Ogre::StaticGeometry Class Reference
Core » Scene

Pre-transforms and batches up meshes for efficient use as static geometry in a scene. More...

`#include <OgreStaticGeometry.h>`

Inheritance diagram for Ogre::StaticGeometry:
[legend]

## Classes

class | GeometryBucket
| A GeometryBucket is a the lowest level bucket where geometry with the same vertex & index format is stored. More...
class | LODBucket
| A LODBucket is a collection of smaller buckets with the same LOD. More...
class | MaterialBucket
| A MaterialBucket is a collection of smaller buckets with the same Material (and implicitly the same LOD). More...
class | OptimisedSubMeshGeometry
| Struct holding geometry optimised per SubMesh / LOD level, ready for copying to instances. More...
struct | QueuedGeometry
| Structure recording a queued geometry for low level builds. More...
struct | QueuedSubMesh
| Structure recording a queued submesh for the build. More...
class | Region
| The details of a topological region which is the highest level of partitioning for this class. More...
struct | SubMeshLodGeometryLink
| Saved link between SubMesh at a LOD and vertex/index data May point to original or optimised geometry. More...

## Public Types

typedef list< OptimisedSubMeshGeometry * >::type | OptimisedSubMeshGeometryList
typedef vector< QueuedGeometry * >::type | QueuedGeometryList
typedef vector< QueuedSubMesh * >::type | QueuedSubMeshList
typedef MapIterator< RegionMap > | RegionIterator
| Iterator for iterating over contained regions. More...
typedef map< uint32, Region * >::type | RegionMap
| Indexed region map based on packed x/y/z region index, 10 bits for each axis. More...
typedef map< SubMesh *, SubMeshLodGeometryLinkList * >::type | SubMeshGeometryLookup
typedef vector< SubMeshLodGeometryLink >::type | SubMeshLodGeometryLinkList

## Public Member Functions

| StaticGeometry (SceneManager *owner, const String &name)
| Constructor; do not use directly (. More...
virtual | ~StaticGeometry ()
| Destructor. More...
virtual void | addEntity (Entity *ent, const Vector3 &position, const Quaternion &orientation=Quaternion::IDENTITY, const Vector3 &scale=Vector3::UNIT_SCALE)
| Adds an Entity to the static geometry. More...
virtual void | addSceneNode (const SceneNode *node)
| Adds all the Entity objects attached to a SceneNode and all it's children to the static geometry. More...
virtual void | build (void)
| Build the geometry. More...
virtual void | destroy (void)
| Destroys all the built geometry state (reverse of build). More...
virtual void | dump (const String &filename) const
| Dump the contents of this StaticGeometry to a file for diagnostic purposes. More...
virtual bool | getCastShadows (void)
| Will the geometry from this object cast shadows? More...
const String & | getName (void) const
| Get the name of this object. More...
virtual const Vector3 & | getOrigin (void) const
| Gets the origin of this geometry. More...
virtual const Vector3 & | getRegionDimensions (void) const
| Gets the size of a single batch of geometry. More...
RegionIterator | getRegionIterator (void)
| Get an iterator over the regions in this geometry. More...
virtual Real | getRenderingDistance (void) const
| Gets the distance at which batches are no longer rendered. More...
virtual uint8 | getRenderQueueGroup (void) const
| Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
virtual Real | getSquaredRenderingDistance (void) const
| Gets the squared distance at which batches are no longer rendered. More...
uint32 | getVisibilityFlags () const
| Returns the visibility flags of the regions. More...
virtual bool | isVisible (void) const
| Are the batches visible? 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 | reset (void)
| Clears any of the entities / nodes added to this geometry and destroys anything which has already been built. More...
virtual void | setCastShadows (bool castShadows)
| Sets whether this geometry should cast shadows. More...
virtual void | setOrigin (const Vector3 &origin)
| Sets the origin of the geometry. More...
virtual void | setRegionDimensions (const Vector3 &size)
| Sets the size of a single region of geometry. More...
virtual void | setRenderingDistance (Real dist)
| Sets the distance at which batches are no longer rendered. More...
virtual void | setRenderQueueGroup (uint8 queueID)
| Sets the render queue group this object will be rendered through. More...
void | setVisibilityFlags (uint32 flags)
| Sets the visibility flags of all the regions at once. More...
virtual void | setVisible (bool visible)
| Hides or shows all the batches. 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...

## Protected Types

typedef map< size_t, size_t >::type | IndexRemap

## Protected Member Functions

template<typename T >
void | buildIndexRemap (T *pBuffer, size_t numIndexes, IndexRemap &remap)
| Method for figuring out which vertices are used by an index buffer and calculating a remap lookup for a vertex buffer just containing those vertices. More...
virtual AxisAlignedBox | calculateBounds (VertexData *vertexData, const Vector3 &position, const Quaternion &orientation, const Vector3 &scale)
| Calculate world bounds from a set of vertex data. More...
SubMeshLodGeometryLinkList * | determineGeometry (SubMesh *sm)
| Look up or calculate the geometry data to use for this SubMesh. More...
virtual Region * | getRegion (const AxisAlignedBox &bounds, bool autoCreate)
| Virtual method for getting a region most suitable for the passed in bounds. More...
virtual Region * | getRegion (const Vector3 &point, bool autoCreate)
| Get the region within which a point lies. More...
virtual Region * | getRegion (ushort x, ushort y, ushort z, bool autoCreate)
| Get the region using indexes. More...
virtual Region * | getRegion (uint32 index)
| Get the region using a packed index, returns null if it doesn't exist. More...
virtual AxisAlignedBox | getRegionBounds (ushort x, ushort y, ushort z)
| Get the bounds of an indexed region. More...
virtual Vector3 | getRegionCentre (ushort x, ushort y, ushort z)
| Get the centre of an indexed region. More...
virtual void | getRegionIndexes (const Vector3 &point, ushort &x, ushort &y, ushort &z)
| Get the region indexes for a point. More...
virtual Real | getVolumeIntersection (const AxisAlignedBox &box, ushort x, ushort y, ushort z)
| Get the volume intersection for an indexed region with some bounds. More...
virtual uint32 | packIndex (ushort x, ushort y, ushort z)
| Pack 3 indexes into a single index value. More...
template<typename T >
void | remapIndexes (T *src, T *dst, const IndexRemap &remap, size_t numIndexes)
| Method for altering indexes based on a remap. More...
void | splitGeometry (VertexData *vd, IndexData *id, SubMeshLodGeometryLink *targetGeomLink)
| Split some shared geometry into dedicated geometry. More...

## Protected Attributes

bool | mBuilt
bool | mCastShadows
Vector3 | mHalfRegionDimensions
String | mName
OptimisedSubMeshGeometryList | mOptimisedSubMeshGeometryList
| List of geometry which has been optimised for SubMesh use This is the primary storage used for cleaning up later. More...
Vector3 | mOrigin
SceneManager * | mOwner
QueuedSubMeshList | mQueuedSubMeshes
Vector3 | mRegionDimensions
RegionMap | mRegionMap
| Map of regions. 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...
Real | mSquaredUpperDistance
SubMeshGeometryLookup | mSubMeshGeometryLookup
| Cached links from SubMeshes to (potentially optimised) geometry This is not used for deletion since the lookup may reference original vertex data. More...
Real | mUpperDistance
uint32 | mVisibilityFlags
| Stores the visibility flags for the regions. More...
bool | mVisible

## Detailed Description

Pre-transforms and batches up meshes for efficient use as static geometry in a scene.

Remarks
  Modern graphics cards (GPUs) prefer to receive geometry in large batches. It is orders of magnitude faster to render 10 batches of 10,000 triangles than it is to render 10,000 batches of 10 triangles, even though both result in the same number of on-screen triangles.

  Therefore it is important when you are rendering a lot of geometry to batch things up into as few rendering calls as possible. This class allows you to build a batched object from a series of entities in order to benefit from this behaviour. Batching has implications of it's own though:
  - Batched geometry cannot be subdivided; that means that the whole group will be displayed, or none of it will. This obivously has culling issues.
  - A single world transform must apply to the entire batch. Therefore once you have batched things, you can't move them around relative to each other. That's why this class is most useful when dealing with static geometry (hence the name). In addition, geometry is effectively duplicated, so if you add 3 entities based on the same mesh in different positions, they will use 3 times the geometry space than the movable version (which re-uses the same geometry). So you trade memory and flexibility of movement for pure speed when using this class.
  - A single material must apply for each batch. In fact this class allows you to use multiple materials, but you should be aware that internally this means that there is one batch per material. Therefore you won't gain as much benefit from the batching if you use many different materials; try to keep the number down.

  In order to retain some sort of culling, this class will batch up meshes in localised regions. The size and shape of these blocks is controlled by the SceneManager which constructs this object, since it makes sense to batch things up in the most appropriate way given the existing partitioning of the scene.

  The LOD settings of both the Mesh and the Materials used in constructing this static geometry will be respected. This means that if you use meshes/materials which have LOD, batches in the distance will have a lower polygon count or material detail to those in the foreground. Since each mesh might have different LOD distances, during build the furthest distance at each LOD level from all meshes in that region is used. This means all the LOD levels change at the same time, but at the furthest distance of any of them (so quality is not degraded). Be aware that using Mesh LOD in this class will further increase the memory required. Only generated LOD is supported for meshes.

  There are 2 ways you can add geometry to this class; you can add Entity objects directly with predetermined positions, scales and orientations, or you can add an entire SceneNode and it's subtree, including all the objects attached to it. Once you've added everything you need to, you have to call build() the fix the geometry in place.

Note
  This class is not a replacement for world geometry (

See also
  SceneManager::setWorldGeometry). The single most efficient way to render large amounts of static geometry is to use a SceneManager which is specialised for dealing with that particular world structure. However, this class does provide you with a good 'halfway house' between generalised movable geometry (Entity) which works with all SceneManagers but isn't efficient when using very large numbers, and highly specialised world geometry which is extremely fast but not generic and typically requires custom world editors.

  You should not construct instances of this class directly; instead, cal SceneManager::createStaticGeometry, which gives the SceneManager the option of providing you with a specialised version of this class if it wishes, and also handles the memory management for you like other classes.

Note
  Warning: this class only works with indexed triangle lists at the moment, do not pass it triangle strips, fans or lines / points, or unindexed geometry.

Definition at line 121 of file OgreStaticGeometry.h.

## Member Typedef Documentation

## IndexRemap

typedef map<size_t, size_t>::type Ogre::StaticGeometry::IndexRemap

protected

Definition at line 556 of file OgreStaticGeometry.h.

## OptimisedSubMeshGeometryList

typedef list<OptimisedSubMeshGeometry*>::type Ogre::StaticGeometry::OptimisedSubMeshGeometryList

Definition at line 148 of file OgreStaticGeometry.h.

## QueuedGeometryList

typedef vector<QueuedGeometry*>::type Ogre::StaticGeometry::QueuedGeometryList

Definition at line 180 of file OgreStaticGeometry.h.

## QueuedSubMeshList

typedef vector<QueuedSubMesh*>::type Ogre::StaticGeometry::QueuedSubMeshList

Definition at line 171 of file OgreStaticGeometry.h.

## RegionIterator

typedef MapIterator<RegionMap> Ogre::StaticGeometry::RegionIterator

Iterator for iterating over contained regions.

Definition at line 765 of file OgreStaticGeometry.h.

## RegionMap

typedef map<uint32, Region*>::type Ogre::StaticGeometry::RegionMap

Indexed region map based on packed x/y/z region index, 10 bits for each axis.

Remarks
  Regions are indexed 0-1023 in all axes, where for example region 0 in the x axis begins at mOrigin.x + (mRegionDimensions.x * -512), and region 1023 ends at mOrigin + (mRegionDimensions.x * 512).

Definition at line 484 of file OgreStaticGeometry.h.

## SubMeshGeometryLookup

typedef map<SubMesh*, SubMeshLodGeometryLinkList*>::type Ogre::StaticGeometry::SubMeshGeometryLookup

Definition at line 157 of file OgreStaticGeometry.h.

## SubMeshLodGeometryLinkList

typedef vector<SubMeshLodGeometryLink>::type Ogre::StaticGeometry::SubMeshLodGeometryLinkList

Definition at line 156 of file OgreStaticGeometry.h.

## Constructor & Destructor Documentation

## StaticGeometry()

Ogre::StaticGeometry::StaticGeometry | ( | SceneManager * | owner,
|  | const String & | name
| ) |  |

Constructor; do not use directly (.

See also
  SceneManager::createStaticGeometry)

## ~StaticGeometry()

virtual Ogre::StaticGeometry::~StaticGeometry | ( |  | ) |

virtual

Destructor.

## Member Function Documentation

## addEntity()

virtual void Ogre::StaticGeometry::addEntity | ( | Entity * | ent,
|  | const Vector3 & | position,
|  | const Quaternion & | orientation = `Quaternion::IDENTITY`,
|  | const Vector3 & | scale = `Vector3::UNIT_SCALE`
| ) |  |

virtual

Adds an Entity to the static geometry.

Remarks
  This method takes an existing Entity and adds its details to the list of elements to include when building. Note that the Entity itself is not copied or referenced in this method; an Entity is passed simply so that you can change the materials of attached SubEntity objects if you want. You can add the same Entity instance multiple times with different material settings completely safely, and destroy the Entity before destroying this StaticGeometry if you like. The Entity passed in is simply used as a definition.

Note
  Must be called before 'build'.

Parameters

  ent | The Entity to use as a definition (the Mesh and Materials referenced will be recorded for the build call).
  position | The world position at which to add this Entity
  orientation | The world orientation at which to add this Entity
  scale | The scale at which to add this entity

## addSceneNode()

virtual void Ogre::StaticGeometry::addSceneNode | ( | const SceneNode * | node | ) |

virtual

Adds all the Entity objects attached to a SceneNode and all it's children to the static geometry.

Remarks
  This method performs just like addEntity, except it adds all the entities attached to an entire sub-tree to the geometry. The position / orientation / scale parameters are taken from the node structure instead of being specified manually.

Note
  The SceneNode you pass in will not be automatically detached from it's parent, so if you have this node already attached to the scene graph, you will need to remove it if you wish to avoid the overhead of rendering both the original objects and their new static versions! We don't do this for you incase you are preparing this in advance and so don't want the originals detached yet.
  Must be called before 'build'.

Parameters

  node | Pointer to the node to use to provide a set of Entity templates

## build()

virtual void Ogre::StaticGeometry::build | ( | void |  | ) |

virtual

Build the geometry.

Remarks
  Based on all the entities which have been added, and the batching options which have been set, this method constructs the batched geometry structures required. The batches are added to the scene and will be rendered unless you specifically hide them.

Note
  Once you have called this method, you can no longer add any more entities.

## buildIndexRemap()

template<typename T >

void Ogre::StaticGeometry::buildIndexRemap | ( | T * | pBuffer,
|  | size_t | numIndexes,
|  | IndexRemap & | remap
| ) |  |

protected

Method for figuring out which vertices are used by an index buffer and calculating a remap lookup for a vertex buffer just containing those vertices.

Definition at line 562 of file OgreStaticGeometry.h.

## calculateBounds()

virtual AxisAlignedBox Ogre::StaticGeometry::calculateBounds | ( | VertexData * | vertexData,
|  | const Vector3 & | position,
|  | const Quaternion & | orientation,
|  | const Vector3 & | scale
| ) |  |

protected virtual

Calculate world bounds from a set of vertex data.

## destroy()

virtual void Ogre::StaticGeometry::destroy | ( | void |  | ) |

virtual

Destroys all the built geometry state (reverse of build).

Remarks
  You can call build() again after this and it will pick up all the same entities / nodes you queued last time.

## determineGeometry()

SubMeshLodGeometryLinkList* Ogre::StaticGeometry::determineGeometry | ( | SubMesh * | sm | ) |

protected

Look up or calculate the geometry data to use for this SubMesh.

## dump()

virtual void Ogre::StaticGeometry::dump | ( | const String & | filename | ) | const

virtual

Dump the contents of this StaticGeometry to a file for diagnostic purposes.

## getCastShadows()

virtual bool Ogre::StaticGeometry::getCastShadows | ( | void |  | ) |

virtual

Will the geometry from this object cast shadows?

Definition at line 707 of file OgreStaticGeometry.h.

## getName()

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

Get the name of this object.

Definition at line 594 of file OgreStaticGeometry.h.

References Ogre::Quaternion::IDENTITY, and Ogre::Vector3::UNIT_SCALE.

## getOrigin()

virtual const Vector3& Ogre::StaticGeometry::getOrigin | ( | void |  | ) | const

virtual

Gets the origin of this geometry.

Definition at line 738 of file OgreStaticGeometry.h.

## getRegion() [1/4]

virtual Region* Ogre::StaticGeometry::getRegion | ( | const AxisAlignedBox & | bounds,
|  | bool | autoCreate
| ) |  |

protected virtual

Virtual method for getting a region most suitable for the passed in bounds.

Can be overridden by subclasses.

## getRegion() [2/4]

virtual Region* Ogre::StaticGeometry::getRegion | ( | const Vector3 & | point,
|  | bool | autoCreate
| ) |  |

protected virtual

Get the region within which a point lies.

## getRegion() [3/4]

virtual Region* Ogre::StaticGeometry::getRegion | ( | ushort | x,
|  | ushort | y,
|  | ushort | z,
|  | bool | autoCreate
| ) |  |

protected virtual

Get the region using indexes.

## getRegion() [4/4]

virtual Region* Ogre::StaticGeometry::getRegion | ( | uint32 | index | ) |

protected virtual

Get the region using a packed index, returns null if it doesn't exist.

## getRegionBounds()

virtual AxisAlignedBox Ogre::StaticGeometry::getRegionBounds | ( | ushort | x,
|  | ushort | y,
|  | ushort | z
| ) |  |

protected virtual

Get the bounds of an indexed region.

## getRegionCentre()

virtual Vector3 Ogre::StaticGeometry::getRegionCentre | ( | ushort | x,
|  | ushort | y,
|  | ushort | z
| ) |  |

protected virtual

Get the centre of an indexed region.

## getRegionDimensions()

virtual const Vector3& Ogre::StaticGeometry::getRegionDimensions | ( | void |  | ) | const

virtual

Gets the size of a single batch of geometry.

Definition at line 724 of file OgreStaticGeometry.h.

## getRegionIndexes()

virtual void Ogre::StaticGeometry::getRegionIndexes | ( | const Vector3 & | point,
|  | ushort & | x,
|  | ushort & | y,
|  | ushort & | z
| ) |  |

protected virtual

Get the region indexes for a point.

## getRegionIterator()

RegionIterator Ogre::StaticGeometry::getRegionIterator | ( | void |  | ) |

Get an iterator over the regions in this geometry.

## getRenderingDistance()

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

virtual

Gets the distance at which batches are no longer rendered.

Definition at line 676 of file OgreStaticGeometry.h.

## getRenderQueueGroup()

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

virtual

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

## getSquaredRenderingDistance()

virtual Real Ogre::StaticGeometry::getSquaredRenderingDistance | ( | void |  | ) | const

virtual

Gets the squared distance at which batches are no longer rendered.

Definition at line 679 of file OgreStaticGeometry.h.

## getVisibilityFlags()

uint32 Ogre::StaticGeometry::getVisibilityFlags | ( |  | ) | const

Returns the visibility flags of the regions.

## getVolumeIntersection()

virtual Real Ogre::StaticGeometry::getVolumeIntersection | ( | const AxisAlignedBox & | box,
|  | ushort | x,
|  | ushort | y,
|  | ushort | z
| ) |  |

protected virtual

Get the volume intersection for an indexed region with some bounds.

## isVisible()

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

virtual

Are the batches visible?

Definition at line 686 of file OgreStaticGeometry.h.

## 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.

## packIndex()

virtual uint32 Ogre::StaticGeometry::packIndex | ( | ushort | x,
|  | ushort | y,
|  | ushort | z
| ) |  |

protected virtual

Pack 3 indexes into a single index value.

## remapIndexes()

template<typename T >

void Ogre::StaticGeometry::remapIndexes | ( | T * | src,
|  | T * | dst,
|  | const IndexRemap & | remap,
|  | size_t | numIndexes
| ) |  |

protected

Method for altering indexes based on a remap.

Definition at line 575 of file OgreStaticGeometry.h.

## reset()

virtual void Ogre::StaticGeometry::reset | ( | void |  | ) |

virtual

Clears any of the entities / nodes added to this geometry and destroys anything which has already been built.

## setCastShadows()

virtual void Ogre::StaticGeometry::setCastShadows | ( | bool | castShadows | ) |

virtual

Sets whether this geometry should cast shadows.

Remarks
  No matter what the settings on the original entities, the StaticGeometry class defaults to not casting shadows. This is because, being static, unless you have moving lights you'd be better to use precalculated shadows of some sort. However, if you need them, you can enable them using this method. If the SceneManager is set up to use stencil shadows, edge lists will be copied from the underlying meshes on build. It is essential that all meshes support stencil shadows in this case.

Note
  If you intend to use stencil shadows, you must set this to true before calling 'build' as well as making sure you set the scene's shadow type (that should always be the first thing you do anyway). You can turn shadows off temporarily but they can never be turned on if they were not at the time of the build.

## setOrigin()

virtual void Ogre::StaticGeometry::setOrigin | ( | const Vector3 & | origin | ) |

virtual

Sets the origin of the geometry.

Remarks
  This method allows you to configure the world centre of the geometry, thus the place which all regions surround. You probably don't need to mess with this unless you have a seriously large world, since the default set up can handle an area 1024 * mRegionDimensions, and the sparseness of population is no issue when it comes to rendering. The default is Vector3(0,0,0).

Note
  Must be called before 'build'.

Parameters

  origin | Vector3 expressing the 3D origin of the geometry.

Definition at line 736 of file OgreStaticGeometry.h.

## setRegionDimensions()

virtual void Ogre::StaticGeometry::setRegionDimensions | ( | const Vector3 & | size | ) |

virtual

Sets the size of a single region of geometry.

Remarks
  This method allows you to configure the physical world size of each region, so you can balance culling against batch size. Entities will be fitted within the batch they most closely fit, and the eventual bounds of each batch may well be slightly larger than this if they overlap a little. The default is Vector3(1000, 1000, 1000).

Note
  Must be called before 'build'.

Parameters

  size | Vector3 expressing the 3D size of each region.

Definition at line 719 of file OgreStaticGeometry.h.

## setRenderingDistance()

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

virtual

Sets the distance at which batches are no longer rendered.

Remarks
  This lets you turn off batches at a given distance. This can be useful for things like detail meshes (grass, foliage etc) and could be combined with a shader which fades the geometry out beforehand to lessen the effect.

Parameters

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

Definition at line 670 of file OgreStaticGeometry.h.

## setRenderQueueGroup()

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

virtual

Sets the render queue group this object 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 objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want to perform more complex rendering.

  See RenderQueue for more details.

Parameters

  queueID | Enumerated value of the queue group to use.

## setVisibilityFlags()

void Ogre::StaticGeometry::setVisibilityFlags | ( | uint32 | flags | ) |

Sets the visibility flags of all the regions at once.

## setVisible()

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

virtual

Hides or shows all the batches.

## splitGeometry()

void Ogre::StaticGeometry::splitGeometry | ( | VertexData * | vd,
|  | IndexData * | id,
|  | SubMeshLodGeometryLink * | targetGeomLink
| ) |  |

protected

Split some shared geometry into dedicated geometry.

## visitRenderables()

void Ogre::StaticGeometry::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.

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.

## Member Data Documentation

## mBuilt

bool Ogre::StaticGeometry::mBuilt

protected

Definition at line 489 of file OgreStaticGeometry.h.

## mCastShadows

bool Ogre::StaticGeometry::mCastShadows

protected

Definition at line 492 of file OgreStaticGeometry.h.

## mHalfRegionDimensions

Vector3 Ogre::StaticGeometry::mHalfRegionDimensions

protected

Definition at line 494 of file OgreStaticGeometry.h.

## mName

String Ogre::StaticGeometry::mName

protected

Definition at line 488 of file OgreStaticGeometry.h.

## mOptimisedSubMeshGeometryList

OptimisedSubMeshGeometryList Ogre::StaticGeometry::mOptimisedSubMeshGeometryList

protected

List of geometry which has been optimised for SubMesh use This is the primary storage used for cleaning up later.

Definition at line 508 of file OgreStaticGeometry.h.

## mOrigin

Vector3 Ogre::StaticGeometry::mOrigin

protected

Definition at line 495 of file OgreStaticGeometry.h.

## mOwner

SceneManager* Ogre::StaticGeometry::mOwner

protected

Definition at line 487 of file OgreStaticGeometry.h.

## mQueuedSubMeshes

QueuedSubMeshList Ogre::StaticGeometry::mQueuedSubMeshes

protected

Definition at line 504 of file OgreStaticGeometry.h.

## mRegionDimensions

Vector3 Ogre::StaticGeometry::mRegionDimensions

protected

Definition at line 493 of file OgreStaticGeometry.h.

## mRegionMap

RegionMap Ogre::StaticGeometry::mRegionMap

protected

Map of regions.

Definition at line 517 of file OgreStaticGeometry.h.

## mRenderQueueID

uint8 Ogre::StaticGeometry::mRenderQueueID

protected

The render queue to use when rendering this object.

Definition at line 498 of file OgreStaticGeometry.h.

## mRenderQueueIDSet

bool Ogre::StaticGeometry::mRenderQueueIDSet

protected

Flags whether the RenderQueue's default should be used.

Definition at line 500 of file OgreStaticGeometry.h.

## mSquaredUpperDistance

Real Ogre::StaticGeometry::mSquaredUpperDistance

protected

Definition at line 491 of file OgreStaticGeometry.h.

## mSubMeshGeometryLookup

SubMeshGeometryLookup Ogre::StaticGeometry::mSubMeshGeometryLookup

protected

Cached links from SubMeshes to (potentially optimised) geometry This is not used for deletion since the lookup may reference original vertex data.

Definition at line 514 of file OgreStaticGeometry.h.

## mUpperDistance

Real Ogre::StaticGeometry::mUpperDistance

protected

Definition at line 490 of file OgreStaticGeometry.h.

## mVisibilityFlags

uint32 Ogre::StaticGeometry::mVisibilityFlags

protected

Stores the visibility flags for the regions.

Definition at line 502 of file OgreStaticGeometry.h.

## mVisible

bool Ogre::StaticGeometry::mVisible

protected

Definition at line 496 of file OgreStaticGeometry.h.

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

- OgreStaticGeometry.h

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