Ogre::ManualObject Class Reference
Core » Scene

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

`#include <OgreManualObject.h>`

Inheritance diagram for Ogre::ManualObject:
[legend]

## Classes

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

## Public Types

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

## Public Member Functions

| ManualObject (const String &name)
virtual | ~ManualObject ()
virtual MovableObjectFactory * | _getCreator (void) const
| Get the creator of this object, if any (internal use only) More...
virtual LightList * | _getLightList ()
| Returns a pointer to the current list of lights for this object. More...
virtual SceneManager * | _getManager (void) const
| Get the manager of this object, if any (internal use only) More...
virtual const Matrix4 & | _getParentNodeFullTransform (void) const
| return the full transformation of the parent sceneNode or the attachingPoint node More...
virtual void | _notifyAttached (Node *parent, bool isTagPoint=false)
| Internal method called to notify the object that it has been attached to a node. More...
virtual void | _notifyCreator (MovableObjectFactory *fact)
| Notify the object of it's creator (internal use only) More...
virtual void | _notifyCurrentCamera (Camera *cam)
| Internal method to notify the object of the camera to be used for the next rendering operation. More...
virtual void | _notifyManager (SceneManager *man)
| Notify the object of it's manager (internal use only) More...
virtual void | _notifyMoved (void)
| Internal method called to notify the object that it has been moved. More...
void | _updateRenderQueue (RenderQueue *queue)
virtual void | addQueryFlags (uint32 flags)
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
virtual void | addVisibilityFlags (uint32 flags)
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
virtual void | begin (const String &materialName, RenderOperation::OperationType opType=RenderOperation::OT_TRIANGLE_LIST, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
| Start defining a part of the object. More...
virtual void | beginUpdate (size_t sectionIndex)
| Start the definition of an update to a part of the object. More...
virtual void | clear (void)
| Completely clear the contents of the object. More...
virtual void | colour (const ColourValue &col)
| Add a vertex colour to a vertex. More...
virtual void | colour (Real r, Real g, Real b, Real a=1.0f)
| Add a vertex colour to a vertex. More...
virtual MeshPtr | convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
| Convert this object to a Mesh. More...
virtual AnimableValuePtr | createAnimableValue (const String &valueName)
| Create a reference-counted AnimableValuePtr for the named value. More...
virtual void | detachFromParent (void)
| Detaches an object from a parent SceneNode or TagPoint, if attached. More...
virtual ManualObjectSection * | end (void)
| Finish defining the object and compile the final renderable version. More...
virtual void | estimateIndexCount (size_t icount)
| Estimate the number of indices ahead of time. More...
virtual void | estimateVertexCount (size_t vcount)
| Estimate the number of vertices ahead of time. More...
const StringVector & | getAnimableValueNames (void) const
| Gets a list of animable value names for this object. More...
const AxisAlignedBox & | getBoundingBox (void) const
Real | getBoundingRadius (void) const
bool | getCastShadows (void) const
| Returns whether shadow casting is enabled for this object. More...
virtual size_t | getCurrentIndexCount () const
| Get the number of indices in the section currently being defined (returns 0 if no section is in progress). More...
virtual size_t | getCurrentVertexCount () const
| Get the number of vertices in the section currently being defined (returns 0 if no section is in progress). More...
const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
| Overridden member from ShadowCaster. More...
virtual bool | getDynamic () const
| Gets whether this object is marked as dynamic. More...
EdgeData * | getEdgeList (void)
| Implement this method to enable stencil shadows. More...
bool | getKeepDeclarationOrder () const
| Gets whether or not the declaration order is to be kept or not. More...
const AxisAlignedBox & | getLightCapBounds (void) const
| Overridden member from ShadowCaster. More...
virtual uint32 | getLightMask () const
| Get a bitwise mask which will filter the lights affecting this object. More...
virtual Listener * | getListener (void) const
| Gets the current listener for this object. More...
const String & | getMovableType (void) const
virtual const String & | getName (void) const
| Returns the name of this object. More...
unsigned int | getNumSections (void) const
| Retrieves the number of ManualObjectSection objects making up this ManualObject. More...
virtual Node * | getParentNode (void) const
| Returns the node to which this object is attached. More...
virtual SceneNode * | getParentSceneNode (void) const
| Returns the scene node to which this object is attached. More...
Real | getPointExtrusionDistance (const Light *l) const
| Get the distance to extrude for a point/spot light. More...
virtual uint32 | getQueryFlags (void) const
| Returns the query flags relevant for this object. More...
bool | getReceivesShadows ()
| Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
virtual Real | getRenderingDistance (void) const
| Gets the distance at which batches are no longer rendered. More...
virtual Real | getRenderingMinPixelSize () const
| Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
virtual uint8 | getRenderQueueGroup (void) const
| Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
ManualObjectSection * | getSection (unsigned int index) const
| Gets a pointer to a ManualObjectSection, i.e. More...
ShadowRenderableListIterator | getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0)
| Implement this method to enable stencil shadows. More...
virtual uint32 | getTypeFlags (void) const
| Get the 'type flags' for this MovableObject. More...
bool | getUseIdentityProjection (void) const
| Returns whether or not to use an 'identity' projection. More...
bool | getUseIdentityView (void) const
| Returns whether or not to use an 'identity' view. More...
virtual OGRE_DEPRECATED const Any & | getUserAny (void) const
UserObjectBindings & | getUserObjectBindings ()
| Return an instance of user objects binding associated with this class. More...
const UserObjectBindings & | getUserObjectBindings () const
| Return an instance of user objects binding associated with this class. More...
virtual uint32 | getVisibilityFlags (void) const
| Returns the visibility flags relevant for this object. More...
virtual bool | getVisible (void) const
| Gets this object whether to be visible or not, if it has a renderable component. More...
virtual const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const
| Retrieves the axis-aligned bounding box for this object in world coordinates. More...
virtual const Sphere & | getWorldBoundingSphere (bool derive=false) const
| Retrieves the worldspace bounding sphere for this object. More...
bool | hasEdgeList (void)
| Overridden member from ShadowCaster. More...
virtual void | index (uint32 idx)
| Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices. More...
virtual bool | isAttached (void) const
| Returns true if this object is attached to a SceneNode or TagPoint. More...
virtual bool | isDebugDisplayEnabled (void) const
| Gets whether debug display of this object is enabled. More...
virtual bool | isInScene (void) const
| Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
virtual bool | isParentTagPoint () const
| Gets whether the parent node is a TagPoint (or a SceneNode) More...
virtual bool | isVisible (void) const
| Returns whether or not this object is supposed to be visible or not. More...
virtual void | normal (const Vector3 &norm)
| Add a vertex normal to the current vertex. More...
virtual void | normal (Real x, Real y, Real z)
| Add a vertex normal to the current vertex. 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 | position (const Vector3 &pos)
| Add a vertex position, starting a new vertex at the same time. More...
virtual void | position (Real x, Real y, Real z)
| Add a vertex position, starting a new vertex at the same time. More...
virtual void | quad (uint32 i1, uint32 i2, uint32 i3, uint32 i4)
| Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice. More...
virtual const LightList & | queryLights (void) const
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
virtual void | removeQueryFlags (uint32 flags)
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
virtual void | removeVisibilityFlags (uint32 flags)
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
void | setBoundingBox (const AxisAlignedBox &box)
| Sets the bounding box. More...
void | setCastShadows (bool enabled)
| Sets whether or not this object will cast shadows. More...
virtual void | setDebugDisplayEnabled (bool enabled)
| Sets whether or not the debug display of this object is enabled. More...
virtual void | setDynamic (bool dyn)
| Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that. More...
void | setKeepDeclarationOrder (bool keepOrder)
| Sets whether or not to keep the original declaration order when queuing the renderables. More...
virtual void | setLightMask (uint32 lightMask)
| Set a bitwise mask which will filter the lights affecting this object. More...
virtual void | setListener (Listener *listener)
| Sets a listener for this object. More...
virtual void | setMaterialName (size_t subIndex, const String &name, const String &group=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
| Alter the material for a subsection of this object after it has been specified. More...
virtual void | setQueryFlags (uint32 flags)
| Sets the query flags for this object. More...
virtual void | setRenderingDistance (Real dist)
| Sets the distance at which the object is no longer rendered. More...
virtual void | setRenderingMinPixelSize (Real pixelSize)
| Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
virtual void | setRenderQueueGroup (uint8 queueID)
| Sets the render queue group this entity will be rendered through. More...
virtual void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority)
| Sets the render queue group and group priority this entity will be rendered through. More...
void | setUseIdentityProjection (bool useIdentityProjection)
| Sets whether or not to use an 'identity' projection. More...
void | setUseIdentityView (bool useIdentityView)
| Sets whether or not to use an 'identity' view. More...
virtual OGRE_DEPRECATED void | setUserAny (const Any &anything)
virtual void | setVisibilityFlags (uint32 flags)
| Sets the visibility flags for this object. More...
virtual void | setVisible (bool visible)
| Tells this object whether to be visible or not, if it has a renderable component. More...
virtual void | tangent (const Vector3 &tan)
| Add a vertex tangent to the current vertex. More...
virtual void | tangent (Real x, Real y, Real z)
| Add a vertex tangent to the current vertex. More...
virtual void | textureCoord (Real u)
| Add a texture coordinate to the current vertex. More...
virtual void | textureCoord (Real u, Real v)
| Add a texture coordinate to the current vertex. More...
virtual void | textureCoord (Real u, Real v, Real w)
| Add a texture coordinate to the current vertex. More...
virtual void | textureCoord (Real x, Real y, Real z, Real w)
| Add a texture coordinate to the current vertex. More...
virtual void | textureCoord (const Vector2 &uv)
| Add a texture coordinate to the current vertex. More...
virtual void | textureCoord (const Vector3 &uvw)
| Add a texture coordinate to the current vertex. More...
virtual void | textureCoord (const Vector4 &xyzw)
| Add a texture coordinate to the current vertex. More...
virtual void | triangle (uint32 i1, uint32 i2, uint32 i3)
| Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times. More...
void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false)
| Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...

## Static Public Member Functions

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

## Protected Types

typedef map< String, StringVector >::type | AnimableDictionaryMap

## Protected Member Functions

StringVector & | _getAnimableValueNames (void)
| Get an updateable reference to animable value list. More...
virtual void | copyTempVertexToBuffer (void)
| Copy current temp vertex into buffer. More...
void | createAnimableDictionary (void) const
| Internal method for creating a dictionary of animable value names for the class, if it does not already exist. More...
virtual void | extrudeBounds (AxisAlignedBox &box, const Vector4 &lightPos, Real extrudeDist) const
| Utility method for extruding a bounding box. More...
virtual void | generateShadowVolume (EdgeData *edgeData, const HardwareIndexBufferSharedPtr &indexBuffer, size_t &indexBufferUsedSize, const Light *light, ShadowRenderableList &shadowRenderables, unsigned long flags)
| Generates the indexes required to render a shadow volume into the index buffer which is passed in, and updates shadow renderables to use it. More...
virtual const String & | getAnimableDictionaryName (void) const
| Get the name of the animable dictionary for this class. More...
Real | getExtrusionDistance (const Vector3 &objectPos, const Light *light) const
| Helper method for calculating extrusion distance. More...
virtual void | initialiseAnimableDictionary (StringVector &) const
| Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters. More...
virtual void | resetTempAreas (void)
| Delete temp buffers and reset init counts. More...
virtual void | resizeTempIndexBufferIfNeeded (size_t numInds)
| Resize the temp index buffer? More...
virtual void | resizeTempVertexBufferIfNeeded (size_t numVerts)
| Resize the temp vertex buffer? More...
virtual void | updateEdgeListLightFacing (EdgeData *edgeData, const Vector4 &lightPos)
| Tells the caster to perform the tasks necessary to update the edge data's light listing. More...

## Protected Attributes

AxisAlignedBox | mAABB
| Bounding box. More...
bool | mAnyIndexed
| Any indexed geometry on any sections? More...
bool | mBeyondFarDistance
| Hidden because of distance? More...
bool | mCastShadows
| Does this object cast shadows? More...
MovableObjectFactory * | mCreator
| Creator of this object (if created by a factory) More...
ManualObjectSection * | mCurrentSection
| Current section. More...
bool | mCurrentUpdating
| Are we updating? More...
bool | mDebugDisplay
| Is debug display enabled? More...
size_t | mDeclSize
| Current declaration vertex size. More...
bool | mDynamic
| Dynamic? More...
EdgeData * | mEdgeList
| Edge list, used if stencil shadow casting is enabled. More...
size_t | mEstIndexCount
| Estimated index count. More...
size_t | mEstVertexCount
| Estimated vertex count. More...
bool | mFirstVertex
| First vertex indicator. More...
bool | mKeepDeclarationOrder
| Keep declaration order or let the queue optimize it. More...
LightList | mLightList
| List of lights for this object. More...
ulong | mLightListUpdated
| The last frame that this light list was updated in. More...
uint32 | mLightMask
| the light mask defined for this movable. This will be taken into consideration when deciding which light should affect this movable More...
Listener * | mListener
| MovableObject listener - only one allowed (no list) for size & performance reasons. */. More...
SceneManager * | mManager
| SceneManager holding this object (if applicable) More...
Real | mMinPixelSize
String | mName
| Name of this object. More...
bool | mParentIsTagPoint
Node * | mParentNode
| node to which this object is attached More...
uint32 | mQueryFlags
| Flags determining whether this object is included / excluded from scene queries. More...
Real | mRadius
| Bounding sphere. More...
bool | mRenderingDisabled
| Does rendering this object disabled by listener? More...
uint8 | mRenderQueueID
| The render queue to use when rendering this object. More...
bool | mRenderQueueIDSet
| Flags whether the RenderQueue's default should be used. More...
ushort | mRenderQueuePriority
| The render queue group to use when rendering this object. More...
bool | mRenderQueuePrioritySet
| Flags whether the RenderQueue's default should be used. More...
SectionList | mSectionList
| List of subsections. More...
ShadowRenderableList | mShadowRenderables
| List of shadow renderables. More...
Real | mSquaredUpperDistance
uint32 * | mTempIndexBuffer
| System-memory buffer whilst we establish the size required. More...
size_t | mTempIndexSize
| System memory allocation size, in bytes. More...
TempVertex | mTempVertex
| Temp storage. More...
char * | mTempVertexBuffer
| System-memory buffer whilst we establish the size required. More...
bool | mTempVertexPending
| Temp vertex data to copy? More...
size_t | mTempVertexSize
| System memory allocation size, in bytes. More...
ushort | mTexCoordIndex
| Current texture coordinate. More...
Real | mUpperDistance
| Upper distance to still render. More...
bool | mUseIdentityProjection
| Whether to use identity projection for sections. More...
bool | mUseIdentityView
| Whether to use identity view for sections. More...
UserObjectBindings | mUserObjectBindings
| User objects binding. More...
uint32 | mVisibilityFlags
| Flags determining whether this object is visible (compared to SceneManager mask) More...
bool | mVisible
| Is this object visible? More...
AxisAlignedBox | mWorldAABB
| Cached world AABB of this object. More...
Sphere | mWorldBoundingSphere
AxisAlignedBox | mWorldDarkCapBounds
| World space AABB of this object's dark cap. More...

## Static Protected Attributes

static AnimableDictionaryMap | msAnimableDictionary
| Static map of class name to list of animable value names. More...
static uint32 | msDefaultQueryFlags
| Default query flags. More...
static uint32 | msDefaultVisibilityFlags
| Default visibility flags. More...

## Detailed Description

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

Remarks
  Building one-off geometry objects manually usually requires getting down and dirty with the vertex buffer and vertex declaration API, which some people find a steep learning curve. This class gives you a simpler interface specifically for the purpose of building a 3D object simply and quickly. Note that if you intend to instance your object you will still need to become familiar with the Mesh class.

  This class draws heavily on the interface for OpenGL immediate-mode (glBegin, glVertex, glNormal etc), since this is generally well-liked by people. There are a couple of differences in the results though - internally this class still builds hardware buffers which can be re-used, so you can render the resulting object multiple times without re-issuing all the same commands again. Secondly, the rendering is not immediate, it is still queued just like all OGRE objects. This makes this object more efficient than the equivalent GL immediate-mode commands, so it's feasible to use it for large objects if you really want to.

  To construct some geometry with this object:
  1. If you know roughly how many vertices (and indices, if you use them) you're going to submit, call estimateVertexCount and estimateIndexCount. This is not essential but will make the process more efficient by saving memory reallocations.
  2. Call begin() to begin entering data
  3. For each vertex, call position(), normal(), textureCoord(), colour() to define your vertex data. Note that each time you call position() you start a new vertex. Note that the first vertex defines the components of the vertex - you can't add more after that. For example if you didn't call normal() in the first vertex, you cannot call it in any others. You ought to call the same combination of methods per vertex.
  4. If you want to define triangles (or lines/points) by indexing into the vertex list, you can call index() as many times as you need to define them. If you don't do this, the class will assume you want triangles drawn directly as defined by the vertex list, i.e. non-indexed geometry. Note that stencil shadows are only supported on indexed geometry, and that indexed geometry is a little faster; so you should try to use it.
  5. Call end() to finish entering data.
  6. Optionally repeat the begin-end cycle if you want more geometry using different rendering operation types, or different materials After calling end(), the class will organise the data for that section internally and make it ready to render with. Like any other MovableObject you should attach the object to a SceneNode to make it visible. Other aspects like the relative render order can be controlled using standard MovableObject methods like setRenderQueueGroup.

  You can also use beginUpdate() to alter the geometry later on if you wish. If you do this, you should call setDynamic(true) before your first call to begin(), and also consider using estimateVertexCount / estimateIndexCount if your geometry is going to be growing, to avoid buffer recreation during growth.

  Note that like all OGRE geometry, triangles should be specified in anti-clockwise winding order (whether you're doing it with just vertices, or using indexes too). That is to say that the front of the face is the one where the vertices are listed in anti-clockwise order.

Definition at line 106 of file OgreManualObject.h.

## Member Typedef Documentation

## AnimableDictionaryMap

typedef map<String, StringVector>::type Ogre::AnimableObject::AnimableDictionaryMap

protected inherited

Definition at line 241 of file OgreAnimable.h.

## SectionList

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

Definition at line 472 of file OgreManualObject.h.

## ShadowRenderableList

typedef vector<ShadowRenderable*>::type Ogre::ShadowCaster::ShadowRenderableList

inherited

Definition at line 136 of file OgreShadowCaster.h.

## ShadowRenderableListIterator

typedef VectorIterator<ShadowRenderableList> Ogre::ShadowCaster::ShadowRenderableListIterator

inherited

Definition at line 137 of file OgreShadowCaster.h.

## Constructor & Destructor Documentation

## ManualObject()

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

## ~ManualObject()

virtual Ogre::ManualObject::~ManualObject | ( |  | ) |

virtual

## Member Function Documentation

## _getAnimableValueNames()

StringVector& Ogre::AnimableObject::_getAnimableValueNames | ( | void |  | ) |

protected inherited

Get an updateable reference to animable value list.

Definition at line 267 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

## _getCreator()

virtual MovableObjectFactory* Ogre::MovableObject::_getCreator | ( | void |  | ) | const

virtual inherited

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

Definition at line 186 of file OgreMovableObject.h.

## _getLightList()

virtual LightList* Ogre::MovableObject::_getLightList | ( |  | ) |

virtual inherited

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

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

Definition at line 491 of file OgreMovableObject.h.

## _getManager()

virtual SceneManager* Ogre::MovableObject::_getManager | ( | void |  | ) | const

virtual inherited

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

Definition at line 190 of file OgreMovableObject.h.

## _getParentNodeFullTransform()

virtual const Matrix4& Ogre::MovableObject::_getParentNodeFullTransform | ( | void |  | ) | const

virtual inherited

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

Reimplemented in Ogre::InstancedEntity.

## _notifyAttached()

virtual void Ogre::MovableObject::_notifyAttached | ( | Node * | parent,
|  | bool | isTagPoint = `false`
| ) |  |

virtual inherited

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

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

## _notifyCreator()

virtual void Ogre::MovableObject::_notifyCreator | ( | MovableObjectFactory * | fact | ) |

virtual inherited

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

Definition at line 184 of file OgreMovableObject.h.

## _notifyCurrentCamera()

virtual void Ogre::MovableObject::_notifyCurrentCamera | ( | Camera * | cam | ) |

virtual inherited

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

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

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

## _notifyManager()

virtual void Ogre::MovableObject::_notifyManager | ( | SceneManager * | man | ) |

virtual inherited

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

Definition at line 188 of file OgreMovableObject.h.

## _notifyMoved()

virtual void Ogre::MovableObject::_notifyMoved | ( | void |  | ) |

virtual inherited

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

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

## _updateRenderQueue()

void Ogre::ManualObject::_updateRenderQueue | ( | RenderQueue * | queue | ) |

virtual

Implements Ogre::MovableObject.

## addQueryFlags()

virtual void Ogre::MovableObject::addQueryFlags | ( | uint32 | flags | ) |

virtual inherited

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

Definition at line 396 of file OgreMovableObject.h.

## addVisibilityFlags()

virtual void Ogre::MovableObject::addVisibilityFlags | ( | uint32 | flags | ) |

virtual inherited

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

Definition at line 424 of file OgreMovableObject.h.

## begin()

virtual void Ogre::ManualObject::begin | ( | const String & | materialName,
|  | RenderOperation::OperationType | opType = `RenderOperation::OT_TRIANGLE_LIST`,
|  | const String & | groupName = `ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME`
| ) |  |

virtual

Start defining a part of the object.

Remarks
  Each time you call this method, you start a new section of the object with its own material and potentially its own type of rendering operation (triangles, points or lines for example).

Parameters

  materialName | The name of the material to render this part of the object with.
  opType | The type of operation to use to render.

## beginUpdate()

virtual void Ogre::ManualObject::beginUpdate | ( | size_t | sectionIndex | ) |

virtual

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

Remarks
  Using this method, you can update an existing section of the object efficiently. You do not have the option of changing the operation type obviously, since it must match the one that was used before.

Note
  If your sections are changing size, particularly growing, use estimateVertexCount and estimateIndexCount to pre-size the buffers a little larger than the initial needs to avoid buffer reconstruction.

Parameters

  sectionIndex | The index of the section you want to update. The first call to begin() would have created section 0, the second section 1, etc.

## clear()

virtual void Ogre::ManualObject::clear | ( | void |  | ) |

virtual

Completely clear the contents of the object.

Remarks
  Clearing the contents of this object and rebuilding from scratch is not the optimal way to manage dynamic vertex data, since the buffers are recreated. If you want to keep the same structure but update the content within that structure, use beginUpdate() instead of clear() begin(). However if you do want to modify the structure from time to time you can do so by clearing and re-specifying the data.

## colour() [1/2]

virtual void Ogre::ManualObject::colour | ( | const ColourValue & | col | ) |

virtual

Add a vertex colour to a vertex.

## colour() [2/2]

virtual void Ogre::ManualObject::colour | ( | Real | r,
|  | Real | g,
|  | Real | b,
|  | Real | a = `1.0f`
| ) |  |

virtual

Add a vertex colour to a vertex.

Parameters

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

## convertToMesh()

virtual MeshPtr Ogre::ManualObject::convertToMesh | ( | const String & | meshName,
|  | const String & | groupName = `ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME`
| ) |  |

virtual

Convert this object to a Mesh.

Remarks
  After you've finished building this object, you may convert it to a Mesh if you want in order to be able to create many instances of it in the world (via Entity). This is optional, since this instance can be directly attached to a SceneNode itself, but of course only one instance of it can exist that way.

Note
  Only objects which use indexed geometry may be converted to a mesh.

Parameters

  meshName | The name to give the mesh
  groupName | The resource group to create the mesh in

## copyTempVertexToBuffer()

virtual void Ogre::ManualObject::copyTempVertexToBuffer | ( | void |  | ) |

protected virtual

Copy current temp vertex into buffer.

## createAnimableDictionary()

void Ogre::AnimableObject::createAnimableDictionary | ( | void |  | ) | const

protected inherited

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

Definition at line 254 of file OgreAnimable.h.

## createAnimableValue()

virtual AnimableValuePtr Ogre::AnimableObject::createAnimableValue | ( | const String & | valueName | ) |

virtual inherited

Create a reference-counted AnimableValuePtr for the named value.

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

Reimplemented in Ogre::Light.

Definition at line 320 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

## detachFromParent()

virtual void Ogre::MovableObject::detachFromParent | ( | void |  | ) |

virtual inherited

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

## end()

virtual ManualObjectSection* Ogre::ManualObject::end | ( | void |  | ) |

virtual

Finish defining the object and compile the final renderable version.

Note
  Will return a pointer to the finished section or NULL if the section was discarded (i.e. has zero vertices/indices).

## estimateIndexCount()

virtual void Ogre::ManualObject::estimateIndexCount | ( | size_t | icount | ) |

virtual

Estimate the number of indices ahead of time.

Remarks
  Calling this helps to avoid memory reallocation when you define indices. Also very handy when using beginUpdate() to manage dynamic data - you can make the index buffer a little larger than the initial need to allow for growth later with this method.

## estimateVertexCount()

virtual void Ogre::ManualObject::estimateVertexCount | ( | size_t | vcount | ) |

virtual

Estimate the number of vertices ahead of time.

Remarks
  Calling this helps to avoid memory reallocation when you define vertices. Also very handy when using beginUpdate() to manage dynamic data - you can make the vertex buffers a little larger than their initial needs to allow for growth later with this method.

## extrudeBounds()

virtual void Ogre::ShadowCaster::extrudeBounds | ( | AxisAlignedBox & | box,
|  | const Vector4 & | lightPos,
|  | Real | extrudeDist
| ) |  | const

protected virtual inherited

Utility method for extruding a bounding box.

Parameters

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

## extrudeVertices()

static void Ogre::ShadowCaster::extrudeVertices | ( | const HardwareVertexBufferSharedPtr & | vertexBuffer,
|  | size_t | originalVertexCount,
|  | const Vector4 & | lightPos,
|  | Real | extrudeDist
| ) |  |

static inherited

Utility method for extruding vertices based on a light.

Remarks
  Unfortunately, because D3D cannot handle homogeneous (4D) position coordinates in the fixed-function pipeline (GL can, but we have to be cross-API), when we extrude in software we cannot extrude to infinity the way we do in the vertex program (by setting w to 0.0f). Therefore we extrude by a fixed distance, which may cause some problems with larger scenes. Luckily better hardware (ie vertex programs) can fix this.

Parameters

  vertexBuffer | The vertex buffer containing ONLY xyz position values, which must be originalVertexCount * 2 * 3 floats long.
  originalVertexCount | The count of the original number of vertices, i.e. the number in the mesh, not counting the doubling which has already been done (by VertexData::prepareForShadowVolume) to provide the extruded area of the buffer.
  lightPos | 4D light position in object space, when w=0.0f this represents a directional light.
  extrudeDist | The distance to extrude.

## generateShadowVolume()

virtual void Ogre::ShadowCaster::generateShadowVolume | ( | EdgeData * | edgeData,
|  | const HardwareIndexBufferSharedPtr & | indexBuffer,
|  | size_t & | indexBufferUsedSize,
|  | const Light * | light,
|  | ShadowRenderableList & | shadowRenderables,
|  | unsigned long | flags
| ) |  |

protected virtual inherited

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

Parameters

  edgeData | The edge information to use.
  indexBuffer | The buffer into which to write data into; current contents are assumed to be discardable.
  indexBufferUsedSize | If the rest of buffer is enough than it would be locked with HBL_NO_OVERWRITE semantic and indexBufferUsedSize would be increased, otherwise HBL_DISCARD would be used and indexBufferUsedSize would be reset.
  light | The light, mainly for type info as silhouette calculations should already have been done in updateEdgeListLightFacing
  shadowRenderables | A list of shadow renderables which has already been constructed but will need populating with details of the index ranges to be used.
  flags | Additional controller flags, see ShadowRenderableFlags.

## getAnimableDictionaryName()

virtual const String& Ogre::AnimableObject::getAnimableDictionaryName | ( | void |  | ) | const

protected virtual inherited

Get the name of the animable dictionary for this class.

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

Reimplemented in Ogre::Light.

Definition at line 249 of file OgreAnimable.h.

References Ogre::StringUtil::BLANK.

## getAnimableValueNames()

const StringVector& Ogre::AnimableObject::getAnimableValueNames | ( | void |  | ) | const

inherited

Gets a list of animable value names for this object.

Definition at line 295 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

## getBoundingBox()

const AxisAlignedBox& Ogre::ManualObject::getBoundingBox | ( | void |  | ) | const

virtual

Implements Ogre::MovableObject.

## getBoundingRadius()

Real Ogre::ManualObject::getBoundingRadius | ( | void |  | ) | const

virtual

Implements Ogre::MovableObject.

## getCastShadows()

bool Ogre::MovableObject::getCastShadows | ( | void |  | ) | const

virtual inherited

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 521 of file OgreMovableObject.h.

## getCurrentIndexCount()

virtual size_t Ogre::ManualObject::getCurrentIndexCount | ( |  | ) | const

virtual

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

## getCurrentVertexCount()

virtual size_t Ogre::ManualObject::getCurrentVertexCount | ( |  | ) | const

virtual

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

## getDarkCapBounds()

const AxisAlignedBox& Ogre::MovableObject::getDarkCapBounds | ( | const Light & | light,
|  | Real | dirLightExtrusionDist
| ) |  | const

virtual inherited

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

## getDefaultQueryFlags()

static uint32 Ogre::MovableObject::getDefaultQueryFlags | ( |  | ) |

static inherited

Get the default query flags for all future MovableObject instances.

Definition at line 411 of file OgreMovableObject.h.

## getDefaultVisibilityFlags()

static uint32 Ogre::MovableObject::getDefaultVisibilityFlags | ( |  | ) |

static inherited

Get the default visibility flags for all future MovableObject instances.

Definition at line 439 of file OgreMovableObject.h.

## getDynamic()

virtual bool Ogre::ManualObject::getDynamic | ( |  | ) | const

virtual

Gets whether this object is marked as dynamic.

Definition at line 161 of file OgreManualObject.h.

References Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME.

## getEdgeList()

EdgeData* Ogre::ManualObject::getEdgeList | ( | void |  | ) |

virtual

Implement this method to enable stencil shadows.

Implements Ogre::ShadowCaster.

## getExtrusionDistance()

Real Ogre::ShadowCaster::getExtrusionDistance | ( | const Vector3 & | objectPos,
|  | const Light * | light
| ) |  | const

protected inherited

Helper method for calculating extrusion distance.

## getKeepDeclarationOrder()

bool Ogre::ManualObject::getKeepDeclarationOrder | ( |  | ) | const

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

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

Definition at line 379 of file OgreManualObject.h.

## getLightCapBounds()

const AxisAlignedBox& Ogre::MovableObject::getLightCapBounds | ( | void |  | ) | const

virtual inherited

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

## getLightMask()

virtual uint32 Ogre::MovableObject::getLightMask | ( |  | ) | const

virtual inherited

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

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

Definition at line 476 of file OgreMovableObject.h.

## getListener()

virtual Listener* Ogre::MovableObject::getListener | ( | void |  | ) | const

virtual inherited

Gets the current listener for this object.

Definition at line 450 of file OgreMovableObject.h.

## getMovableType()

const String& Ogre::ManualObject::getMovableType | ( | void |  | ) | const

virtual

Implements Ogre::MovableObject.

## getName()

virtual const String& Ogre::MovableObject::getName | ( | void |  | ) | const

virtual inherited

Returns the name of this object.

Definition at line 193 of file OgreMovableObject.h.

## getNumSections()

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

Retrieves the number of ManualObjectSection objects making up this ManualObject.

## getParentNode()

virtual Node* Ogre::MovableObject::getParentNode | ( | void |  | ) | const

virtual inherited

Returns the node to which this object is attached.

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

## getParentSceneNode()

virtual SceneNode* Ogre::MovableObject::getParentSceneNode | ( | void |  | ) | const

virtual inherited

Returns the scene node to which this object is attached.

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

## getPointExtrusionDistance()

Real Ogre::MovableObject::getPointExtrusionDistance | ( | const Light * | l | ) | const

virtual inherited

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

Implements Ogre::ShadowCaster.

## getQueryFlags()

virtual uint32 Ogre::MovableObject::getQueryFlags | ( | void |  | ) | const

virtual inherited

Returns the query flags relevant for this object.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 403 of file OgreMovableObject.h.

## getReceivesShadows()

bool Ogre::MovableObject::getReceivesShadows | ( |  | ) |

inherited

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

## getRenderingDistance()

virtual Real Ogre::MovableObject::getRenderingDistance | ( | void |  | ) | const

virtual inherited

Gets the distance at which batches are no longer rendered.

Definition at line 305 of file OgreMovableObject.h.

## getRenderingMinPixelSize()

virtual Real Ogre::MovableObject::getRenderingMinPixelSize | ( |  | ) | const

virtual inherited

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

Definition at line 318 of file OgreMovableObject.h.

## getRenderQueueGroup()

virtual uint8 Ogre::MovableObject::getRenderQueueGroup | ( | void |  | ) | const

virtual inherited

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

## getSection()

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

Gets a pointer to a ManualObjectSection, i.e.

a part of a ManualObject.

## getShadowVolumeRenderableIterator()

ShadowRenderableListIterator Ogre::ManualObject::getShadowVolumeRenderableIterator | ( | ShadowTechnique | shadowTechnique,
|  | const Light * | light,
|  | HardwareIndexBufferSharedPtr * | indexBuffer,
|  | size_t * | indexBufferUsedSize,
|  | bool | extrudeVertices,
|  | Real | extrusionDist,
|  | unsigned long | flags = `0`
| ) |  |

virtual

Implement this method to enable stencil shadows.

Implements Ogre::ShadowCaster.

## getTypeFlags()

virtual uint32 Ogre::MovableObject::getTypeFlags | ( | void |  | ) | const

virtual inherited

Get the 'type flags' for this MovableObject.

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

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

## getUseIdentityProjection()

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

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

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

See also
  ManualObject::setUseIdentityProjection

Definition at line 324 of file OgreManualObject.h.

## getUseIdentityView()

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

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

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

See also
  ManualObject::setUseIdentityView

Definition at line 346 of file OgreManualObject.h.

## getUserAny()

virtual OGRE_DEPRECATED const Any& Ogre::MovableObject::getUserAny | ( | void |  | ) | const

virtual inherited

Deprecated:
  use UserObjectBindings::getUserAny via getUserObjectBindings() instead.

Retrieves the custom user value associated with this object.

Definition at line 334 of file OgreMovableObject.h.

## getUserObjectBindings() [1/2]

UserObjectBindings& Ogre::MovableObject::getUserObjectBindings | ( |  | ) |

inherited

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

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

See also
  UserObjectBindings::setUserAny.

Definition at line 340 of file OgreMovableObject.h.

## getUserObjectBindings() [2/2]

const UserObjectBindings& Ogre::MovableObject::getUserObjectBindings | ( |  | ) | const

inherited

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

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

See also
  UserObjectBindings::setUserAny.

Definition at line 346 of file OgreMovableObject.h.

## getVisibilityFlags()

virtual uint32 Ogre::MovableObject::getVisibilityFlags | ( | void |  | ) | const

virtual inherited

Returns the visibility flags relevant for this object.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 431 of file OgreMovableObject.h.

## getVisible()

virtual bool Ogre::MovableObject::getVisible | ( | void |  | ) | const

virtual inherited

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

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

## getWorldBoundingBox()

virtual const AxisAlignedBox& Ogre::MovableObject::getWorldBoundingBox | ( | bool | derive = `false` | ) | const

virtual inherited

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

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::Entity.

## getWorldBoundingSphere()

virtual const Sphere& Ogre::MovableObject::getWorldBoundingSphere | ( | bool | derive = `false` | ) | const

virtual inherited

Retrieves the worldspace bounding sphere for this object.

Reimplemented in Ogre::Entity.

## hasEdgeList()

bool Ogre::ManualObject::hasEdgeList | ( | void |  | ) |

virtual

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

## index()

virtual void Ogre::ManualObject::index | ( | uint32 | idx | ) |

virtual

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

Remarks
  You will have to call this 3 times for each face for a triangle list, or use the alternative 3-parameter version. Other operation types require different numbers of indexes,

See also
  RenderOperation::OperationType.

Note
  32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.

Parameters

  idx | A vertex index from 0 to 4294967295.

Referenced by Ogre::Volume::MeshBuilder::addCubeToManualObject().

## initialiseAnimableDictionary()

virtual void Ogre::AnimableObject::initialiseAnimableDictionary | ( | StringVector & |  | ) | const

protected virtual inherited

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

Reimplemented in Ogre::Light.

Definition at line 287 of file OgreAnimable.h.

## isAttached()

virtual bool Ogre::MovableObject::isAttached | ( | void |  | ) | const

virtual inherited

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

## isDebugDisplayEnabled()

virtual bool Ogre::MovableObject::isDebugDisplayEnabled | ( | void |  | ) | const

virtual inherited

Gets whether debug display of this object is enabled.

Definition at line 565 of file OgreMovableObject.h.

## isInScene()

virtual bool Ogre::MovableObject::isInScene | ( | void |  | ) | const

virtual inherited

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

Reimplemented in Ogre::InstancedEntity.

## isParentTagPoint()

virtual bool Ogre::MovableObject::isParentTagPoint | ( |  | ) | const

virtual inherited

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

Definition at line 216 of file OgreMovableObject.h.

## isVisible()

virtual bool Ogre::MovableObject::isVisible | ( | void |  | ) | const

virtual inherited

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

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

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

## normal() [1/2]

virtual void Ogre::ManualObject::normal | ( | const Vector3 & | norm | ) |

virtual

Add a vertex normal to the current vertex.

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

## normal() [2/2]

virtual void Ogre::ManualObject::normal | ( | Real | x,
|  | Real | y,
|  | Real | z
| ) |  |

virtual

Add a vertex normal to the current vertex.

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

## 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.

## position() [1/2]

virtual void Ogre::ManualObject::position | ( | const Vector3 & | pos | ) |

virtual

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

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

Referenced by Ogre::Volume::MeshBuilder::addCubeToManualObject().

## position() [2/2]

virtual void Ogre::ManualObject::position | ( | Real | x,
|  | Real | y,
|  | Real | z
| ) |  |

virtual

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

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

## quad()

virtual void Ogre::ManualObject::quad | ( | uint32 | i1,
|  | uint32 | i2,
|  | uint32 | i3,
|  | uint32 | i4
| ) |  |

virtual

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

It's only valid for triangle list operations.

Note
  32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.

Parameters

  i1,i2,i3,i4 | 4 vertex indices from 0 to 4294967295 defining a quad.

## queryLights()

virtual const LightList& Ogre::MovableObject::queryLights | ( | void |  | ) | const

virtual inherited

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

Remarks
  By default, this method gives the listener a chance to populate light list first, if there is no listener or Listener::objectQueryLights returns NULL, it'll query the light list from parent entity if it is present, or returns SceneNode::findLights if it has parent scene node, otherwise it just returns an empty list.

  The object internally caches the light list, so it will recalculate it only when object is moved, or lights that affect the frustum have been changed (

See also
  SceneManager::_getLightsDirtyCounter), but if listener exists, it will be called each time, so the listener should implement their own cache mechanism to optimise performance.

  This method can be useful when implementing Renderable::getLights in case the renderable is a part of the movable.

Returns
  The list of lights use to lighting this object.

## removeQueryFlags()

virtual void Ogre::MovableObject::removeQueryFlags | ( | uint32 | flags | ) |

virtual inherited

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

Definition at line 400 of file OgreMovableObject.h.

## removeVisibilityFlags()

virtual void Ogre::MovableObject::removeVisibilityFlags | ( | uint32 | flags | ) |

virtual inherited

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

Definition at line 428 of file OgreMovableObject.h.

## resetTempAreas()

virtual void Ogre::ManualObject::resetTempAreas | ( | void |  | ) |

protected virtual

Delete temp buffers and reset init counts.

## resizeTempIndexBufferIfNeeded()

virtual void Ogre::ManualObject::resizeTempIndexBufferIfNeeded | ( | size_t | numInds | ) |

protected virtual

Resize the temp index buffer?

## resizeTempVertexBufferIfNeeded()

virtual void Ogre::ManualObject::resizeTempVertexBufferIfNeeded | ( | size_t | numVerts | ) |

protected virtual

Resize the temp vertex buffer?

## setBoundingBox()

void Ogre::ManualObject::setBoundingBox | ( | const AxisAlignedBox & | box | ) |

Sets the bounding box.

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

See also
  ManualObject::setUseIdentityProjection, ManualObject::setUseIdentityView, AxisAlignedBox::setInfinite

Definition at line 355 of file OgreManualObject.h.

## setCastShadows()

void Ogre::MovableObject::setCastShadows | ( | bool | enabled | ) |

inherited

Sets whether or not this object will cast shadows.

Remarks
  This setting simply allows you to turn on/off shadows for a given object. An object will not cast shadows unless the scene supports it in any case (see SceneManager::setShadowTechnique), and also the material which is in use must also have shadow casting enabled. By default all entities cast shadows. If, however, for some reason you wish to disable this for a single object then you can do so using this method.

Note
  This method normally refers to objects which block the light, but since Light is also a subclass of MovableObject, in that context it means whether the light causes shadows itself.

Definition at line 519 of file OgreMovableObject.h.

## setDebugDisplayEnabled()

virtual void Ogre::MovableObject::setDebugDisplayEnabled | ( | bool | enabled | ) |

virtual inherited

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

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

Definition at line 563 of file OgreMovableObject.h.

## setDefaultQueryFlags()

static void Ogre::MovableObject::setDefaultQueryFlags | ( | uint32 | flags | ) |

static inherited

Set the default query flags for all future MovableObject instances.

Definition at line 407 of file OgreMovableObject.h.

## setDefaultVisibilityFlags()

static void Ogre::MovableObject::setDefaultVisibilityFlags | ( | uint32 | flags | ) |

static inherited

Set the default visibility flags for all future MovableObject instances.

Definition at line 435 of file OgreMovableObject.h.

## setDynamic()

virtual void Ogre::ManualObject::setDynamic | ( | bool | dyn | ) |

virtual

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

Definition at line 159 of file OgreManualObject.h.

## setKeepDeclarationOrder()

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

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

Remarks
  This overrides the default behavior of the rendering queue, specifically stating the desired order of rendering. Might result in a performance loss, but lets the user to have more direct control when creating geometry through this class.

Parameters

  keepOrder | Whether to keep the declaration order or not.

Definition at line 373 of file OgreManualObject.h.

## setLightMask()

virtual void Ogre::MovableObject::setLightMask | ( | uint32 | lightMask | ) |

virtual inherited

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

Remarks
  This mask will be compared against the mask held against Light to determine if a light should affect a given object. By default, this mask is fully set meaning all lights will affect this object

## setListener()

virtual void Ogre::MovableObject::setListener | ( | Listener * | listener | ) |

virtual inherited

Sets a listener for this object.

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

Definition at line 446 of file OgreMovableObject.h.

## setMaterialName()

virtual void Ogre::ManualObject::setMaterialName | ( | size_t | subIndex,
|  | const String & | name,
|  | const String & | group = `ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME`
| ) |  |

virtual

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

Remarks
  You specify the material to use on a section of this object during the call to begin(), however if you want to change the material afterwards you can do so by calling this method.

Parameters

  subIndex | The index of the subsection to alter
  name | The name of the new material to use

## setQueryFlags()

virtual void Ogre::MovableObject::setQueryFlags | ( | uint32 | flags | ) |

virtual inherited

Sets the query flags for this object.

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

Definition at line 392 of file OgreMovableObject.h.

## setRenderingDistance()

virtual void Ogre::MovableObject::setRenderingDistance | ( | Real | dist | ) |

virtual inherited

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

Note
  Camera::setUseRenderingDistance() needs to be called for this parameter to be used.

Parameters

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

Definition at line 299 of file OgreMovableObject.h.

## setRenderingMinPixelSize()

virtual void Ogre::MovableObject::setRenderingMinPixelSize | ( | Real | pixelSize | ) |

virtual inherited

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

Note
  Camera::setUseMinPixelSize() needs to be called for this parameter to be used.

Parameters

  pixelSize | Number of minimum pixels (the default is 0, which means objects are always rendered).

Definition at line 312 of file OgreMovableObject.h.

## setRenderQueueGroup()

virtual void Ogre::MovableObject::setRenderQueueGroup | ( | uint8 | queueID | ) |

virtual inherited

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

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

  See RenderQueue for more details.

Parameters

  queueID | Enumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.

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

## setRenderQueueGroupAndPriority()

virtual void Ogre::MovableObject::setRenderQueueGroupAndPriority | ( | uint8 | queueID,
|  | ushort | priority
| ) |  |

virtual inherited

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

Remarks
  Render queues are grouped to allow you to more tightly control the ordering of rendered objects. Within a single render group there another type of grouping called priority which allows further control. If you do not call this method, all Entity objects default to the default queue and priority (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.

  See RenderQueue for more details.

Parameters

  queueID | Enumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.
  priority | The priority within a group to use.

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

## setUseIdentityProjection()

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

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

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

See also
  ManualObject::getUseIdentityProjection

## setUseIdentityView()

void Ogre::ManualObject::setUseIdentityView | ( | bool | useIdentityView | ) |

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

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

See also
  ManualObject::getUseIdentityView

## setUserAny()

virtual OGRE_DEPRECATED void Ogre::MovableObject::setUserAny | ( | const Any & | anything | ) |

virtual inherited

Deprecated:
  use UserObjectBindings::setUserAny via getUserObjectBindings() instead.

Sets any kind of user value on this object.

Remarks
  This method allows you to associate any user value you like with this MovableObject. This can be a pointer back to one of your own classes for instance.

Definition at line 329 of file OgreMovableObject.h.

## setVisibilityFlags()

virtual void Ogre::MovableObject::setVisibilityFlags | ( | uint32 | flags | ) |

virtual inherited

Sets the visibility flags for this object.

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

Definition at line 420 of file OgreMovableObject.h.

## setVisible()

virtual void Ogre::MovableObject::setVisible | ( | bool | visible | ) |

virtual inherited

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

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

Reimplemented in Ogre::Light.

Referenced by Ogre::Volume::Chunk::setChunkVisible().

## tangent() [1/2]

virtual void Ogre::ManualObject::tangent | ( | const Vector3 & | tan | ) |

virtual

Add a vertex tangent to the current vertex.

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

## tangent() [2/2]

virtual void Ogre::ManualObject::tangent | ( | Real | x,
|  | Real | y,
|  | Real | z
| ) |  |

virtual

Add a vertex tangent to the current vertex.

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

## textureCoord() [1/7]

virtual void Ogre::ManualObject::textureCoord | ( | Real | u | ) |

virtual

Add a texture coordinate to the current vertex.

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

## textureCoord() [2/7]

virtual void Ogre::ManualObject::textureCoord | ( | Real | u,
|  | Real | v
| ) |  |

virtual

Add a texture coordinate to the current vertex.

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

## textureCoord() [3/7]

virtual void Ogre::ManualObject::textureCoord | ( | Real | u,
|  | Real | v,
|  | Real | w
| ) |  |

virtual

Add a texture coordinate to the current vertex.

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

## textureCoord() [4/7]

virtual void Ogre::ManualObject::textureCoord | ( | Real | x,
|  | Real | y,
|  | Real | z,
|  | Real | w
| ) |  |

virtual

Add a texture coordinate to the current vertex.

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

## textureCoord() [5/7]

virtual void Ogre::ManualObject::textureCoord | ( | const Vector2 & | uv | ) |

virtual

Add a texture coordinate to the current vertex.

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

## textureCoord() [6/7]

virtual void Ogre::ManualObject::textureCoord | ( | const Vector3 & | uvw | ) |

virtual

Add a texture coordinate to the current vertex.

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

## textureCoord() [7/7]

virtual void Ogre::ManualObject::textureCoord | ( | const Vector4 & | xyzw | ) |

virtual

Add a texture coordinate to the current vertex.

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

## triangle()

virtual void Ogre::ManualObject::triangle | ( | uint32 | i1,
|  | uint32 | i2,
|  | uint32 | i3
| ) |  |

virtual

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

It is only valid for triangle lists.

Note
  32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.

Parameters

  i1,i2,i3 | 3 vertex indices from 0 to 4294967295 defining a face.

## updateEdgeListLightFacing()

virtual void Ogre::ShadowCaster::updateEdgeListLightFacing | ( | EdgeData * | edgeData,
|  | const Vector4 & | lightPos
| ) |  |

protected virtual inherited

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

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

Parameters

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

## visitRenderables()

void Ogre::ManualObject::visitRenderables | ( | Renderable::Visitor * | visitor,
|  | bool | debugRenderables = `false`
| ) |  |

virtual

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

Parameters

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

Implements Ogre::MovableObject.

## Member Data Documentation

## mAABB

AxisAlignedBox Ogre::ManualObject::mAABB

protected

Bounding box.

Definition at line 521 of file OgreManualObject.h.

## mAnyIndexed

bool Ogre::ManualObject::mAnyIndexed

protected

Any indexed geometry on any sections?

Definition at line 525 of file OgreManualObject.h.

## mBeyondFarDistance

bool Ogre::MovableObject::mBeyondFarDistance

protected inherited

Hidden because of distance?

Definition at line 128 of file OgreMovableObject.h.

## mCastShadows

bool Ogre::MovableObject::mCastShadows

protected inherited

Does this object cast shadows?

Definition at line 150 of file OgreMovableObject.h.

## mCreator

MovableObjectFactory* Ogre::MovableObject::mCreator

protected inherited

Creator of this object (if created by a factory)

Definition at line 112 of file OgreMovableObject.h.

## mCurrentSection

ManualObjectSection* Ogre::ManualObject::mCurrentSection

protected

Current section.

Definition at line 485 of file OgreManualObject.h.

## mCurrentUpdating

bool Ogre::ManualObject::mCurrentUpdating

protected

Are we updating?

Definition at line 487 of file OgreManualObject.h.

## mDebugDisplay

bool Ogre::MovableObject::mDebugDisplay

protected inherited

Is debug display enabled?

Definition at line 121 of file OgreMovableObject.h.

## mDeclSize

size_t Ogre::ManualObject::mDeclSize

protected

Current declaration vertex size.

Definition at line 513 of file OgreManualObject.h.

## mDynamic

bool Ogre::ManualObject::mDynamic

protected

Dynamic?

Definition at line 481 of file OgreManualObject.h.

## mEdgeList

EdgeData* Ogre::ManualObject::mEdgeList

protected

Edge list, used if stencil shadow casting is enabled.

Definition at line 527 of file OgreManualObject.h.

## mEstIndexCount

size_t Ogre::ManualObject::mEstIndexCount

protected

Estimated index count.

Definition at line 517 of file OgreManualObject.h.

## mEstVertexCount

size_t Ogre::ManualObject::mEstVertexCount

protected

Estimated vertex count.

Definition at line 515 of file OgreManualObject.h.

## mFirstVertex

bool Ogre::ManualObject::mFirstVertex

protected

First vertex indicator.

Definition at line 501 of file OgreManualObject.h.

## mKeepDeclarationOrder

bool Ogre::ManualObject::mKeepDeclarationOrder

protected

Keep declaration order or let the queue optimize it.

Definition at line 535 of file OgreManualObject.h.

## mLightList

LightList Ogre::MovableObject::mLightList

mutable protected inherited

List of lights for this object.

Definition at line 158 of file OgreMovableObject.h.

## mLightListUpdated

ulong Ogre::MovableObject::mLightListUpdated

mutable protected inherited

The last frame that this light list was updated in.

Definition at line 160 of file OgreMovableObject.h.

## mLightMask

uint32 Ogre::MovableObject::mLightMask

protected inherited

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

Definition at line 163 of file OgreMovableObject.h.

## mListener

Listener* Ogre::MovableObject::mListener

protected inherited

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

Definition at line 155 of file OgreMovableObject.h.

## mManager

SceneManager* Ogre::MovableObject::mManager

protected inherited

SceneManager holding this object (if applicable)

Definition at line 114 of file OgreMovableObject.h.

## mMinPixelSize

Real Ogre::MovableObject::mMinPixelSize

protected inherited

Definition at line 126 of file OgreMovableObject.h.

## mName

String Ogre::MovableObject::mName

protected inherited

Name of this object.

Definition at line 110 of file OgreMovableObject.h.

## mParentIsTagPoint

bool Ogre::MovableObject::mParentIsTagPoint

protected inherited

Definition at line 117 of file OgreMovableObject.h.

## mParentNode

Node* Ogre::MovableObject::mParentNode

protected inherited

node to which this object is attached

Definition at line 116 of file OgreMovableObject.h.

## mQueryFlags

uint32 Ogre::MovableObject::mQueryFlags

protected inherited

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

Definition at line 140 of file OgreMovableObject.h.

## mRadius

Real Ogre::ManualObject::mRadius

protected

Bounding sphere.

Definition at line 523 of file OgreManualObject.h.

## mRenderingDisabled

bool Ogre::MovableObject::mRenderingDisabled

protected inherited

Does rendering this object disabled by listener?

Definition at line 153 of file OgreMovableObject.h.

## mRenderQueueID

uint8 Ogre::MovableObject::mRenderQueueID

protected inherited

The render queue to use when rendering this object.

Definition at line 132 of file OgreMovableObject.h.

## mRenderQueueIDSet

bool Ogre::MovableObject::mRenderQueueIDSet

protected inherited

Flags whether the RenderQueue's default should be used.

Definition at line 134 of file OgreMovableObject.h.

## mRenderQueuePriority

ushort Ogre::MovableObject::mRenderQueuePriority

protected inherited

The render queue group to use when rendering this object.

Definition at line 136 of file OgreMovableObject.h.

## mRenderQueuePrioritySet

bool Ogre::MovableObject::mRenderQueuePrioritySet

protected inherited

Flags whether the RenderQueue's default should be used.

Definition at line 138 of file OgreMovableObject.h.

## msAnimableDictionary

AnimableDictionaryMap Ogre::AnimableObject::msAnimableDictionary

static protected inherited

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

Definition at line 243 of file OgreAnimable.h.

## msDefaultQueryFlags

uint32 Ogre::MovableObject::msDefaultQueryFlags

static protected inherited

Default query flags.

Definition at line 167 of file OgreMovableObject.h.

## msDefaultVisibilityFlags

uint32 Ogre::MovableObject::msDefaultVisibilityFlags

static protected inherited

Default visibility flags.

Definition at line 169 of file OgreMovableObject.h.

## mSectionList

SectionList Ogre::ManualObject::mSectionList

protected

List of subsections.

Definition at line 483 of file OgreManualObject.h.

## mShadowRenderables

ShadowRenderableList Ogre::ManualObject::mShadowRenderables

protected

List of shadow renderables.

Definition at line 529 of file OgreManualObject.h.

## mSquaredUpperDistance

Real Ogre::MovableObject::mSquaredUpperDistance

protected inherited

Definition at line 124 of file OgreMovableObject.h.

## mTempIndexBuffer

uint32* Ogre::ManualObject::mTempIndexBuffer

protected

System-memory buffer whilst we establish the size required.

Definition at line 509 of file OgreManualObject.h.

## mTempIndexSize

size_t Ogre::ManualObject::mTempIndexSize

protected

System memory allocation size, in bytes.

Definition at line 511 of file OgreManualObject.h.

## mTempVertex

TempVertex Ogre::ManualObject::mTempVertex

protected

Temp storage.

Definition at line 499 of file OgreManualObject.h.

## mTempVertexBuffer

char* Ogre::ManualObject::mTempVertexBuffer

protected

System-memory buffer whilst we establish the size required.

Definition at line 505 of file OgreManualObject.h.

## mTempVertexPending

bool Ogre::ManualObject::mTempVertexPending

protected

Temp vertex data to copy?

Definition at line 503 of file OgreManualObject.h.

## mTempVertexSize

size_t Ogre::ManualObject::mTempVertexSize

protected

System memory allocation size, in bytes.

Definition at line 507 of file OgreManualObject.h.

## mTexCoordIndex

ushort Ogre::ManualObject::mTexCoordIndex

protected

Current texture coordinate.

Definition at line 519 of file OgreManualObject.h.

## mUpperDistance

Real Ogre::MovableObject::mUpperDistance

protected inherited

Upper distance to still render.

Definition at line 123 of file OgreMovableObject.h.

## mUseIdentityProjection

bool Ogre::ManualObject::mUseIdentityProjection

protected

Whether to use identity projection for sections.

Definition at line 531 of file OgreManualObject.h.

## mUseIdentityView

bool Ogre::ManualObject::mUseIdentityView

protected

Whether to use identity view for sections.

Definition at line 533 of file OgreManualObject.h.

## mUserObjectBindings

UserObjectBindings Ogre::MovableObject::mUserObjectBindings

protected inherited

User objects binding.

Definition at line 130 of file OgreMovableObject.h.

## mVisibilityFlags

uint32 Ogre::MovableObject::mVisibilityFlags

protected inherited

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

Definition at line 142 of file OgreMovableObject.h.

## mVisible

bool Ogre::MovableObject::mVisible

protected inherited

Is this object visible?

Definition at line 119 of file OgreMovableObject.h.

## mWorldAABB

AxisAlignedBox Ogre::MovableObject::mWorldAABB

mutable protected inherited

Cached world AABB of this object.

Definition at line 144 of file OgreMovableObject.h.

## mWorldBoundingSphere

Sphere Ogre::MovableObject::mWorldBoundingSphere

mutable protected inherited

Definition at line 146 of file OgreMovableObject.h.

## mWorldDarkCapBounds

AxisAlignedBox Ogre::MovableObject::mWorldDarkCapBounds

mutable protected inherited

World space AABB of this object's dark cap.

Definition at line 148 of file OgreMovableObject.h.

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

- OgreManualObject.h

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