing data to load
typeName String identifying the type of world geometry contained in the stream - not required if this manager only supports one type of world geometry.

Definition at line 1709 of file OgreSceneManager.h.

virtual size_t Ogre::SceneManager::estimateWorldGeometry ( const String filename  )  [virtual]

Estimate the number of loading stages required to load the named world geometry.

Remarks:
This method should be overridden by SceneManagers that provide custom world geometry that can take some time to load. They should return from this method a count of the number of stages of progress they can report on whilst loading. During real loading (setWorldGeometry), they should call ResourceGroupManager::_notifyWorldGeometryProgress exactly that number of times when loading the geometry for real.
Note:
The default is to return 0, ie to not report progress.

Definition at line 1694 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::extractAllMovableObjectsByType ( const String typeName  )  [virtual]

Extract all injected MovableObjects of a given type.

Remarks:
Essentially this does the same as destroyAllMovableObjectsByType, but only removes the instances from the internal lists, it does not attempt to destroy them.
virtual void Ogre::SceneManager::extractMovableObject ( MovableObject m  )  [virtual]

Extract a previously injected MovableObject.

Remarks:
Essentially this does the same as destroyMovableObject, but only removes the instance from the internal lists, it does not attempt to destroy it.
virtual void Ogre::SceneManager::extractMovableObject ( const String name,
const String typeName 
) [virtual]

Extract a previously injected MovableObject.

Remarks:
Essentially this does the same as destroyMovableObject, but only removes the instance from the internal lists, it does not attempt to destroy it.
virtual void Ogre::SceneManager::findLightsAffectingFrustum ( const Camera camera  )  [protected, virtual]

Internal method for locating a list of lights which could be affecting the frustum.

Remarks:
Custom scene managers are encouraged to override this method to make use of their scene partitioning scheme to more efficiently locate lights, and to eliminate lights which may be occluded by word geometry.
virtual const ShadowCasterList& Ogre::SceneManager::findShadowCastersForLight ( const Light light,
const Camera camera 
) [protected, virtual]

Internal method for locating a list of shadow casters which could be affecting the frustum for a given light.

Remarks:
Custom scene managers are encouraged to override this method to add optimisations, and to add their own custom shadow casters (perhaps for world geometry)
virtual void Ogre::SceneManager::firePostFindVisibleObjects ( Viewport v  )  [protected, virtual]

Internal method for firing find visible objects event.

virtual void Ogre::SceneManager::firePostRenderQueues (  )  [protected, virtual]

Internal method for firing the queue end event.

virtual void Ogre::SceneManager::firePostUpdateSceneGraph ( Camera camera  )  [protected, virtual]

Internal method for firing post update scene graph event.

virtual void Ogre::SceneManager::firePreFindVisibleObjects ( Viewport v  )  [protected, virtual]

Internal method for firing find visible objects event.

virtual void Ogre::SceneManager::firePreRenderQueues (  )  [protected, virtual]

Internal method for firing the queue start event.

virtual void Ogre::SceneManager::firePreUpdateSceneGraph ( Camera camera  )  [protected, virtual]

Internal method for firing pre update scene graph event.

virtual bool Ogre::SceneManager::fireRenderQueueEnded ( uint8  id,
const String invocation 
) [protected, virtual]

Internal method for firing the queue end event, returns true if queue is to be repeated.

virtual bool Ogre::SceneManager::fireRenderQueueStarted ( uint8  id,
const String invocation 
) [protected, virtual]

Internal method for firing the queue start event, returns true if queue is to be skipped.

virtual void Ogre::SceneManager::fireRenderSingleObject ( Renderable rend,
const Pass pass,
const AutoParamDataSource source,
const LightList pLightList,
bool  suppressRenderStateChanges 
) [protected, virtual]

Internal method for firing when rendering a single object.

virtual void Ogre::SceneManager::fireSceneManagerDestroyed (  )  [protected, virtual]

Internal method for firing destruction event.

virtual void Ogre::SceneManager::fireShadowTexturesPreCaster ( Light light,
Camera camera,
size_t  iteration 
) [protected, virtual]

Internal method for firing the pre caster texture shadows event.

virtual void Ogre::SceneManager::fireShadowTexturesPreReceiver ( Light light,
Frustum f 
) [protected, virtual]

Internal method for firing the pre receiver texture shadows event.

virtual void Ogre::SceneManager::fireShadowTexturesUpdated ( size_t  numberOfShadowTextures  )  [protected, virtual]

Internal method for firing the texture shadows updated event.

const ColourValue& Ogre::SceneManager::getAmbientLight ( void   )  const

Returns the ambient light level to be used for the scene.

virtual Animation* Ogre::SceneManager::getAnimation ( const String name  )  const [virtual]

Looks up an Animation object previously created with createAnimation.

Note:
Throws an exception if the named instance does not exist
AnimationIterator Ogre::SceneManager::getAnimationIterator ( void   ) 

Returns a specialised MapIterator over all animations in the scene.

Definition at line 2657 of file OgreSceneManager.h.

const AnimationList& Ogre::SceneManager::getAnimations (  )  const

Returns a const version of the animation list.

Definition at line 2662 of file OgreSceneManager.h.

virtual AnimationState* Ogre::SceneManager::getAnimationState ( const String animName  )  const [virtual]

Retrieves animation state as previously created using createAnimationState.

Note:
Throws an exception if the named instance does not exist
AnimationStateIterator Ogre::SceneManager::getAnimationStateIterator ( void   ) 

Returns a specialised MapIterator over all animation states in the scene.

Definition at line 2664 of file OgreSceneManager.h.

virtual BillboardChain* Ogre::SceneManager::getBillboardChain ( const String name  )  const [virtual]

Retrieves a pointer to the named BillboardChain.

Note:
Throws an exception if the named instance does not exist
virtual BillboardSet* Ogre::SceneManager::getBillboardSet ( const String name  )  const [virtual]

Retrieves a pointer to the named BillboardSet.

Note:
Throws an exception if the named instance does not exist
virtual Camera* Ogre::SceneManager::getCamera ( const String name  )  const [virtual]

Retrieves a pointer to the named camera.

Note:
Throws an exception if the named instance does not exist
CameraIterator Ogre::SceneManager::getCameraIterator ( void   ) 

Returns a specialised MapIterator over all cameras in the scene.

Definition at line 2650 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getCameraRelativeRendering (  )  const [virtual]

Get whether to use camera-relative co-ordinates when rendering, ie to always place the camera at the origin and move the world around it.

Definition at line 3521 of file OgreSceneManager.h.

const CameraList& Ogre::SceneManager::getCameras (  )  const

Returns a const version of the camera list.

Definition at line 2655 of file OgreSceneManager.h.

Viewport* Ogre::SceneManager::getCurrentViewport ( void   )  const

Gets the current viewport being rendered (advanced use only, only valid during viewport update.

Definition at line 3494 of file OgreSceneManager.h.

RenderSystem* Ogre::SceneManager::getDestinationRenderSystem (  ) 

Get the rendersystem subclass to which the output of this Scene Manager gets sent.

virtual bool Ogre::SceneManager::getDisplaySceneNodes ( void   )  const [virtual]

Returns true if all scene nodes axis are to be displayed.

Definition at line 2326 of file OgreSceneManager.h.

virtual Entity* Ogre::SceneManager::getEntity ( const String name  )  const [virtual]

Retrieves a pointer to the named Entity.

Note:
Throws an exception if the named instance does not exist
virtual bool Ogre::SceneManager::getFindVisibleObjects ( void   )  [virtual]

Gets whether the SceneManager should search for visible objects, or whether they are being manually handled.

Definition at line 3352 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getFlipCullingOnNegativeScale (  )  const [virtual]

Get whether to automatically flip the culling mode on objects whenever they are negatively scaled.

Definition at line 3382 of file OgreSceneManager.h.

virtual const ColourValue& Ogre::SceneManager::getFogColour ( void   )  const [virtual]

Returns the fog colour for the scene.

virtual Real Ogre::SceneManager::getFogDensity ( void   )  const [virtual]

Returns the fog density for the scene.

virtual Real Ogre::SceneManager::getFogEnd ( void   )  const [virtual]

Returns the fog end distance for the scene.

virtual FogMode Ogre::SceneManager::getFogMode ( void   )  const [virtual]

Returns the fog mode for the scene.

virtual Real Ogre::SceneManager::getFogStart ( void   )  const [virtual]

Returns the fog start distance for the scene.

virtual InstancedGeometry* Ogre::SceneManager::getInstancedGeometry ( const String name  )  const [virtual]

Retrieve a previously created InstancedGeometry instance.

virtual InstanceManager* Ogre::SceneManager::getInstanceManager ( const String managerName  )  const [virtual]

Retrieves an existing InstanceManager by it's name.

Note:
Throws an exception if the named InstanceManager does not exist
virtual Light* Ogre::SceneManager::getLight ( const String name  )  const [virtual]

Returns a pointer to the named Light which has previously been added to the scene.

Note:
Throws an exception if the named instance does not exist
virtual const PlaneList& Ogre::SceneManager::getLightClippingPlanes ( Light l  )  [virtual]

Retrieve a set of clipping planes for a given light.

virtual const RealRect& Ogre::SceneManager::getLightScissorRect ( Light l,
const Camera cam 
) [virtual]

Retrieve a scissor rectangle for a given light and camera.

virtual ManualObject* Ogre::SceneManager::getManualObject ( const String name  )  const [virtual]

Retrieves a pointer to the named ManualObject.

Note:
Throws an exception if the named instance does not exist
virtual MovableObject* Ogre::SceneManager::getMovableObject ( const String name,
const String typeName 
) const [virtual]

Get a reference to a previously created MovableObject.

Note:
Throws an exception if the named instance does not exist
const MovableObjectCollection* Ogre::SceneManager::getMovableObjectCollection ( const String typeName  )  const [protected]

Gets the movable object collection for the given type name.

Remarks:
This method throw exception if the collection does not exist.
MovableObjectCollection* Ogre::SceneManager::getMovableObjectCollection ( const String typeName  )  [protected]

Gets the movable object collection for the given type name.

Remarks:
This method create new collection if the collection does not exist.
virtual MovableObjectIterator Ogre::SceneManager::getMovableObjectIterator ( const String typeName  )  [virtual]

Get an iterator over all MovableObect instances of a given type.

Note:
The iterator returned from this method is not thread safe, do not use this if you are creating or deleting objects of this type in another thread.
const String& Ogre::SceneManager::getName ( void   )  const

Mutex to protect the scene graph from simultaneous access from multiple threads.

Remarks:
If you are updating the scene in a separate thread from the rendering thread, then you should lock this mutex before making any changes to the scene graph - that means creating, modifying or deleting a scene node, or attaching / detaching objects. It is your responsibility to take out this lock, the detail methods on the nodes will not do it for you (for the reasons discussed below).
Note that locking this mutex will prevent the scene being rendered until it is unlocked again. Therefore you should do this sparingly. Try to create any objects you need separately and fully prepare them before doing all your scene graph work in one go, thus keeping this lock for the shortest time possible.
Note:
A single global lock is used rather than a per-node lock since it keeps the number of locks required during rendering down to a minimum. Obtaining a lock, even if there is no contention, is not free so for performance it is good to do it as little as possible. Since modifying the scene in a separate thread is a fairly rare occurrence (relative to rendering), it is better to keep the locking required during rendering lower than to make update locks more granular. Return the instance name of this SceneManager.

Definition at line 1061 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getNormaliseNormalsOnScale (  )  const [virtual]

Get whether to automatically normalise normals on objects whenever they are scaled.

Definition at line 3367 of file OgreSceneManager.h.

virtual size_t Ogre::SceneManager::getNumInstancesPerBatch ( const String meshName,
const String groupName,
const String materialName,
InstanceManager::InstancingTechnique  technique,
size_t  numInstancesPerBatch,
uint16  flags = 0,
unsigned short  subMeshIdx = 0 
) [virtual]
See also:
InstanceManager::getMaxOrBestNumInstancesPerBatch
Remarks:
If you've already created an InstanceManager, you can call it's getMaxOrBestNumInstancesPerBatch() function directly. Another (not recommended) way to know if the technique is unsupported is by creating an InstanceManager and use createInstancedEntity, which will return null pointer. The input parameter "numInstancesPerBatch" is a suggested value when using IM_VTFBESTFIT flag (in that case it should be non-zero)
Returns:
The ideal (or maximum, depending on flags) number of instances per batch for the given technique. Zero if technique is unsupported or errors were spotted
virtual bool Ogre::SceneManager::getOption ( const String strKey,
void *  pDestValue 
) [virtual]

Method for getting the value of an implementation-specific Scene Manager option.

Parameters:
strKey The name of the option
pDestValue A pointer to a memory location where the value will be copied. Currently, the memory will be allocated by the scene manager, but this may change
Returns:
On success, true is returned and pDestValue points to the value of the given option.
On failiure, false is returned and pDestValue is set to NULL.

Definition at line 1758 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getOptionKeys ( StringVector refKeys  )  [virtual]

Method for getting all the implementation-specific options of the scene manager.

Parameters:
refKeys A reference to a list that will be filled with all the available options.
Returns:
On success, true is returned. On failiure, false is returned.

Definition at line 1796 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getOptionValues ( const String strKey,
StringVector refValueList 
) [virtual]

Method for getting all possible values for a specific option.

When this list is too large (i.e. the option expects, for example, a float), the return value will be true, but the list will contain just one element whose size will be set to 0. Otherwise, the list will be filled with all the possible values the option can accept.

Parameters:
strKey The name of the option to get the values for.
refValueList A reference to a list that will be filled with the available values.
Returns:
On success (the option exists), true is returned.
On failure, false is returned.

Definition at line 1787 of file OgreSceneManager.h.

virtual ParticleSystem* Ogre::SceneManager::getParticleSystem ( const String name  )  const [virtual]

Retrieves a pointer to the named ParticleSystem.

Note:
Throws an exception if the named instance does not exist
SceneMgrQueuedRenderableVisitor* Ogre::SceneManager::getQueuedRenderableVisitor ( void   )  const

Gets the current visitor object which processes queued renderables.

virtual RenderQueue* Ogre::SceneManager::getRenderQueue ( void   )  [virtual]

Retrieves the internal render queue, for advanced users only.

Remarks:
The render queue is mainly used internally to manage the scene object rendering queue, it also exports some methods to allow advanced users to configure the behavior of rendering process. Most methods provided by RenderQueue are supposed to be used internally only, you should reference to the RenderQueue API for more information. Do not access this directly unless you know what you are doing.
virtual RibbonTrail* Ogre::SceneManager::getRibbonTrail ( const String name  )  const [virtual]

Retrieves a pointer to the named RibbonTrail.

Note:
Throws an exception if the named instance does not exist
virtual SceneNode* Ogre::SceneManager::getRootSceneNode ( void   )  [virtual]

Gets the SceneNode at the root of the scene hierarchy.

Remarks:
The entire scene is held as a hierarchy of nodes, which allows things like relative transforms, general changes in rendering state etc (See the SceneNode class for more info). In this basic SceneManager class, the application using Ogre is free to structure this hierarchy however it likes, since it has no real significance apart from making transforms relative to each node (more specialised subclasses will provide utility methods for building specific node structures e.g. loading a BSP tree).
However, in all cases there is only ever one root node of the hierarchy, and this method returns a pointer to it.
virtual SceneNode* Ogre::SceneManager::getSceneNode ( const String name  )  const [virtual]

Retrieves a named SceneNode from the scene graph.

Remarks:
If you chose to name a SceneNode as you created it, or if you happened to make a note of the generated name, you can look it up wherever it is in the scene graph using this method.
Note:
Throws an exception if the named instance does not exist
virtual const ShadowCameraSetupPtr& Ogre::SceneManager::getShadowCameraSetup (  )  const [virtual]

Get the shadow camera setup in use for all lights which don't have their own shadow camera setup.

See also:
ShadowCameraSetup
const VisibleObjectsBoundsInfo& Ogre::SceneManager::getShadowCasterBoundsInfo ( const Light light,
size_t  iteration = 0 
) const

Returns the shadow caster AAB for a specific light-camera combination.

virtual bool Ogre::SceneManager::getShadowCasterRenderBackFaces (  )  const [virtual]

Gets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces.

Definition at line 3003 of file OgreSceneManager.h.

virtual const ColourValue& Ogre::SceneManager::getShadowColour ( void   )  const [virtual]

Get the colour used to modulate areas in shadow.

Remarks:
This is only applicable for shadow techniques which involve darkening the area in shadow, as opposed to masking out the light. This colour provided is used as a modulative value to darken the areas.
virtual Real Ogre::SceneManager::getShadowDirectionalLightExtrusionDistance ( void   )  const [virtual]

Gets the distance a shadow volume is extruded for a directional light.

virtual Real Ogre::SceneManager::getShadowDirLightTextureOffset ( void   )  const [virtual]

Gets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.

Definition at line 2907 of file OgreSceneManager.h.

virtual Real Ogre::SceneManager::getShadowFarDistance ( void   )  const [virtual]

Gets the default maximum distance away from the camera that shadows will be visible.

Definition at line 2759 of file OgreSceneManager.h.

virtual Real Ogre::SceneManager::getShadowFarDistanceSquared ( void   )  const [virtual]

Definition at line 2761 of file OgreSceneManager.h.

virtual size_t Ogre::SceneManager::getShadowIndexBufferSize ( void   )  const [virtual]

Get the size of the shadow index buffer.

Definition at line 2791 of file OgreSceneManager.h.

virtual ShadowTechnique Ogre::SceneManager::getShadowTechnique ( void   )  const [virtual]

Gets the current shadow technique.

Definition at line 2703 of file OgreSceneManager.h.

virtual const TexturePtr& Ogre::SceneManager::getShadowTexture ( size_t  shadowIndex  )  [virtual]

Get a reference to the shadow texture currently in use at the given index.

Note:
If you change shadow settings, this reference may no longer be correct, so be sure not to hold the returned reference over texture shadow configuration changes.
ConstShadowTextureConfigIterator Ogre::SceneManager::getShadowTextureConfigIterator (  )  const

Get an iterator over the current shadow texture settings.

size_t Ogre::SceneManager::getShadowTextureCount ( void   )  const

Get the number of the textures allocated for texture based shadows.

Definition at line 2853 of file OgreSceneManager.h.

size_t Ogre::SceneManager::getShadowTextureCountPerLightType ( Light::LightTypes  type  )  const

Get the number of shadow textures is assigned for the given light type.

Definition at line 2867 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getShadowTextureSelfShadow ( void   )  const [virtual]

Gets whether or not texture shadows attempt to self-shadow.

Definition at line 2942 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getShadowUseLightClipPlanes (  )  const [virtual]

Gets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering.

Definition at line 3081 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getShowBoundingBoxes (  )  const [virtual]

Returns if all bounding boxes of scene nodes are to be displayed.

virtual bool Ogre::SceneManager::getShowDebugShadows ( void   )  const [virtual]

Are debug shadows shown?

Definition at line 2708 of file OgreSceneManager.h.

virtual const SkyBoxGenParameters& Ogre::SceneManager::getSkyBoxGenParameters ( void   )  const [virtual]

Get the parameters used to generate the current SkyBox, if any.

Definition at line 2078 of file OgreSceneManager.h.

virtual SceneNode* Ogre::SceneManager::getSkyBoxNode ( void   )  const [virtual]

Get the skybox node, if enabled.

Definition at line 2075 of file OgreSceneManager.h.

virtual const SkyDomeGenParameters& Ogre::SceneManager::getSkyDomeGenParameters ( void   )  const [virtual]

Get the parameters used to generate the current SkyDome, if any.

Definition at line 2205 of file OgreSceneManager.h.

virtual SceneNode* Ogre::SceneManager::getSkyDomeNode ( void   )  const [virtual]

Get the sky dome node, if enabled.

Definition at line 2202 of file OgreSceneManager.h.

virtual const SkyPlaneGenParameters& Ogre::SceneManager::getSkyPlaneGenParameters ( void   )  const [virtual]

Get the parameters used to construct the SkyPlane, if any.

Definition at line 1983 of file OgreSceneManager.h.

virtual SceneNode* Ogre::SceneManager::getSkyPlaneNode ( void   )  const [virtual]

Get the sky plane node, if enabled.

Definition at line 1980 of file OgreSceneManager.h.

virtual SpecialCaseRenderQueueMode Ogre::SceneManager::getSpecialCaseRenderQueueMode ( void   )  [virtual]

Gets the way the special case render queue list is processed.

virtual StaticGeometry* Ogre::SceneManager::getStaticGeometry ( const String name  )  const [virtual]

Retrieve a previously created StaticGeometry instance.

Note:
Throws an exception if the named instance does not exist
virtual ViewPoint Ogre::SceneManager::getSuggestedViewpoint ( bool  random = false  )  [virtual]

Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.

Remarks:
Typically this method returns the origin unless a) world geometry has been loaded using SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points. If there is more than one viewpoint which the scene manager can suggest, it will always suggest the first one unless the random parameter is true.
Parameters:
random If true, and there is more than one possible suggestion, a random one will be used. If false the same one will always be suggested.
Returns:
On success, true is returned.
On failiure, false is returned.
virtual const String& Ogre::SceneManager::getTypeName ( void   )  const [pure virtual]

Retrieve the type name of this scene manager.

Remarks:
This method has to be implemented by subclasses. It should return the type name of this SceneManager which agrees with the type name of the SceneManagerFactory which created it.

Implemented in Ogre::DefaultSceneManager.

virtual uint32 Ogre::SceneManager::getVisibilityMask ( void   )  [virtual]

Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.

Definition at line 3334 of file OgreSceneManager.h.

const VisibleObjectsBoundsInfo& Ogre::SceneManager::getVisibleObjectsBoundsInfo ( const Camera cam  )  const

Returns a visibility boundary box for a specific camera.

virtual uint8 Ogre::SceneManager::getWorldGeometryRenderQueue ( void   )  [virtual]

Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with.

Remarks:
SceneManagers which provide 'world geometry' should place it in a specialised render queue in order to make it possible to enable / disable it easily using the addSpecialCaseRenderQueue method. Even if the SceneManager does not use the render queues to render the world geometry, it should still pick a queue to represent it's manual rendering, and check isRenderQueueToBeProcessed before rendering.
virtual bool Ogre::SceneManager::hasAnimation ( const String name  )  const [virtual]

Returns whether an animation with the given name exists.

virtual bool Ogre::SceneManager::hasAnimationState ( const String name  )  const [virtual]

Returns whether an animation state with the given name exists.

virtual bool Ogre::SceneManager::hasBillboardChain ( const String name  )  const [virtual]

Returns whether a billboard chain with the given name exists.

virtual bool Ogre::SceneManager::hasBillboardSet ( const String name  )  const [virtual]

Returns whether a billboardset with the given name exists.

virtual bool Ogre::SceneManager::hasCamera ( const String name  )  const [virtual]

Returns whether a camera with the given name exists.

virtual bool Ogre::SceneManager::hasEntity ( const String name  )  const [virtual]

Returns whether an entity with the given name exists.

virtual bool Ogre::SceneManager::hasInstanceManager ( const String managerName  )  const [virtual]

Returns whether an InstanceManager with the given name exists.

virtual bool Ogre::SceneManager::hasLight ( const String name  )  const [virtual]

Returns whether a light with the given name exists.

virtual bool Ogre::SceneManager::hasManualObject ( const String name  )  const [virtual]

Returns whether a manual object with the given name exists.

virtual bool Ogre::SceneManager::hasMovableObject ( const String name,
const String typeName 
) const [virtual]

Returns whether a movable object instance with the given name exists.

virtual bool Ogre::SceneManager::hasOption ( const String strKey  )  const [virtual]

Method for verifying wether the scene manager has an implementation-specific option.

Parameters:
strKey The name of the option to check for.
Returns:
If the scene manager contains the given option, true is returned.
Remarks:
If it does not, false is returned.

Definition at line 1770 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::hasParticleSystem ( const String name  )  const [virtual]

Returns whether a particle system with the given name exists.

virtual bool Ogre::SceneManager::hasRibbonTrail ( const String name  )  const [virtual]

Returns whether a ribbon trail with the given name exists.

virtual bool Ogre::SceneManager::hasSceneNode ( const String name  )  const [virtual]

Returns whether a scene node with the given name exists.

virtual bool Ogre::SceneManager::hasStaticGeometry ( const String name  )  const [virtual]

Returns whether a static geometry instance with the given name exists.

virtual void Ogre::SceneManager::initRenderQueue ( void   )  [protected, virtual]

Mutex over the collection of MovableObject types.

Internal method for initialising the render queue.

Remarks:
Subclasses can use this to install their own RenderQueue implementation.
virtual void Ogre::SceneManager::initShadowVolumeMaterials ( void   )  [protected, virtual]

Internal method for setting up materials for shadows.

virtual void Ogre::SceneManager::injectMovableObject ( MovableObject m  )  [virtual]

Inject a MovableObject instance created externally.

Remarks:
This method 'injects' a MovableObject instance created externally into the MovableObject instance registry held in the SceneManager. You might want to use this if you have a MovableObject which you don't want to register a factory for; for example a MovableObject which cannot be generally constructed by clients.
Note:
It is important that the MovableObject has a unique name for the type, and that its getMovableType() method returns a proper type name.
virtual bool Ogre::SceneManager::isLateMaterialResolving (  )  const [virtual]

Gets whether using late material resolving or not.

See also:
setLateMaterialResolving

Definition at line 3097 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::isRenderQueueToBeProcessed ( uint8  qid  )  [virtual]

Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode.

See also:
SceneManager::addSpecialCaseRenderQueue
Parameters:
qid The identifier of the queue which should be tested
Returns:
true if the queue will be rendered, false otherwise
virtual bool Ogre::SceneManager::isShadowTechniqueAdditive ( void   )  const [virtual]

Is there an additive shadowing technique in use?

Definition at line 3066 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_ADDITIVE.

virtual bool Ogre::SceneManager::isShadowTechniqueIntegrated ( void   )  const [virtual]

Is the shadow technique integrated into primary materials?

Definition at line 3069 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_INTEGRATED.

virtual bool Ogre::SceneManager::isShadowTechniqueInUse ( void   )  const [virtual]

Is there any shadowing technique in use?

Definition at line 3072 of file OgreSceneManager.h.

References Ogre::SHADOWTYPE_NONE.

virtual bool Ogre::SceneManager::isShadowTechniqueModulative ( void   )  const [virtual]

Is there a modulative shadowing technique in use?

Definition at line 3063 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_MODULATIVE.

virtual bool Ogre::SceneManager::isShadowTechniqueStencilBased ( void   )  const [virtual]

Is there a stencil shadow based shadowing technique in use?

Definition at line 3057 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_STENCIL.

virtual bool Ogre::SceneManager::isShadowTechniqueTextureBased ( void   )  const [virtual]

Is there a texture shadow based shadowing technique in use?

Definition at line 3060 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_TEXTURE.

virtual bool Ogre::SceneManager::isSkyBoxEnabled ( void   )  const [virtual]

Return whether a skybox is enabled.

Definition at line 2072 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::isSkyDomeEnabled ( void   )  const [virtual]

Return whether a skydome is enabled.

Definition at line 2199 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::isSkyPlaneEnabled ( void   )  const [virtual]

Return whether a key plane is enabled.

Definition at line 1977 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::manualRender ( Renderable rend,
const Pass pass,
Viewport vp,
const Matrix4 viewMatrix,
const Matrix4 projMatrix,
bool  doBeginEndFrame = false,
bool  lightScissoringClipping = true,
bool  doLightIteration = true,
const LightList manualLightList = 0 
) [virtual]

Manual rendering method for rendering a single object.

Remarks:
Parameters:
rend The renderable to issue to the pipeline
pass The pass to use
vp Pointer to the viewport to render to, or 0 to use the existing viewport
doBeginEndFrame If true, beginFrame() and endFrame() are called, otherwise not. You should leave this as false if you are calling this within the main render loop.
viewMatrix The transform to apply from world to view space
projMatrix The transform to apply from view to screen space
lightScissoringClipping If true, passes that have the getLightScissorEnabled and/or getLightClipPlanesEnabled flags will cause calculation and setting of scissor rectangle and user clip planes.
doLightIteration If true, this method will issue the renderable to the pipeline possibly multiple times, if the pass indicates it should be done once per light
manualLightList Only applicable if doLightIteration is false, this method allows you to pass in a previously determined set of lights which will be used for a single render of this object.
virtual void Ogre::SceneManager::manualRender ( RenderOperation rend,
Pass pass,
Viewport vp,
const Matrix4 worldMatrix,
const Matrix4 viewMatrix,
const Matrix4 projMatrix,
bool  doBeginEndFrame = false 
) [virtual]

Manual rendering method, for advanced users only.

Remarks:
This method allows you to send rendering commands through the pipeline on demand, bypassing OGRE's normal world processing. You should only use this if you really know what you're doing; OGRE does lots of things for you that you really should let it do. However, there are times where it may be useful to have this manual interface, for example overlaying something on top of the scene rendered by OGRE.
Because this is an instant rendering method, timing is important. The best time to call it is from a RenderTargetListener event handler.
Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use. Calling it regularly per frame will cause frame rate drops!
Parameters:
rend A RenderOperation object describing the rendering op
pass The Pass to use for this render
vp Pointer to the viewport to render to, or 0 to use the current viewport
worldMatrix The transform to apply from object to world space
viewMatrix The transform to apply from world to view space
projMatrix The transform to apply from view to screen space
doBeginEndFrame If true, beginFrame() and endFrame() are called, otherwise not. You should leave this as false if you are calling this within the main render loop.
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::SceneManager::prepareRenderQueue ( void   )  [protected, virtual]

Internal method for preparing the render queue for use with each render.

virtual void Ogre::SceneManager::prepareShadowTextures ( Camera cam,
Viewport vp,
const LightList lightList = 0 
) [virtual]

Method for preparing shadow textures ready for use in a regular render Do not call manually unless before frame start or rendering is paused If lightList is not supplied, will render all lights in frustum.

virtual void Ogre::SceneManager::prepareWorldGeometry ( DataStreamPtr stream,
const String typeName = StringUtil::BLANK 
) [virtual]

Sets the source of the 'world' geometry, i.e.

the large, mainly static geometry making up the world e.g. rooms, landscape etc. This function can be called before setWorldGeometry in a background thread, do to some slow tasks (e.g. IO) that do not involve the backend render system.

Remarks:
Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a stream to this method and it will attempt to load the world-level geometry for use. If the manager can only handle one input format the typeName parameter is not required. The stream passed will be read (and it's state updated).
Parameters:
stream Data stream containing data to load
typeName String identifying the type of world geometry contained in the stream - not required if this manager only supports one type of world geometry.
virtual void Ogre::SceneManager::prepareWorldGeometry ( const String filename  )  [virtual]

Sets the source of the 'world' geometry, i.e.

the large, mainly static geometry making up the world e.g. rooms, landscape etc. This function can be called before setWorldGeometry in a background thread, do to some slow tasks (e.g. IO) that do not involve the backend render system.

Remarks:
Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a filename to this method and it will attempt to load the world-level geometry for use. If you try to load an inappropriate type of world data an exception will be thrown. The default SceneManager cannot handle any sort of world geometry and so will always throw an exception. However subclasses like BspSceneManager can load particular types of world geometry e.g. "q3dm1.bsp".
virtual void Ogre::SceneManager::removeListener ( Listener s  )  [virtual]

Remove a listener.

void Ogre::SceneManager::removeLodListener ( LodListener listener  ) 

Remove a level of detail listener.

Remarks:
Do not call from inside an LodListener callback method.
virtual void Ogre::SceneManager::removeRenderObjectListener ( RenderObjectListener delListener  )  [virtual]

Removes a listener previously added with addRenderObjectListener.

virtual void Ogre::SceneManager::removeRenderQueueListener ( RenderQueueListener delListener  )  [virtual]

Removes a listener previously added with addRenderQueueListener.

virtual void Ogre::SceneManager::removeSpecialCaseRenderQueue ( uint8  qid  )  [virtual]

Removes an item to the 'special case' render queue list.

See also:
SceneManager::addSpecialCaseRenderQueue
Parameters:
qid The identifier of the queue which should be removed from the special case list. Nothing happens if the queue is not in the list.
virtual void Ogre::SceneManager::renderAdditiveStencilShadowedQueueGroupObjects ( RenderQueueGroup group,
QueuedRenderableCollection::OrganisationMode  om 
) [protected, virtual]

Render a group with the added complexity of additive stencil shadows.

virtual void Ogre::SceneManager::renderAdditiveTextureShadowedQueueGroupObjects ( RenderQueueGroup group,
QueuedRenderableCollection::OrganisationMode  om 
) [protected, virtual]

Render a group with additive texture shadows.

virtual void Ogre::SceneManager::renderBasicQueueGroupObjects ( RenderQueueGroup pGroup,
QueuedRenderableCollection::OrganisationMode  om 
) [protected, virtual]

Render a group in the ordinary way.

virtual void Ogre::SceneManager::renderModulativeStencilShadowedQueueGroupObjects ( RenderQueueGroup group,
QueuedRenderableCollection::OrganisationMode  om 
) [protected, virtual]

Render a group with the added complexity of modulative stencil shadows.

virtual void Ogre::SceneManager::renderModulativeTextureShadowedQueueGroupObjects ( RenderQueueGroup group,
QueuedRenderableCollection::OrganisationMode  om 
) [protected, virtual]

Render a group with the added complexity of modulative texture shadows.

virtual void Ogre::SceneManager::renderObjects ( const QueuedRenderableCollection objs,
QueuedRenderableCollection::OrganisationMode  om,
bool  lightScissoringClipping,
bool  doLightIteration,
const LightList manualLightList = 0 
) [protected, virtual]

Render a set of objects, see renderSingleObject for param definitions.

void Ogre::SceneManager::renderShadowVolumeObjects ( ShadowCaster::ShadowRenderableListIterator  iShadowRenderables,
Pass pass,
const LightList manualLightList,
unsigned long  flags,
bool  secondpass,
bool  zfail,
bool  twosided 
) [protected]

Render a set of shadow renderables.

virtual void Ogre::SceneManager::renderShadowVolumesToStencil ( const Light light,
const Camera cam,
bool  calcScissor 
) [protected, virtual]

Internal method for rendering all the objects for a given light into the stencil buffer.

Parameters:
light The light source
cam The camera being viewed from
calcScissor Whether the method should set up any scissor state, or false if that's already been done
virtual void Ogre::SceneManager::renderSingleObject ( Renderable rend,
const Pass pass,
bool  lightScissoringClipping,
bool  doLightIteration,
const LightList manualLightList = 0 
) [protected, virtual]

Internal utility method for rendering a single object.

Remarks:
Assumes that the pass has already been set up.
Parameters:
rend The renderable to issue to the pipeline
pass The pass which is being used
lightScissoringClipping If true, passes that have the getLightScissorEnabled and/or getLightClipPlanesEnabled flags will cause calculation and setting of scissor rectangle and user clip planes.
doLightIteration If true, this method will issue the renderable to the pipeline possibly multiple times, if the pass indicates it should be done once per light
manualLightList Only applicable if doLightIteration is false, this method allows you to pass in a previously determined set of lights which will be used for a single render of this object.
virtual void Ogre::SceneManager::renderTextureShadowCasterQueueGroupObjects ( RenderQueueGroup group,
QueuedRenderableCollection::OrganisationMode  om 
) [protected, virtual]

Render a group rendering only shadow casters.

virtual void Ogre::SceneManager::renderTextureShadowReceiverQueueGroupObjects ( RenderQueueGroup group,
QueuedRenderableCollection::OrganisationMode  om 
) [protected, virtual]

Render a group rendering only shadow receivers.

virtual void Ogre::SceneManager::renderTransparentShadowCasterObjects ( const QueuedRenderableCollection objs,
QueuedRenderableCollection::OrganisationMode  om,
bool  lightScissoringClipping,
bool  doLightIteration,
const LightList manualLightList = 0 
) [protected, virtual]

Render those objects in the transparent pass list which have shadow casting forced on.

Remarks:
This function is intended to be used to render the shadows of transparent objects which have transparency_casts_shadows set to 'on' in their material
virtual void Ogre::SceneManager::renderVisibleObjectsCustomSequence ( RenderQueueInvocationSequence s  )  [protected, virtual]

Internal method for rendering all objects using a custom queue sequence.

virtual void Ogre::SceneManager::renderVisibleObjectsDefaultSequence ( void   )  [protected, virtual]

Internal method for rendering all objects using the default queue sequence.

virtual void Ogre::SceneManager::resetLightClip (  )  [protected, virtual]
virtual void Ogre::SceneManager::resetScissor (  )  [protected, virtual]
virtual void Ogre::SceneManager::resetViewProjMode ( bool  fixedFunction  )  [protected, virtual]

Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection matrices.

void Ogre::SceneManager::setAmbientLight ( const ColourValue colour  ) 

Sets the ambient light level to be used for the scene.

Remarks:
This sets the colour and intensity of the ambient light in the scene, i.e. the light which is 'sourceless' and illuminates all objects equally. The colour of an object is affected by a combination of the light in the scene, and the amount of light that object reflects (in this case based on the Material::ambient property).
By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled) will not be visible unless you have some dynamic lights in your scene.
virtual void Ogre::SceneManager::setCameraRelativeRendering ( bool  rel  )  [virtual]

Set whether to use camera-relative co-ordinates when rendering, ie to always place the camera at the origin and move the world around it.

Remarks:
This is a technique to alleviate some of the precision issues associated with rendering far from the origin, where single-precision floats as used in most GPUs begin to lose their precision. Instead of including the camera translation in the view matrix, it only includes the rotation, and the world matrices of objects must be expressed relative to this.
Note:
If you need this option, you will probably also need to enable double-precision mode in Ogre (OGRE_DOUBLE_PRECISION), since even though this will alleviate the rendering precision, the source camera and object positions will still suffer from precision issues leading to jerky movement.

Definition at line 3516 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setDisplaySceneNodes ( bool  display  )  [virtual]

Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene.

Remarks:
This method is mainly for debugging purposes. If you set this to 'true', each node will be rendered as a set of 3 axes to allow you to easily see the orientation of the nodes.
virtual void Ogre::SceneManager::setFindVisibleObjects ( bool  find  )  [virtual]

Sets whether the SceneManager should search for visible objects, or whether they are being manually handled.

Remarks:
This is an advanced function, you should not use this unless you know what you are doing.

Definition at line 3347 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setFlipCullingOnNegativeScale ( bool  n  )  [virtual]

Set whether to automatically flip the culling mode on objects whenever they are negatively scaled.

Remarks:
Negativelyl scaling an object has the effect of flipping the triangles, so the culling mode should probably be inverted to deal with this. If you would prefer to manually manage this, set this option to 'false' and use different materials with Pass::setCullingMode set manually as needed.

Definition at line 3377 of file OgreSceneManager.h.

void Ogre::SceneManager::setFog ( FogMode  mode = FOG_NONE,
const ColourValue colour = ColourValue::White,
Real  expDensity = 0.001,
Real  linearStart = 0.0,
Real  linearEnd = 1.0 
)

Sets the fogging mode applied to the scene.

Remarks:
This method sets up the scene-wide fogging effect. These settings apply to all geometry rendered, UNLESS the material with which it is rendered has it's own fog settings (see Material::setFog).
Parameters:
mode Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off.
colour The colour of the fog. Either set this to the same as your viewport background colour, or to blend in with a skydome or skybox.
expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 0.001.
linearStart Distance in world units at which linear fog starts to encroach. Only applicable if mode is FOG_LINEAR.
linearEnd Distance in world units at which linear fog becomes completely opaque. Only applicable if mode is FOG_LINEAR.
virtual void Ogre::SceneManager::setLateMaterialResolving ( bool  isLate  )  [virtual]

Sets whether to use late material resolving or not.

If set, materials will be resolved from the materials at the pass-setting stage and not at the render queue building stage. This is useful when the active material scheme during the render queue building stage is different from the one during the rendering stage.

Definition at line 3093 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setNormaliseNormalsOnScale ( bool  n  )  [virtual]

Set whether to automatically normalise normals on objects whenever they are scaled.

Remarks:
Scaling can distort normals so the default behaviour is to compensate for this, but it has a cost. If you would prefer to manually manage this, set this option to 'false' and use Pass::setNormaliseNormals only when needed.

Definition at line 3362 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::setOption ( const String strKey,
const void *  pValue 
) [virtual]

Method for setting a specific option of the Scene Manager.

These options are usually specific for a certain implemntation of the Scene Manager class, and may (and probably will) not exist across different implementations.

Parameters:
strKey The name of the option to set
pValue A pointer to the value - the size should be calculated by the scene manager based on the key
Returns:
On success, true is returned.
On failiure, false is returned.

Definition at line 1742 of file OgreSceneManager.h.

void Ogre::SceneManager::setQueuedRenderableVisitor ( SceneMgrQueuedRenderableVisitor visitor  ) 

Advanced method for supplying an alternative visitor, used for parsing the render queues and sending the results to the renderer.

Remarks:
You can use this method to insert your own implementation of the QueuedRenderableVisitor interface, which receives calls as the queued renderables are parsed in a given order (determined by RenderQueueInvocationSequence) and are sent to the renderer. If you provide your own implementation of this visitor, you are responsible for either calling the rendersystem, or passing the calls on to the base class implementation.
Note:
Ownership is not taken of this pointer, you are still required to delete it yourself once you're finished.
Parameters:
visitor Your implementation of SceneMgrQueuedRenderableVisitor. If you pass 0, the default implementation will be used.
virtual void Ogre::SceneManager::setShadowCameraSetup ( const ShadowCameraSetupPtr shadowSetup  )  [virtual]

Set the shadow camera setup to use for all lights which don't have their own shadow camera setup.

See also:
ShadowCameraSetup
virtual void Ogre::SceneManager::setShadowCasterRenderBackFaces ( bool  bf  )  [virtual]

Sets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces.

Remarks:
Rendering back faces rather than front faces into a shadow texture can help minimise depth comparison issues, if you're using depth shadowmapping. You will probably still need some biasing but you won't need as much. For solid objects the result is the same anyway, if you have objects with holes you may want to turn this option off. The default is to enable this option.

Definition at line 2998 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setShadowColour ( const ColourValue colour  )  [virtual]

Set the colour used to modulate areas in shadow.

Remarks:
This is only applicable for shadow techniques which involve darkening the area in shadow, as opposed to masking out the light. This colour provided is used as a modulative value to darken the areas.
virtual void Ogre::SceneManager::setShadowDirectionalLightExtrusionDistance ( Real  dist  )  [virtual]

Sets the distance a shadow volume is extruded for a directional light.

Remarks:
Although directional lights are essentially infinite, there are many reasons to limit the shadow extrusion distance to a finite number, not least of which is compatibility with older cards (which do not support infinite positions), and shadow caster elimination.
The default value is 10,000 world units. This does not apply to point lights or spotlights, since they extrude up to their attenuation range.
virtual void Ogre::SceneManager::setShadowDirLightTextureOffset ( Real  offset  )  [virtual]

Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.

Remarks:
When generating a shadow texture from a directional light, an approximation is used since it is not possible to render the entire scene to one texture. The texture is projected onto an area centred on the camera, and is the shadow far distance * 2 in length (it is square). This wastes a lot of texture space outside the frustum though, so this offset allows you to move the texture in front of the camera more. However, be aware that this can cause a little shadow 'jittering' during rotation, and that if you move it too far then you'll start to get artefacts close to the camera. The value is represented as a proportion of the shadow far distance, and the default is 0.6.

Definition at line 2903 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setShadowFarDistance ( Real  distance  )  [virtual]

Sets the default maximum distance away from the camera that shadows will be visible.

You have to call this function before you create lights or the default distance of zero will be used.

Remarks:
Shadow techniques can be expensive, therefore it is a good idea to limit them to being rendered close to the camera if possible, and to skip the expense of rendering shadows for distance objects. This method allows you to set the distance at which shadows will no longer be rendered.
Note:
Each shadow technique can interpret this subtely differently. For example, one technique may use this to eliminate casters, another might use it to attenuate the shadows themselves. You should tweak this value to suit your chosen shadow technique and scene setup.
virtual void Ogre::SceneManager::setShadowIndexBufferSize ( size_t  size  )  [virtual]

Sets the maximum size of the index buffer used to render shadow primitives.

Remarks:
This method allows you to tweak the size of the index buffer used to render shadow primitives (including stencil shadow volumes). The default size is 51,200 entries, which is 100k of GPU memory, or enough to render approximately 17,000 triangles. You can reduce this as long as you do not have any models / world geometry chunks which could require more than the amount you set.
The maximum number of triangles required to render a single shadow volume (including light and dark caps when needed) will be 3x the number of edges on the light silhouette, plus the number of light-facing triangles. On average, half the triangles will be facing toward the light, but the number of triangles in the silhouette entirely depends on the mesh - angular meshes will have a higher silhouette tris/mesh tris ratio than a smooth mesh. You can estimate the requirements for your particular mesh by rendering it alone in a scene with shadows enabled and a single light - rotate it or the light and make a note of how high the triangle count goes (remembering to subtract the mesh triangle count)
Parameters:
size The number of indexes; divide this by 3 to determine the number of triangles.
virtual void Ogre::SceneManager::setShadowTechnique ( ShadowTechnique  technique  )  [virtual]

Sets the general shadow technique to be used in this scene.

Remarks:
There are multiple ways to generate shadows in a scene, and each has strengths and weaknesses.
  • Stencil-based approaches can be used to draw very long, extreme shadows without loss of precision and the 'additive' version can correctly show the shadowing of complex effects like bump mapping because they physically exclude the light from those areas. However, the edges are very sharp and stencils cannot handle transparency, and they involve a fair amount of CPU work in order to calculate the shadow volumes, especially when animated objects are involved.
  • Texture-based approaches are good for handling transparency (they can, for example, correctly shadow a mesh which uses alpha to represent holes), and they require little CPU overhead, and can happily shadow geometry which is deformed by a vertex program, unlike stencil shadows. However, they have a fixed precision which can introduce 'jaggies' at long range and have fillrate issues of their own.
We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one simple decal approach. The 2 stencil approaches differ in the amount of multipass work that is required - the modulative approach simply 'darkens' areas in shadow after the main render, which is the least expensive, whilst the additive approach has to perform a render per light and adds the cumulative effect, which is more expensive but more accurate. The texture based shadows both work in roughly the same way, the only difference is that the shadowmap approach is slightly more accurate, but requires a more recent graphics card.
Note that because mixing many shadow techniques can cause problems, only one technique is supported at once. Also, you should call this method at the start of the scene setup.
Parameters:
technique The shadowing technique to use for the scene.
virtual void Ogre::SceneManager::setShadowTextureCasterMaterial ( const String name  )  [virtual]

Sets the default material to use for rendering shadow casters.

Remarks:
By default shadow casters are rendered into the shadow texture using an automatically generated fixed-function pass. This allows basic projective texture shadows, but it's possible to use more advanced shadow techniques by overriding the caster and receiver materials, for example providing vertex and fragment programs to implement shadow maps.
You can rely on the ambient light in the scene being set to the requested texture shadow colour, if that's useful.
Note:
Individual objects may also override the vertex program in your default material if their materials include shadow_caster_vertex_program_ref, shadow_receiver_vertex_program_ref shadow_caster_material entries, so if you use both make sure they are compatible.
Only a single pass is allowed in your material, although multiple techniques may be used for hardware fallback.
virtual void Ogre::SceneManager::setShadowTextureConfig ( size_t  shadowIndex,
const ShadowTextureConfig config 
) [virtual]

Set the detailed configuration for a shadow texture.

Parameters:
shadowIndex The index of the texture to configure, must be < the number of shadow textures setting
config Configuration structure
virtual void Ogre::SceneManager::setShadowTextureConfig ( size_t  shadowIndex,
unsigned short  width,
unsigned short  height,
PixelFormat  format,
unsigned short  fsaa = 0,
uint16  depthBufferPoolId = 1 
) [virtual]

Set the detailed configuration for a shadow texture.

Parameters:
shadowIndex The index of the texture to configure, must be < the number of shadow textures setting
width,height The dimensions of the texture
format The pixel format of the texture
fsaa The level of multisampling to use. Ignored if the device does not support it.
depthBufferPoolId The pool # it should query the depth buffers from
virtual void Ogre::SceneManager::setShadowTextureCount ( size_t  count  )  [virtual]

Set the number of textures allocated for texture-based shadows.

Remarks:
The default number of textures assigned to deal with texture based shadows is 1; however this means you can only have one light casting shadows at the same time. You can increase this number in order to make this more flexible, but be aware of the texture memory it will use.
void Ogre::SceneManager::setShadowTextureCountPerLightType ( Light::LightTypes  type,
size_t  count 
)

Set the number of shadow textures a light type uses.

Remarks:
The default for all light types is 1. This means that each light uses only 1 shadow texture. Call this if you need more than 1 shadow texture per light, E.G. PSSM.
Note:
This feature only works with the Integrated shadow technique. Also remember to increase the total number of shadow textures you request appropriately (e.g. via setShadowTextureCount)!!

Definition at line 2864 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setShadowTextureFadeEnd ( Real  fadeEnd  )  [virtual]

Sets the proportional distance at which texture shadows finish to fading out.

Remarks:
To hide the edges where texture shadows end (in directional lights) Ogre will fade out the shadow in the distance. This value is a proportional distance of the entire shadow visibility distance at which the shadow is completely invisible. The default is 0.9.

Definition at line 2924 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setShadowTextureFadeStart ( Real  fadeStart  )  [virtual]

Sets the proportional distance at which texture shadows begin to fade out.

Remarks:
To hide the edges where texture shadows end (in directional lights) Ogre will fade out the shadow in the distance. This value is a proportional distance of the entire shadow visibility distance at which the shadow begins to fade out. The default is 0.7

Definition at line 2915 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setShadowTextureFSAA ( unsigned short  fsaa  )  [virtual]

Set the level of multisample AA of the textures used for texture-based shadows.

Remarks:
By default, the level of multisample AA is zero.
Note:
This is the simple form, see setShadowTextureConfig for the more complex form.
virtual void Ogre::SceneManager::setShadowTexturePixelFormat ( PixelFormat  fmt  )  [virtual]

Set the pixel format of the textures used for texture-based shadows.

Remarks:
By default, a colour texture is used (PF_X8R8G8B8) for texture shadows, but if you want to use more advanced texture shadow types you can alter this. If you do, you will have to also call setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial to provide shader-based materials to use these customised shadow texture formats.
Note:
This is the simple form, see setShadowTextureConfig for the more complex form.
virtual void Ogre::SceneManager::setShadowTextureReceiverMaterial ( const String name  )  [virtual]

Sets the default material to use for rendering shadow receivers.

Remarks:
By default shadow receivers are rendered as a post-pass using basic modulation. This allows basic projective texture shadows, but it's possible to use more advanced shadow techniques by overriding the caster and receiver materials, for example providing vertex and fragment programs to implement shadow maps.
You can rely on texture unit 0 containing the shadow texture, and for the unit to be set to use projective texturing from the light (only useful if you're using fixed-function, which is unlikely; otherwise you should rely on the texture_viewproj_matrix auto binding)
Note:
Individual objects may also override the vertex program in your default material if their materials include shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref shadow_receiver_material entries, so if you use both make sure they are compatible.
Only a single pass is allowed in your material, although multiple techniques may be used for hardware fallback.
virtual void Ogre::SceneManager::setShadowTextureSelfShadow ( bool  selfShadow  )  [virtual]

Sets whether or not texture shadows should attempt to self-shadow.

Remarks:
The default implementation of texture shadows uses a fixed-function colour texture projection approach for maximum compatibility, and as such cannot support self-shadowing. However, if you decide to implement a more complex shadowing technique using the setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial there is a possibility you may be able to support self-shadowing (e.g by implementing a shader-based shadow map). In this case you might want to enable this option.
Parameters:
selfShadow Whether to attempt self-shadowing with texture shadows
virtual void Ogre::SceneManager::setShadowTextureSettings ( unsigned short  size,
unsigned short  count,
PixelFormat  fmt = PF_X8R8G8B8,
unsigned short  fsaa = 0,
uint16  depthBufferPoolId = 1 
) [virtual]

Sets the size and count of textures used in texture-based shadows.

Remarks:
See also:
setShadowTextureSize and setShadowTextureCount for details, this method just allows you to change both at once, which can save on reallocation if the textures have already been created.
Note:
This is the simple form, see setShadowTextureConfig for the more complex form.
virtual void Ogre::SceneManager::setShadowTextureSize ( unsigned short  size  )  [virtual]

Set the size of the texture used for all texture-based shadows.

Remarks:
The larger the shadow texture, the better the detail on texture based shadows, but obviously this takes more memory. The default size is 512. Sizes must be a power of 2.
Note:
This is the simple form, see setShadowTextureConfig for the more complex form.
virtual void Ogre::SceneManager::setShadowUseInfiniteFarPlane ( bool  enable  )  [virtual]

Sets whether we should use an inifinite camera far plane when rendering stencil shadows.

Remarks:
Stencil shadow coherency is very reliant on the shadow volume not being clipped by the far plane. If this clipping happens, you get a kind of 'negative' shadow effect. The best way to achieve coherency is to move the far plane of the camera out to infinity, thus preventing the far plane from clipping the shadow volumes. When combined with vertex program extrusion of the volume to infinity, which Ogre does when available, this results in very robust shadow volumes. For this reason, when you enable stencil shadows, Ogre automatically changes your camera settings to project to infinity if the card supports it. You can disable this behaviour if you like by calling this method; although you can never enable infinite projection if the card does not support it.
If you disable infinite projection, or it is not available, you need to be far more careful with your light attenuation / directional light extrusion distances to avoid clipping artefacts at the far plane.
Note:
Recent cards will generally support infinite far plane projection. However, we have found some cases where they do not, especially on Direct3D. There is no standard capability we can check to validate this, so we use some heuristics based on experience:
  • OpenGL always seems to support it no matter what the card
  • Direct3D on non-vertex program capable systems (including vertex program capable cards on Direct3D7) does not support it
  • Direct3D on GeForce3 and GeForce4 Ti does not seem to support infinite projection
Therefore in the RenderSystem implementation, we may veto the use of an infinite far plane based on these heuristics.

Definition at line 3053 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setShadowUseLightClipPlanes ( bool  enabled  )  [virtual]

Sets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering.

Definition at line 3077 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setShadowVolumeStencilState ( bool  secondpass,
bool  zfail,
bool  twosided 
) [protected, virtual]

Internal utility method for setting stencil state for rendering shadow volumes.

Parameters:
secondpass Is this the second pass?
zfail Should we be using the zfail method?
twosided Should we use a 2-sided stencil?
virtual void Ogre::SceneManager::setShowDebugShadows ( bool  debug  )  [virtual]

Enables / disables the rendering of debug information for shadows.

Definition at line 2706 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setSkyBox ( bool  enable,
const String materialName,
Real  distance = 5000,
bool  drawFirst = true,
const Quaternion orientation = Quaternion::IDENTITY,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Enables / disables a 'sky box' i.e.

a 6-sided box at constant distance from the camera representing the sky.

Remarks:
You could create a sky box yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world box which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this skybox applies to any camera using this scene manager).
The material you use for the skybox can either contain layers which are single textures, or they can be cubic textures, i.e. made up of 6 images, one for each plane of the cube. See the TextureUnitState class for more information.
Parameters:
enable True to enable the skybox, false to disable it
materialName The name of the material the box will use
distance Distance in world coorinates from the camera to each plane of the box. The default is normally OK.
drawFirst If true, the box is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky box when it is rendered.
orientation Optional parameter to specify the orientation of the box. By default the 'top' of the box is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.
groupName The name of the resource group to which to assign the plane mesh.
virtual void Ogre::SceneManager::setSkyBoxEnabled ( bool  enable  )  [virtual]

Enables / disables a 'sky box'.

Definition at line 2069 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setSkyDome ( bool  enable,
const String materialName,
Real  curvature = 10,
Real  tiling = 8,
Real  distance = 4000,
bool  drawFirst = true,
const Quaternion orientation = Quaternion::IDENTITY,
int  xsegments = 16,
int  ysegments = 16,
int  ysegments_keep = -1,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Enables / disables a 'sky dome' i.e.

an illusion of a curved sky.

Remarks:
A sky dome is actually formed by 5 sides of a cube, but with texture coordinates generated such that the surface appears curved like a dome. Sky domes are appropriate where you need a realistic looking sky where the scene is not going to be 'fogged', and there is always a 'floor' of some sort to prevent the viewer looking below the horizon (the distortion effect below the horizon can be pretty horrible, and there is never anyhting directly below the viewer). If you need a complete wrap-around background, use the setSkyBox method instead. You can actually combine a sky box and a sky dome if you want, to give a positional backdrop with an overlayed curved cloud layer.
Sky domes work well with 2D repeating textures like clouds. You can change the apparent 'curvature' of the sky depending on how your scene is viewed - lower curvatures are better for 'open' scenes like landscapes, whilst higher curvatures are better for say FPS levels where you don't see a lot of the sky at once and the exaggerated curve looks good.
Parameters:
enable True to enable the skydome, false to disable it
materialName The name of the material the dome will use
curvature The curvature of the dome. Good values are between 2 and 65. Higher values are more curved leading to a smoother effect, lower values are less curved meaning more distortion at the horizons but a better distance effect.
tiling How many times to tile the texture(s) across the dome.
distance Distance in world coorinates from the camera to each plane of the box the dome is rendered on. The default is normally OK.
drawFirst If true, the dome is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky when it is rendered.
orientation Optional parameter to specify the orientation of the dome. By default the 'top' of the dome is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.
groupName The name of the resource group to which to assign the plane mesh.
virtual void Ogre::SceneManager::setSkyDomeEnabled ( bool  enable  )  [virtual]

Enables / disables a 'sky dome'.

Definition at line 2196 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setSkyPlane ( bool  enable,
const Plane plane,
const String materialName,
Real  scale = 1000,
Real  tiling = 10,
bool  drawFirst = true,
Real  bow = 0,
int  xsegments = 1,
int  ysegments = 1,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME 
) [virtual]

Enables / disables a 'sky plane' i.e.

a plane at constant distance from the camera representing the sky.

Remarks:
You can create sky planes yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world plane which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this plane applies to any camera using this scene manager).
Note:
To apply scaling, scrolls etc to the sky texture(s) you should use the TextureUnitState class methods.
Parameters:
enable True to enable the plane, false to disable it
plane Details of the plane, i.e. it's normal and it's distance from the camera.
materialName The name of the material the plane will use
scale The scaling applied to the sky plane - higher values mean a bigger sky plane - you may want to tweak this depending on the size of plane.d and the other characteristics of your scene
tiling How many times to tile the texture across the sky. Applies to all texture layers. If you need finer control use the TextureUnitState texture coordinate transformation methods.
drawFirst If true, the plane is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the plane.d value is large enough that no objects will 'poke through' the sky plane when it is rendered.
bow If zero, the plane will be completely flat (like previous versions. If above zero, the plane will be curved, allowing the sky to appear below camera level. Curved sky planes are simular to skydomes, but are more compatible with fog.
xsegments,ysegments Determines the number of segments the plane will have to it. This is most important when you are bowing the plane, but may also be useful if you need tesselation on the plane to perform per-vertex effects.
groupName The name of the resource group to which to assign the plane mesh.
virtual void Ogre::SceneManager::setSkyPlaneEnabled ( bool  enable  )  [virtual]

Enables / disables a 'sky plane'.

Definition at line 1974 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setSpecialCaseRenderQueueMode ( SpecialCaseRenderQueueMode  mode  )  [virtual]

Sets the way the special case render queue list is processed.

See also:
SceneManager::addSpecialCaseRenderQueue
Parameters:
mode The mode of processing
virtual void Ogre::SceneManager::setViewMatrix ( const Matrix4 m  )  [protected, virtual]
virtual void Ogre::SceneManager::setViewport ( Viewport vp  )  [protected, virtual]

Internal method for setting the destination viewport for the next render.

virtual void Ogre::SceneManager::setVisibilityMask ( uint32  vmask  )  [virtual]

Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.

Remarks:
Note that this is combined with any per-viewport visibility mask through an 'and' operation.
See also:
Viewport::setVisibilityMask

Definition at line 3329 of file OgreSceneManager.h.

virtual void Ogre::SceneManager::setWorldGeometry ( DataStreamPtr stream,
const String typeName = StringUtil::BLANK 
) [virtual]

Sets the source of the 'world' geometry, i.e.

the large, mainly static geometry making up the world e.g. rooms, landscape etc.

Remarks:
Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a stream to this method and it will attempt to load the world-level geometry for use. If the manager can only handle one input format the typeName parameter is not required. The stream passed will be read (and it's state updated).
Parameters:
stream Data stream containing data to load
typeName String identifying the type of world geometry contained in the stream - not required if this manager only supports one type of world geometry.
virtual void Ogre::SceneManager::setWorldGeometry ( const String filename  )  [virtual]

Sets the source of the 'world' geometry, i.e.

the large, mainly static geometry making up the world e.g. rooms, landscape etc.

Remarks:
Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a filename to this method and it will attempt to load the world-level geometry for use. If you try to load an inappropriate type of world data an exception will be thrown. The default SceneManager cannot handle any sort of world geometry and so will always throw an exception. However subclasses like BspSceneManager can load particular types of world geometry e.g. "q3dm1.bsp".
virtual void Ogre::SceneManager::setWorldGeometryRenderQueue ( uint8  qid  )  [virtual]

Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with.

Remarks:
SceneManagers which provide 'world geometry' should place it in a specialised render queue in order to make it possible to enable / disable it easily using the addSpecialCaseRenderQueue method. Even if the SceneManager does not use the render queues to render the world geometry, it should still pick a queue to represent it's manual rendering, and check isRenderQueueToBeProcessed before rendering.
Note:
Setting this may not affect the actual ordering of rendering the world geometry, if the world geometry is being rendered manually by the SceneManager. If the SceneManager feeds world geometry into the queues, however, the ordering will be affected.
virtual void Ogre::SceneManager::showBoundingBoxes ( bool  bShow  )  [virtual]

Allows all bounding boxes of scene nodes to be displayed.

void Ogre::SceneManager::updateDirtyInstanceManagers ( void   )  [protected]

Updates all instance managaers with dirty instance batches.

See also:
_addDirtyInstanceManager
virtual void Ogre::SceneManager::updateGpuProgramParameters ( const Pass p  )  [protected, virtual]
virtual void Ogre::SceneManager::updateRenderQueueGroupSplitOptions ( RenderQueueGroup group,
bool  suppressShadows,
bool  suppressRenderState 
) [protected, virtual]

Update the state of the render queue group splitting based on a shadow option change.

virtual void Ogre::SceneManager::updateRenderQueueSplitOptions ( void   )  [protected, virtual]

Update the state of the global render queue splitting based on a shadow option change.

virtual void Ogre::SceneManager::useLights ( const LightList lights,
unsigned short  limit 
) [protected, virtual]
virtual void Ogre::SceneManager::useLightsGpuProgram ( const Pass pass,
const LightList lights 
) [protected, virtual]
virtual void Ogre::SceneManager::useRenderableViewProjMode ( const Renderable pRend,
bool  fixedFunction 
) [protected, virtual]

Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection materices.

virtual bool Ogre::SceneManager::validatePassForRendering ( const Pass pass  )  [protected, virtual]

Internal method to validate whether a Pass should be allowed to render.

Remarks:
Called just before a pass is about to be used for rendering a group to allow the SceneManager to omit it if required. A return value of false skips this pass.
virtual bool Ogre::SceneManager::validateRenderableForRendering ( const Pass pass,
const Renderable rend 
) [protected, virtual]

Internal method to validate whether a Renderable should be allowed to render.

Remarks:
Called just before a pass is about to be used for rendering a Renderable to allow the SceneManager to omit it if required. A return value of false skips it.

Friends And Related Function Documentation

friend class SceneMgrQueuedRenderableVisitor [friend]

Allow visitor helper to access protected methods.

Definition at line 380 of file OgreSceneManager.h.


Member Data Documentation

Query type mask which will be used for entities.

See also:
SceneQuery

Definition at line 146 of file OgreSceneManager.h.

Query type mask which will be used for frusta and cameras.

See also:
SceneQuery

Definition at line 154 of file OgreSceneManager.h.

Query type mask which will be used for effects like billboardsets / particle systems.

See also:
SceneQuery

Definition at line 148 of file OgreSceneManager.h.

Query type mask which will be used for lights.

See also:
SceneQuery

Definition at line 152 of file OgreSceneManager.h.

Definition at line 725 of file OgreSceneManager.h.

The active renderable visitor class - subclasses could override this.

Definition at line 978 of file OgreSceneManager.h.

Current ambient light, cached for RenderSystem.

Definition at line 397 of file OgreSceneManager.h.

Definition at line 636 of file OgreSceneManager.h.

Definition at line 638 of file OgreSceneManager.h.

Utility class for calculating automatic parameters for gpu programs.

Definition at line 723 of file OgreSceneManager.h.

Definition at line 436 of file OgreSceneManager.h.

Definition at line 531 of file OgreSceneManager.h.

Definition at line 984 of file OgreSceneManager.h.

Camera in progress.

Definition at line 427 of file OgreSceneManager.h.

Definition at line 985 of file OgreSceneManager.h.

Whether to use camera-relative rendering.

Definition at line 983 of file OgreSceneManager.h.

Central list of cameras - for easy memory management and lookup.

Definition at line 406 of file OgreSceneManager.h.

Definition at line 495 of file OgreSceneManager.h.

Definition at line 746 of file OgreSceneManager.h.

Current Viewport.

Definition at line 429 of file OgreSceneManager.h.

Definition at line 729 of file OgreSceneManager.h.

Storage for default renderable visitor.

Definition at line 980 of file OgreSceneManager.h.

default shadow camera setup

Definition at line 765 of file OgreSceneManager.h.

Definition at line 851 of file OgreSceneManager.h.

Definition at line 852 of file OgreSceneManager.h.

The rendering system to send the scene to.

Definition at line 400 of file OgreSceneManager.h.

Definition at line 796 of file OgreSceneManager.h.

Definition at line 797 of file OgreSceneManager.h.

Definition at line 632 of file OgreSceneManager.h.

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Definition at line 468 of file OgreSceneManager.h.

Definition at line 465 of file OgreSceneManager.h.

Definition at line 467 of file OgreSceneManager.h.

Definition at line 737 of file OgreSceneManager.h.

Gpu params that need rebinding (mask of GpuParamVariability).

Definition at line 992 of file OgreSceneManager.h.

Definition at line 739 of file OgreSceneManager.h.

Definition at line 878 of file OgreSceneManager.h.

Definition at line 411 of file OgreSceneManager.h.

Definition at line 414 of file OgreSceneManager.h.

unsigned long Ogre::SceneManager::mLastFrameNumber [protected]

Definition at line 476 of file OgreSceneManager.h.

Last light sets.

Definition at line 988 of file OgreSceneManager.h.

Definition at line 990 of file OgreSceneManager.h.

unsigned short Ogre::SceneManager::mLastLightLimit [protected]

Definition at line 989 of file OgreSceneManager.h.

Definition at line 394 of file OgreSceneManager.h.

Definition at line 726 of file OgreSceneManager.h.

Definition at line 761 of file OgreSceneManager.h.

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Definition at line 655 of file OgreSceneManager.h.

Definition at line 1009 of file OgreSceneManager.h.

Definition at line 545 of file OgreSceneManager.h.

Definition at line 544 of file OgreSceneManager.h.

Definition at line 1013 of file OgreSceneManager.h.

Instance name.

Definition at line 390 of file OgreSceneManager.h.

Definition at line 481 of file OgreSceneManager.h.

Definition at line 743 of file OgreSceneManager.h.

Definition at line 483 of file OgreSceneManager.h.

Definition at line 653 of file OgreSceneManager.h.

Queue of objects for rendering.

Definition at line 393 of file OgreSceneManager.h.

Definition at line 650 of file OgreSceneManager.h.

Definition at line 479 of file OgreSceneManager.h.

Definition at line 478 of file OgreSceneManager.h.

Central list of SceneNodes - for easy memory management.

Note:
Note that this list is used only for memory management; the structure of the scene is held using the hierarchy of SceneNodes starting with the root node. However you can look up nodes this way.

Definition at line 424 of file OgreSceneManager.h.

Root scene node.

Definition at line 432 of file OgreSceneManager.h.

Definition at line 749 of file OgreSceneManager.h.

Definition at line 499 of file OgreSceneManager.h.

Definition at line 850 of file OgreSceneManager.h.

Definition at line 848 of file OgreSceneManager.h.

A pass designed to let us render shadow colour on white for texture shadows.

Definition at line 565 of file OgreSceneManager.h.

Definition at line 913 of file OgreSceneManager.h.

Definition at line 748 of file OgreSceneManager.h.

Definition at line 849 of file OgreSceneManager.h.

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Definition at line 736 of file OgreSceneManager.h.

Definition at line 734 of file OgreSceneManager.h.

Definition at line 733 of file OgreSceneManager.h.

A pass designed to let us render shadow receivers for texture shadows.

Definition at line 567 of file OgreSceneManager.h.

Definition at line 732 of file OgreSceneManager.h.

Definition at line 728 of file OgreSceneManager.h.

Definition at line 745 of file OgreSceneManager.h.

Definition at line 741 of file OgreSceneManager.h.

Definition at line 740 of file OgreSceneManager.h.

Array defining shadow count per light type.

Definition at line 502 of file OgreSceneManager.h.

Definition at line 534 of file OgreSceneManager.h.

Definition at line 864 of file OgreSceneManager.h.

Definition at line 860 of file OgreSceneManager.h.

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Definition at line 865 of file OgreSceneManager.h.

Definition at line 855 of file OgreSceneManager.h.

Definition at line 854 of file OgreSceneManager.h.

Array defining shadow texture index in light list.

Definition at line 505 of file OgreSceneManager.h.

Definition at line 853 of file OgreSceneManager.h.

Definition at line 742 of file OgreSceneManager.h.

Definition at line 856 of file OgreSceneManager.h.

Definition at line 747 of file OgreSceneManager.h.

Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe.

Definition at line 688 of file OgreSceneManager.h.

Definition at line 454 of file OgreSceneManager.h.

Definition at line 457 of file OgreSceneManager.h.

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Definition at line 450 of file OgreSceneManager.h.

Definition at line 472 of file OgreSceneManager.h.

Definition at line 473 of file OgreSceneManager.h.

Definition at line 409 of file OgreSceneManager.h.

Suppress render state changes?

Definition at line 873 of file OgreSceneManager.h.

Suppress shadows?

Definition at line 875 of file OgreSceneManager.h.

Definition at line 477 of file OgreSceneManager.h.

Definition at line 532 of file OgreSceneManager.h.

Visibility mask used to show / hide objects.

Definition at line 869 of file OgreSceneManager.h.

Definition at line 474 of file OgreSceneManager.h.

Query type mask which will be used for StaticGeometry.

See also:
SceneQuery

Definition at line 150 of file OgreSceneManager.h.

User type mask limit.

Definition at line 156 of file OgreSceneManager.h.

Query type mask which will be used for world geometry.

See also:
SceneQuery

Definition at line 144 of file OgreSceneManager.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 23:39:46 2012