Ogre::DefaultSceneManager Class Reference
Core » Scene

Default scene manager. More...

`#include <OgreSceneManagerEnumerator.h>`

Inheritance diagram for Ogre::DefaultSceneManager:
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## Public Types

typedef MapIterator< AnimationList > | AnimationIterator
typedef MapIterator< CameraList > | CameraIterator
enum | IlluminationRenderStage { IRS_NONE, IRS_RENDER_TO_TEXTURE, IRS_RENDER_RECEIVER_PASS }
| Describes the stage of rendering when performing complex illumination. More...
typedef MapIterator< MovableObjectMap > | MovableObjectIterator
enum | PrefabType { PT_PLANE, PT_CUBE, PT_SPHERE }
| Prefab shapes available without loading a model. More...
enum | SpecialCaseRenderQueueMode { SCRQM_INCLUDE, SCRQM_EXCLUDE }
| Enumeration of the possible modes allowed for processing the special case render queue list. More...

## Public Member Functions

| DefaultSceneManager (const String &name)
| ~DefaultSceneManager ()
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. More...
virtual void | _applySceneAnimations (void)
| Internal method for applying animations to scene nodes. More...
virtual bool | _areRenderStateChangesSuppressed (void) const
| Are render state changes suppressed? More...
virtual bool | _areShadowsSuppressed (void) const
| Are shadows suppressed? More...
virtual void | _findVisibleObjects (Camera *cam, VisibleObjectsBoundsInfo *visibleBounds, bool onlyShadowCasters)
| Internal method which parses the scene to find visible objects to render. More...
virtual CompositorChain * | _getActiveCompositorChain () const
| Gets the active compositor chain of the current scene being rendered. More...
uint32 | _getCombinedVisibilityMask (void) const
| Internal method for getting the combination between the global visibility mask and the per-viewport visibility mask. More...
IlluminationRenderStage | _getCurrentRenderStage ()
virtual const LightList & | _getLightsAffectingFrustum (void) const
| Get the list of lights which could be affecting the frustum. More...
ulong | _getLightsDirtyCounter (void) const
| Advance method to gets the lights dirty counter. More...
void | _handleLodEvents ()
| Handle LOD events. More...
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. More...
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. More...
virtual void | _notifyAutotrackingSceneNode (SceneNode *node, bool autoTrack)
| Internal method for notifying the manager that a SceneNode is autotracking. More...
void | _notifyEntityMaterialLodChanged (EntityMaterialLodChangedEvent &evt)
| Notify that an entity material LOD change event has occurred. More...
void | _notifyEntityMeshLodChanged (EntityMeshLodChangedEvent &evt)
| Notify that an entity mesh LOD change event has occurred. More...
virtual void | _notifyLightsDirty (void)
| Advance method to increase the lights dirty counter due lights changed. More...
void | _notifyMovableObjectLodChanged (MovableObjectLodChangedEvent &evt)
| Notify that a movable object LOD change event has occurred. More...
virtual RenderContext * | _pauseRendering ()
| Pause rendering of the frame. More...
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. More...
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. More...
virtual void | _queueSkiesForRendering (Camera *cam)
| Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome. More...
virtual void | _renderQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
| Render the objects in a given queue group. More...
virtual void | _renderScene (Camera *camera, Viewport *vp, bool includeOverlays)
| Prompts the class to send its contents to the renderer. More...
virtual void | _renderVisibleObjects (void)
| Sends visible objects found in _findVisibleObjects to the rendering engine. More...
virtual void | _resumeRendering (RenderContext *context)
| Resume rendering of the frame. More...
virtual void | _setActiveCompositorChain (CompositorChain *chain)
| Sets the active compositor chain of the current scene being rendered. More...
virtual void | _setDestinationRenderSystem (RenderSystem *sys)
| Notifies the scene manager of its destination render system. More...
virtual const Pass * | _setPass (const Pass *pass, bool evenIfSuppressed=false, bool shadowDerivation=true)
| Internal method for setting up the renderstate for a rendering pass. More...
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. More...
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. More...
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. More...
virtual void | _suppressRenderStateChanges (bool suppress)
| Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects. More...
virtual void | _suppressShadows (bool suppress)
| Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise. More...
virtual void | _updateSceneGraph (Camera *cam)
| Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. More...
virtual void | addListener (Listener *s)
| Add a listener which will get called back on scene manager events. More...
void | addLodListener (LodListener *listener)
| Add a level of detail listener. More...
virtual void | addRenderObjectListener (RenderObjectListener *newListener)
| Registers a new Render Object Listener which will be notified when rendering an object. More...
virtual void | addRenderQueueListener (RenderQueueListener *newListener)
| Registers a new RenderQueueListener which will be notified when render queues are processed. More...
virtual void | addSpecialCaseRenderQueue (uint8 qid)
| Adds an item to the 'special case' render queue list. More...
virtual void | clearScene (void)
| Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc. More...
virtual void | clearSpecialCaseRenderQueues (void)
| Clears the 'special case' render queue list. More...
virtual AxisAlignedBoxSceneQuery * | createAABBQuery (const AxisAlignedBox &box, uint32 mask=0xFFFFFFFF)
| Creates an AxisAlignedBoxSceneQuery for this scene manager. More...
virtual Animation * | createAnimation (const String &name, Real length)
| Creates an animation which can be used to animate scene nodes. More...
virtual AnimationState * | createAnimationState (const String &animName)
| Create an AnimationState object for managing application of animations. More...
virtual BillboardChain * | createBillboardChain (const String &name)
| Create a BillboardChain, an object which you can use to render a linked chain of billboards. More...
virtual BillboardChain * | createBillboardChain ()
| Create a BillboardChain, an object which you can use to render a linked chain of billboards, with a generated name. More...
virtual BillboardSet * | createBillboardSet (const String &name, unsigned int poolSize=20)
| Creates a new BillboardSet for use with this scene manager. More...
virtual BillboardSet * | createBillboardSet (unsigned int poolSize=20)
| Creates a new BillboardSet for use with this scene manager, with a generated name. More...
virtual Camera * | createCamera (const String &name)
| Creates a camera to be managed by this scene manager. More...
virtual Entity * | createEntity (const String &entityName, const String &meshName, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
| Create an Entity (instance of a discrete mesh). More...
virtual Entity * | createEntity (const String &entityName, const MeshPtr &pMesh)
| Create an Entity (instance of a discrete mesh). More...
virtual Entity * | createEntity (const String &meshName)
| Create an Entity (instance of a discrete mesh) with an autogenerated name. More...
virtual Entity * | createEntity (const MeshPtr &pMesh)
| Create an Entity (instance of a discrete mesh) with an autogenerated name. More...
virtual Entity * | createEntity (const String &entityName, PrefabType ptype)
| Create an Entity (instance of a discrete mesh) from a range of prefab shapes. More...
virtual Entity * | createEntity (PrefabType ptype)
| Create an Entity (instance of a discrete mesh) from a range of prefab shapes, generating the name. More...
virtual InstancedEntity * | createInstancedEntity (const String &materialName, const String &managerName)
| Creates an InstancedEntity based on an existing InstanceManager (. More...
virtual InstancedGeometry * | createInstancedGeometry (const String &name)
| Creates a InstancedGeometry instance suitable for use with this SceneManager. More...
virtual InstanceManager * | createInstanceManager (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. More...
virtual IntersectionSceneQuery * | createIntersectionQuery (uint32 mask=0xFFFFFFFF)
| Creates an IntersectionSceneQuery for this scene manager. More...
virtual Light * | createLight (const String &name)
| Creates a light for use in the scene. More...
virtual Light * | createLight ()
| Creates a light with a generated name. More...
virtual ManualObject * | createManualObject (const String &name)
| Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface. More...
virtual ManualObject * | createManualObject ()
| Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface, generating the name. More...
virtual MovableObject * | createMovableObject (const String &name, const String &typeName, const NameValuePairList *params=0)
| Create a movable object of the type specified. More...
virtual MovableObject * | createMovableObject (const String &typeName, const NameValuePairList *params=0)
| Create a movable object of the type specified without a name. More...
virtual ParticleSystem * | createParticleSystem (const String &name, const String &templateName)
| Creates a particle system based on a template. More...
virtual ParticleSystem * | createParticleSystem (const String &name, size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
| Create a blank particle system. More...
virtual ParticleSystem * | createParticleSystem (size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
| Create a blank particle system with a generated name. More...
virtual PlaneBoundedVolumeListSceneQuery * | createPlaneBoundedVolumeQuery (const PlaneBoundedVolumeList &volumes, uint32 mask=0xFFFFFFFF)
| Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. More...
virtual RaySceneQuery * | createRayQuery (const Ray &ray, uint32 mask=0xFFFFFFFF)
| Creates a RaySceneQuery for this scene manager. More...
virtual RibbonTrail * | createRibbonTrail (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. More...
virtual RibbonTrail * | createRibbonTrail ()
| 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. More...
virtual SceneNode * | createSceneNode (void)
| Creates an instance of a SceneNode. More...
virtual SceneNode * | createSceneNode (const String &name)
| Creates an instance of a SceneNode with a given name. More...
virtual SphereSceneQuery * | createSphereQuery (const Sphere &sphere, uint32 mask=0xFFFFFFFF)
| Creates a SphereSceneQuery for this scene manager. More...
virtual StaticGeometry * | createStaticGeometry (const String &name)
| Creates a StaticGeometry instance suitable for use with this SceneManager. More...
virtual void | destroyAllAnimations (void)
| Removes all animations created using this SceneManager. More...
virtual void | destroyAllAnimationStates (void)
| Removes all animation states created using this SceneManager. More...
virtual void | destroyAllBillboardChains (void)
| Removes & destroys all BillboardChains from the SceneManager. More...
virtual void | destroyAllBillboardSets (void)
| Removes & destroys all BillboardSets. More...
virtual void | destroyAllCameras (void)
| Removes (and destroys) all cameras from the scene. More...
virtual void | destroyAllEntities (void)
| Removes & destroys all Entities. More...
virtual void | destroyAllInstancedGeometry (void)
| Remove & destroy all InstancedGeometry instances. More...
virtual void | destroyAllInstanceManagers (void)
virtual void | destroyAllLights (void)
| Removes and destroys all lights in the scene. More...
virtual void | destroyAllManualObjects (void)
| Removes & destroys all ManualObjects from the SceneManager. More...
virtual void | destroyAllMovableObjects (void)
| Destroy all MovableObjects. More...
virtual void | destroyAllMovableObjectsByType (const String &typeName)
| Destroy all MovableObjects of a given type. More...
virtual void | destroyAllParticleSystems (void)
| Removes & destroys all ParticleSystems from the SceneManager. More...
virtual void | destroyAllRibbonTrails (void)
| Removes & destroys all RibbonTrails from the SceneManager. More...
virtual void | destroyAllStaticGeometry (void)
| Remove & destroy all StaticGeometry instances. More...
virtual void | destroyAnimation (const String &name)
| Destroys an Animation. More...
virtual void | destroyAnimationState (const String &name)
| Destroys an AnimationState. More...
virtual void | destroyBillboardChain (BillboardChain *obj)
| Removes & destroys a BillboardChain from the SceneManager. More...
virtual void | destroyBillboardChain (const String &name)
| Removes & destroys a BillboardChain from the SceneManager. More...
virtual void | destroyBillboardSet (BillboardSet *set)
| Removes & destroys an BillboardSet from the SceneManager. More...
virtual void | destroyBillboardSet (const String &name)
| Removes & destroys an BillboardSet from the SceneManager by name. More...
virtual void | destroyCamera (Camera *cam)
| Removes a camera from the scene. More...
virtual void | destroyCamera (const String &name)
| Removes a camera from the scene. More...
virtual void | destroyEntity (Entity *ent)
| Removes & destroys an Entity from the SceneManager. More...
virtual void | destroyEntity (const String &name)
| Removes & destroys an Entity from the SceneManager by name. More...
virtual void | destroyInstancedEntity (InstancedEntity *instancedEntity)
| Removes an InstancedEntity,. More...
virtual void | destroyInstancedGeometry (InstancedGeometry *geom)
| Remove & destroy a InstancedGeometry instance. More...
virtual void | destroyInstancedGeometry (const String &name)
| Remove & destroy a InstancedGeometry instance. More...
virtual void | destroyInstanceManager (const String &name)
| Destroys an InstanceManager if it was created with createInstanceManager() More...
virtual void | destroyInstanceManager (InstanceManager *instanceManager)
virtual void | destroyLight (const String &name)
| Removes the named light from the scene and destroys it. More...
virtual void | destroyLight (Light *light)
| Removes the light from the scene and destroys it based on a pointer. More...
virtual void | destroyManualObject (ManualObject *obj)
| Removes & destroys a ManualObject from the SceneManager. More...
virtual void | destroyManualObject (const String &name)
| Removes & destroys a ManualObject from the SceneManager. More...
virtual void | destroyMovableObject (const String &name, const String &typeName)
| Destroys a MovableObject with the name specified, of the type specified. More...
virtual void | destroyMovableObject (MovableObject *m)
| Destroys a MovableObject. More...
virtual void | destroyParticleSystem (ParticleSystem *obj)
| Removes & destroys a ParticleSystem from the SceneManager. More...
virtual void | destroyParticleSystem (const String &name)
| Removes & destroys a ParticleSystem from the SceneManager. More...
virtual void | destroyQuery (SceneQuery *query)
| Destroys a scene query of any type. More...
virtual void | destroyRibbonTrail (RibbonTrail *obj)
| Removes & destroys a RibbonTrail from the SceneManager. More...
virtual void | destroyRibbonTrail (const String &name)
| Removes & destroys a RibbonTrail from the SceneManager. More...
virtual void | destroySceneNode (const String &name)
| Destroys a SceneNode with a given name. More...
virtual void | destroySceneNode (SceneNode *sn)
| Destroys a SceneNode. More...
virtual void | destroyStaticGeometry (StaticGeometry *geom)
| Remove & destroy a StaticGeometry instance. More...
virtual void | destroyStaticGeometry (const String &name)
| Remove & destroy a StaticGeometry instance. More...
virtual size_t | estimateWorldGeometry (const String &filename)
| Estimate the number of loading stages required to load the named world geometry. More...
virtual size_t | estimateWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
| Estimate the number of loading stages required to load the named world geometry. More...
virtual void | extractAllMovableObjectsByType (const String &typeName)
| Extract all injected MovableObjects of a given type. More...
virtual void | extractMovableObject (const String &name, const String &typeName)
| Extract a previously injected MovableObject. More...
virtual void | extractMovableObject (MovableObject *m)
| Extract a previously injected MovableObject. More...
const ColourValue & | getAmbientLight (void) const
| Returns the ambient light level to be used for the scene. More...
virtual Animation * | getAnimation (const String &name) const
| Looks up an Animation object previously created with createAnimation. More...
AnimationIterator | getAnimationIterator (void)
| Returns a specialised MapIterator over all animations in the scene. More...
const AnimationList & | getAnimations () const
| Returns a const version of the animation list. More...
virtual AnimationState * | getAnimationState (const String &animName) const
| Retrieves animation state as previously created using createAnimationState. More...
AnimationStateIterator | getAnimationStateIterator (void)
| Returns a specialised MapIterator over all animation states in the scene. More...
virtual BillboardChain * | getBillboardChain (const String &name) const
| Retrieves a pointer to the named BillboardChain. More...
virtual BillboardSet * | getBillboardSet (const String &name) const
| Retrieves a pointer to the named BillboardSet. More...
virtual Camera * | getCamera (const String &name) const
| Retrieves a pointer to the named camera. More...
CameraIterator | getCameraIterator (void)
| Returns a specialised MapIterator over all cameras in the scene. More...
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. More...
const CameraList & | getCameras () const
| Returns a const version of the camera list. More...
Viewport * | getCurrentViewport (void) const
| Gets the current viewport being rendered (advanced use only, only valid during viewport update. More...
RenderSystem * | getDestinationRenderSystem ()
| Get the rendersystem subclass to which the output of this Scene Manager gets sent. More...
virtual bool | getDisplaySceneNodes (void) const
| Returns true if all scene nodes axis are to be displayed. More...
virtual Entity * | getEntity (const String &name) const
| Retrieves a pointer to the named Entity. More...
virtual bool | getFindVisibleObjects (void)
| Gets whether the SceneManager should search for visible objects, or whether they are being manually handled. More...
virtual bool | getFlipCullingOnNegativeScale () const
| Get whether to automatically flip the culling mode on objects whenever they are negatively scaled. More...
virtual const ColourValue & | getFogColour (void) const
| Returns the fog colour for the scene. More...
virtual Real | getFogDensity (void) const
| Returns the fog density for the scene. More...
virtual Real | getFogEnd (void) const
| Returns the fog end distance for the scene. More...
virtual FogMode | getFogMode (void) const
| Returns the fog mode for the scene. More...
virtual Real | getFogStart (void) const
| Returns the fog start distance for the scene. More...
virtual InstancedGeometry * | getInstancedGeometry (const String &name) const
| Retrieve a previously created InstancedGeometry instance. More...
virtual InstanceManager * | getInstanceManager (const String &managerName) const
| Retrieves an existing InstanceManager by it's name. More...
virtual Light * | getLight (const String &name) const
| Returns a pointer to the named Light which has previously been added to the scene. More...
virtual const PlaneList & | getLightClippingPlanes (Light *l)
| Retrieve a set of clipping planes for a given light. More...
virtual const RealRect & | getLightScissorRect (Light *l, const Camera *cam)
| Retrieve a scissor rectangle for a given light and camera. More...
virtual ManualObject * | getManualObject (const String &name) const
| Retrieves a pointer to the named ManualObject. More...
virtual MovableObject * | getMovableObject (const String &name, const String &typeName) const
| Get a reference to a previously created MovableObject. More...
virtual MovableObjectIterator | getMovableObjectIterator (const String &typeName)
| Get an iterator over all MovableObect instances of a given type. More...
const String & | getName (void) const
| Return the instance name of this SceneManager. More...
virtual bool | getNormaliseNormalsOnScale () const
| Get whether to automatically normalise normals on objects whenever they are scaled. More...
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 bool | getOption (const String &strKey, void *pDestValue)
| Method for getting the value of an implementation-specific Scene Manager option. More...
virtual bool | getOptionKeys (StringVector &refKeys)
| Method for getting all the implementation-specific options of the scene manager. More...
virtual bool | getOptionValues (const String &strKey, StringVector &refValueList)
| Method for getting all possible values for a specific option. More...
virtual ParticleSystem * | getParticleSystem (const String &name) const
| Retrieves a pointer to the named ParticleSystem. More...
SceneMgrQueuedRenderableVisitor * | getQueuedRenderableVisitor (void) const
| Gets the current visitor object which processes queued renderables. More...
virtual RenderQueue * | getRenderQueue (void)
| Retrieves the internal render queue, for advanced users only. More...
virtual RibbonTrail * | getRibbonTrail (const String &name) const
| Retrieves a pointer to the named RibbonTrail. More...
virtual SceneNode * | getRootSceneNode (void)
| Gets the SceneNode at the root of the scene hierarchy. More...
virtual SceneNode * | getSceneNode (const String &name) const
| Retrieves a named SceneNode from the scene graph. More...
virtual const ShadowCameraSetupPtr & | getShadowCameraSetup () const
| Get the shadow camera setup in use for all lights which don't have their own shadow camera setup. More...
const VisibleObjectsBoundsInfo & | getShadowCasterBoundsInfo (const Light *light, size_t iteration=0) const
| Returns the shadow caster AAB for a specific light-camera combination. More...
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. More...
virtual const ColourValue & | getShadowColour (void) const
| Get the colour used to modulate areas in shadow. More...
virtual Real | getShadowDirectionalLightExtrusionDistance (void) const
| Gets the distance a shadow volume is extruded for a directional light. More...
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. More...
virtual Real | getShadowFarDistance (void) const
| Gets the default maximum distance away from the camera that shadows will be visible. More...
virtual Real | getShadowFarDistanceSquared (void) const
virtual size_t | getShadowIndexBufferSize (void) const
| Get the size of the shadow index buffer. More...
virtual ShadowTechnique | getShadowTechnique (void) const
| Gets the current shadow technique. More...
virtual const TexturePtr & | getShadowTexture (size_t shadowIndex)
| Get a reference to the shadow texture currently in use at the given index. More...
ConstShadowTextureConfigIterator | getShadowTextureConfigIterator () const
| Get an iterator over the current shadow texture settings. More...
size_t | getShadowTextureCount (void) const
| Get the number of the textures allocated for texture based shadows. More...
size_t | getShadowTextureCountPerLightType (Light::LightTypes type) const
| Get the number of shadow textures is assigned for the given light type. More...
virtual bool | getShadowTextureSelfShadow (void) const
| Gets whether or not texture shadows attempt to self-shadow. More...
virtual bool | getShadowUseLightClipPlanes () const
| Gets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering. More...
virtual bool | getShowBoundingBoxes () const
| Returns if all bounding boxes of scene nodes are to be displayed. More...
virtual bool | getShowDebugShadows (void) const
| Are debug shadows shown? More...
virtual const SkyBoxGenParameters & | getSkyBoxGenParameters (void) const
| Get the parameters used to generate the current SkyBox, if any. More...
virtual SceneNode * | getSkyBoxNode (void) const
| Get the skybox node, if enabled. More...
virtual const SkyDomeGenParameters & | getSkyDomeGenParameters (void) const
| Get the parameters used to generate the current SkyDome, if any. More...
virtual SceneNode * | getSkyDomeNode (void) const
| Get the sky dome node, if enabled. More...
virtual const SkyPlaneGenParameters & | getSkyPlaneGenParameters (void) const
| Get the parameters used to construct the SkyPlane, if any. More...
virtual SceneNode * | getSkyPlaneNode (void) const
| Get the sky plane node, if enabled. More...
virtual SpecialCaseRenderQueueMode | getSpecialCaseRenderQueueMode (void)
| Gets the way the special case render queue list is processed. More...
virtual StaticGeometry * | getStaticGeometry (const String &name) const
| Retrieve a previously created StaticGeometry instance. More...
virtual ViewPoint | getSuggestedViewpoint (bool random=false)
| Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed. More...
const String & | getTypeName (void) const
| Retrieve the type name of this scene manager. More...
virtual uint32 | getVisibilityMask (void)
| Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. More...
const VisibleObjectsBoundsInfo & | getVisibleObjectsBoundsInfo (const Camera *cam) const
| Returns a visibility boundary box for a specific camera. More...
virtual uint8 | getWorldGeometryRenderQueue (void)
| Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with. More...
virtual bool | hasAnimation (const String &name) const
| Returns whether an animation with the given name exists. More...
virtual bool | hasAnimationState (const String &name) const
| Returns whether an animation state with the given name exists. More...
virtual bool | hasBillboardChain (const String &name) const
| Returns whether a billboard chain with the given name exists. More...
virtual bool | hasBillboardSet (const String &name) const
| Returns whether a billboardset with the given name exists. More...
virtual bool | hasCamera (const String &name) const
| Returns whether a camera with the given name exists. More...
virtual bool | hasEntity (const String &name) const
| Returns whether an entity with the given name exists. More...
virtual bool | hasInstanceManager (const String &managerName) const
| Returns whether an InstanceManager with the given name exists. More...
virtual bool | hasLight (const String &name) const
| Returns whether a light with the given name exists. More...
virtual bool | hasManualObject (const String &name) const
| Returns whether a manual object with the given name exists. More...
virtual bool | hasMovableObject (const String &name, const String &typeName) const
| Returns whether a movable object instance with the given name exists. More...
virtual bool | hasOption (const String &strKey) const
| Method for verifying whether the scene manager has an implementation-specific option. More...
virtual bool | hasParticleSystem (const String &name) const
| Returns whether a particle system with the given name exists. More...
virtual bool | hasRibbonTrail (const String &name) const
| Returns whether a ribbon trail with the given name exists. More...
virtual bool | hasSceneNode (const String &name) const
| Returns whether a scene node with the given name exists. More...
virtual bool | hasStaticGeometry (const String &name) const
| Returns whether a static geometry instance with the given name exists. More...
virtual void | injectMovableObject (MovableObject *m)
| Inject a MovableObject instance created externally. More...
virtual bool | isLateMaterialResolving () const
| Gets whether using late material resolving or not. More...
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. More...
virtual bool | isShadowTechniqueAdditive (void) const
| Is there an additive shadowing technique in use? More...
virtual bool | isShadowTechniqueIntegrated (void) const
| Is the shadow technique integrated into primary materials? More...
virtual bool | isShadowTechniqueInUse (void) const
| Is there any shadowing technique in use? More...
virtual bool | isShadowTechniqueModulative (void) const
| Is there a modulative shadowing technique in use? More...
virtual bool | isShadowTechniqueStencilBased (void) const
| Is there a stencil shadow based shadowing technique in use? More...
virtual bool | isShadowTechniqueTextureBased (void) const
| Is there a texture shadow based shadowing technique in use? More...
virtual bool | isSkyBoxEnabled (void) const
| Return whether a skybox is enabled. More...
virtual bool | isSkyDomeEnabled (void) const
| Return whether a skydome is enabled. More...
virtual bool | isSkyPlaneEnabled (void) const
| Return whether a key plane is enabled. More...
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. More...
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. More...
| OGRE_MUTEX (sceneGraphMutex)
| Mutex to protect the scene graph from simultaneous access from multiple threads. More...
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 *)
void * | operator new (size_t sz, const char *file, int line, const char *func)
| operator new, with debug line info More...
void * | operator new (size_t sz)
void * | operator new (size_t sz, void *ptr)
| placement operator new More...
void * | operator new[] (size_t sz, const char *file, int line, const char *func)
| array operator new, with debug line info More...
void * | operator new[] (size_t sz)
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. More...
virtual void | prepareWorldGeometry (const String &filename)
| Sets the source of the 'world' geometry, i.e. More...
virtual void | prepareWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
| Sets the source of the 'world' geometry, i.e. More...
virtual void | removeListener (Listener *s)
| Remove a listener. More...
void | removeLodListener (LodListener *listener)
| Remove a level of detail listener. More...
virtual void | removeRenderObjectListener (RenderObjectListener *delListener)
| Removes a listener previously added with addRenderObjectListener. More...
virtual void | removeRenderQueueListener (RenderQueueListener *delListener)
| Removes a listener previously added with addRenderQueueListener. More...
virtual void | removeSpecialCaseRenderQueue (uint8 qid)
| Removes an item to the 'special case' render queue list. More...
void | setAmbientLight (const ColourValue &colour)
| Sets the ambient light level to be used for the scene. More...
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. More...
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. More...
virtual void | setFindVisibleObjects (bool find)
| Sets whether the SceneManager should search for visible objects, or whether they are being manually handled. More...
virtual void | setFlipCullingOnNegativeScale (bool n)
| Set whether to automatically flip the culling mode on objects whenever they are negatively scaled. More...
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. More...
virtual void | setLateMaterialResolving (bool isLate)
| Sets whether to use late material resolving or not. More...
virtual void | setNormaliseNormalsOnScale (bool n)
| Set whether to automatically normalise normals on objects whenever they are scaled. More...
virtual bool | setOption (const String &strKey, const void *pValue)
| Method for setting a specific option of the Scene Manager. More...
void | setQueuedRenderableVisitor (SceneMgrQueuedRenderableVisitor *visitor)
| Advanced method for supplying an alternative visitor, used for parsing the render queues and sending the results to the renderer. More...
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. More...
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. More...
virtual void | setShadowColour (const ColourValue &colour)
| Set the colour used to modulate areas in shadow. More...
virtual void | setShadowDirectionalLightExtrusionDistance (Real dist)
| Sets the distance a shadow volume is extruded for a directional light. More...
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. More...
virtual void | setShadowFarDistance (Real distance)
| Sets the default maximum distance away from the camera that shadows will be visible. More...
virtual void | setShadowIndexBufferSize (size_t size)
| Sets the maximum size of the index buffer used to render shadow primitives. More...
virtual void | setShadowTechnique (ShadowTechnique technique)
| Sets the general shadow technique to be used in this scene. More...
virtual void | setShadowTextureCasterMaterial (const String &name)
| Sets the default material to use for rendering shadow casters. More...
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. More...
virtual void | setShadowTextureConfig (size_t shadowIndex, const ShadowTextureConfig &config)
| Set the detailed configuration for a shadow texture. More...
virtual void | setShadowTextureCount (size_t count)
| Set the number of textures allocated for texture-based shadows. More...
void | setShadowTextureCountPerLightType (Light::LightTypes type, size_t count)
| Set the number of shadow textures a light type uses. More...
virtual void | setShadowTextureFadeEnd (Real fadeEnd)
| Sets the proportional distance at which texture shadows finish to fading out. More...
virtual void | setShadowTextureFadeStart (Real fadeStart)
| Sets the proportional distance at which texture shadows begin to fade out. More...
virtual void | setShadowTextureFSAA (unsigned short fsaa)
| Set the level of multisample AA of the textures used for texture-based shadows. More...
virtual void | setShadowTexturePixelFormat (PixelFormat fmt)
| Set the pixel format of the textures used for texture-based shadows. More...
virtual void | setShadowTextureReceiverMaterial (const String &name)
| Sets the default material to use for rendering shadow receivers. More...
virtual void | setShadowTextureSelfShadow (bool selfShadow)
| Sets whether or not texture shadows should attempt to self-shadow. More...
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. More...
virtual void | setShadowTextureSize (unsigned short size)
| Set the size of the texture used for all texture-based shadows. More...
virtual void | setShadowUseInfiniteFarPlane (bool enable)
| Sets whether we should use an inifinite camera far plane when rendering stencil shadows. More...
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. More...
virtual void | setShowDebugShadows (bool debug)
| Enables / disables the rendering of debug information for shadows. More...
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. More...
virtual void | setSkyBoxEnabled (bool enable)
| Enables / disables a 'sky box'. More...
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. More...
virtual void | setSkyDomeEnabled (bool enable)
| Enables / disables a 'sky dome'. More...
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. More...
virtual void | setSkyPlaneEnabled (bool enable)
| Enables / disables a 'sky plane'. More...
virtual void | setSpecialCaseRenderQueueMode (SpecialCaseRenderQueueMode mode)
| Sets the way the special case render queue list is processed. More...
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. More...
virtual void | setWorldGeometry (const String &filename)
| Sets the source of the 'world' geometry, i.e. More...
virtual void | setWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
| Sets the source of the 'world' geometry, i.e. More...
virtual void | setWorldGeometryRenderQueue (uint8 qid)
| Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with. More...
virtual void | showBoundingBoxes (bool bShow)
| Allows all bounding boxes of scene nodes to be displayed. More...

## Static Public Attributes

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

## Protected Types

typedef map< String, Animation * >::type | AnimationList
| Storage of animations, lookup by name. More...
typedef set< SceneNode * >::type | AutoTrackingSceneNodes
| Autotracking scene nodes. More...
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< const Camera *, VisibleObjectsBoundsInfo >::type | CamVisibleObjectsMap
| Visible objects bounding box list. More...
typedef vector< EntityMaterialLodChangedEvent >::type | EntityMaterialLodChangedEventList
| List of entity material LOD changed events. More...
typedef vector< EntityMeshLodChangedEvent >::type | EntityMeshLodChangedEventList
| List of entity mesh LOD changed events. More...
typedef map< String, InstancedGeometry *>::type | InstancedGeometryList
typedef map< String, InstanceManager * >::type | InstanceManagerMap
typedef vector< InstanceManager * >::type | InstanceManagerVec
typedef map< Light *, LightClippingInfo >::type | LightClippingInfoMap
typedef vector< LightInfo >::type | LightInfoList
typedef vector< Listener * >::type | ListenerList
typedef set< LodListener * >::type | LodListenerSet
| Set of registered LOD listeners. More...
typedef map< String, MovableObjectCollection * >::type | MovableObjectCollectionMap
typedef vector< MovableObjectLodChangedEvent >::type | MovableObjectLodChangedEventList
| List of movable object LOD changed events. More...
typedef map< String, MovableObject * >::type | MovableObjectMap
typedef vector< RenderObjectListener * >::type | RenderObjectListenerList
typedef vector< RenderQueueListener * >::type | RenderQueueListenerList
typedef map< String, SceneNode * >::type | SceneNodeList
typedef map< const Camera *, const Light *>::type | ShadowCamLightMapping
| ShadowCamera to light mapping. More...
typedef vector< ShadowCaster * >::type | ShadowCasterList
typedef vector< Camera * >::type | ShadowTextureCameraList
typedef set< uint8 >::type | SpecialCaseRenderQueueList
typedef map< String, StaticGeometry *>::type | StaticGeometryList

## Protected Member Functions

virtual void | bindGpuProgram (GpuProgram *prog)
virtual ClipResult | buildAndSetLightClip (const LightList &ll)
| Build a set of user clip planes from a single non-directional light. More...
virtual ClipResult | buildAndSetScissor (const LightList &ll, const Camera *cam)
| Set up a scissor rectangle from a group of lights. More...
virtual void | buildLightClip (const Light *l, PlaneList &planes)
virtual void | buildScissor (const Light *l, const Camera *cam, RealRect &rect)
| Update a scissor rectangle from a single light. More...
virtual void | checkCachedLightClippingInfo ()
virtual AutoParamDataSource * | createAutoParamDataSource (void) const
| Internal method for creating the AutoParamDataSource instance. More...
virtual SceneNode * | createSceneNodeImpl (void)
| Subclasses can override this to ensure their specialised SceneNode is used. More...
virtual SceneNode * | createSceneNodeImpl (const String &name)
| Subclasses can override this to ensure their specialised SceneNode is used. More...
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 const Pass * | deriveShadowCasterPass (const Pass *pass)
| Internal method for turning a regular pass into a shadow caster pass. More...
virtual const Pass * | deriveShadowReceiverPass (const Pass *pass)
| Internal method for turning a regular pass into a shadow receiver pass. More...
virtual void | destroyShadowTextures (void)
| Internal method for destroying shadow textures (texture-based shadows) More...
virtual void | ensureShadowTexturesCreated ()
| Internal method for creating shadow textures (texture-based shadows) More...
virtual void | findLightsAffectingFrustum (const Camera *camera)
| Internal method for locating a list of lights which could be affecting the frustum. More...
virtual const ShadowCasterList & | findShadowCastersForLight (const Light *light, const Camera *camera)
| Internal method for locating a list of shadow casters which could be affecting the frustum for a given light. More...
virtual void | firePostFindVisibleObjects (Viewport *v)
| Internal method for firing find visible objects event. More...
virtual void | firePostRenderQueues ()
| Internal method for firing the queue end event. More...
virtual void | firePostUpdateSceneGraph (Camera *camera)
| Internal method for firing post update scene graph event. More...
virtual void | firePreFindVisibleObjects (Viewport *v)
| Internal method for firing find visible objects event. More...
virtual void | firePreRenderQueues ()
| Internal method for firing the queue start event. More...
virtual void | firePreUpdateSceneGraph (Camera *camera)
| Internal method for firing pre update scene graph event. More...
virtual bool | fireRenderQueueEnded (uint8 id, const String &invocation)
| Internal method for firing the queue end event, returns true if queue is to be repeated. More...
virtual bool | fireRenderQueueStarted (uint8 id, const String &invocation)
| Internal method for firing the queue start event, returns true if queue is to be skipped. More...
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. More...
virtual void | fireSceneManagerDestroyed ()
| Internal method for firing destruction event. More...
virtual void | fireShadowTexturesPreCaster (Light *light, Camera *camera, size_t iteration)
| Internal method for firing the pre caster texture shadows event. More...
virtual void | fireShadowTexturesPreReceiver (Light *light, Frustum *f)
| Internal method for firing the pre receiver texture shadows event. More...
virtual void | fireShadowTexturesUpdated (size_t numberOfShadowTextures)
| Internal method for firing the texture shadows updated event. More...
MovableObjectCollection * | getMovableObjectCollection (const String &typeName)
| Gets the movable object collection for the given type name. More...
const MovableObjectCollection * | getMovableObjectCollection (const String &typeName) const
| Gets the movable object collection for the given type name. More...
virtual void | initRenderQueue (void)
| Internal method for initialising the render queue. More...
virtual void | initShadowVolumeMaterials (void)
| Internal method for setting up materials for shadows. More...
| OGRE_MUTEX (mMovableObjectCollectionMapMutex)
| Mutex over the collection of MovableObject types. More...
| OGRE_MUTEX (mAnimationsListMutex)
virtual void | prepareRenderQueue (void)
| Internal method for preparing the render queue for use with each render. More...
virtual void | renderAdditiveStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
| Render a group with the added complexity of additive stencil shadows. More...
virtual void | renderAdditiveTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
| Render a group with additive texture shadows. More...
virtual void | renderBasicQueueGroupObjects (RenderQueueGroup *pGroup, QueuedRenderableCollection::OrganisationMode om)
| Render a group in the ordinary way. More...
virtual void | renderModulativeStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
| Render a group with the added complexity of modulative stencil shadows. More...
virtual void | renderModulativeTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
| Render a group with the added complexity of modulative texture shadows. More...
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. More...
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. More...
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. More...
virtual void | renderSingleObject (Renderable *rend, const Pass *pass, bool lightScissoringClipping, bool doLightIteration, const LightList *manualLightList=0)
| Internal utility method for rendering a single object. More...
virtual void | renderTextureShadowCasterQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
| Render a group rendering only shadow casters. More...
virtual void | renderTextureShadowReceiverQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om)
| Render a group rendering only shadow receivers. More...
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. More...
virtual void | renderVisibleObjectsCustomSequence (RenderQueueInvocationSequence *s)
| Internal method for rendering all objects using a custom queue sequence. More...
virtual void | renderVisibleObjectsDefaultSequence (void)
| Internal method for rendering all objects using the default queue sequence. More...
virtual void | resetLightClip ()
virtual void | resetScissor ()
virtual void | resetViewProjMode (bool fixedFunction)
| Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection matrices. More...
virtual void | setShadowVolumeStencilState (bool secondpass, bool zfail, bool twosided)
| Internal utility method for setting stencil state for rendering shadow volumes. More...
virtual void | setViewMatrix (const Matrix4 &m)
virtual void | setViewport (Viewport *vp)
| Internal method for setting the destination viewport for the next render. More...
void | updateDirtyInstanceManagers (void)
| Updates all instance managaers with dirty instance batches. More...
virtual void | updateGpuProgramParameters (const Pass *p)
virtual void | updateRenderQueueGroupSplitOptions (RenderQueueGroup *group, bool suppressShadows, bool suppressRenderState)
| Update the state of the render queue group splitting based on a shadow option change. More...
virtual void | updateRenderQueueSplitOptions (void)
| Update the state of the global render queue splitting based on a shadow option change. More...
virtual void | useLights (const LightList &lights, unsigned short limit)
virtual void | useLightsGpuProgram (const Pass *pass, const LightList *lights)
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. More...
virtual bool | validatePassForRendering (const Pass *pass)
| Internal method to validate whether a Pass should be allowed to render. More...
virtual bool | validateRenderableForRendering (const Pass *pass, const Renderable *rend)
| Internal method to validate whether a Renderable should be allowed to render. More...

## Protected Attributes

CompositorChain * | mActiveCompositorChain
SceneMgrQueuedRenderableVisitor * | mActiveQueuedRenderableVisitor
| The active renderable visitor class - subclasses could override this. More...
ColourValue | mAmbientLight
| Current ambient light, cached for RenderSystem. More...
AnimationList | mAnimationsList
AnimationStateSet | mAnimationStates
AutoParamDataSource * | mAutoParamDataSource
| Utility class for calculating automatic parameters for gpu programs. More...
AutoTrackingSceneNodes | mAutoTrackingSceneNodes
LightInfoList | mCachedLightInfos
Matrix4 | mCachedViewMatrix
Camera * | mCameraInProgress
| Camera in progress. More...
Vector3 | mCameraRelativePosition
bool | mCameraRelativeRendering
| Whether to use camera-relative rendering. More...
CameraList | mCameras
| Central list of cameras - for easy memory management and lookup. More...
CamVisibleObjectsMap | mCamVisibleObjectsMap
Texture * | mCurrentShadowTexture
Viewport * | mCurrentViewport
| Current Viewport. More...
bool | mDebugShadows
SceneMgrQueuedRenderableVisitor | mDefaultQueuedRenderableVisitor
| Storage for default renderable visitor. More...
ShadowCameraSetupPtr | mDefaultShadowCameraSetup
| default shadow camera setup More...
Real | mDefaultShadowFarDist
Real | mDefaultShadowFarDistSquared
RenderSystem * | mDestRenderSystem
| The rendering system to send the scene to. More...
InstanceManagerVec | mDirtyInstanceManagers
InstanceManagerVec | mDirtyInstanceMgrsTmp
bool | mDisplayNodes
| Flag indicating whether SceneNodes will be rendered as a set of 3 axes. More...
EntityMaterialLodChangedEventList | mEntityMaterialLodChangedEvents
EntityMeshLodChangedEventList | mEntityMeshLodChangedEvents
bool | mFindVisibleObjects
GpuProgramParametersSharedPtr | mFiniteExtrusionParams
bool | mFlipCullingOnNegativeScale
ColourValue | mFogColour
Real | mFogDensity
Real | mFogEnd
FogMode | mFogMode
Real | mFogStart
Rectangle2D * | mFullScreenQuad
uint16 | mGpuParamsDirty
| Gpu params that need rebinding (mask of GpuParamVariability) More...
IlluminationRenderStage | mIlluminationStage
GpuProgramParametersSharedPtr | mInfiniteExtrusionParams
InstancedGeometryList | mInstancedGeometryList
InstanceManagerMap | mInstanceManagerMap
unsigned long | mLastFrameNumber
uint32 | mLastLightHash
| Last light sets. More...
uint32 | mLastLightHashGpuProgram
unsigned short | mLastLightLimit
bool | mLastRenderQueueInvocationCustom
bool | mLateMaterialResolving
LightClippingInfoMap | mLightClippingInfoMap
unsigned long | mLightClippingInfoMapFrameNumber
LightList | mLightsAffectingFrustum
ulong | mLightsDirtyCounter
ListenerList | mListeners
LodListenerSet | mLodListeners
NameGenerator | mMovableNameGenerator
MovableObjectCollectionMap | mMovableObjectCollectionMap
MovableObjectLodChangedEventList | mMovableObjectLodChangedEvents
String | mName
| Instance name. More...
bool | mNormaliseNormalsOnScale
TexturePtr | mNullShadowTexture
CullingMode | mPassCullingMode
RenderObjectListenerList | mRenderObjectListeners
RenderQueue * | mRenderQueue
| Queue of objects for rendering. More...
RenderQueueListenerList | mRenderQueueListeners
bool | mResetIdentityProj
bool | mResetIdentityView
SceneNodeList | mSceneNodes
| Central list of SceneNodes - for easy memory management. More...
SceneNode * | mSceneRoot
| Root scene node. More...
bool | mShadowAdditiveLightClip
ShadowCamLightMapping | mShadowCamLightMapping
AxisAlignedBoxSceneQuery * | mShadowCasterAABBQuery
ShadowCasterList | mShadowCasterList
Pass * | mShadowCasterPlainBlackPass
| A pass designed to let us render shadow colour on white for texture shadows. More...
ShadowCasterSceneQueryListener * | mShadowCasterQueryListener
bool | mShadowCasterRenderBackFaces
SphereSceneQuery * | mShadowCasterSphereQuery
ColourValue | mShadowColour
Pass * | mShadowDebugPass
Real | mShadowDirLightExtrudeDist
HardwareIndexBufferSharedPtr | mShadowIndexBuffer
size_t | mShadowIndexBufferSize
size_t | mShadowIndexBufferUsedSize
bool | mShadowMaterialInitDone
Pass * | mShadowModulativePass
Pass * | mShadowReceiverPass
| A pass designed to let us render shadow receivers for texture shadows. More...
Pass * | mShadowStencilPass
ShadowTechnique | mShadowTechnique
ShadowTextureCameraList | mShadowTextureCameras
bool | mShadowTextureConfigDirty
ShadowTextureConfigList | mShadowTextureConfigList
size_t | mShadowTextureCountPerType [3]
| Array defining shadow count per light type. More...
LightList | mShadowTextureCurrentCasterLightList
GpuProgramParametersSharedPtr | mShadowTextureCustomCasterFPParams
String | mShadowTextureCustomCasterFragmentProgram
Pass * | mShadowTextureCustomCasterPass
String | mShadowTextureCustomCasterVertexProgram
GpuProgramParametersSharedPtr | mShadowTextureCustomCasterVPParams
GpuProgramParametersSharedPtr | mShadowTextureCustomReceiverFPParams
String | mShadowTextureCustomReceiverFragmentProgram
Pass * | mShadowTextureCustomReceiverPass
String | mShadowTextureCustomReceiverVertexProgram
GpuProgramParametersSharedPtr | mShadowTextureCustomReceiverVPParams
Real | mShadowTextureFadeEnd
| As a proportion e.g. 0.6. More...
Real | mShadowTextureFadeStart
| Proportion of texture offset in view direction e.g. 0.4. More...
vector< size_t >::type | mShadowTextureIndexLightList
| Array defining shadow texture index in light list. More...
Real | mShadowTextureOffset
ShadowTextureList | mShadowTextures
bool | mShadowTextureSelfShadow
| As a proportion e.g. 0.9. More...
bool | mShadowUseInfiniteFarPlane
bool | mShowBoundingBoxes
| Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. More...
bool | mSkyBoxEnabled
SkyBoxGenParameters | mSkyBoxGenParameters
SceneNode * | mSkyBoxNode
ManualObject * | mSkyBoxObj
Quaternion | mSkyBoxOrientation
uint8 | mSkyBoxRenderQueue
bool | mSkyDomeEnabled
Entity * | mSkyDomeEntity [5]
SkyDomeGenParameters | mSkyDomeGenParameters
SceneNode * | mSkyDomeNode
Quaternion | mSkyDomeOrientation
uint8 | mSkyDomeRenderQueue
Plane | mSkyPlane
bool | mSkyPlaneEnabled
Entity * | mSkyPlaneEntity
SkyPlaneGenParameters | mSkyPlaneGenParameters
SceneNode * | mSkyPlaneNode
uint8 | mSkyPlaneRenderQueue
SpecialCaseRenderQueueList | mSpecialCaseQueueList
SpecialCaseRenderQueueMode | mSpecialCaseQueueMode
StaticGeometryList | mStaticGeometryList
bool | mSuppressRenderStateChanges
| Suppress render state changes? More...
bool | mSuppressShadows
| Suppress shadows? More...
Matrix4 | mTempXform [256]
LightInfoList | mTestLightInfos
uint32 | mVisibilityMask
| Visibility mask used to show / hide objects. More...
uint8 | mWorldGeometryRenderQueue

## Detailed Description

Default scene manager.

Definition at line 60 of file OgreSceneManagerEnumerator.h.

## Member Typedef Documentation

## AnimationIterator

typedef MapIterator<AnimationList> Ogre::SceneManager::AnimationIterator

inherited

Definition at line 2649 of file OgreSceneManager.h.

## AnimationList

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

protected inherited

Storage of animations, lookup by name.

Definition at line 638 of file OgreSceneManager.h.

## AutoTrackingSceneNodes

typedef set<SceneNode*>::type Ogre::SceneManager::AutoTrackingSceneNodes

protected inherited

Autotracking scene nodes.

Definition at line 438 of file OgreSceneManager.h.

## CameraIterator

typedef MapIterator<CameraList> Ogre::SceneManager::CameraIterator

inherited

Definition at line 2648 of file OgreSceneManager.h.

## CameraList

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

protected inherited

Definition at line 405 of file OgreSceneManager.h.

## CamVisibleObjectsMap

typedef map< const Camera*, VisibleObjectsBoundsInfo>::type Ogre::SceneManager::CamVisibleObjectsMap

protected inherited

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 497 of file OgreSceneManager.h.

## EntityMaterialLodChangedEventList

typedef vector<EntityMaterialLodChangedEvent>::type Ogre::SceneManager::EntityMaterialLodChangedEventList

protected inherited

List of entity material LOD changed events.

Definition at line 1024 of file OgreSceneManager.h.

## EntityMeshLodChangedEventList

typedef vector<EntityMeshLodChangedEvent>::type Ogre::SceneManager::EntityMeshLodChangedEventList

protected inherited

List of entity mesh LOD changed events.

Definition at line 1020 of file OgreSceneManager.h.

## InstancedGeometryList

typedef map<String, InstancedGeometry* >::type Ogre::SceneManager::InstancedGeometryList

protected inherited

Definition at line 413 of file OgreSceneManager.h.

## InstanceManagerMap

typedef map<String, InstanceManager*>::type Ogre::SceneManager::InstanceManagerMap

protected inherited

Definition at line 416 of file OgreSceneManager.h.

## InstanceManagerVec

typedef vector<InstanceManager*>::type Ogre::SceneManager::InstanceManagerVec

protected inherited

Definition at line 799 of file OgreSceneManager.h.

## LightClippingInfoMap

typedef map<Light*, LightClippingInfo>::type Ogre::SceneManager::LightClippingInfoMap

protected inherited

Definition at line 764 of file OgreSceneManager.h.

## LightInfoList

typedef vector<LightInfo>::type Ogre::SceneManager::LightInfoList

protected inherited

Definition at line 531 of file OgreSceneManager.h.

## ListenerList

typedef vector<Listener*>::type Ogre::SceneManager::ListenerList

protected inherited

Definition at line 657 of file OgreSceneManager.h.

## LodListenerSet

typedef set<LodListener*>::type Ogre::SceneManager::LodListenerSet

protected inherited

Set of registered LOD listeners.

Definition at line 1012 of file OgreSceneManager.h.

## MovableObjectCollectionMap

typedef map<String, MovableObjectCollection*>::type Ogre::SceneManager::MovableObjectCollectionMap

protected inherited

Definition at line 546 of file OgreSceneManager.h.

## MovableObjectIterator

typedef MapIterator<MovableObjectMap> Ogre::SceneManager::MovableObjectIterator

inherited

Definition at line 3285 of file OgreSceneManager.h.

## MovableObjectLodChangedEventList

typedef vector<MovableObjectLodChangedEvent>::type Ogre::SceneManager::MovableObjectLodChangedEventList

protected inherited

List of movable object LOD changed events.

Definition at line 1016 of file OgreSceneManager.h.

## MovableObjectMap

typedef map<String, MovableObject*>::type Ogre::SceneManager::MovableObjectMap

protected inherited

Definition at line 539 of file OgreSceneManager.h.

## RenderObjectListenerList

typedef vector<RenderObjectListener*>::type Ogre::SceneManager::RenderObjectListenerList

protected inherited

Definition at line 655 of file OgreSceneManager.h.

## RenderQueueListenerList

typedef vector<RenderQueueListener*>::type Ogre::SceneManager::RenderQueueListenerList

protected inherited

Definition at line 652 of file OgreSceneManager.h.

## SceneNodeList

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

protected inherited

Definition at line 419 of file OgreSceneManager.h.

## ShadowCamLightMapping

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

protected inherited

ShadowCamera to light mapping.

Definition at line 501 of file OgreSceneManager.h.

## ShadowCasterList

typedef vector<ShadowCaster*>::type Ogre::SceneManager::ShadowCasterList

protected inherited

Definition at line 851 of file OgreSceneManager.h.

## ShadowTextureCameraList

typedef vector<Camera*>::type Ogre::SceneManager::ShadowTextureCameraList

protected inherited

Definition at line 748 of file OgreSceneManager.h.

## SpecialCaseRenderQueueList

typedef set<uint8>::type Ogre::SceneManager::SpecialCaseRenderQueueList

protected inherited

Definition at line 474 of file OgreSceneManager.h.

## StaticGeometryList

typedef map<String, StaticGeometry* >::type Ogre::SceneManager::StaticGeometryList

protected inherited

Definition at line 411 of file OgreSceneManager.h.

## Member Enumeration Documentation

## BoxPlane

enum Ogre::SceneManager::BoxPlane

protected inherited

Enumerator
BP_FRONT |
BP_BACK |
BP_LEFT |
BP_RIGHT |
BP_UP |
BP_DOWN |

Definition at line 607 of file OgreSceneManager.h.

## IlluminationRenderStage

enum Ogre::SceneManager::IlluminationRenderStage

inherited

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 173 of file OgreSceneManager.h.

## PrefabType

enum Ogre::SceneManager::PrefabType

inherited

Prefab shapes available without loading a model.

Note
  Minimal implementation at present.

Enumerator
PT_PLANE |
PT_CUBE |
PT_SPHERE |

Definition at line 1371 of file OgreSceneManager.h.

## SpecialCaseRenderQueueMode

enum Ogre::SceneManager::SpecialCaseRenderQueueMode

inherited

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 187 of file OgreSceneManager.h.

## Constructor & Destructor Documentation

## DefaultSceneManager()

Ogre::DefaultSceneManager::DefaultSceneManager | ( | const String & | name | ) |

## ~DefaultSceneManager()

Ogre::DefaultSceneManager::~DefaultSceneManager | ( |  | ) |

## Member Function Documentation

## _addDirtyInstanceManager()

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

inherited

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

## _applySceneAnimations()

virtual void Ogre::SceneManager::_applySceneAnimations | ( | void |  | ) |

virtual inherited

Internal method for applying animations to scene nodes.

Remarks
  Uses the internally stored AnimationState objects to apply animation to SceneNodes.

## _areRenderStateChangesSuppressed()

virtual bool Ogre::SceneManager::_areRenderStateChangesSuppressed | ( | void |  | ) | const

virtual inherited

Are render state changes suppressed?

See also
  _suppressRenderStateChanges

Definition at line 3418 of file OgreSceneManager.h.

## _areShadowsSuppressed()

virtual bool Ogre::SceneManager::_areShadowsSuppressed | ( | void |  | ) | const

virtual inherited

Are shadows suppressed?

See also
  _suppressShadows

Definition at line 3460 of file OgreSceneManager.h.

## _findVisibleObjects()

virtual void Ogre::SceneManager::_findVisibleObjects | ( | Camera * | cam,
|  | VisibleObjectsBoundsInfo * | visibleBounds,
|  | bool | onlyShadowCasters
| ) |  |

virtual inherited

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.

## _getActiveCompositorChain()

virtual CompositorChain* Ogre::SceneManager::_getActiveCompositorChain | ( |  | ) | const

virtual inherited

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

Definition at line 3103 of file OgreSceneManager.h.

## _getCombinedVisibilityMask()

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

inherited

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

## _getCurrentRenderStage()

IlluminationRenderStage Ogre::SceneManager::_getCurrentRenderStage | ( |  | ) |

inherited

Definition at line 3549 of file OgreSceneManager.h.

## _getLightsAffectingFrustum()

virtual const LightList& Ogre::SceneManager::_getLightsAffectingFrustum | ( | void |  | ) | const

virtual inherited

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.

## _getLightsDirtyCounter()

ulong Ogre::SceneManager::_getLightsDirtyCounter | ( | void |  | ) | const

inherited

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 1191 of file OgreSceneManager.h.

References Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME, and Ogre::ViewPoint::position.

## _handleLodEvents()

void Ogre::SceneManager::_handleLodEvents | ( |  | ) |

inherited

Handle LOD events.

## _injectRenderWithPass()

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

virtual inherited

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

## _markGpuParamsDirty()

virtual void Ogre::SceneManager::_markGpuParamsDirty | ( | uint16 | mask | ) |

virtual inherited

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.

## _notifyAutotrackingSceneNode()

virtual void Ogre::SceneManager::_notifyAutotrackingSceneNode | ( | SceneNode * | node,
|  | bool | autoTrack
| ) |  |

virtual inherited

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

## _notifyEntityMaterialLodChanged()

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

inherited

Notify that an entity material LOD change event has occurred.

## _notifyEntityMeshLodChanged()

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

inherited

Notify that an entity mesh LOD change event has occurred.

## _notifyLightsDirty()

virtual void Ogre::SceneManager::_notifyLightsDirty | ( | void |  | ) |

virtual inherited

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.

## _notifyMovableObjectLodChanged()

void Ogre::SceneManager::_notifyMovableObjectLodChanged | ( | MovableObjectLodChangedEvent & | evt | ) |

inherited

Notify that a movable object LOD change event has occurred.

## _pauseRendering()

virtual RenderContext* Ogre::SceneManager::_pauseRendering | ( |  | ) |

virtual inherited

Pause rendering of the frame.

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

## _populateLightList() [1/2]

virtual void Ogre::SceneManager::_populateLightList | ( | const Vector3 & | position,
|  | Real | radius,
|  | LightList & | destList,
|  | uint32 | lightMask = `0xFFFFFFFF`
| ) |  |

virtual inherited

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

## _populateLightList() [2/2]

virtual void Ogre::SceneManager::_populateLightList | ( | const SceneNode * | sn,
|  | Real | radius,
|  | LightList & | destList,
|  | uint32 | lightMask = `0xFFFFFFFF`
| ) |  |

virtual inherited

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

## _queueSkiesForRendering()

virtual void Ogre::SceneManager::_queueSkiesForRendering | ( | Camera * | cam | ) |

virtual inherited

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

## _renderQueueGroupObjects()

virtual void Ogre::SceneManager::_renderQueueGroupObjects | ( | RenderQueueGroup * | group,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

virtual inherited

Render the objects in a given queue group.

Remarks
  You should only call this from a RenderQueueInvocation implementation

## _renderScene()

virtual void Ogre::SceneManager::_renderScene | ( | Camera * | camera,
|  | Viewport * | vp,
|  | bool | includeOverlays
| ) |  |

virtual inherited

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

## _renderVisibleObjects()

virtual void Ogre::SceneManager::_renderVisibleObjects | ( | void |  | ) |

virtual inherited

Sends visible objects found in _findVisibleObjects to the rendering engine.

## _resumeRendering()

virtual void Ogre::SceneManager::_resumeRendering | ( | RenderContext * | context | ) |

virtual inherited

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

## _setActiveCompositorChain()

virtual void Ogre::SceneManager::_setActiveCompositorChain | ( | CompositorChain * | chain | ) |

virtual inherited

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

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

Definition at line 3089 of file OgreSceneManager.h.

## _setDestinationRenderSystem()

virtual void Ogre::SceneManager::_setDestinationRenderSystem | ( | RenderSystem * | sys | ) |

virtual inherited

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.

## _setPass()

virtual const Pass* Ogre::SceneManager::_setPass | ( | const Pass * | pass,
|  | bool | evenIfSuppressed = `false`,
|  | bool | shadowDerivation = `true`
| ) |  |

virtual inherited

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

## _setSkyBox()

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 inherited

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.

## _setSkyDome()

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 inherited

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.

## _setSkyPlane()

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 inherited

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.

## _suppressRenderStateChanges()

virtual void Ogre::SceneManager::_suppressRenderStateChanges | ( | bool | suppress | ) |

virtual inherited

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.

## _suppressShadows()

virtual void Ogre::SceneManager::_suppressShadows | ( | bool | suppress | ) |

virtual inherited

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.

## _updateSceneGraph()

virtual void Ogre::SceneManager::_updateSceneGraph | ( | Camera * | cam | ) |

virtual inherited

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.

## addListener()

virtual void Ogre::SceneManager::addListener | ( | Listener * | s | ) |

virtual inherited

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

## addLodListener()

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

inherited

Add a level of detail listener.

## addRenderObjectListener()

virtual void Ogre::SceneManager::addRenderObjectListener | ( | RenderObjectListener * | newListener | ) |

virtual inherited

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

## addRenderQueueListener()

virtual void Ogre::SceneManager::addRenderQueueListener | ( | RenderQueueListener * | newListener | ) |

virtual inherited

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

## addSpecialCaseRenderQueue()

virtual void Ogre::SceneManager::addSpecialCaseRenderQueue | ( | uint8 | qid | ) |

virtual inherited

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.

## bindGpuProgram()

virtual void Ogre::SceneManager::bindGpuProgram | ( | GpuProgram * | prog | ) |

protected virtual inherited

## buildAndSetLightClip()

virtual ClipResult Ogre::SceneManager::buildAndSetLightClip | ( | const LightList & | ll | ) |

protected virtual inherited

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

## buildAndSetScissor()

virtual ClipResult Ogre::SceneManager::buildAndSetScissor | ( | const LightList & | ll,
|  | const Camera * | cam
| ) |  |

protected virtual inherited

Set up a scissor rectangle from a group of lights.

## buildLightClip()

virtual void Ogre::SceneManager::buildLightClip | ( | const Light * | l,
|  | PlaneList & | planes
| ) |  |

protected virtual inherited

## buildScissor()

virtual void Ogre::SceneManager::buildScissor | ( | const Light * | l,
|  | const Camera * | cam,
|  | RealRect & | rect
| ) |  |

protected virtual inherited

Update a scissor rectangle from a single light.

## checkCachedLightClippingInfo()

virtual void Ogre::SceneManager::checkCachedLightClippingInfo | ( |  | ) |

protected virtual inherited

## clearScene()

virtual void Ogre::SceneManager::clearScene | ( | void |  | ) |

virtual inherited

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.

## clearSpecialCaseRenderQueues()

virtual void Ogre::SceneManager::clearSpecialCaseRenderQueues | ( | void |  | ) |

virtual inherited

Clears the 'special case' render queue list.

See also
  SceneManager::addSpecialCaseRenderQueue

## createAABBQuery()

virtual AxisAlignedBoxSceneQuery* Ogre::SceneManager::createAABBQuery | ( | const AxisAlignedBox & | box,
|  | uint32 | mask = `0xFFFFFFFF`
| ) |  |

virtual inherited

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.

## createAnimation()

virtual Animation* Ogre::SceneManager::createAnimation | ( | const String & | name,
|  | Real | length
| ) |  |

virtual inherited

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.

## createAnimationState()

virtual AnimationState* Ogre::SceneManager::createAnimationState | ( | const String & | animName | ) |

virtual inherited

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.

## createAutoParamDataSource()

virtual AutoParamDataSource* Ogre::SceneManager::createAutoParamDataSource | ( | void |  | ) | const

protected virtual inherited

Internal method for creating the AutoParamDataSource instance.

Definition at line 720 of file OgreSceneManager.h.

References OGRE_NEW.

## createBillboardChain() [1/2]

virtual BillboardChain* Ogre::SceneManager::createBillboardChain | ( | const String & | name | ) |

virtual inherited

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).

## createBillboardChain() [2/2]

virtual BillboardChain* Ogre::SceneManager::createBillboardChain | ( |  | ) |

virtual inherited

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

## createBillboardSet() [1/2]

virtual BillboardSet* Ogre::SceneManager::createBillboardSet | ( | const String & | name,
|  | unsigned int | poolSize = `20`
| ) |  |

virtual inherited

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

## createBillboardSet() [2/2]

virtual BillboardSet* Ogre::SceneManager::createBillboardSet | ( | unsigned int | poolSize = `20` | ) |

virtual inherited

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

## createCamera()

virtual Camera* Ogre::SceneManager::createCamera | ( | const String & | name | ) |

virtual inherited

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.

## createEntity() [1/6]

virtual Entity* Ogre::SceneManager::createEntity | ( | const String & | entityName,
|  | const String & | meshName,
|  | const String & | groupName = `ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME`
| ) |  |

virtual inherited

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.

## createEntity() [2/6]

virtual Entity* Ogre::SceneManager::createEntity | ( | const String & | entityName,
|  | const MeshPtr & | pMesh
| ) |  |

virtual inherited

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.

## createEntity() [3/6]

virtual Entity* Ogre::SceneManager::createEntity | ( | const String & | meshName | ) |

virtual inherited

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.

## createEntity() [4/6]

virtual Entity* Ogre::SceneManager::createEntity | ( | const MeshPtr & | pMesh | ) |

virtual inherited

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.

## createEntity() [5/6]

virtual Entity* Ogre::SceneManager::createEntity | ( | const String & | entityName,
|  | PrefabType | ptype
| ) |  |

virtual inherited

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.

## createEntity() [6/6]

virtual Entity* Ogre::SceneManager::createEntity | ( | PrefabType | ptype | ) |

virtual inherited

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

Parameters

  ptype | The prefab type.

## createInstancedEntity()

virtual InstancedEntity* Ogre::SceneManager::createInstancedEntity | ( | const String & | materialName,
|  | const String & | managerName
| ) |  |

virtual inherited

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

## createInstancedGeometry()

virtual InstancedGeometry* Ogre::SceneManager::createInstancedGeometry | ( | const String & | name | ) |

virtual inherited

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

## createInstanceManager()

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 inherited

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 | 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 | Flags to pass to the InstanceManager

See also
  InstanceManagerFlags

Parameters

  subMeshIdx | 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

## createIntersectionQuery()

virtual IntersectionSceneQuery* Ogre::SceneManager::createIntersectionQuery | ( | uint32 | mask = `0xFFFFFFFF` | ) |

virtual inherited

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.

## createLight() [1/2]

virtual Light* Ogre::SceneManager::createLight | ( | const String & | name | ) |

virtual inherited

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.

## createLight() [2/2]

virtual Light* Ogre::SceneManager::createLight | ( |  | ) |

virtual inherited

Creates a light with a generated name.

## createManualObject() [1/2]

virtual ManualObject* Ogre::SceneManager::createManualObject | ( | const String & | name | ) |

virtual inherited

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).

## createManualObject() [2/2]

virtual ManualObject* Ogre::SceneManager::createManualObject | ( |  | ) |

virtual inherited

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

## createMovableObject() [1/2]

virtual MovableObject* Ogre::SceneManager::createMovableObject | ( | const String & | name,
|  | const String & | typeName,
|  | const NameValuePairList * | params = `0`
| ) |  |

virtual inherited

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.

## createMovableObject() [2/2]

virtual MovableObject* Ogre::SceneManager::createMovableObject | ( | const String & | typeName,
|  | const NameValuePairList * | params = `0`
| ) |  |

virtual inherited

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.

## createParticleSystem() [1/3]

virtual ParticleSystem* Ogre::SceneManager::createParticleSystem | ( | const String & | name,
|  | const String & | templateName
| ) |  |

virtual inherited

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.

## createParticleSystem() [2/3]

virtual ParticleSystem* Ogre::SceneManager::createParticleSystem | ( | const String & | name,
|  | size_t | quota = `500`,
|  | const String & | resourceGroup = `ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME`
| ) |  |

virtual inherited

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

## createParticleSystem() [3/3]

virtual ParticleSystem* Ogre::SceneManager::createParticleSystem | ( | size_t | quota = `500`,
|  | const String & | resourceGroup = `ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME`
| ) |  |

virtual inherited

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

## createPlaneBoundedVolumeQuery()

virtual PlaneBoundedVolumeListSceneQuery* Ogre::SceneManager::createPlaneBoundedVolumeQuery | ( | const PlaneBoundedVolumeList & | volumes,
|  | uint32 | mask = `0xFFFFFFFF`
| ) |  |

virtual inherited

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.

## createRayQuery()

virtual RaySceneQuery* Ogre::SceneManager::createRayQuery | ( | const Ray & | ray,
|  | uint32 | mask = `0xFFFFFFFF`
| ) |  |

virtual inherited

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.

## createRibbonTrail() [1/2]

virtual RibbonTrail* Ogre::SceneManager::createRibbonTrail | ( | const String & | name | ) |

virtual inherited

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).

## createRibbonTrail() [2/2]

virtual RibbonTrail* Ogre::SceneManager::createRibbonTrail | ( |  | ) |

virtual inherited

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.

## createSceneNode() [1/2]

virtual SceneNode* Ogre::SceneManager::createSceneNode | ( | void |  | ) |

virtual inherited

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.

## createSceneNode() [2/2]

virtual SceneNode* Ogre::SceneManager::createSceneNode | ( | const String & | name | ) |

virtual inherited

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.

## createSceneNodeImpl() [1/2]

virtual SceneNode* Ogre::SceneManager::createSceneNodeImpl | ( | void |  | ) |

protected virtual inherited

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

## createSceneNodeImpl() [2/2]

virtual SceneNode* Ogre::SceneManager::createSceneNodeImpl | ( | const String & | name | ) |

protected virtual inherited

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

## createSkyboxPlane()

virtual MeshPtr Ogre::SceneManager::createSkyboxPlane | ( | BoxPlane | bp,
|  | Real | distance,
|  | const Quaternion & | orientation,
|  | const String & | groupName
| ) |  |

protected virtual inherited

## createSkydomePlane()

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 inherited

## createSphereQuery()

virtual SphereSceneQuery* Ogre::SceneManager::createSphereQuery | ( | const Sphere & | sphere,
|  | uint32 | mask = `0xFFFFFFFF`
| ) |  |

virtual inherited

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.

## createStaticGeometry()

virtual StaticGeometry* Ogre::SceneManager::createStaticGeometry | ( | const String & | name | ) |

virtual inherited

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

## deriveShadowCasterPass()

virtual const Pass* Ogre::SceneManager::deriveShadowCasterPass | ( | const Pass * | pass | ) |

protected virtual inherited

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.

## deriveShadowReceiverPass()

virtual const Pass* Ogre::SceneManager::deriveShadowReceiverPass | ( | const Pass * | pass | ) |

protected virtual inherited

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.

## destroyAllAnimations()

virtual void Ogre::SceneManager::destroyAllAnimations | ( | void |  | ) |

virtual inherited

Removes all animations created using this SceneManager.

## destroyAllAnimationStates()

virtual void Ogre::SceneManager::destroyAllAnimationStates | ( | void |  | ) |

virtual inherited

Removes all animation states created using this SceneManager.

## destroyAllBillboardChains()

virtual void Ogre::SceneManager::destroyAllBillboardChains | ( | void |  | ) |

virtual inherited

Removes & destroys all BillboardChains from the SceneManager.

## destroyAllBillboardSets()

virtual void Ogre::SceneManager::destroyAllBillboardSets | ( | void |  | ) |

virtual inherited

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

## destroyAllCameras()

virtual void Ogre::SceneManager::destroyAllCameras | ( | void |  | ) |

virtual inherited

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.

## destroyAllEntities()

virtual void Ogre::SceneManager::destroyAllEntities | ( | void |  | ) |

virtual inherited

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

## destroyAllInstancedGeometry()

virtual void Ogre::SceneManager::destroyAllInstancedGeometry | ( | void |  | ) |

virtual inherited

Remove & destroy all InstancedGeometry instances.

## destroyAllInstanceManagers()

virtual void Ogre::SceneManager::destroyAllInstanceManagers | ( | void |  | ) |

virtual inherited

## destroyAllLights()

virtual void Ogre::SceneManager::destroyAllLights | ( | void |  | ) |

virtual inherited

Removes and destroys all lights in the scene.

## destroyAllManualObjects()

virtual void Ogre::SceneManager::destroyAllManualObjects | ( | void |  | ) |

virtual inherited

Removes & destroys all ManualObjects from the SceneManager.

## destroyAllMovableObjects()

virtual void Ogre::SceneManager::destroyAllMovableObjects | ( | void |  | ) |

virtual inherited

Destroy all MovableObjects.

## destroyAllMovableObjectsByType()

virtual void Ogre::SceneManager::destroyAllMovableObjectsByType | ( | const String & | typeName | ) |

virtual inherited

Destroy all MovableObjects of a given type.

## destroyAllParticleSystems()

virtual void Ogre::SceneManager::destroyAllParticleSystems | ( | void |  | ) |

virtual inherited

Removes & destroys all ParticleSystems from the SceneManager.

## destroyAllRibbonTrails()

virtual void Ogre::SceneManager::destroyAllRibbonTrails | ( | void |  | ) |

virtual inherited

Removes & destroys all RibbonTrails from the SceneManager.

## destroyAllStaticGeometry()

virtual void Ogre::SceneManager::destroyAllStaticGeometry | ( | void |  | ) |

virtual inherited

Remove & destroy all StaticGeometry instances.

## destroyAnimation()

virtual void Ogre::SceneManager::destroyAnimation | ( | const String & | name | ) |

virtual inherited

Destroys an Animation.

Remarks
  You should ensure that none of your code is referencing this animation objects since the memory will be freed.

## destroyAnimationState()

virtual void Ogre::SceneManager::destroyAnimationState | ( | const String & | name | ) |

virtual inherited

Destroys an AnimationState.

Remarks
  You should ensure that none of your code is referencing this animation state object since the memory will be freed.

## destroyBillboardChain() [1/2]

virtual void Ogre::SceneManager::destroyBillboardChain | ( | BillboardChain * | obj | ) |

virtual inherited

Removes & destroys a BillboardChain from the SceneManager.

## destroyBillboardChain() [2/2]

virtual void Ogre::SceneManager::destroyBillboardChain | ( | const String & | name | ) |

virtual inherited

Removes & destroys a BillboardChain from the SceneManager.

## destroyBillboardSet() [1/2]

virtual void Ogre::SceneManager::destroyBillboardSet | ( | BillboardSet * | set | ) |

virtual inherited

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.

## destroyBillboardSet() [2/2]

virtual void Ogre::SceneManager::destroyBillboardSet | ( | const String & | name | ) |

virtual inherited

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.

## destroyCamera() [1/2]

virtual void Ogre::SceneManager::destroyCamera | ( | Camera * | cam | ) |

virtual inherited

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

## destroyCamera() [2/2]

virtual void Ogre::SceneManager::destroyCamera | ( | const String & | name | ) |

virtual inherited

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.

## destroyEntity() [1/2]

virtual void Ogre::SceneManager::destroyEntity | ( | Entity * | ent | ) |

virtual inherited

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

## destroyEntity() [2/2]

virtual void Ogre::SceneManager::destroyEntity | ( | const String & | name | ) |

virtual inherited

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

## destroyInstancedEntity()

virtual void Ogre::SceneManager::destroyInstancedEntity | ( | InstancedEntity * | instancedEntity | ) |

virtual inherited

Removes an InstancedEntity,.

See also
  SceneManager::createInstancedEntity &
  InstanceBatch::removeInstancedEntity

Parameters

  instancedEntity | Instance to remove

## destroyInstancedGeometry() [1/2]

virtual void Ogre::SceneManager::destroyInstancedGeometry | ( | InstancedGeometry * | geom | ) |

virtual inherited

Remove & destroy a InstancedGeometry instance.

## destroyInstancedGeometry() [2/2]

virtual void Ogre::SceneManager::destroyInstancedGeometry | ( | const String & | name | ) |

virtual inherited

Remove & destroy a InstancedGeometry instance.

## destroyInstanceManager() [1/2]

virtual void Ogre::SceneManager::destroyInstanceManager | ( | const String & | name | ) |

virtual inherited

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

  name | Name of the manager to remove

## destroyInstanceManager() [2/2]

virtual void Ogre::SceneManager::destroyInstanceManager | ( | InstanceManager * | instanceManager | ) |

virtual inherited

## destroyLight() [1/2]

virtual void Ogre::SceneManager::destroyLight | ( | const String & | name | ) |

virtual inherited

Removes the named light from the scene and destroys it.

Remarks
  Any pointers held to this light after calling this method will be invalid.

## destroyLight() [2/2]

virtual void Ogre::SceneManager::destroyLight | ( | Light * | light | ) |

virtual inherited

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.

## destroyManualObject() [1/2]

virtual void Ogre::SceneManager::destroyManualObject | ( | ManualObject * | obj | ) |

virtual inherited

Removes & destroys a ManualObject from the SceneManager.

## destroyManualObject() [2/2]

virtual void Ogre::SceneManager::destroyManualObject | ( | const String & | name | ) |

virtual inherited

Removes & destroys a ManualObject from the SceneManager.

## destroyMovableObject() [1/2]

virtual void Ogre::SceneManager::destroyMovableObject | ( | const String & | name,
|  | const String & | typeName
| ) |  |

virtual inherited

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

Remarks
  The MovableObject will automatically detach itself from any nodes on destruction.

## destroyMovableObject() [2/2]

virtual void Ogre::SceneManager::destroyMovableObject | ( | MovableObject * | m | ) |

virtual inherited

Destroys a MovableObject.

Remarks
  The MovableObject will automatically detach itself from any nodes on destruction.

## destroyParticleSystem() [1/2]

virtual void Ogre::SceneManager::destroyParticleSystem | ( | ParticleSystem * | obj | ) |

virtual inherited

Removes & destroys a ParticleSystem from the SceneManager.

## destroyParticleSystem() [2/2]

virtual void Ogre::SceneManager::destroyParticleSystem | ( | const String & | name | ) |

virtual inherited

Removes & destroys a ParticleSystem from the SceneManager.

## destroyQuery()

virtual void Ogre::SceneManager::destroyQuery | ( | SceneQuery * | query | ) |

virtual inherited

Destroys a scene query of any type.

## destroyRibbonTrail() [1/2]

virtual void Ogre::SceneManager::destroyRibbonTrail | ( | RibbonTrail * | obj | ) |

virtual inherited

Removes & destroys a RibbonTrail from the SceneManager.

## destroyRibbonTrail() [2/2]

virtual void Ogre::SceneManager::destroyRibbonTrail | ( | const String & | name | ) |

virtual inherited

Removes & destroys a RibbonTrail from the SceneManager.

## destroySceneNode() [1/2]

virtual void Ogre::SceneManager::destroySceneNode | ( | const String & | name | ) |

virtual inherited

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.

## destroySceneNode() [2/2]

virtual void Ogre::SceneManager::destroySceneNode | ( | SceneNode * | sn | ) |

virtual inherited

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.

## destroyShadowTextures()

virtual void Ogre::SceneManager::destroyShadowTextures | ( | void |  | ) |

protected virtual inherited

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

## destroyStaticGeometry() [1/2]

virtual void Ogre::SceneManager::destroyStaticGeometry | ( | StaticGeometry * | geom | ) |

virtual inherited

Remove & destroy a StaticGeometry instance.

## destroyStaticGeometry() [2/2]

virtual void Ogre::SceneManager::destroyStaticGeometry | ( | const String & | name | ) |

virtual inherited

Remove & destroy a StaticGeometry instance.

## ensureShadowTexturesCreated()

virtual void Ogre::SceneManager::ensureShadowTexturesCreated | ( |  | ) |

protected virtual inherited

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

## estimateWorldGeometry() [1/2]

virtual size_t Ogre::SceneManager::estimateWorldGeometry | ( | const String & | filename | ) |

virtual inherited

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 1698 of file OgreSceneManager.h.

## estimateWorldGeometry() [2/2]

virtual size_t Ogre::SceneManager::estimateWorldGeometry | ( | DataStreamPtr & | stream,
|  | const String & | typeName = `StringUtil::BLANK`
| ) |  |

virtual inherited

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 1713 of file OgreSceneManager.h.

## extractAllMovableObjectsByType()

virtual void Ogre::SceneManager::extractAllMovableObjectsByType | ( | const String & | typeName | ) |

virtual inherited

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.

## extractMovableObject() [1/2]

virtual void Ogre::SceneManager::extractMovableObject | ( | const String & | name,
|  | const String & | typeName
| ) |  |

virtual inherited

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.

## extractMovableObject() [2/2]

virtual void Ogre::SceneManager::extractMovableObject | ( | MovableObject * | m | ) |

virtual inherited

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.

## findLightsAffectingFrustum()

virtual void Ogre::SceneManager::findLightsAffectingFrustum | ( | const Camera * | camera | ) |

protected virtual inherited

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.

## findShadowCastersForLight()

virtual const ShadowCasterList& Ogre::SceneManager::findShadowCastersForLight | ( | const Light * | light,
|  | const Camera * | camera
| ) |  |

protected virtual inherited

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)

## firePostFindVisibleObjects()

virtual void Ogre::SceneManager::firePostFindVisibleObjects | ( | Viewport * | v | ) |

protected virtual inherited

Internal method for firing find visible objects event.

## firePostRenderQueues()

virtual void Ogre::SceneManager::firePostRenderQueues | ( |  | ) |

protected virtual inherited

Internal method for firing the queue end event.

## firePostUpdateSceneGraph()

virtual void Ogre::SceneManager::firePostUpdateSceneGraph | ( | Camera * | camera | ) |

protected virtual inherited

Internal method for firing post update scene graph event.

## firePreFindVisibleObjects()

virtual void Ogre::SceneManager::firePreFindVisibleObjects | ( | Viewport * | v | ) |

protected virtual inherited

Internal method for firing find visible objects event.

## firePreRenderQueues()

virtual void Ogre::SceneManager::firePreRenderQueues | ( |  | ) |

protected virtual inherited

Internal method for firing the queue start event.

## firePreUpdateSceneGraph()

virtual void Ogre::SceneManager::firePreUpdateSceneGraph | ( | Camera * | camera | ) |

protected virtual inherited

Internal method for firing pre update scene graph event.

## fireRenderQueueEnded()

virtual bool Ogre::SceneManager::fireRenderQueueEnded | ( | uint8 | id,
|  | const String & | invocation
| ) |  |

protected virtual inherited

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

## fireRenderQueueStarted()

virtual bool Ogre::SceneManager::fireRenderQueueStarted | ( | uint8 | id,
|  | const String & | invocation
| ) |  |

protected virtual inherited

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

## fireRenderSingleObject()

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

protected virtual inherited

Internal method for firing when rendering a single object.

## fireSceneManagerDestroyed()

virtual void Ogre::SceneManager::fireSceneManagerDestroyed | ( |  | ) |

protected virtual inherited

Internal method for firing destruction event.

## fireShadowTexturesPreCaster()

virtual void Ogre::SceneManager::fireShadowTexturesPreCaster | ( | Light * | light,
|  | Camera * | camera,
|  | size_t | iteration
| ) |  |

protected virtual inherited

Internal method for firing the pre caster texture shadows event.

## fireShadowTexturesPreReceiver()

virtual void Ogre::SceneManager::fireShadowTexturesPreReceiver | ( | Light * | light,
|  | Frustum * | f
| ) |  |

protected virtual inherited

Internal method for firing the pre receiver texture shadows event.

## fireShadowTexturesUpdated()

virtual void Ogre::SceneManager::fireShadowTexturesUpdated | ( | size_t | numberOfShadowTextures | ) |

protected virtual inherited

Internal method for firing the texture shadows updated event.

## getAmbientLight()

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

inherited

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

## getAnimation()

virtual Animation* Ogre::SceneManager::getAnimation | ( | const String & | name | ) | const

virtual inherited

Looks up an Animation object previously created with createAnimation.

Note
  Throws an exception if the named instance does not exist

## getAnimationIterator()

AnimationIterator Ogre::SceneManager::getAnimationIterator | ( | void |  | ) |

inherited

Returns a specialised MapIterator over all animations in the scene.

Definition at line 2660 of file OgreSceneManager.h.

## getAnimations()

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

inherited

Returns a const version of the animation list.

Definition at line 2665 of file OgreSceneManager.h.

## getAnimationState()

virtual AnimationState* Ogre::SceneManager::getAnimationState | ( | const String & | animName | ) | const

virtual inherited

Retrieves animation state as previously created using createAnimationState.

Note
  Throws an exception if the named instance does not exist

## getAnimationStateIterator()

AnimationStateIterator Ogre::SceneManager::getAnimationStateIterator | ( | void |  | ) |

inherited

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

Definition at line 2667 of file OgreSceneManager.h.

References Ogre::AnimationStateSet::getAnimationStateIterator().

## getBillboardChain()

virtual BillboardChain* Ogre::SceneManager::getBillboardChain | ( | const String & | name | ) | const

virtual inherited

Retrieves a pointer to the named BillboardChain.

Note
  Throws an exception if the named instance does not exist

## getBillboardSet()

virtual BillboardSet* Ogre::SceneManager::getBillboardSet | ( | const String & | name | ) | const

virtual inherited

Retrieves a pointer to the named BillboardSet.

Note
  Throws an exception if the named instance does not exist

## getCamera()

virtual Camera* Ogre::SceneManager::getCamera | ( | const String & | name | ) | const

virtual inherited

Retrieves a pointer to the named camera.

Note
  Throws an exception if the named instance does not exist

## getCameraIterator()

CameraIterator Ogre::SceneManager::getCameraIterator | ( | void |  | ) |

inherited

Returns a specialised MapIterator over all cameras in the scene.

Definition at line 2653 of file OgreSceneManager.h.

## getCameraRelativeRendering()

virtual bool Ogre::SceneManager::getCameraRelativeRendering | ( |  | ) | const

virtual inherited

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 3524 of file OgreSceneManager.h.

## getCameras()

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

inherited

Returns a const version of the camera list.

Definition at line 2658 of file OgreSceneManager.h.

## getCurrentViewport()

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

inherited

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

Definition at line 3497 of file OgreSceneManager.h.

## getDestinationRenderSystem()

RenderSystem* Ogre::SceneManager::getDestinationRenderSystem | ( |  | ) |

inherited

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

## getDisplaySceneNodes()

virtual bool Ogre::SceneManager::getDisplaySceneNodes | ( | void |  | ) | const

virtual inherited

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

Definition at line 2330 of file OgreSceneManager.h.

## getEntity()

virtual Entity* Ogre::SceneManager::getEntity | ( | const String & | name | ) | const

virtual inherited

Retrieves a pointer to the named Entity.

Note
  Throws an exception if the named instance does not exist

## getFindVisibleObjects()

virtual bool Ogre::SceneManager::getFindVisibleObjects | ( | void |  | ) |

virtual inherited

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

Definition at line 3355 of file OgreSceneManager.h.

## getFlipCullingOnNegativeScale()

virtual bool Ogre::SceneManager::getFlipCullingOnNegativeScale | ( |  | ) | const

virtual inherited

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

Definition at line 3385 of file OgreSceneManager.h.

## getFogColour()

virtual const ColourValue& Ogre::SceneManager::getFogColour | ( | void |  | ) | const

virtual inherited

Returns the fog colour for the scene.

## getFogDensity()

virtual Real Ogre::SceneManager::getFogDensity | ( | void |  | ) | const

virtual inherited

Returns the fog density for the scene.

## getFogEnd()

virtual Real Ogre::SceneManager::getFogEnd | ( | void |  | ) | const

virtual inherited

Returns the fog end distance for the scene.

## getFogMode()

virtual FogMode Ogre::SceneManager::getFogMode | ( | void |  | ) | const

virtual inherited

Returns the fog mode for the scene.

## getFogStart()

virtual Real Ogre::SceneManager::getFogStart | ( | void |  | ) | const

virtual inherited

Returns the fog start distance for the scene.

## getInstancedGeometry()

virtual InstancedGeometry* Ogre::SceneManager::getInstancedGeometry | ( | const String & | name | ) | const

virtual inherited

Retrieve a previously created InstancedGeometry instance.

## getInstanceManager()

virtual InstanceManager* Ogre::SceneManager::getInstanceManager | ( | const String & | managerName | ) | const

virtual inherited

Retrieves an existing InstanceManager by it's name.

Note
  Throws an exception if the named InstanceManager does not exist

## getLight()

virtual Light* Ogre::SceneManager::getLight | ( | const String & | name | ) | const

virtual inherited

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

## getLightClippingPlanes()

virtual const PlaneList& Ogre::SceneManager::getLightClippingPlanes | ( | Light * | l | ) |

virtual inherited

Retrieve a set of clipping planes for a given light.

## getLightScissorRect()

virtual const RealRect& Ogre::SceneManager::getLightScissorRect | ( | Light * | l,
|  | const Camera * | cam
| ) |  |

virtual inherited

Retrieve a scissor rectangle for a given light and camera.

## getManualObject()

virtual ManualObject* Ogre::SceneManager::getManualObject | ( | const String & | name | ) | const

virtual inherited

Retrieves a pointer to the named ManualObject.

Note
  Throws an exception if the named instance does not exist

## getMovableObject()

virtual MovableObject* Ogre::SceneManager::getMovableObject | ( | const String & | name,
|  | const String & | typeName
| ) |  | const

virtual inherited

Get a reference to a previously created MovableObject.

Note
  Throws an exception if the named instance does not exist

## getMovableObjectCollection() [1/2]

MovableObjectCollection* Ogre::SceneManager::getMovableObjectCollection | ( | const String & | typeName | ) |

protected inherited

Gets the movable object collection for the given type name.

Remarks
  This method create new collection if the collection does not exist.

## getMovableObjectCollection() [2/2]

const MovableObjectCollection* Ogre::SceneManager::getMovableObjectCollection | ( | const String & | typeName | ) | const

protected inherited

Gets the movable object collection for the given type name.

Remarks
  This method throw exception if the collection does not exist.

## getMovableObjectIterator()

virtual MovableObjectIterator Ogre::SceneManager::getMovableObjectIterator | ( | const String & | typeName | ) |

virtual inherited

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.

## getName()

const String& Ogre::SceneManager::getName | ( | void |  | ) | const

inherited

Return the instance name of this SceneManager.

Definition at line 1065 of file OgreSceneManager.h.

## getNormaliseNormalsOnScale()

virtual bool Ogre::SceneManager::getNormaliseNormalsOnScale | ( |  | ) | const

virtual inherited

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

Definition at line 3370 of file OgreSceneManager.h.

## getNumInstancesPerBatch()

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 inherited

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

## getOption()

virtual bool Ogre::SceneManager::getOption | ( | const String & | strKey,
|  | void * | pDestValue
| ) |  |

virtual inherited

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 failure, false is returned and pDestValue is set to NULL.

Definition at line 1762 of file OgreSceneManager.h.

## getOptionKeys()

virtual bool Ogre::SceneManager::getOptionKeys | ( | StringVector & | refKeys | ) |

virtual inherited

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 failure, false is returned.

Definition at line 1800 of file OgreSceneManager.h.

References Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, and Ogre::RENDER_QUEUE_SKIES_EARLY.

## getOptionValues()

virtual bool Ogre::SceneManager::getOptionValues | ( | const String & | strKey,
|  | StringVector & | refValueList
| ) |  |

virtual inherited

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 1791 of file OgreSceneManager.h.

## getParticleSystem()

virtual ParticleSystem* Ogre::SceneManager::getParticleSystem | ( | const String & | name | ) | const

virtual inherited

Retrieves a pointer to the named ParticleSystem.

Note
  Throws an exception if the named instance does not exist

## getQueuedRenderableVisitor()

SceneMgrQueuedRenderableVisitor* Ogre::SceneManager::getQueuedRenderableVisitor | ( | void |  | ) | const

inherited

Gets the current visitor object which processes queued renderables.

## getRenderQueue()

virtual RenderQueue* Ogre::SceneManager::getRenderQueue | ( | void |  | ) |

virtual inherited

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.

## getRibbonTrail()

virtual RibbonTrail* Ogre::SceneManager::getRibbonTrail | ( | const String & | name | ) | const

virtual inherited

Retrieves a pointer to the named RibbonTrail.

Note
  Throws an exception if the named instance does not exist

## getRootSceneNode()

virtual SceneNode* Ogre::SceneManager::getRootSceneNode | ( | void |  | ) |

virtual inherited

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.

## getSceneNode()

virtual SceneNode* Ogre::SceneManager::getSceneNode | ( | const String & | name | ) | const

virtual inherited

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

## getShadowCameraSetup()

virtual const ShadowCameraSetupPtr& Ogre::SceneManager::getShadowCameraSetup | ( |  | ) | const

virtual inherited

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

See also
  ShadowCameraSetup

## getShadowCasterBoundsInfo()

const VisibleObjectsBoundsInfo& Ogre::SceneManager::getShadowCasterBoundsInfo | ( | const Light * | light,
|  | size_t | iteration = `0`
| ) |  | const

inherited

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

## getShadowCasterRenderBackFaces()

virtual bool Ogre::SceneManager::getShadowCasterRenderBackFaces | ( |  | ) | const

virtual inherited

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

Definition at line 3006 of file OgreSceneManager.h.

## getShadowColour()

virtual const ColourValue& Ogre::SceneManager::getShadowColour | ( | void |  | ) | const

virtual inherited

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.

## getShadowDirectionalLightExtrusionDistance()

virtual Real Ogre::SceneManager::getShadowDirectionalLightExtrusionDistance | ( | void |  | ) | const

virtual inherited

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

## getShadowDirLightTextureOffset()

virtual Real Ogre::SceneManager::getShadowDirLightTextureOffset | ( | void |  | ) | const

virtual inherited

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 2910 of file OgreSceneManager.h.

## getShadowFarDistance()

virtual Real Ogre::SceneManager::getShadowFarDistance | ( | void |  | ) | const

virtual inherited

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

Definition at line 2762 of file OgreSceneManager.h.

## getShadowFarDistanceSquared()

virtual Real Ogre::SceneManager::getShadowFarDistanceSquared | ( | void |  | ) | const

virtual inherited

Definition at line 2764 of file OgreSceneManager.h.

## getShadowIndexBufferSize()

virtual size_t Ogre::SceneManager::getShadowIndexBufferSize | ( | void |  | ) | const

virtual inherited

Get the size of the shadow index buffer.

Definition at line 2794 of file OgreSceneManager.h.

## getShadowTechnique()

virtual ShadowTechnique Ogre::SceneManager::getShadowTechnique | ( | void |  | ) | const

virtual inherited

Gets the current shadow technique.

Definition at line 2706 of file OgreSceneManager.h.

## getShadowTexture()

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

virtual inherited

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.

## getShadowTextureConfigIterator()

ConstShadowTextureConfigIterator Ogre::SceneManager::getShadowTextureConfigIterator | ( |  | ) | const

inherited

Get an iterator over the current shadow texture settings.

## getShadowTextureCount()

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

inherited

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

Definition at line 2857 of file OgreSceneManager.h.

## getShadowTextureCountPerLightType()

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

inherited

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

Definition at line 2871 of file OgreSceneManager.h.

References Ogre::PF_X8R8G8B8.

## getShadowTextureSelfShadow()

virtual bool Ogre::SceneManager::getShadowTextureSelfShadow | ( | void |  | ) | const

virtual inherited

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

Definition at line 2945 of file OgreSceneManager.h.

## getShadowUseLightClipPlanes()

virtual bool Ogre::SceneManager::getShadowUseLightClipPlanes | ( |  | ) | const

virtual inherited

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

Definition at line 3084 of file OgreSceneManager.h.

## getShowBoundingBoxes()

virtual bool Ogre::SceneManager::getShowBoundingBoxes | ( |  | ) | const

virtual inherited

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

## getShowDebugShadows()

virtual bool Ogre::SceneManager::getShowDebugShadows | ( | void |  | ) | const

virtual inherited

Are debug shadows shown?

Definition at line 2711 of file OgreSceneManager.h.

## getSkyBoxGenParameters()

virtual const SkyBoxGenParameters& Ogre::SceneManager::getSkyBoxGenParameters | ( | void |  | ) | const

virtual inherited

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

Definition at line 2082 of file OgreSceneManager.h.

References Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::Quaternion::IDENTITY, Ogre::ViewPoint::orientation, and Ogre::RENDER_QUEUE_SKIES_EARLY.

## getSkyBoxNode()

virtual SceneNode* Ogre::SceneManager::getSkyBoxNode | ( | void |  | ) | const

virtual inherited

Get the skybox node, if enabled.

Definition at line 2079 of file OgreSceneManager.h.

## getSkyDomeGenParameters()

virtual const SkyDomeGenParameters& Ogre::SceneManager::getSkyDomeGenParameters | ( | void |  | ) | const

virtual inherited

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

Definition at line 2209 of file OgreSceneManager.h.

References Ogre::FOG_NONE, and Ogre::ColourValue::White.

## getSkyDomeNode()

virtual SceneNode* Ogre::SceneManager::getSkyDomeNode | ( | void |  | ) | const

virtual inherited

Get the sky dome node, if enabled.

Definition at line 2206 of file OgreSceneManager.h.

## getSkyPlaneGenParameters()

virtual const SkyPlaneGenParameters& Ogre::SceneManager::getSkyPlaneGenParameters | ( | void |  | ) | const

virtual inherited

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

Definition at line 1987 of file OgreSceneManager.h.

References Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::Quaternion::IDENTITY, Ogre::ViewPoint::orientation, and Ogre::RENDER_QUEUE_SKIES_EARLY.

## getSkyPlaneNode()

virtual SceneNode* Ogre::SceneManager::getSkyPlaneNode | ( | void |  | ) | const

virtual inherited

Get the sky plane node, if enabled.

Definition at line 1984 of file OgreSceneManager.h.

## getSpecialCaseRenderQueueMode()

virtual SpecialCaseRenderQueueMode Ogre::SceneManager::getSpecialCaseRenderQueueMode | ( | void |  | ) |

virtual inherited

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

## getStaticGeometry()

virtual StaticGeometry* Ogre::SceneManager::getStaticGeometry | ( | const String & | name | ) | const

virtual inherited

Retrieve a previously created StaticGeometry instance.

Note
  Throws an exception if the named instance does not exist

## getSuggestedViewpoint()

virtual ViewPoint Ogre::SceneManager::getSuggestedViewpoint | ( | bool | random = `false` | ) |

virtual inherited

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 failure, false is returned.

## getTypeName()

const String& Ogre::DefaultSceneManager::getTypeName | ( | void |  | ) | const

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.

Implements Ogre::SceneManager.

## getVisibilityMask()

virtual uint32 Ogre::SceneManager::getVisibilityMask | ( | void |  | ) |

virtual inherited

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

Definition at line 3337 of file OgreSceneManager.h.

## getVisibleObjectsBoundsInfo()

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

inherited

Returns a visibility boundary box for a specific camera.

## getWorldGeometryRenderQueue()

virtual uint8 Ogre::SceneManager::getWorldGeometryRenderQueue | ( | void |  | ) |

virtual inherited

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.

## hasAnimation()

virtual bool Ogre::SceneManager::hasAnimation | ( | const String & | name | ) | const

virtual inherited

Returns whether an animation with the given name exists.

## hasAnimationState()

virtual bool Ogre::SceneManager::hasAnimationState | ( | const String & | name | ) | const

virtual inherited

Returns whether an animation state with the given name exists.

## hasBillboardChain()

virtual bool Ogre::SceneManager::hasBillboardChain | ( | const String & | name | ) | const

virtual inherited

Returns whether a billboard chain with the given name exists.

## hasBillboardSet()

virtual bool Ogre::SceneManager::hasBillboardSet | ( | const String & | name | ) | const

virtual inherited

Returns whether a billboardset with the given name exists.

## hasCamera()

virtual bool Ogre::SceneManager::hasCamera | ( | const String & | name | ) | const

virtual inherited

Returns whether a camera with the given name exists.

## hasEntity()

virtual bool Ogre::SceneManager::hasEntity | ( | const String & | name | ) | const

virtual inherited

Returns whether an entity with the given name exists.

## hasInstanceManager()

virtual bool Ogre::SceneManager::hasInstanceManager | ( | const String & | managerName | ) | const

virtual inherited

Returns whether an InstanceManager with the given name exists.

## hasLight()

virtual bool Ogre::SceneManager::hasLight | ( | const String & | name | ) | const

virtual inherited

Returns whether a light with the given name exists.

## hasManualObject()

virtual bool Ogre::SceneManager::hasManualObject | ( | const String & | name | ) | const

virtual inherited

Returns whether a manual object with the given name exists.

## hasMovableObject()

virtual bool Ogre::SceneManager::hasMovableObject | ( | const String & | name,
|  | const String & | typeName
| ) |  | const

virtual inherited

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

## hasOption()

virtual bool Ogre::SceneManager::hasOption | ( | const String & | strKey | ) | const

virtual inherited

Method for verifying whether 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 1774 of file OgreSceneManager.h.

## hasParticleSystem()

virtual bool Ogre::SceneManager::hasParticleSystem | ( | const String & | name | ) | const

virtual inherited

Returns whether a particle system with the given name exists.

## hasRibbonTrail()

virtual bool Ogre::SceneManager::hasRibbonTrail | ( | const String & | name | ) | const

virtual inherited

Returns whether a ribbon trail with the given name exists.

## hasSceneNode()

virtual bool Ogre::SceneManager::hasSceneNode | ( | const String & | name | ) | const

virtual inherited

Returns whether a scene node with the given name exists.

## hasStaticGeometry()

virtual bool Ogre::SceneManager::hasStaticGeometry | ( | const String & | name | ) | const

virtual inherited

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

## initRenderQueue()

virtual void Ogre::SceneManager::initRenderQueue | ( | void |  | ) |

protected virtual inherited

Internal method for initialising the render queue.

Remarks
  Subclasses can use this to install their own RenderQueue implementation.

## initShadowVolumeMaterials()

virtual void Ogre::SceneManager::initShadowVolumeMaterials | ( | void |  | ) |

protected virtual inherited

Internal method for setting up materials for shadows.

## injectMovableObject()

virtual void Ogre::SceneManager::injectMovableObject | ( | MovableObject * | m | ) |

virtual inherited

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.

## isLateMaterialResolving()

virtual bool Ogre::SceneManager::isLateMaterialResolving | ( |  | ) | const

virtual inherited

Gets whether using late material resolving or not.

See also
  setLateMaterialResolving

Definition at line 3100 of file OgreSceneManager.h.

## isRenderQueueToBeProcessed()

virtual bool Ogre::SceneManager::isRenderQueueToBeProcessed | ( | uint8 | qid | ) |

virtual inherited

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

## isShadowTechniqueAdditive()

virtual bool Ogre::SceneManager::isShadowTechniqueAdditive | ( | void |  | ) | const

virtual inherited

Is there an additive shadowing technique in use?

Definition at line 3069 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_ADDITIVE.

## isShadowTechniqueIntegrated()

virtual bool Ogre::SceneManager::isShadowTechniqueIntegrated | ( | void |  | ) | const

virtual inherited

Is the shadow technique integrated into primary materials?

Definition at line 3072 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_INTEGRATED.

## isShadowTechniqueInUse()

virtual bool Ogre::SceneManager::isShadowTechniqueInUse | ( | void |  | ) | const

virtual inherited

Is there any shadowing technique in use?

Definition at line 3075 of file OgreSceneManager.h.

References Ogre::SHADOWTYPE_NONE.

## isShadowTechniqueModulative()

virtual bool Ogre::SceneManager::isShadowTechniqueModulative | ( | void |  | ) | const

virtual inherited

Is there a modulative shadowing technique in use?

Definition at line 3066 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_MODULATIVE.

## isShadowTechniqueStencilBased()

virtual bool Ogre::SceneManager::isShadowTechniqueStencilBased | ( | void |  | ) | const

virtual inherited

Is there a stencil shadow based shadowing technique in use?

Definition at line 3060 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_STENCIL.

## isShadowTechniqueTextureBased()

virtual bool Ogre::SceneManager::isShadowTechniqueTextureBased | ( | void |  | ) | const

virtual inherited

Is there a texture shadow based shadowing technique in use?

Definition at line 3063 of file OgreSceneManager.h.

References Ogre::SHADOWDETAILTYPE_TEXTURE.

## isSkyBoxEnabled()

virtual bool Ogre::SceneManager::isSkyBoxEnabled | ( | void |  | ) | const

virtual inherited

Return whether a skybox is enabled.

Definition at line 2076 of file OgreSceneManager.h.

## isSkyDomeEnabled()

virtual bool Ogre::SceneManager::isSkyDomeEnabled | ( | void |  | ) | const

virtual inherited

Return whether a skydome is enabled.

Definition at line 2203 of file OgreSceneManager.h.

## isSkyPlaneEnabled()

virtual bool Ogre::SceneManager::isSkyPlaneEnabled | ( | void |  | ) | const

virtual inherited

Return whether a key plane is enabled.

Definition at line 1981 of file OgreSceneManager.h.

## manualRender() [1/2]

virtual void Ogre::SceneManager::manualRender | ( | RenderOperation * | rend,
|  | Pass * | pass,
|  | Viewport * | vp,
|  | const Matrix4 & | worldMatrix,
|  | const Matrix4 & | viewMatrix,
|  | const Matrix4 & | projMatrix,
|  | bool | doBeginEndFrame = `false`
| ) |  |

virtual inherited

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.

## manualRender() [2/2]

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 inherited

Manual rendering method for rendering a single object.

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.

## OGRE_MUTEX() [1/3]

Ogre::SceneManager::OGRE_MUTEX | ( | mMovableObjectCollectionMapMutex |  | ) |

protected inherited

Mutex over the collection of MovableObject types.

## OGRE_MUTEX() [2/3]

Ogre::SceneManager::OGRE_MUTEX | ( | mAnimationsListMutex |  | ) |

protected inherited

## OGRE_MUTEX() [3/3]

Ogre::SceneManager::OGRE_MUTEX | ( | sceneGraphMutex |  | ) |

inherited

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.

## operator delete() [1/3]

template<class Alloc >

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr | ) |

inherited

Definition at line 96 of file OgreMemoryAllocatedObject.h.

## operator delete() [2/3]

template<class Alloc >

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr,
|  | void * |
| ) |  |

inherited

Definition at line 102 of file OgreMemoryAllocatedObject.h.

## operator delete() [3/3]

template<class Alloc >

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr,
|  | const char * | ,
|  | int | ,
|  | const char * |
| ) |  |

inherited

Definition at line 108 of file OgreMemoryAllocatedObject.h.

## operator delete[]() [1/2]

template<class Alloc >

void Ogre::AllocatedObject< Alloc >::operator delete[] | ( | void * | ptr | ) |

inherited

Definition at line 113 of file OgreMemoryAllocatedObject.h.

## operator delete[]() [2/2]

template<class Alloc >

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

inherited

Definition at line 119 of file OgreMemoryAllocatedObject.h.

## operator new() [1/3]

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 68 of file OgreMemoryAllocatedObject.h.

## operator new() [2/3]

template<class Alloc >

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz | ) |

inherited

Definition at line 73 of file OgreMemoryAllocatedObject.h.

## operator new() [3/3]

template<class Alloc >

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz,
|  | void * | ptr
| ) |  |

inherited

placement operator new

Definition at line 79 of file OgreMemoryAllocatedObject.h.

## operator new[]() [1/2]

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 86 of file OgreMemoryAllocatedObject.h.

## operator new[]() [2/2]

template<class Alloc >

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

inherited

Definition at line 91 of file OgreMemoryAllocatedObject.h.

## prepareRenderQueue()

virtual void Ogre::SceneManager::prepareRenderQueue | ( | void |  | ) |

protected virtual inherited

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

## prepareShadowTextures()

virtual void Ogre::SceneManager::prepareShadowTextures | ( | Camera * | cam,
|  | Viewport * | vp,
|  | const LightList * | lightList = `0`
| ) |  |

virtual inherited

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.

## prepareWorldGeometry() [1/2]

virtual void Ogre::SceneManager::prepareWorldGeometry | ( | const String & | filename | ) |

virtual inherited

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".

## prepareWorldGeometry() [2/2]

virtual void Ogre::SceneManager::prepareWorldGeometry | ( | DataStreamPtr & | stream,
|  | const String & | typeName = `StringUtil::BLANK`
| ) |  |

virtual inherited

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.

## removeListener()

virtual void Ogre::SceneManager::removeListener | ( | Listener * | s | ) |

virtual inherited

Remove a listener.

## removeLodListener()

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

inherited

Remove a level of detail listener.

Remarks
  Do not call from inside an LodListener callback method.

## removeRenderObjectListener()

virtual void Ogre::SceneManager::removeRenderObjectListener | ( | RenderObjectListener * | delListener | ) |

virtual inherited

Removes a listener previously added with addRenderObjectListener.

## removeRenderQueueListener()

virtual void Ogre::SceneManager::removeRenderQueueListener | ( | RenderQueueListener * | delListener | ) |

virtual inherited

Removes a listener previously added with addRenderQueueListener.

## removeSpecialCaseRenderQueue()

virtual void Ogre::SceneManager::removeSpecialCaseRenderQueue | ( | uint8 | qid | ) |

virtual inherited

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.

## renderAdditiveStencilShadowedQueueGroupObjects()

virtual void Ogre::SceneManager::renderAdditiveStencilShadowedQueueGroupObjects | ( | RenderQueueGroup * | group,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

protected virtual inherited

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

## renderAdditiveTextureShadowedQueueGroupObjects()

virtual void Ogre::SceneManager::renderAdditiveTextureShadowedQueueGroupObjects | ( | RenderQueueGroup * | group,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

protected virtual inherited

Render a group with additive texture shadows.

## renderBasicQueueGroupObjects()

virtual void Ogre::SceneManager::renderBasicQueueGroupObjects | ( | RenderQueueGroup * | pGroup,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

protected virtual inherited

Render a group in the ordinary way.

## renderModulativeStencilShadowedQueueGroupObjects()

virtual void Ogre::SceneManager::renderModulativeStencilShadowedQueueGroupObjects | ( | RenderQueueGroup * | group,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

protected virtual inherited

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

## renderModulativeTextureShadowedQueueGroupObjects()

virtual void Ogre::SceneManager::renderModulativeTextureShadowedQueueGroupObjects | ( | RenderQueueGroup * | group,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

protected virtual inherited

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

## renderObjects()

virtual void Ogre::SceneManager::renderObjects | ( | const QueuedRenderableCollection & | objs,
|  | QueuedRenderableCollection::OrganisationMode | om,
|  | bool | lightScissoringClipping,
|  | bool | doLightIteration,
|  | const LightList * | manualLightList = `0`
| ) |  |

protected virtual inherited

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

## renderShadowVolumeObjects()

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

protected inherited

Render a set of shadow renderables.

## renderShadowVolumesToStencil()

virtual void Ogre::SceneManager::renderShadowVolumesToStencil | ( | const Light * | light,
|  | const Camera * | cam,
|  | bool | calcScissor
| ) |  |

protected virtual inherited

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

## renderSingleObject()

virtual void Ogre::SceneManager::renderSingleObject | ( | Renderable * | rend,
|  | const Pass * | pass,
|  | bool | lightScissoringClipping,
|  | bool | doLightIteration,
|  | const LightList * | manualLightList = `0`
| ) |  |

protected virtual inherited

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.

## renderTextureShadowCasterQueueGroupObjects()

virtual void Ogre::SceneManager::renderTextureShadowCasterQueueGroupObjects | ( | RenderQueueGroup * | group,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

protected virtual inherited

Render a group rendering only shadow casters.

## renderTextureShadowReceiverQueueGroupObjects()

virtual void Ogre::SceneManager::renderTextureShadowReceiverQueueGroupObjects | ( | RenderQueueGroup * | group,
|  | QueuedRenderableCollection::OrganisationMode | om
| ) |  |

protected virtual inherited

Render a group rendering only shadow receivers.

## renderTransparentShadowCasterObjects()

virtual void Ogre::SceneManager::renderTransparentShadowCasterObjects | ( | const QueuedRenderableCollection & | objs,
|  | QueuedRenderableCollection::OrganisationMode | om,
|  | bool | lightScissoringClipping,
|  | bool | doLightIteration,
|  | const LightList * | manualLightList = `0`
| ) |  |

protected virtual inherited

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

## renderVisibleObjectsCustomSequence()

virtual void Ogre::SceneManager::renderVisibleObjectsCustomSequence | ( | RenderQueueInvocationSequence * | s | ) |

protected virtual inherited

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

## renderVisibleObjectsDefaultSequence()

virtual void Ogre::SceneManager::renderVisibleObjectsDefaultSequence | ( | void |  | ) |

protected virtual inherited

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

## resetLightClip()

virtual void Ogre::SceneManager::resetLightClip | ( |  | ) |

protected virtual inherited

## resetScissor()

virtual void Ogre::SceneManager::resetScissor | ( |  | ) |

protected virtual inherited

## resetViewProjMode()

virtual void Ogre::SceneManager::resetViewProjMode | ( | bool | fixedFunction | ) |

protected virtual inherited

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

## setAmbientLight()

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

inherited

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.

## setCameraRelativeRendering()

virtual void Ogre::SceneManager::setCameraRelativeRendering | ( | bool | rel | ) |

virtual inherited

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 3519 of file OgreSceneManager.h.

## setDisplaySceneNodes()

virtual void Ogre::SceneManager::setDisplaySceneNodes | ( | bool | display | ) |

virtual inherited

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.

## setFindVisibleObjects()

virtual void Ogre::SceneManager::setFindVisibleObjects | ( | bool | find | ) |

virtual inherited

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 3350 of file OgreSceneManager.h.

## setFlipCullingOnNegativeScale()

virtual void Ogre::SceneManager::setFlipCullingOnNegativeScale | ( | bool | n | ) |

virtual inherited

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 3380 of file OgreSceneManager.h.

## setFog()

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`
| ) |  |

inherited

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.

## setLateMaterialResolving()

virtual void Ogre::SceneManager::setLateMaterialResolving | ( | bool | isLate | ) |

virtual inherited

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 3096 of file OgreSceneManager.h.

## setNormaliseNormalsOnScale()

virtual void Ogre::SceneManager::setNormaliseNormalsOnScale | ( | bool | n | ) |

virtual inherited

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 3365 of file OgreSceneManager.h.

## setOption()

virtual bool Ogre::SceneManager::setOption | ( | const String & | strKey,
|  | const void * | pValue
| ) |  |

virtual inherited

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 failure, false is returned.

Definition at line 1746 of file OgreSceneManager.h.

## setQueuedRenderableVisitor()

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

inherited

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.

## setShadowCameraSetup()

virtual void Ogre::SceneManager::setShadowCameraSetup | ( | const ShadowCameraSetupPtr & | shadowSetup | ) |

virtual inherited

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

See also
  ShadowCameraSetup

## setShadowCasterRenderBackFaces()

virtual void Ogre::SceneManager::setShadowCasterRenderBackFaces | ( | bool | bf | ) |

virtual inherited

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 3001 of file OgreSceneManager.h.

## setShadowColour()

virtual void Ogre::SceneManager::setShadowColour | ( | const ColourValue & | colour | ) |

virtual inherited

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.

## setShadowDirectionalLightExtrusionDistance()

virtual void Ogre::SceneManager::setShadowDirectionalLightExtrusionDistance | ( | Real | dist | ) |

virtual inherited

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.

## setShadowDirLightTextureOffset()

virtual void Ogre::SceneManager::setShadowDirLightTextureOffset | ( | Real | offset | ) |

virtual inherited

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 2906 of file OgreSceneManager.h.

## setShadowFarDistance()

virtual void Ogre::SceneManager::setShadowFarDistance | ( | Real | distance | ) |

virtual inherited

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.

## setShadowIndexBufferSize()

virtual void Ogre::SceneManager::setShadowIndexBufferSize | ( | size_t | size | ) |

virtual inherited

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.

## setShadowTechnique()

virtual void Ogre::SceneManager::setShadowTechnique | ( | ShadowTechnique | technique | ) |

virtual inherited

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.

## setShadowTextureCasterMaterial()

virtual void Ogre::SceneManager::setShadowTextureCasterMaterial | ( | const String & | name | ) |

virtual inherited

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.

## setShadowTextureConfig() [1/2]

virtual void Ogre::SceneManager::setShadowTextureConfig | ( | size_t | shadowIndex,
|  | unsigned short | width,
|  | unsigned short | height,
|  | PixelFormat | format,
|  | unsigned short | fsaa = `0`,
|  | uint16 | depthBufferPoolId = `1`
| ) |  |

virtual inherited

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 | The width of the texture
  height | The height 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

## setShadowTextureConfig() [2/2]

virtual void Ogre::SceneManager::setShadowTextureConfig | ( | size_t | shadowIndex,
|  | const ShadowTextureConfig & | config
| ) |  |

virtual inherited

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

## setShadowTextureCount()

virtual void Ogre::SceneManager::setShadowTextureCount | ( | size_t | count | ) |

virtual inherited

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.

## setShadowTextureCountPerLightType()

void Ogre::SceneManager::setShadowTextureCountPerLightType | ( | Light::LightTypes | type,
|  | size_t | count
| ) |  |

inherited

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 2868 of file OgreSceneManager.h.

## setShadowTextureFadeEnd()

virtual void Ogre::SceneManager::setShadowTextureFadeEnd | ( | Real | fadeEnd | ) |

virtual inherited

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 2927 of file OgreSceneManager.h.

## setShadowTextureFadeStart()

virtual void Ogre::SceneManager::setShadowTextureFadeStart | ( | Real | fadeStart | ) |

virtual inherited

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 2918 of file OgreSceneManager.h.

## setShadowTextureFSAA()

virtual void Ogre::SceneManager::setShadowTextureFSAA | ( | unsigned short | fsaa | ) |

virtual inherited

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.

## setShadowTexturePixelFormat()

virtual void Ogre::SceneManager::setShadowTexturePixelFormat | ( | PixelFormat | fmt | ) |

virtual inherited

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.

## setShadowTextureReceiverMaterial()

virtual void Ogre::SceneManager::setShadowTextureReceiverMaterial | ( | const String & | name | ) |

virtual inherited

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.

## setShadowTextureSelfShadow()

virtual void Ogre::SceneManager::setShadowTextureSelfShadow | ( | bool | selfShadow | ) |

virtual inherited

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

## setShadowTextureSettings()

virtual void Ogre::SceneManager::setShadowTextureSettings | ( | unsigned short | size,
|  | unsigned short | count,
|  | PixelFormat | fmt = `PF_X8R8G8B8`,
|  | unsigned short | fsaa = `0`,
|  | uint16 | depthBufferPoolId = `1`
| ) |  |

virtual inherited

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

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.

## setShadowTextureSize()

virtual void Ogre::SceneManager::setShadowTextureSize | ( | unsigned short | size | ) |

virtual inherited

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.

## setShadowUseInfiniteFarPlane()

virtual void Ogre::SceneManager::setShadowUseInfiniteFarPlane | ( | bool | enable | ) |

virtual inherited

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 3056 of file OgreSceneManager.h.

## setShadowUseLightClipPlanes()

virtual void Ogre::SceneManager::setShadowUseLightClipPlanes | ( | bool | enabled | ) |

virtual inherited

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

Definition at line 3080 of file OgreSceneManager.h.

## setShadowVolumeStencilState()

virtual void Ogre::SceneManager::setShadowVolumeStencilState | ( | bool | secondpass,
|  | bool | zfail,
|  | bool | twosided
| ) |  |

protected virtual inherited

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?

## setShowDebugShadows()

virtual void Ogre::SceneManager::setShowDebugShadows | ( | bool | debug | ) |

virtual inherited

Enables / disables the rendering of debug information for shadows.

Definition at line 2709 of file OgreSceneManager.h.

## setSkyBox()

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 inherited

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.

## setSkyBoxEnabled()

virtual void Ogre::SceneManager::setSkyBoxEnabled | ( | bool | enable | ) |

virtual inherited

Enables / disables a 'sky box'.

Definition at line 2073 of file OgreSceneManager.h.

## setSkyDome()

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 inherited

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.

## setSkyDomeEnabled()

virtual void Ogre::SceneManager::setSkyDomeEnabled | ( | bool | enable | ) |

virtual inherited

Enables / disables a 'sky dome'.

Definition at line 2200 of file OgreSceneManager.h.

## setSkyPlane()

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 inherited

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.

## setSkyPlaneEnabled()

virtual void Ogre::SceneManager::setSkyPlaneEnabled | ( | bool | enable | ) |

virtual inherited

Enables / disables a 'sky plane'.

Definition at line 1978 of file OgreSceneManager.h.

## setSpecialCaseRenderQueueMode()

virtual void Ogre::SceneManager::setSpecialCaseRenderQueueMode | ( | SpecialCaseRenderQueueMode | mode | ) |

virtual inherited

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

See also
  SceneManager::addSpecialCaseRenderQueue

Parameters

  mode | The mode of processing

## setViewMatrix()

virtual void Ogre::SceneManager::setViewMatrix | ( | const Matrix4 & | m | ) |

protected virtual inherited

## setViewport()

virtual void Ogre::SceneManager::setViewport | ( | Viewport * | vp | ) |

protected virtual inherited

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

## setVisibilityMask()

virtual void Ogre::SceneManager::setVisibilityMask | ( | uint32 | vmask | ) |

virtual inherited

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 3332 of file OgreSceneManager.h.

## setWorldGeometry() [1/2]

virtual void Ogre::SceneManager::setWorldGeometry | ( | const String & | filename | ) |

virtual inherited

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".

## setWorldGeometry() [2/2]

virtual void Ogre::SceneManager::setWorldGeometry | ( | DataStreamPtr & | stream,
|  | const String & | typeName = `StringUtil::BLANK`
| ) |  |

virtual inherited

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.

## setWorldGeometryRenderQueue()

virtual void Ogre::SceneManager::setWorldGeometryRenderQueue | ( | uint8 | qid | ) |

virtual inherited

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.

## showBoundingBoxes()

virtual void Ogre::SceneManager::showBoundingBoxes | ( | bool | bShow | ) |

virtual inherited

Allows all bounding boxes of scene nodes to be displayed.

## updateDirtyInstanceManagers()

void Ogre::SceneManager::updateDirtyInstanceManagers | ( | void |  | ) |

protected inherited

Updates all instance managaers with dirty instance batches.

See also
  _addDirtyInstanceManager

## updateGpuProgramParameters()

virtual void Ogre::SceneManager::updateGpuProgramParameters | ( | const Pass * | p | ) |

protected virtual inherited

## updateRenderQueueGroupSplitOptions()

virtual void Ogre::SceneManager::updateRenderQueueGroupSplitOptions | ( | RenderQueueGroup * | group,
|  | bool | suppressShadows,
|  | bool | suppressRenderState
| ) |  |

protected virtual inherited

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

## updateRenderQueueSplitOptions()

virtual void Ogre::SceneManager::updateRenderQueueSplitOptions | ( | void |  | ) |

protected virtual inherited

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

## useLights()

virtual void Ogre::SceneManager::useLights | ( | const LightList & | lights,
|  | unsigned short | limit
| ) |  |

protected virtual inherited

## useLightsGpuProgram()

virtual void Ogre::SceneManager::useLightsGpuProgram | ( | const Pass * | pass,
|  | const LightList * | lights
| ) |  |

protected virtual inherited

## useRenderableViewProjMode()

virtual void Ogre::SceneManager::useRenderableViewProjMode | ( | const Renderable * | pRend,
|  | bool | fixedFunction
| ) |  |

protected virtual inherited

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

## validatePassForRendering()

virtual bool Ogre::SceneManager::validatePassForRendering | ( | const Pass * | pass | ) |

protected virtual inherited

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.

## validateRenderableForRendering()

virtual bool Ogre::SceneManager::validateRenderableForRendering | ( | const Pass * | pass,
|  | const Renderable * | rend
| ) |  |

protected virtual inherited

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.

## Member Data Documentation

## ENTITY_TYPE_MASK

uint32 Ogre::SceneManager::ENTITY_TYPE_MASK

static inherited

Query type mask which will be used for entities.

See also
  SceneQuery

Definition at line 149 of file OgreSceneManager.h.

## FRUSTUM_TYPE_MASK

uint32 Ogre::SceneManager::FRUSTUM_TYPE_MASK

static inherited

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

See also
  SceneQuery

Definition at line 157 of file OgreSceneManager.h.

## FX_TYPE_MASK

uint32 Ogre::SceneManager::FX_TYPE_MASK

static inherited

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

See also
  SceneQuery

Definition at line 151 of file OgreSceneManager.h.

## LIGHT_TYPE_MASK

uint32 Ogre::SceneManager::LIGHT_TYPE_MASK

static inherited

Query type mask which will be used for lights.

See also
  SceneQuery

Definition at line 155 of file OgreSceneManager.h.

## mActiveCompositorChain

CompositorChain* Ogre::SceneManager::mActiveCompositorChain

protected inherited

Definition at line 728 of file OgreSceneManager.h.

## mActiveQueuedRenderableVisitor

SceneMgrQueuedRenderableVisitor* Ogre::SceneManager::mActiveQueuedRenderableVisitor

protected inherited

The active renderable visitor class - subclasses could override this.

Definition at line 982 of file OgreSceneManager.h.

## mAmbientLight

ColourValue Ogre::SceneManager::mAmbientLight

protected inherited

Current ambient light, cached for RenderSystem.

Definition at line 400 of file OgreSceneManager.h.

## mAnimationsList

AnimationList Ogre::SceneManager::mAnimationsList

protected inherited

Definition at line 639 of file OgreSceneManager.h.

## mAnimationStates

AnimationStateSet Ogre::SceneManager::mAnimationStates

protected inherited

Definition at line 641 of file OgreSceneManager.h.

## mAutoParamDataSource

AutoParamDataSource* Ogre::SceneManager::mAutoParamDataSource

protected inherited

Utility class for calculating automatic parameters for gpu programs.

Definition at line 726 of file OgreSceneManager.h.

## mAutoTrackingSceneNodes

AutoTrackingSceneNodes Ogre::SceneManager::mAutoTrackingSceneNodes

protected inherited

Definition at line 439 of file OgreSceneManager.h.

## mCachedLightInfos

LightInfoList Ogre::SceneManager::mCachedLightInfos

protected inherited

Definition at line 534 of file OgreSceneManager.h.

## mCachedViewMatrix

Matrix4 Ogre::SceneManager::mCachedViewMatrix

protected inherited

Definition at line 988 of file OgreSceneManager.h.

## mCameraInProgress

Camera* Ogre::SceneManager::mCameraInProgress

protected inherited

Camera in progress.

Definition at line 430 of file OgreSceneManager.h.

## mCameraRelativePosition

Vector3 Ogre::SceneManager::mCameraRelativePosition

protected inherited

Definition at line 989 of file OgreSceneManager.h.

## mCameraRelativeRendering

bool Ogre::SceneManager::mCameraRelativeRendering

protected inherited

Whether to use camera-relative rendering.

Definition at line 987 of file OgreSceneManager.h.

## mCameras

CameraList Ogre::SceneManager::mCameras

protected inherited

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

Definition at line 409 of file OgreSceneManager.h.

## mCamVisibleObjectsMap

CamVisibleObjectsMap Ogre::SceneManager::mCamVisibleObjectsMap

protected inherited

Definition at line 498 of file OgreSceneManager.h.

## mCurrentShadowTexture

Texture* Ogre::SceneManager::mCurrentShadowTexture

protected inherited

Definition at line 750 of file OgreSceneManager.h.

## mCurrentViewport

Viewport* Ogre::SceneManager::mCurrentViewport

protected inherited

Current Viewport.

Definition at line 432 of file OgreSceneManager.h.

## mDebugShadows

bool Ogre::SceneManager::mDebugShadows

protected inherited

Definition at line 732 of file OgreSceneManager.h.

## mDefaultQueuedRenderableVisitor

SceneMgrQueuedRenderableVisitor Ogre::SceneManager::mDefaultQueuedRenderableVisitor

protected inherited

Storage for default renderable visitor.

Definition at line 984 of file OgreSceneManager.h.

## mDefaultShadowCameraSetup

ShadowCameraSetupPtr Ogre::SceneManager::mDefaultShadowCameraSetup

protected inherited

default shadow camera setup

Definition at line 769 of file OgreSceneManager.h.

## mDefaultShadowFarDist

Real Ogre::SceneManager::mDefaultShadowFarDist

protected inherited

Definition at line 855 of file OgreSceneManager.h.

## mDefaultShadowFarDistSquared

Real Ogre::SceneManager::mDefaultShadowFarDistSquared

protected inherited

Definition at line 856 of file OgreSceneManager.h.

## mDestRenderSystem

RenderSystem* Ogre::SceneManager::mDestRenderSystem

protected inherited

The rendering system to send the scene to.

Definition at line 403 of file OgreSceneManager.h.

## mDirtyInstanceManagers

InstanceManagerVec Ogre::SceneManager::mDirtyInstanceManagers

protected inherited

Definition at line 800 of file OgreSceneManager.h.

## mDirtyInstanceMgrsTmp

InstanceManagerVec Ogre::SceneManager::mDirtyInstanceMgrsTmp

protected inherited

Definition at line 801 of file OgreSceneManager.h.

## mDisplayNodes

bool Ogre::SceneManager::mDisplayNodes

protected inherited

Flag indicating whether SceneNodes will be rendered as a set of 3 axes.

Definition at line 635 of file OgreSceneManager.h.

## mEntityMaterialLodChangedEvents

EntityMaterialLodChangedEventList Ogre::SceneManager::mEntityMaterialLodChangedEvents

protected inherited

Definition at line 1025 of file OgreSceneManager.h.

## mEntityMeshLodChangedEvents

EntityMeshLodChangedEventList Ogre::SceneManager::mEntityMeshLodChangedEvents

protected inherited

Definition at line 1021 of file OgreSceneManager.h.

## mFindVisibleObjects

bool Ogre::SceneManager::mFindVisibleObjects

protected inherited

Definition at line 874 of file OgreSceneManager.h.

## mFiniteExtrusionParams

GpuProgramParametersSharedPtr Ogre::SceneManager::mFiniteExtrusionParams

protected inherited

Definition at line 883 of file OgreSceneManager.h.

## mFlipCullingOnNegativeScale

bool Ogre::SceneManager::mFlipCullingOnNegativeScale

protected inherited

Definition at line 485 of file OgreSceneManager.h.

## mFogColour

ColourValue Ogre::SceneManager::mFogColour

protected inherited

Definition at line 469 of file OgreSceneManager.h.

## mFogDensity

Real Ogre::SceneManager::mFogDensity

protected inherited

Definition at line 472 of file OgreSceneManager.h.

## mFogEnd

Real Ogre::SceneManager::mFogEnd

protected inherited

Definition at line 471 of file OgreSceneManager.h.

## mFogMode

FogMode Ogre::SceneManager::mFogMode

protected inherited

Definition at line 468 of file OgreSceneManager.h.

## mFogStart

Real Ogre::SceneManager::mFogStart

protected inherited

Definition at line 470 of file OgreSceneManager.h.

## mFullScreenQuad

Rectangle2D* Ogre::SceneManager::mFullScreenQuad

protected inherited

Definition at line 741 of file OgreSceneManager.h.

## mGpuParamsDirty

uint16 Ogre::SceneManager::mGpuParamsDirty

protected inherited

Gpu params that need rebinding (mask of GpuParamVariability)

Definition at line 996 of file OgreSceneManager.h.

## mIlluminationStage

IlluminationRenderStage Ogre::SceneManager::mIlluminationStage

protected inherited

Definition at line 743 of file OgreSceneManager.h.

## mInfiniteExtrusionParams

GpuProgramParametersSharedPtr Ogre::SceneManager::mInfiniteExtrusionParams

protected inherited

Definition at line 882 of file OgreSceneManager.h.

## mInstancedGeometryList

InstancedGeometryList Ogre::SceneManager::mInstancedGeometryList

protected inherited

Definition at line 414 of file OgreSceneManager.h.

## mInstanceManagerMap

InstanceManagerMap Ogre::SceneManager::mInstanceManagerMap

protected inherited

Definition at line 417 of file OgreSceneManager.h.

## mLastFrameNumber

unsigned long Ogre::SceneManager::mLastFrameNumber

protected inherited

Definition at line 479 of file OgreSceneManager.h.

## mLastLightHash

uint32 Ogre::SceneManager::mLastLightHash

protected inherited

Last light sets.

Definition at line 992 of file OgreSceneManager.h.

## mLastLightHashGpuProgram

uint32 Ogre::SceneManager::mLastLightHashGpuProgram

protected inherited

Definition at line 994 of file OgreSceneManager.h.

## mLastLightLimit

unsigned short Ogre::SceneManager::mLastLightLimit

protected inherited

Definition at line 993 of file OgreSceneManager.h.

## mLastRenderQueueInvocationCustom

bool Ogre::SceneManager::mLastRenderQueueInvocationCustom

protected inherited

Definition at line 397 of file OgreSceneManager.h.

## mLateMaterialResolving

bool Ogre::SceneManager::mLateMaterialResolving

protected inherited

Definition at line 729 of file OgreSceneManager.h.

## mLightClippingInfoMap

LightClippingInfoMap Ogre::SceneManager::mLightClippingInfoMap

protected inherited

Definition at line 765 of file OgreSceneManager.h.

## mLightClippingInfoMapFrameNumber

unsigned long Ogre::SceneManager::mLightClippingInfoMapFrameNumber

protected inherited

Definition at line 766 of file OgreSceneManager.h.

## mLightsAffectingFrustum

LightList Ogre::SceneManager::mLightsAffectingFrustum

protected inherited

Definition at line 533 of file OgreSceneManager.h.

## mLightsDirtyCounter

ulong Ogre::SceneManager::mLightsDirtyCounter

protected inherited

Definition at line 536 of file OgreSceneManager.h.

## mListeners

ListenerList Ogre::SceneManager::mListeners

protected inherited

Definition at line 658 of file OgreSceneManager.h.

## mLodListeners

LodListenerSet Ogre::SceneManager::mLodListeners

protected inherited

Definition at line 1013 of file OgreSceneManager.h.

## mMovableNameGenerator

NameGenerator Ogre::SceneManager::mMovableNameGenerator

protected inherited

Definition at line 548 of file OgreSceneManager.h.

## mMovableObjectCollectionMap

MovableObjectCollectionMap Ogre::SceneManager::mMovableObjectCollectionMap

protected inherited

Definition at line 547 of file OgreSceneManager.h.

## mMovableObjectLodChangedEvents

MovableObjectLodChangedEventList Ogre::SceneManager::mMovableObjectLodChangedEvents

protected inherited

Definition at line 1017 of file OgreSceneManager.h.

## mName

String Ogre::SceneManager::mName

protected inherited

Instance name.

Definition at line 393 of file OgreSceneManager.h.

## mNormaliseNormalsOnScale

bool Ogre::SceneManager::mNormaliseNormalsOnScale

protected inherited

Definition at line 484 of file OgreSceneManager.h.

## mNullShadowTexture

TexturePtr Ogre::SceneManager::mNullShadowTexture

protected inherited

Definition at line 747 of file OgreSceneManager.h.

## mPassCullingMode

CullingMode Ogre::SceneManager::mPassCullingMode

protected inherited

Definition at line 486 of file OgreSceneManager.h.

## mRenderObjectListeners

RenderObjectListenerList Ogre::SceneManager::mRenderObjectListeners

protected inherited

Definition at line 656 of file OgreSceneManager.h.

## mRenderQueue

RenderQueue* Ogre::SceneManager::mRenderQueue

protected inherited

Queue of objects for rendering.

Definition at line 396 of file OgreSceneManager.h.

## mRenderQueueListeners

RenderQueueListenerList Ogre::SceneManager::mRenderQueueListeners

protected inherited

Definition at line 653 of file OgreSceneManager.h.

## mResetIdentityProj

bool Ogre::SceneManager::mResetIdentityProj

protected inherited

Definition at line 482 of file OgreSceneManager.h.

## mResetIdentityView

bool Ogre::SceneManager::mResetIdentityView

protected inherited

Definition at line 481 of file OgreSceneManager.h.

## mSceneNodes

SceneNodeList Ogre::SceneManager::mSceneNodes

protected inherited

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 427 of file OgreSceneManager.h.

## mSceneRoot

SceneNode* Ogre::SceneManager::mSceneRoot

protected inherited

Root scene node.

Definition at line 435 of file OgreSceneManager.h.

## mShadowAdditiveLightClip

bool Ogre::SceneManager::mShadowAdditiveLightClip

protected inherited

Definition at line 753 of file OgreSceneManager.h.

## mShadowCamLightMapping

ShadowCamLightMapping Ogre::SceneManager::mShadowCamLightMapping

protected inherited

Definition at line 502 of file OgreSceneManager.h.

## mShadowCasterAABBQuery

AxisAlignedBoxSceneQuery* Ogre::SceneManager::mShadowCasterAABBQuery

protected inherited

Definition at line 854 of file OgreSceneManager.h.

## mShadowCasterList

ShadowCasterList Ogre::SceneManager::mShadowCasterList

protected inherited

Definition at line 852 of file OgreSceneManager.h.

## mShadowCasterPlainBlackPass

Pass* Ogre::SceneManager::mShadowCasterPlainBlackPass

protected inherited

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

Definition at line 568 of file OgreSceneManager.h.

## mShadowCasterQueryListener

ShadowCasterSceneQueryListener* Ogre::SceneManager::mShadowCasterQueryListener

protected inherited

Definition at line 917 of file OgreSceneManager.h.

## mShadowCasterRenderBackFaces

bool Ogre::SceneManager::mShadowCasterRenderBackFaces

protected inherited

Definition at line 752 of file OgreSceneManager.h.

## mShadowCasterSphereQuery

SphereSceneQuery* Ogre::SceneManager::mShadowCasterSphereQuery

protected inherited

Definition at line 853 of file OgreSceneManager.h.

## mShadowColour

ColourValue Ogre::SceneManager::mShadowColour

protected inherited

Definition at line 733 of file OgreSceneManager.h.

## mShadowDebugPass

Pass* Ogre::SceneManager::mShadowDebugPass

protected inherited

Definition at line 734 of file OgreSceneManager.h.

## mShadowDirLightExtrudeDist

Real Ogre::SceneManager::mShadowDirLightExtrudeDist

protected inherited

Definition at line 742 of file OgreSceneManager.h.

## mShadowIndexBuffer

HardwareIndexBufferSharedPtr Ogre::SceneManager::mShadowIndexBuffer

protected inherited

Definition at line 738 of file OgreSceneManager.h.

## mShadowIndexBufferSize

size_t Ogre::SceneManager::mShadowIndexBufferSize

protected inherited

Definition at line 739 of file OgreSceneManager.h.

## mShadowIndexBufferUsedSize

size_t Ogre::SceneManager::mShadowIndexBufferUsedSize

protected inherited

Definition at line 740 of file OgreSceneManager.h.

## mShadowMaterialInitDone

bool Ogre::SceneManager::mShadowMaterialInitDone

protected inherited

Definition at line 737 of file OgreSceneManager.h.

## mShadowModulativePass

Pass* Ogre::SceneManager::mShadowModulativePass

protected inherited

Definition at line 736 of file OgreSceneManager.h.

## mShadowReceiverPass

Pass* Ogre::SceneManager::mShadowReceiverPass

protected inherited

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

Definition at line 570 of file OgreSceneManager.h.

## mShadowStencilPass

Pass* Ogre::SceneManager::mShadowStencilPass

protected inherited

Definition at line 735 of file OgreSceneManager.h.

## mShadowTechnique

ShadowTechnique Ogre::SceneManager::mShadowTechnique

protected inherited

Definition at line 731 of file OgreSceneManager.h.

## mShadowTextureCameras

ShadowTextureCameraList Ogre::SceneManager::mShadowTextureCameras

protected inherited

Definition at line 749 of file OgreSceneManager.h.

## mShadowTextureConfigDirty

bool Ogre::SceneManager::mShadowTextureConfigDirty

protected inherited

Definition at line 745 of file OgreSceneManager.h.

## mShadowTextureConfigList

ShadowTextureConfigList Ogre::SceneManager::mShadowTextureConfigList

protected inherited

Definition at line 744 of file OgreSceneManager.h.

## mShadowTextureCountPerType

size_t Ogre::SceneManager::mShadowTextureCountPerType[3]

protected inherited

Array defining shadow count per light type.

Definition at line 505 of file OgreSceneManager.h.

## mShadowTextureCurrentCasterLightList

LightList Ogre::SceneManager::mShadowTextureCurrentCasterLightList

protected inherited

Definition at line 537 of file OgreSceneManager.h.

## mShadowTextureCustomCasterFPParams

GpuProgramParametersSharedPtr Ogre::SceneManager::mShadowTextureCustomCasterFPParams

protected inherited

Definition at line 868 of file OgreSceneManager.h.

## mShadowTextureCustomCasterFragmentProgram

String Ogre::SceneManager::mShadowTextureCustomCasterFragmentProgram

protected inherited

Definition at line 864 of file OgreSceneManager.h.

## mShadowTextureCustomCasterPass

Pass* Ogre::SceneManager::mShadowTextureCustomCasterPass

protected inherited

Definition at line 861 of file OgreSceneManager.h.

## mShadowTextureCustomCasterVertexProgram

String Ogre::SceneManager::mShadowTextureCustomCasterVertexProgram

protected inherited

Definition at line 863 of file OgreSceneManager.h.

## mShadowTextureCustomCasterVPParams

GpuProgramParametersSharedPtr Ogre::SceneManager::mShadowTextureCustomCasterVPParams

protected inherited

Definition at line 867 of file OgreSceneManager.h.

## mShadowTextureCustomReceiverFPParams

GpuProgramParametersSharedPtr Ogre::SceneManager::mShadowTextureCustomReceiverFPParams

protected inherited

Definition at line 870 of file OgreSceneManager.h.

## mShadowTextureCustomReceiverFragmentProgram

String Ogre::SceneManager::mShadowTextureCustomReceiverFragmentProgram

protected inherited

Definition at line 866 of file OgreSceneManager.h.

## mShadowTextureCustomReceiverPass

Pass* Ogre::SceneManager::mShadowTextureCustomReceiverPass

protected inherited

Definition at line 862 of file OgreSceneManager.h.

## mShadowTextureCustomReceiverVertexProgram

String Ogre::SceneManager::mShadowTextureCustomReceiverVertexProgram

protected inherited

Definition at line 865 of file OgreSceneManager.h.

## mShadowTextureCustomReceiverVPParams

GpuProgramParametersSharedPtr Ogre::SceneManager::mShadowTextureCustomReceiverVPParams

protected inherited

Definition at line 869 of file OgreSceneManager.h.

## mShadowTextureFadeEnd

Real Ogre::SceneManager::mShadowTextureFadeEnd

protected inherited

As a proportion e.g. 0.6.

Definition at line 859 of file OgreSceneManager.h.

## mShadowTextureFadeStart

Real Ogre::SceneManager::mShadowTextureFadeStart

protected inherited

Proportion of texture offset in view direction e.g. 0.4.

Definition at line 858 of file OgreSceneManager.h.

## mShadowTextureIndexLightList

vector<size_t>::type Ogre::SceneManager::mShadowTextureIndexLightList

protected inherited

Array defining shadow texture index in light list.

Definition at line 508 of file OgreSceneManager.h.

## mShadowTextureOffset

Real Ogre::SceneManager::mShadowTextureOffset

protected inherited

Definition at line 857 of file OgreSceneManager.h.

## mShadowTextures

ShadowTextureList Ogre::SceneManager::mShadowTextures

protected inherited

Definition at line 746 of file OgreSceneManager.h.

## mShadowTextureSelfShadow

bool Ogre::SceneManager::mShadowTextureSelfShadow

protected inherited

As a proportion e.g. 0.9.

Definition at line 860 of file OgreSceneManager.h.

## mShadowUseInfiniteFarPlane

bool Ogre::SceneManager::mShadowUseInfiniteFarPlane

protected inherited

Definition at line 751 of file OgreSceneManager.h.

## mShowBoundingBoxes

bool Ogre::SceneManager::mShowBoundingBoxes

protected inherited

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

Definition at line 691 of file OgreSceneManager.h.

## mSkyBoxEnabled

bool Ogre::SceneManager::mSkyBoxEnabled

protected inherited

Definition at line 457 of file OgreSceneManager.h.

## mSkyBoxGenParameters

SkyBoxGenParameters Ogre::SceneManager::mSkyBoxGenParameters

protected inherited

Definition at line 460 of file OgreSceneManager.h.

## mSkyBoxNode

SceneNode* Ogre::SceneManager::mSkyBoxNode

protected inherited

Definition at line 449 of file OgreSceneManager.h.

## mSkyBoxObj

ManualObject* Ogre::SceneManager::mSkyBoxObj

protected inherited

Definition at line 445 of file OgreSceneManager.h.

## mSkyBoxOrientation

Quaternion Ogre::SceneManager::mSkyBoxOrientation

protected inherited

Definition at line 459 of file OgreSceneManager.h.

## mSkyBoxRenderQueue

uint8 Ogre::SceneManager::mSkyBoxRenderQueue

protected inherited

Definition at line 458 of file OgreSceneManager.h.

## mSkyDomeEnabled

bool Ogre::SceneManager::mSkyDomeEnabled

protected inherited

Definition at line 462 of file OgreSceneManager.h.

## mSkyDomeEntity

Entity* Ogre::SceneManager::mSkyDomeEntity[5]

protected inherited

Definition at line 444 of file OgreSceneManager.h.

## mSkyDomeGenParameters

SkyDomeGenParameters Ogre::SceneManager::mSkyDomeGenParameters

protected inherited

Definition at line 465 of file OgreSceneManager.h.

## mSkyDomeNode

SceneNode* Ogre::SceneManager::mSkyDomeNode

protected inherited

Definition at line 448 of file OgreSceneManager.h.

## mSkyDomeOrientation

Quaternion Ogre::SceneManager::mSkyDomeOrientation

protected inherited

Definition at line 464 of file OgreSceneManager.h.

## mSkyDomeRenderQueue

uint8 Ogre::SceneManager::mSkyDomeRenderQueue

protected inherited

Definition at line 463 of file OgreSceneManager.h.

## mSkyPlane

Plane Ogre::SceneManager::mSkyPlane

protected inherited

Definition at line 454 of file OgreSceneManager.h.

## mSkyPlaneEnabled

bool Ogre::SceneManager::mSkyPlaneEnabled

protected inherited

Definition at line 452 of file OgreSceneManager.h.

## mSkyPlaneEntity

Entity* Ogre::SceneManager::mSkyPlaneEntity

protected inherited

Definition at line 443 of file OgreSceneManager.h.

## mSkyPlaneGenParameters

SkyPlaneGenParameters Ogre::SceneManager::mSkyPlaneGenParameters

protected inherited

Definition at line 455 of file OgreSceneManager.h.

## mSkyPlaneNode

SceneNode* Ogre::SceneManager::mSkyPlaneNode

protected inherited

Definition at line 447 of file OgreSceneManager.h.

## mSkyPlaneRenderQueue

uint8 Ogre::SceneManager::mSkyPlaneRenderQueue

protected inherited

Definition at line 453 of file OgreSceneManager.h.

## mSpecialCaseQueueList

SpecialCaseRenderQueueList Ogre::SceneManager::mSpecialCaseQueueList

protected inherited

Definition at line 475 of file OgreSceneManager.h.

## mSpecialCaseQueueMode

SpecialCaseRenderQueueMode Ogre::SceneManager::mSpecialCaseQueueMode

protected inherited

Definition at line 476 of file OgreSceneManager.h.

## mStaticGeometryList

StaticGeometryList Ogre::SceneManager::mStaticGeometryList

protected inherited

Definition at line 412 of file OgreSceneManager.h.

## mSuppressRenderStateChanges

bool Ogre::SceneManager::mSuppressRenderStateChanges

protected inherited

Suppress render state changes?

Definition at line 877 of file OgreSceneManager.h.

## mSuppressShadows

bool Ogre::SceneManager::mSuppressShadows

protected inherited

Suppress shadows?

Definition at line 879 of file OgreSceneManager.h.

## mTempXform

Matrix4 Ogre::SceneManager::mTempXform[256]

protected inherited

Definition at line 480 of file OgreSceneManager.h.

## mTestLightInfos

LightInfoList Ogre::SceneManager::mTestLightInfos

protected inherited

Definition at line 535 of file OgreSceneManager.h.

## mVisibilityMask

uint32 Ogre::SceneManager::mVisibilityMask

protected inherited

Visibility mask used to show / hide objects.

Definition at line 873 of file OgreSceneManager.h.

## mWorldGeometryRenderQueue

uint8 Ogre::SceneManager::mWorldGeometryRenderQueue

protected inherited

Definition at line 477 of file OgreSceneManager.h.

## STATICGEOMETRY_TYPE_MASK

uint32 Ogre::SceneManager::STATICGEOMETRY_TYPE_MASK

static inherited

Query type mask which will be used for StaticGeometry.

See also
  SceneQuery

Definition at line 153 of file OgreSceneManager.h.

## USER_TYPE_MASK_LIMIT

uint32 Ogre::SceneManager::USER_TYPE_MASK_LIMIT

static inherited

User type mask limit.

Definition at line 159 of file OgreSceneManager.h.

## WORLD_GEOMETRY_TYPE_MASK

uint32 Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK

static inherited

Query type mask which will be used for world geometry.

See also
  SceneQuery

Definition at line 147 of file OgreSceneManager.h.

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

- OgreSceneManagerEnumerator.h

Copyright © 2012 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.