OGRE  1.9
Object-Oriented Graphics Rendering Engine
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Ogre::Entity Class Reference

Defines an instance of a discrete, movable object based on a Mesh. More...

#include <OgreEntity.h>

+ Inheritance diagram for Ogre::Entity:
+ Collaboration diagram for Ogre::Entity:

Classes

class  EntityShadowRenderable
 Nested class to allow entity shadows. More...
 

Public Types

typedef map< String,
MovableObject * >::type 
ChildObjectList
 Contains the child objects (attached to bones) indexed by name. More...
 
typedef MapIterator
< ChildObjectList
ChildObjectListIterator
 
typedef set< Entity * >::type EntitySet
 
typedef map< unsigned short,
bool >::type 
SchemeHardwareAnimMap
 
typedef vector
< ShadowRenderable * >::type 
ShadowRenderableList
 
typedef VectorIterator
< ShadowRenderableList
ShadowRenderableListIterator
 
enum  VertexDataBindChoice { BIND_ORIGINAL, BIND_SOFTWARE_SKELETAL, BIND_SOFTWARE_MORPH, BIND_HARDWARE_MORPH }
 Identify which vertex data we should be sending to the renderer. More...
 

Public Member Functions

 ~Entity ()
 Default destructor. More...
 
void _deinitialise (void)
 Tear down the internal structures of this Entity, rendering it uninitialised. More...
 
const Matrix4_getBoneMatrices (void) const
 Internal method for retrieving bone matrix information. More...
 
bool _getBuffersMarkedForAnimation (void) const
 Are buffers already marked as vertex animated? More...
 
virtual MovableObjectFactory_getCreator (void) const
 Get the creator of this object, if any (internal use only) More...
 
VertexData_getHardwareVertexAnimVertexData (void) const
 Advanced method to get the hardware morph vertex information. 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...
 
Real _getMeshLodFactorTransformed () const
 Get the LOD strategy transformation of the mesh LOD factor. More...
 
unsigned short _getNumBoneMatrices (void) const
 Internal method for retrieving bone matrix information. More...
 
virtual const Matrix4_getParentNodeFullTransform (void) const
 return the full transformation of the parent sceneNode or the attachingPoint node More...
 
TempBlendedBufferInfo_getSkelAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software skeletal animation. More...
 
VertexData_getSkelAnimVertexData (void) const
 Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned. More...
 
VertexData_getSoftwareVertexAnimVertexData (void) const
 Advanced method to get the temporarily blended software vertex animation information. More...
 
TempBlendedBufferInfo_getVertexAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software morph animation. More...
 
void _initialise (bool forceReinitialise=false)
 Try to initialise the Entity from the underlying resources. More...
 
bool _isAnimated (void) const
 Tests if any animation applied to this entity. More...
 
bool _isSkeletonAnimated (void) const
 Tests if skeleton was animated. More...
 
void _markBuffersUsedForAnimation (void)
 Mark just this vertex data as animated. More...
 
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...
 
void _notifyCurrentCamera (Camera *cam)
 
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 _updateAnimation (void)
 Advanced method to perform all the updates required for an animated entity. 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...
 
void addSoftwareAnimationRequest (bool normalsAlso)
 Add a request for software animation. More...
 
virtual void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
TagPointattachObjectToBone (const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO)
 Attaches another object to a certain bone of the skeleton which this entity uses. More...
 
void backgroundLoadingComplete (Resource *res)
 Resource::Listener hook to notify Entity that a delay-loaded Mesh is complete. More...
 
virtual OGRE_DEPRECATED void backgroundPreparingComplete (Resource *)
 Callback to indicate that background preparing has completed. More...
 
VertexDataBindChoice chooseVertexDataForBinding (bool hasVertexAnim)
 Choose which vertex data to bind to the renderer. More...
 
Entityclone (const String &newName) const
 Clones this entity and returns a pointer to the clone. More...
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
void detachAllObjectsFromBone (void)
 Detach all MovableObjects previously attached using attachObjectToBone. More...
 
virtual void detachFromParent (void)
 Detaches an object from a parent SceneNode or TagPoint, if attached. More...
 
MovableObjectdetachObjectFromBone (const String &movableName)
 Detach a MovableObject previously attached using attachObjectToBone. More...
 
void detachObjectFromBone (MovableObject *obj)
 Detaches an object by pointer. More...
 
AnimationStateSetgetAllAnimationStates (void) const
 For entities based on animated meshes, gets the AnimationState objects for all animations. More...
 
bool getAlwaysUpdateMainSkeleton () const
 The skeleton of the main entity will be updated even if the an LOD entity is being displayed. More...
 
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object. More...
 
AnimationStategetAnimationState (const String &name) const
 For entities based on animated meshes, gets the AnimationState object for a single animation. More...
 
ChildObjectListIterator getAttachedObjectIterator (void)
 Gets an iterator to the list of objects attached to bones on this entity. More...
 
const AxisAlignedBoxgetBoundingBox (void) const
 
Real getBoundingRadius (void) const
 Retrieves the radius of the origin-centered bounding sphere for this object. More...
 
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object. More...
 
AxisAlignedBox getChildObjectsBoundingBox (void) const
 Merge all the child object Bounds a return it. More...
 
ushort getCurrentLodIndex ()
 Returns the current LOD used to render. More...
 
const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
 Overridden member from ShadowCaster. More...
 
bool getDisplaySkeleton (void) const
 Returns whether or not the entity is currently displaying its skeleton. More...
 
EdgeDatagetEdgeList (void)
 
const AxisAlignedBoxgetLightCapBounds (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 ListenergetListener (void) const
 Gets the current listener for this object. More...
 
EntitygetManualLodLevel (size_t index) const
 Gets a pointer to the entity representing the numbered manual level of detail. More...
 
const MeshPtrgetMesh (void) const
 Gets the Mesh that this Entity is based on. More...
 
const StringgetMovableType (void) const
 Returns the type name of this object. More...
 
virtual const StringgetName (void) const
 Returns the name of this object. More...
 
size_t getNumManualLodLevels (void) const
 Returns the number of manual levels of detail that this entity supports. More...
 
unsigned int getNumSubEntities (void) const
 Retrieves the number of SubEntity objects making up this entity. More...
 
virtual NodegetParentNode (void) const
 Returns the node to which this object is attached. More...
 
virtual SceneNodegetParentSceneNode (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...
 
ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0)
 
SkeletonInstancegetSkeleton (void) const
 Get this Entity's personal skeleton instance. More...
 
const EntitySetgetSkeletonInstanceSharingSet () const
 Returns a pointer to the set of entities which share a SkeletonInstance. More...
 
bool getSkipAnimationStateUpdate () const
 Entity's skeleton's AnimationState will not be automatically updated when set to true. More...
 
int getSoftwareAnimationNormalsRequests (void) const
 Returns the number of requests that have been made for software animation of normals. More...
 
int getSoftwareAnimationRequests (void) const
 Returns the number of requests that have been made for software animation. More...
 
SubEntitygetSubEntity (unsigned int index) const
 Gets a pointer to a SubEntity, ie a part of an Entity. More...
 
SubEntitygetSubEntity (const String &name) const
 Gets a pointer to a SubEntity by name. More...
 
uint32 getTypeFlags (void) const
 Override to return specific type flag. More...
 
virtual OGRE_DEPRECATED const AnygetUserAny (void) const
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
VertexDatagetVertexDataForBinding (void)
 Retrieve the VertexData which should be used for GPU binding. 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...
 
const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const
 Retrieves the axis-aligned bounding box for this object in world coordinates. More...
 
const SpheregetWorldBoundingSphere (bool derive=false) const
 Retrieves the worldspace bounding sphere for this object. More...
 
bool hasAnimationState (const String &name) const
 Returns whether the AnimationState with the given name exists. More...
 
bool hasEdgeList (void)
 
bool hasSkeleton (void) const
 Returns whether or not this entity is skeletally animated. More...
 
bool hasVertexAnimation (void) const
 Returns whether or not this entity is either morph or pose animated. 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...
 
bool isHardwareAnimationEnabled (void)
 Returns whether or not hardware animation is enabled. More...
 
bool isInitialised (void) const
 Has this Entity been initialised yet? 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 loadingComplete (Resource *)
 Called whenever the resource finishes loading. 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 preparingComplete (Resource *)
 Called whenever the resource finishes preparing (paging into memory). More...
 
virtual const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void refreshAvailableAnimationState (void)
 Updates the internal animation state set to include the latest available animations from the attached skeleton. More...
 
virtual void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeSoftwareAnimationRequest (bool normalsAlso)
 Removes a request for software animation. 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 setAlwaysUpdateMainSkeleton (bool update)
 The skeleton of the main entity will be updated even if the an LOD entity is being displayed. 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...
 
void setDisplaySkeleton (bool display)
 Tells the Entity whether or not it should display it's skeleton, if it has one. 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...
 
void setMaterial (const MaterialPtr &material)
 Sets the material to use for the whole of this entity. More...
 
void setMaterialLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the material detail of this entity. More...
 
void setMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the material to use for the whole of this entity. More...
 
void setMeshLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the mesh detail of this entity. More...
 
void setPolygonModeOverrideable (bool PolygonModeOverrideable)
 Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings. 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...
 
void setRenderQueueGroup (uint8 queueID)
 
void setRenderQueueGroupAndPriority (uint8 queueID, ushort priority)
 
void setSkipAnimationStateUpdate (bool skip)
 Entity's skeleton's AnimationState will not be automatically updated when set to true. 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...
 
void shareSkeletonInstanceWith (Entity *entity)
 Shares the SkeletonInstance with the supplied entity. More...
 
bool sharesSkeletonInstance () const
 Returns whether this entity shares it's SkeltonInstance with other entity instances. More...
 
void stopSharingSkeletonInstance ()
 Stops sharing the SkeletonInstance with other entities. More...
 
virtual void unloadingComplete (Resource *)
 Called whenever the resource has been unloaded. 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
 
typedef vector< Entity * >::type LODEntityList
 List of LOD Entity instances (for manual LODs). More...
 
typedef vector< SubEntity * >::type SubEntityList
 List of SubEntities (point to SubMeshes). More...
 

Protected Member Functions

 Entity ()
 Private constructor (instances cannot be created directly). More...
 
 Entity (const String &name, const MeshPtr &mesh)
 Private constructor - specify name (the usual constructor used). More...
 
StringVector_getAnimableValueNames (void)
 Get an updateable reference to animable value list. More...
 
void applyVertexAnimation (bool hardwareAnimation, bool stencilShadows)
 Apply vertex animation. More...
 
void attachObjectImpl (MovableObject *pMovable, TagPoint *pAttachingPoint)
 Internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity. More...
 
void bindMissingHardwarePoseBuffers (const VertexData *srcData, VertexData *destData)
 Ensure that any unbound pose animation buffers are bound to a safe default. More...
 
void buildSubEntityList (MeshPtr &mesh, SubEntityList *sublist)
 Builds a list of SubEntities based on the SubMeshes contained in the Mesh. More...
 
bool cacheBoneMatrices (void)
 Private method to cache bone matrices from skeleton. More...
 
bool calcVertexProcessing (void)
 Calculates the kind of vertex processing in use. More...
 
VertexDatacloneVertexDataRemoveBlendInfo (const VertexData *source)
 Internal method to clone vertex data definitions but to remove blend buffers. 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...
 
void detachAllObjectsImpl (void)
 Internal implementation of detaching all 'child' objects of this entity. More...
 
void detachObjectImpl (MovableObject *pObject)
 Internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity. More...
 
void extractTempBufferInfo (VertexData *sourceData, TempBlendedBufferInfo *info)
 Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later. More...
 
virtual void extrudeBounds (AxisAlignedBox &box, const Vector4 &lightPos, Real extrudeDist) const
 Utility method for extruding a bounding box. More...
 
void finalisePoseNormals (const VertexData *srcData, VertexData *destData)
 When animating normals for pose animation, finalise normals by filling in with the reference mesh normal where applied normal weights < 1. More...
 
const VertexDatafindBlendedVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any submesh, finds the temporary blend copy. More...
 
SubEntityfindSubEntityForVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity. 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 StringgetAnimableDictionaryName (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...
 
ushort initHardwareAnimationElements (VertexData *vdata, ushort numberOfElements, bool animateNormals)
 Initialise the hardware animation elements for given vertex data. More...
 
virtual void initialiseAnimableDictionary (StringVector &) const
 Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters. More...
 
void initialisePoseVertexData (const VertexData *srcData, VertexData *destData, bool animateNormals)
 When performing software pose animation, initialise software copy of vertex data. More...
 
void markBuffersUnusedForAnimation (void)
 Mark all vertex data as so far unanimated. More...
 
void prepareTempBlendBuffers (void)
 Internal method for preparing this Entity for use in animation. More...
 
void reevaluateVertexProcessing (void)
 Ensures reevaluation of the vertex processing usage. More...
 
void restoreBuffersForUnusedAnimation (bool hardwareAnimation)
 Internal method to restore original vertex data where we didn't perform any vertex animation this frame. More...
 
bool tempSkelAnimBuffersBound (bool requestNormals) const
 Are software skeleton animation temp buffers bound? More...
 
bool tempVertexAnimBuffersBound (void) const
 Are software vertex animation temp buffers bound? More...
 
void updateAnimation (void)
 Perform all the updates required for an animated entity. 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

bool mAlwaysUpdateMainSkeleton
 Flag indicating whether to update the main entity skeleton even when an LOD is displayed. More...
 
AnimationStateSetmAnimationState
 State of animation for animable meshes. More...
 
bool mBeyondFarDistance
 Hidden because of distance? More...
 
Matrix4mBoneMatrices
 Cached bone matrices in skeleton local space, might shares with other entity instances. More...
 
Matrix4mBoneWorldMatrices
 Cached bone matrices, including any world transform. More...
 
bool mCastShadows
 Does this object cast shadows? More...
 
ChildObjectList mChildObjectList
 
MovableObjectFactorymCreator
 Creator of this object (if created by a factory) More...
 
bool mCurrentHWAnimationState
 Current state of the hardware animation as represented by the entities parameters. More...
 
bool mDebugDisplay
 Is debug display enabled? More...
 
bool mDisplaySkeleton
 Flag determines whether or not to display skeleton. More...
 
unsigned long mFrameAnimationLastUpdated
 Records the last frame in which animation was updated. More...
 
unsigned long * mFrameBonesLastUpdated
 Records the last frame in which the bones was updated. More...
 
AxisAlignedBox mFullBoundingBox
 Bounding box that 'contains' all the mesh of each child entity. More...
 
ushort mHardwarePoseCount
 Number of hardware poses supported by materials. More...
 
VertexDatamHardwareVertexAnimVertexData
 Vertex data details for hardware vertex anim of shared geometry. More...
 
bool mInitialised
 Has this entity been initialised yet? More...
 
Matrix4 mLastParentXform
 Last parent transform. 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...
 
ListenermListener
 MovableObject listener - only one allowed (no list) for size & performance reasons. */. More...
 
LODEntityList mLodEntityList
 
SceneManagermManager
 SceneManager holding this object (if applicable) More...
 
Real mMaterialLodFactor
 LOD bias factor, not transformed. More...
 
Real mMaterialLodFactorTransformed
 LOD bias factor, transformed for optimisation when calculating adjusted LOD value. More...
 
ushort mMaxMaterialLodIndex
 Index of maximum detail LOD (NB lower index is higher detail). More...
 
ushort mMaxMeshLodIndex
 Index of maximum detail LOD (NB lower index is higher detail). More...
 
MeshPtr mMesh
 The Mesh that this Entity is based on. More...
 
Real mMeshLodFactorTransformed
 LOD bias factor, transformed for optimisation when calculating adjusted LOD value. More...
 
ushort mMeshLodIndex
 The LOD number of the mesh to use, calculated by _notifyCurrentCamera. More...
 
size_t mMeshStateCount
 Mesh state count, used to detect differences. More...
 
ushort mMinMaterialLodIndex
 Index of minimum detail LOD (NB higher index is lower detail). More...
 
ushort mMinMeshLodIndex
 Index of minimum detail LOD (NB higher index is lower detail). More...
 
Real mMinPixelSize
 
String mName
 Name of this object. More...
 
unsigned short mNumBoneMatrices
 
bool mParentIsTagPoint
 
NodemParentNode
 node to which this object is attached More...
 
bool mPreparedForShadowVolumes
 Have the temp buffers already had their geometry prepared for use in rendering shadow volumes? More...
 
uint32 mQueryFlags
 Flags determining whether this object is included / excluded from scene queries. 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...
 
SchemeHardwareAnimMap mSchemeHardwareAnim
 Flag indicating whether hardware animation is supported by this entities materials data is saved per scehme number. More...
 
ShadowRenderableList mShadowRenderables
 
EntitySetmSharedSkeletonEntities
 A set of all the entities which shares a single SkeletonInstance. More...
 
VertexDatamSkelAnimVertexData
 Vertex data details for software skeletal anim of shared geometry. More...
 
SkeletonInstancemSkeletonInstance
 This Entity's personal copy of the skeleton, if skeletally animated. More...
 
bool mSkipAnimStateUpdates
 Flag indicating whether to skip automatic updating of the Skeleton's AnimationState. More...
 
int mSoftwareAnimationNormalsRequests
 Counter indicating number of requests for software blended normals. More...
 
int mSoftwareAnimationRequests
 Counter indicating number of requests for software animation. More...
 
VertexDatamSoftwareVertexAnimVertexData
 Vertex data details for software vertex anim of shared geometry. More...
 
Real mSquaredUpperDistance
 
SubEntityList mSubEntityList
 
TempBlendedBufferInfo mTempSkelAnimInfo
 Temp buffer details for software skeletal anim of shared geometry. More...
 
TempBlendedBufferInfo mTempVertexAnimInfo
 Temp buffer details for software vertex anim of shared geometry. More...
 
Real mUpperDistance
 Upper distance to still render. More...
 
UserObjectBindings mUserObjectBindings
 User objects binding. More...
 
bool mVertexAnimationAppliedThisFrame
 Have we applied any vertex animation to shared geometry? More...
 
bool mVertexProgramInUse
 Flag indicating whether we have a vertex program in use on any of our subentities. 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...
 

Friends

class EntityFactory
 
class SubEntity
 

Detailed Description

Defines an instance of a discrete, movable object based on a Mesh.

Remarks
Ogre generally divides renderable objects into 2 groups, discrete (separate) and relatively small objects which move around the world, and large, sprawling geometry which makes up generally immovable scenery, aka 'level geometry'.
The Mesh and SubMesh classes deal with the definition of the geometry used by discrete movable objects. Entities are actual instances of objects based on this geometry in the world. Therefore there is usually a single set Mesh for a car, but there may be multiple entities based on it in the world. Entities are able to override aspects of the Mesh it is defined by, such as changing material properties per instance (so you can have many cars using the same geometry but different textures for example). Because a Mesh is split into SubMeshes for this purpose, the Entity class is a grouping class (much like the Mesh class) and much of the detail regarding individual changes is kept in the SubEntity class. There is a 1:1 relationship between SubEntity instances and the SubMesh instances associated with the Mesh the Entity is based on.
Entity and SubEntity classes are never created directly. Use the createEntity method of the SceneManager (passing a model name) to create one.
Entities are included in the scene by associating them with a SceneNode, using the attachEntity method. See the SceneNode class for full information.
Note
No functions were declared virtual to improve performance.

Definition at line 82 of file OgreEntity.h.

Member Typedef Documentation

Definition at line 241 of file OgreAnimable.h.

Contains the child objects (attached to bones) indexed by name.

Definition at line 304 of file OgreEntity.h.

Definition at line 89 of file OgreEntity.h.

typedef vector<Entity*>::type Ogre::Entity::LODEntityList
protected

List of LOD Entity instances (for manual LODs).

We don't know when the mesh is using manual LODs whether one LOD to the next will have the same number of SubMeshes, therefore we have to allow a separate Entity list with each alternate one.

Definition at line 254 of file OgreEntity.h.

typedef map<unsigned short, bool>::type Ogre::Entity::SchemeHardwareAnimMap

Definition at line 90 of file OgreEntity.h.

Definition at line 136 of file OgreShadowCaster.h.

typedef vector<SubEntity*>::type Ogre::Entity::SubEntityList
protected

List of SubEntities (point to SubMeshes).

Definition at line 107 of file OgreEntity.h.

Member Enumeration Documentation

Identify which vertex data we should be sending to the renderer.

Enumerator
BIND_ORIGINAL 
BIND_SOFTWARE_SKELETAL 
BIND_SOFTWARE_MORPH 
BIND_HARDWARE_MORPH 

Definition at line 773 of file OgreEntity.h.

Constructor & Destructor Documentation

Ogre::Entity::Entity ( )
protected

Private constructor (instances cannot be created directly).

Ogre::Entity::Entity ( const String name,
const MeshPtr mesh 
)
protected

Private constructor - specify name (the usual constructor used).

Ogre::Entity::~Entity ( )

Default destructor.

Member Function Documentation

void Ogre::Entity::_deinitialise ( void  )

Tear down the internal structures of this Entity, rendering it uninitialised.

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

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.

const Matrix4* Ogre::Entity::_getBoneMatrices ( void  ) const
inline

Internal method for retrieving bone matrix information.

Definition at line 606 of file OgreEntity.h.

bool Ogre::Entity::_getBuffersMarkedForAnimation ( void  ) const
inline

Are buffers already marked as vertex animated?

Definition at line 784 of file OgreEntity.h.

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

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

Definition at line 186 of file OgreMovableObject.h.

VertexData* Ogre::Entity::_getHardwareVertexAnimVertexData ( void  ) const

Advanced method to get the hardware morph vertex information.

Note
The positions/normals of the returned vertex data is in object space.
virtual LightList* Ogre::MovableObject::_getLightList ( )
inlinevirtualinherited

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.

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

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

Definition at line 190 of file OgreMovableObject.h.

Real Ogre::Entity::_getMeshLodFactorTransformed ( ) const

Get the LOD strategy transformation of the mesh LOD factor.

unsigned short Ogre::Entity::_getNumBoneMatrices ( void  ) const
inline

Internal method for retrieving bone matrix information.

Definition at line 608 of file OgreEntity.h.

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

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

Reimplemented in Ogre::InstancedEntity.

TempBlendedBufferInfo* Ogre::Entity::_getSkelAnimTempBufferInfo ( void  )

Advanced method to get the temp buffer information for software skeletal animation.

VertexData* Ogre::Entity::_getSkelAnimVertexData ( void  ) const

Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned.

Remarks
Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via addSoftwareAnimationRequest.
Note
The positions/normals of the returned vertex data is in object space.
VertexData* Ogre::Entity::_getSoftwareVertexAnimVertexData ( void  ) const

Advanced method to get the temporarily blended software vertex animation information.

Remarks
Internal engine will eliminate software animation if possible, this information is unreliable unless added request for software animation via addSoftwareAnimationRequest.
Note
The positions/normals of the returned vertex data is in object space.
TempBlendedBufferInfo* Ogre::Entity::_getVertexAnimTempBufferInfo ( void  )

Advanced method to get the temp buffer information for software morph animation.

void Ogre::Entity::_initialise ( bool  forceReinitialise = false)

Try to initialise the Entity from the underlying resources.

Remarks
This method builds the internal structures of the Entity based on it resources (Mesh, Skeleton). This may or may not succeed if the resources it references have been earmarked for background loading, so you should check isInitialised afterwards to see if it was successful.
Parameters
forceReinitialiseIf true, this forces the Entity to tear down it's internal structures and try to rebuild them. Useful if you changed the content of a Mesh or Skeleton at runtime.
bool Ogre::Entity::_isAnimated ( void  ) const

Tests if any animation applied to this entity.

Remarks
An entity is animated if any animation state is enabled, or any manual bone applied to the skeleton.
bool Ogre::Entity::_isSkeletonAnimated ( void  ) const

Tests if skeleton was animated.

void Ogre::Entity::_markBuffersUsedForAnimation ( void  )

Mark just this vertex data as animated.

void Ogre::Entity::_notifyAttached ( Node parent,
bool  isTagPoint = false 
)
virtual

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

Reimplemented from Ogre::MovableObject.

virtual void Ogre::MovableObject::_notifyCreator ( MovableObjectFactory fact)
inlinevirtualinherited

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

Definition at line 184 of file OgreMovableObject.h.

void Ogre::Entity::_notifyCurrentCamera ( Camera cam)
virtual

Reimplemented from Ogre::MovableObject.

virtual void Ogre::MovableObject::_notifyManager ( SceneManager man)
inlinevirtualinherited

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

Definition at line 188 of file OgreMovableObject.h.

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

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

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

void Ogre::Entity::_updateAnimation ( void  )

Advanced method to perform all the updates required for an animated entity.

Remarks
You don't normally need to call this, but it's here in case you wish to manually update the animation of an Entity at a specific point in time. Animation will not be updated more than once a frame no matter how many times you call this method.
void Ogre::Entity::_updateRenderQueue ( RenderQueue queue)
virtual

Implements Ogre::MovableObject.

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

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.

void Ogre::Entity::addSoftwareAnimationRequest ( bool  normalsAlso)

Add a request for software animation.

Remarks
Tells the entity to perform animation calculations for skeletal/vertex animations in software, regardless of the current setting of isHardwareAnimationEnabled(). Software animation will be performed any time one or more requests have been made. If 'normalsAlso' is 'true', then the entity will also do software blending on normal vectors, in addition to positions. This advanced method useful for situations in which access to actual mesh vertices is required, such as accurate collision detection or certain advanced shading techniques. When software animation is no longer needed, the caller of this method should always remove the request by calling removeSoftwareAnimationRequest(), passing the same value for 'normalsAlso'.
virtual void Ogre::MovableObject::addVisibilityFlags ( uint32  flags)
inlinevirtualinherited

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.

void Ogre::Entity::applyVertexAnimation ( bool  hardwareAnimation,
bool  stencilShadows 
)
protected

Apply vertex animation.

void Ogre::Entity::attachObjectImpl ( MovableObject pMovable,
TagPoint pAttachingPoint 
)
protected

Internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity.

TagPoint* Ogre::Entity::attachObjectToBone ( const String boneName,
MovableObject pMovable,
const Quaternion offsetOrientation = Quaternion::IDENTITY,
const Vector3 offsetPosition = Vector3::ZERO 
)

Attaches another object to a certain bone of the skeleton which this entity uses.

Remarks
This method can be used to attach another object to an animated part of this entity, by attaching it to a bone in the skeleton (with an offset if required). As this entity is animated, the attached object will move relative to the bone to which it is attached.
An exception is thrown if the movable object is already attached to the bone, another bone or scenenode. If the entity has no skeleton or the bone name cannot be found then an exception is thrown.
Parameters
boneNameThe name of the bone (in the skeleton) to attach this object
pMovablePointer to the object to attach
offsetOrientationAn adjustment to the orientation of the attached object, relative to the bone.
offsetPositionAn adjustment to the position of the attached object, relative to the bone.
Returns
The TagPoint to which the object has been attached
void Ogre::Entity::backgroundLoadingComplete ( Resource res)
virtual

Resource::Listener hook to notify Entity that a delay-loaded Mesh is complete.

Reimplemented from Ogre::Resource::Listener.

virtual OGRE_DEPRECATED void Ogre::Resource::Listener::backgroundPreparingComplete ( Resource )
inlinevirtualinherited

Callback to indicate that background preparing has completed.

Deprecated:
Use preparingComplete instead.

Definition at line 99 of file OgreResource.h.

void Ogre::Entity::bindMissingHardwarePoseBuffers ( const VertexData srcData,
VertexData destData 
)
protected

Ensure that any unbound pose animation buffers are bound to a safe default.

Parameters
srcDataOriginal vertex data containing original positions.
destDataHardware animation vertex data to be checked.
void Ogre::Entity::buildSubEntityList ( MeshPtr mesh,
SubEntityList sublist 
)
protected

Builds a list of SubEntities based on the SubMeshes contained in the Mesh.

bool Ogre::Entity::cacheBoneMatrices ( void  )
protected

Private method to cache bone matrices from skeleton.

Returns
True if the bone matrices cache has been updated. False if note.
bool Ogre::Entity::calcVertexProcessing ( void  )
protected

Calculates the kind of vertex processing in use.

Remarks
This function's return value is calculated according to the current active scheme. This is due to the fact that RTSS schemes may be different in their handling of hardware animation.
VertexDataBindChoice Ogre::Entity::chooseVertexDataForBinding ( bool  hasVertexAnim)

Choose which vertex data to bind to the renderer.

Entity* Ogre::Entity::clone ( const String newName) const

Clones this entity and returns a pointer to the clone.

Remarks
Useful method for duplicating an entity. The new entity must be given a unique name, and is not attached to the scene in any way so must be attached to a SceneNode to be visible (exactly as entities returned from SceneManager::createEntity).
Parameters
newNameName for the new entity.
VertexData* Ogre::Entity::cloneVertexDataRemoveBlendInfo ( const VertexData source)
protected

Internal method to clone vertex data definitions but to remove blend buffers.

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

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.

virtual AnimableValuePtr Ogre::AnimableObject::createAnimableValue ( const String valueName)
inlinevirtualinherited

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.

void Ogre::Entity::detachAllObjectsFromBone ( void  )

Detach all MovableObjects previously attached using attachObjectToBone.

void Ogre::Entity::detachAllObjectsImpl ( void  )
protected

Internal implementation of detaching all 'child' objects of this entity.

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

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

MovableObject* Ogre::Entity::detachObjectFromBone ( const String movableName)

Detach a MovableObject previously attached using attachObjectToBone.

If the movable object name is not found then an exception is raised.

Parameters
movableNameThe name of the movable object to be detached.
void Ogre::Entity::detachObjectFromBone ( MovableObject obj)

Detaches an object by pointer.

Remarks
Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. But sometimes the object may be not in the child object list because it is a LOD entity, this method can safely detect and ignore in this case and won't raise an exception.
void Ogre::Entity::detachObjectImpl ( MovableObject pObject)
protected

Internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity.

void Ogre::Entity::extractTempBufferInfo ( VertexData sourceData,
TempBlendedBufferInfo info 
)
protected

Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.

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

Utility method for extruding a bounding box.

Parameters
boxOriginal bounding box, will be updated in-place.
lightPos4D light position in object space, when w=0.0f this represents a directional light.
extrudeDistThe distance to extrude.
static void Ogre::ShadowCaster::extrudeVertices ( const HardwareVertexBufferSharedPtr vertexBuffer,
size_t  originalVertexCount,
const Vector4 lightPos,
Real  extrudeDist 
)
staticinherited

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
vertexBufferThe vertex buffer containing ONLY xyz position values, which must be originalVertexCount * 2 * 3 floats long.
originalVertexCountThe 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.
lightPos4D light position in object space, when w=0.0f this represents a directional light.
extrudeDistThe distance to extrude.
void Ogre::Entity::finalisePoseNormals ( const VertexData srcData,
VertexData destData 
)
protected

When animating normals for pose animation, finalise normals by filling in with the reference mesh normal where applied normal weights < 1.

const VertexData* Ogre::Entity::findBlendedVertexData ( const VertexData orig)
protected

Internal method - given vertex data which could be from the Mesh or any submesh, finds the temporary blend copy.

SubEntity* Ogre::Entity::findSubEntityForVertexData ( const VertexData orig)
protected

Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.

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

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
edgeDataThe edge information to use.
indexBufferThe buffer into which to write data into; current contents are assumed to be discardable.
indexBufferUsedSizeIf 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.
lightThe light, mainly for type info as silhouette calculations should already have been done in updateEdgeListLightFacing
shadowRenderablesA list of shadow renderables which has already been constructed but will need populating with details of the index ranges to be used.
flagsAdditional controller flags, see ShadowRenderableFlags.
AnimationStateSet* Ogre::Entity::getAllAnimationStates ( void  ) const

For entities based on animated meshes, gets the AnimationState objects for all animations.

Returns
In case the entity is animated, this functions returns the pointer to a AnimationStateSet containing all animations of the entries. If the entity is not animated, it returns 0.
Remarks
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.
bool Ogre::Entity::getAlwaysUpdateMainSkeleton ( ) const
inline

The skeleton of the main entity will be updated even if the an LOD entity is being displayed.

useful if you have entities attached to the main entity. Otherwise position of attached entities will not be updated.

Definition at line 852 of file OgreEntity.h.

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

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.

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

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.

AnimationState* Ogre::Entity::getAnimationState ( const String name) const

For entities based on animated meshes, gets the AnimationState object for a single animation.

Remarks
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialised from the Mesh object.
ChildObjectListIterator Ogre::Entity::getAttachedObjectIterator ( void  )

Gets an iterator to the list of objects attached to bones on this entity.

const AxisAlignedBox& Ogre::Entity::getBoundingBox ( void  ) const
virtual

Implements Ogre::MovableObject.

Real Ogre::Entity::getBoundingRadius ( void  ) const
virtual

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

Implements Ogre::MovableObject.

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

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.

AxisAlignedBox Ogre::Entity::getChildObjectsBoundingBox ( void  ) const

Merge all the child object Bounds a return it.

ushort Ogre::Entity::getCurrentLodIndex ( )
inline

Returns the current LOD used to render.

Definition at line 474 of file OgreEntity.h.

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

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

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

Get the default query flags for all future MovableObject instances.

Definition at line 411 of file OgreMovableObject.h.

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

Get the default visibility flags for all future MovableObject instances.

Definition at line 439 of file OgreMovableObject.h.

bool Ogre::Entity::getDisplaySkeleton ( void  ) const

Returns whether or not the entity is currently displaying its skeleton.

EdgeData* Ogre::Entity::getEdgeList ( void  )
virtual

Implements Ogre::ShadowCaster.

Real Ogre::ShadowCaster::getExtrusionDistance ( const Vector3 objectPos,
const Light light 
) const
protectedinherited

Helper method for calculating extrusion distance.

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

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

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

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.

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

Gets the current listener for this object.

Definition at line 450 of file OgreMovableObject.h.

Entity* Ogre::Entity::getManualLodLevel ( size_t  index) const

Gets a pointer to the entity representing the numbered manual level of detail.

Remarks
The zero-based index never includes the original entity, unlike Mesh::getLodLevel.
const MeshPtr& Ogre::Entity::getMesh ( void  ) const

Gets the Mesh that this Entity is based on.

const String& Ogre::Entity::getMovableType ( void  ) const
virtual

Returns the type name of this object.

Implements Ogre::MovableObject.

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

Returns the name of this object.

Definition at line 193 of file OgreMovableObject.h.

size_t Ogre::Entity::getNumManualLodLevels ( void  ) const

Returns the number of manual levels of detail that this entity supports.

Remarks
This number never includes the original entity, it is difference with Mesh::getNumLodLevels.
unsigned int Ogre::Entity::getNumSubEntities ( void  ) const

Retrieves the number of SubEntity objects making up this entity.

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

Returns the node to which this object is attached.

Remarks
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. Both are Node subclasses so this method will return either.
virtual SceneNode* Ogre::MovableObject::getParentSceneNode ( void  ) const
virtualinherited

Returns the scene node to which this object is attached.

Remarks
A MovableObject may be attached to either a SceneNode or to a TagPoint, the latter case if it's attached to a bone on an animated entity. This method will return the scene node of the parent entity if the latter is true.
Real Ogre::MovableObject::getPointExtrusionDistance ( const Light l) const
virtualinherited

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

Implements Ogre::ShadowCaster.

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

Returns the query flags relevant for this object.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 403 of file OgreMovableObject.h.

bool Ogre::MovableObject::getReceivesShadows ( )
inherited

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

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

Gets the distance at which batches are no longer rendered.

Definition at line 305 of file OgreMovableObject.h.

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

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.

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

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

ShadowRenderableListIterator Ogre::Entity::getShadowVolumeRenderableIterator ( ShadowTechnique  shadowTechnique,
const Light light,
HardwareIndexBufferSharedPtr indexBuffer,
size_t *  indexBufferUsedSize,
bool  extrudeVertices,
Real  extrusionDistance,
unsigned long  flags = 0 
)
virtual

Implements Ogre::ShadowCaster.

SkeletonInstance* Ogre::Entity::getSkeleton ( void  ) const
inline

Get this Entity's personal skeleton instance.

Definition at line 612 of file OgreEntity.h.

const EntitySet* Ogre::Entity::getSkeletonInstanceSharingSet ( ) const
inline

Returns a pointer to the set of entities which share a SkeletonInstance.

If this instance does not share it's SkeletonInstance with other instances NULL will be returned

Definition at line 701 of file OgreEntity.h.

bool Ogre::Entity::getSkipAnimationStateUpdate ( ) const
inline

Entity's skeleton's AnimationState will not be automatically updated when set to true.

Useful if you wish to handle AnimationState updates manually.

Definition at line 836 of file OgreEntity.h.

int Ogre::Entity::getSoftwareAnimationNormalsRequests ( void  ) const
inline

Returns the number of requests that have been made for software animation of normals.

Remarks
If non-zero, and getSoftwareAnimationRequests() also returns non-zero, then software animation of normals will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Currently it is not possible to force software animation of only normals. Consequently this value is always less than or equal to that returned by getSoftwareAnimationRequests(). Requests for software animation of normals are made by calling the addSoftwareAnimationRequest() method with 'true' as the parameter.

Definition at line 651 of file OgreEntity.h.

int Ogre::Entity::getSoftwareAnimationRequests ( void  ) const
inline

Returns the number of requests that have been made for software animation.

Remarks
If non-zero then software animation will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Requests for software animation are made by calling the addSoftwareAnimationRequest() method.

Definition at line 639 of file OgreEntity.h.

SubEntity* Ogre::Entity::getSubEntity ( unsigned int  index) const

Gets a pointer to a SubEntity, ie a part of an Entity.

SubEntity* Ogre::Entity::getSubEntity ( const String name) const

Gets a pointer to a SubEntity by name.

Remarks
Names should be initialized during a Mesh creation.
uint32 Ogre::Entity::getTypeFlags ( void  ) const
virtual

Override to return specific type flag.

Reimplemented from Ogre::MovableObject.

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

Definition at line 334 of file OgreMovableObject.h.

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

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.

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

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.

VertexData* Ogre::Entity::getVertexDataForBinding ( void  )

Retrieve the VertexData which should be used for GPU binding.

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

Returns the visibility flags relevant for this object.

Reimplemented in Ogre::TerrainQuadTreeNode::Movable.

Definition at line 431 of file OgreMovableObject.h.

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

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

Remarks
Returns the value set by MovableObject::setVisible only.
const AxisAlignedBox& Ogre::Entity::getWorldBoundingBox ( bool  derive = false) const
virtual

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

Reimplemented from Ogre::MovableObject.

const Sphere& Ogre::Entity::getWorldBoundingSphere ( bool  derive = false) const
virtual

Retrieves the worldspace bounding sphere for this object.

Reimplemented from Ogre::MovableObject.

bool Ogre::Entity::hasAnimationState ( const String name) const

Returns whether the AnimationState with the given name exists.

bool Ogre::Entity::hasEdgeList ( void  )
virtual

Implements Ogre::ShadowCaster.

bool Ogre::Entity::hasSkeleton ( void  ) const
inline

Returns whether or not this entity is skeletally animated.

Definition at line 610 of file OgreEntity.h.

bool Ogre::Entity::hasVertexAnimation ( void  ) const

Returns whether or not this entity is either morph or pose animated.

ushort Ogre::Entity::initHardwareAnimationElements ( VertexData vdata,
ushort  numberOfElements,
bool  animateNormals 
)
protected

Initialise the hardware animation elements for given vertex data.

virtual void Ogre::AnimableObject::initialiseAnimableDictionary ( StringVector ) const
inlineprotectedvirtualinherited

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.

void Ogre::Entity::initialisePoseVertexData ( const VertexData srcData,
VertexData destData,
bool  animateNormals 
)
protected

When performing software pose animation, initialise software copy of vertex data.

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

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

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

Gets whether debug display of this object is enabled.

Definition at line 565 of file OgreMovableObject.h.

bool Ogre::Entity::isHardwareAnimationEnabled ( void  )

Returns whether or not hardware animation is enabled.

Remarks
Because fixed-function indexed vertex blending is rarely supported by existing graphics cards, hardware animation can only be done if the vertex programs in the materials used to render an entity support it. Therefore, this method will only return true if all the materials assigned to this entity have vertex programs assigned, and all those vertex programs must support 'includes_morph_animation true' if using morph animation, 'includes_pose_animation true' if using pose animation and 'includes_skeletal_animation true' if using skeletal animation.

Also note the the function returns value according to the current active scheme. This is due to the fact that RTSS schemes may be different in their handling of hardware animation.

bool Ogre::Entity::isInitialised ( void  ) const
inline

Has this Entity been initialised yet?

Remarks
If this returns false, it means this Entity hasn't been completely constructed yet from the underlying resources (Mesh, Skeleton), which probably means they were delay-loaded and aren't available yet. This Entity won't render until it has been successfully initialised, nor will many of the manipulation methods function.

Definition at line 797 of file OgreEntity.h.

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

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

Reimplemented in Ogre::InstancedEntity.

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

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

Definition at line 216 of file OgreMovableObject.h.

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

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

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

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

virtual void Ogre::Resource::Listener::loadingComplete ( Resource )
inlinevirtualinherited

Called whenever the resource finishes loading.

Remarks
If a Resource has been marked as background loaded (
See also
Resource::setBackgroundLoaded), the call does not itself occur in the thread which is doing the loading; when loading is complete a response indicator is placed with the ResourceGroupManager, which will then be sent back to the listener as part of the application's primary frame loop thread.

Reimplemented in Ogre::GpuProgramUsage.

Definition at line 109 of file OgreResource.h.

void Ogre::Entity::markBuffersUnusedForAnimation ( void  )
protected

Mark all vertex data as so far unanimated.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

Definition at line 96 of file OgreMemoryAllocatedObject.h.

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

Definition at line 102 of file OgreMemoryAllocatedObject.h.

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

Definition at line 108 of file OgreMemoryAllocatedObject.h.

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

Definition at line 113 of file OgreMemoryAllocatedObject.h.

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

Definition at line 119 of file OgreMemoryAllocatedObject.h.

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

operator new, with debug line info

Definition at line 68 of file OgreMemoryAllocatedObject.h.

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

Definition at line 73 of file OgreMemoryAllocatedObject.h.

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

placement operator new

Definition at line 79 of file OgreMemoryAllocatedObject.h.

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

array operator new, with debug line info

Definition at line 86 of file OgreMemoryAllocatedObject.h.

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

Definition at line 91 of file OgreMemoryAllocatedObject.h.

void Ogre::Entity::prepareTempBlendBuffers ( void  )
protected

Internal method for preparing this Entity for use in animation.

virtual void Ogre::Resource::Listener::preparingComplete ( Resource )
inlinevirtualinherited

Called whenever the resource finishes preparing (paging into memory).

Remarks
If a Resource has been marked as background loaded (
See also
Resource::setBackgroundLoaded) the call does not itself occur in the thread which is doing the preparing; when preparing is complete a response indicator is placed with the ResourceGroupManager, which will then be sent back to the listener as part of the application's primary frame loop thread.

Definition at line 120 of file OgreResource.h.

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

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.
void Ogre::Entity::reevaluateVertexProcessing ( void  )
protected

Ensures reevaluation of the vertex processing usage.

void Ogre::Entity::refreshAvailableAnimationState ( void  )

Updates the internal animation state set to include the latest available animations from the attached skeleton.

Remarks
Use this method if you manually add animations to a skeleton, or have linked the skeleton to another for animation purposes since creating this entity.
Note
If you have called getAnimationState prior to calling this method, the pointers will still remain valid.
virtual void Ogre::MovableObject::removeQueryFlags ( uint32  flags)
inlinevirtualinherited

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.

void Ogre::Entity::removeSoftwareAnimationRequest ( bool  normalsAlso)

Removes a request for software animation.

Remarks
Calling this decrements the entity's internal counter of the number of requests for software animation. If the counter is already zero then calling this method throws an exception. The 'normalsAlso' flag if set to 'true' will also decrement the internal counter of number of requests for software animation of normals.
virtual void Ogre::MovableObject::removeVisibilityFlags ( uint32  flags)
inlinevirtualinherited

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.

void Ogre::Entity::restoreBuffersForUnusedAnimation ( bool  hardwareAnimation)
protected

Internal method to restore original vertex data where we didn't perform any vertex animation this frame.

void Ogre::Entity::setAlwaysUpdateMainSkeleton ( bool  update)
inline

The skeleton of the main entity will be updated even if the an LOD entity is being displayed.

useful if you have entities attached to the main entity. Otherwise position of attached entities will not be updated.

Definition at line 844 of file OgreEntity.h.

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

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.

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

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.

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

Set the default query flags for all future MovableObject instances.

Definition at line 407 of file OgreMovableObject.h.

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

Set the default visibility flags for all future MovableObject instances.

Definition at line 435 of file OgreMovableObject.h.

void Ogre::Entity::setDisplaySkeleton ( bool  display)

Tells the Entity whether or not it should display it's skeleton, if it has one.

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

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

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

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.

void Ogre::Entity::setMaterial ( const MaterialPtr material)

Sets the material to use for the whole of this entity.

Remarks
This is a shortcut method to set all the materials for all subentities of this entity. Only use this method is you want to set the same material for all subentities or if you know there is only one. Otherwise call getSubEntity() and call the same method on the individual SubEntity.
void Ogre::Entity::setMaterialLodBias ( Real  factor,
ushort  maxDetailIndex = 0,
ushort  minDetailIndex = 99 
)

Sets a level-of-detail bias for the material detail of this entity.

Remarks
Level of detail reduction is normally applied automatically based on the Material settings. However, it is possible to influence this behaviour for this entity by adjusting the LOD bias. This 'nudges' the material level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.
There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this entity would take twice as long to use a lower detail material, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail index to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.
Parameters
factorProportional factor to apply to the distance at which LOD is changed. Higher values increase the distance at which higher LODs are displayed (2.0 is twice the normal distance, 0.5 is half).
maxDetailIndexThe index of the maximum LOD this entity is allowed to use (lower indexes are higher detail: index 0 is the original full detail model).
minDetailIndexThe index of the minimum LOD this entity is allowed to use (higher indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual LOD will be limited by the number of LOD indexes used in the Material).
void Ogre::Entity::setMaterialName ( const String name,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME 
)

Sets the material to use for the whole of this entity.

Remarks
This is a shortcut method to set all the materials for all subentities of this entity. Only use this method is you want to set the same material for all subentities or if you know there is only one. Otherwise call getSubEntity() and call the same method on the individual SubEntity.
void Ogre::Entity::setMeshLodBias ( Real  factor,
ushort  maxDetailIndex = 0,
ushort  minDetailIndex = 99 
)

Sets a level-of-detail bias for the mesh detail of this entity.

Remarks
Level of detail reduction is normally applied automatically based on the Mesh settings. However, it is possible to influence this behaviour for this entity by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.
There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.
Parameters
factorProportional factor to apply to the distance at which LOD is changed. Higher values increase the distance at which higher LODs are displayed (2.0 is twice the normal distance, 0.5 is half).
maxDetailIndexThe index of the maximum LOD this entity is allowed to use (lower indexes are higher detail: index 0 is the original full detail model).
minDetailIndexThe index of the minimum LOD this entity is allowed to use (higher indexes are lower detail). Use something like 99 if you want unlimited LODs (the actual LOD will be limited by the number in the Mesh).
void Ogre::Entity::setPolygonModeOverrideable ( bool  PolygonModeOverrideable)

Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings.

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

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.

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

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
distDistance 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.

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

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

Definition at line 312 of file OgreMovableObject.h.

void Ogre::Entity::setRenderQueueGroup ( uint8  queueID)
virtual

Reimplemented from Ogre::MovableObject.

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

Reimplemented from Ogre::MovableObject.

void Ogre::Entity::setSkipAnimationStateUpdate ( bool  skip)
inline

Entity's skeleton's AnimationState will not be automatically updated when set to true.

Useful if you wish to handle AnimationState updates manually.

Definition at line 829 of file OgreEntity.h.

virtual OGRE_DEPRECATED void Ogre::MovableObject::setUserAny ( const Any anything)
inlinevirtualinherited
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.

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

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.

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

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.

void Ogre::Entity::shareSkeletonInstanceWith ( Entity entity)

Shares the SkeletonInstance with the supplied entity.

Note that in order for this to work, both entities must have the same Skeleton.

bool Ogre::Entity::sharesSkeletonInstance ( ) const
inline

Returns whether this entity shares it's SkeltonInstance with other entity instances.

Definition at line 696 of file OgreEntity.h.

void Ogre::Entity::stopSharingSkeletonInstance ( )

Stops sharing the SkeletonInstance with other entities.

bool Ogre::Entity::tempSkelAnimBuffersBound ( bool  requestNormals) const
protected

Are software skeleton animation temp buffers bound?

bool Ogre::Entity::tempVertexAnimBuffersBound ( void  ) const
protected

Are software vertex animation temp buffers bound?

virtual void Ogre::Resource::Listener::unloadingComplete ( Resource )
inlinevirtualinherited

Called whenever the resource has been unloaded.

Reimplemented in Ogre::GpuProgramUsage.

Definition at line 123 of file OgreResource.h.

void Ogre::Entity::updateAnimation ( void  )
protected

Perform all the updates required for an animated entity.

virtual void Ogre::ShadowCaster::updateEdgeListLightFacing ( EdgeData edgeData,
const Vector4 lightPos 
)
protectedvirtualinherited

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
edgeDataThe edge information to update.
lightPos4D vector representing the light, a directional light has w=0.0.
void Ogre::Entity::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
visitorPointer 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.
debugRenderablesIf false, only regular renderables will be visited (those for normal display). If true, debug renderables will be included too.

Implements Ogre::MovableObject.

Friends And Related Function Documentation

friend class EntityFactory
friend

Definition at line 85 of file OgreEntity.h.

friend class SubEntity
friend

Definition at line 86 of file OgreEntity.h.

Member Data Documentation

bool Ogre::Entity::mAlwaysUpdateMainSkeleton
protected

Flag indicating whether to update the main entity skeleton even when an LOD is displayed.

Definition at line 227 of file OgreEntity.h.

AnimationStateSet* Ogre::Entity::mAnimationState
protected

State of animation for animable meshes.

Definition at line 112 of file OgreEntity.h.

bool Ogre::MovableObject::mBeyondFarDistance
protectedinherited

Hidden because of distance?

Definition at line 128 of file OgreMovableObject.h.

Matrix4* Ogre::Entity::mBoneMatrices
protected

Cached bone matrices in skeleton local space, might shares with other entity instances.

Definition at line 181 of file OgreEntity.h.

Matrix4* Ogre::Entity::mBoneWorldMatrices
protected

Cached bone matrices, including any world transform.

Definition at line 179 of file OgreEntity.h.

bool Ogre::MovableObject::mCastShadows
protectedinherited

Does this object cast shadows?

Definition at line 150 of file OgreMovableObject.h.

ChildObjectList Ogre::Entity::mChildObjectList
protected

Definition at line 306 of file OgreEntity.h.

MovableObjectFactory* Ogre::MovableObject::mCreator
protectedinherited

Creator of this object (if created by a factory)

Definition at line 112 of file OgreMovableObject.h.

bool Ogre::Entity::mCurrentHWAnimationState
protected

Current state of the hardware animation as represented by the entities parameters.

Definition at line 214 of file OgreEntity.h.

bool Ogre::MovableObject::mDebugDisplay
protectedinherited

Is debug display enabled?

Definition at line 121 of file OgreMovableObject.h.

bool Ogre::Entity::mDisplaySkeleton
protected

Flag determines whether or not to display skeleton.

Definition at line 207 of file OgreEntity.h.

unsigned long Ogre::Entity::mFrameAnimationLastUpdated
protected

Records the last frame in which animation was updated.

Definition at line 184 of file OgreEntity.h.

unsigned long* Ogre::Entity::mFrameBonesLastUpdated
protected

Records the last frame in which the bones was updated.

It's a pointer because it can be shared between different entities with a shared skeleton.

Definition at line 192 of file OgreEntity.h.

AxisAlignedBox Ogre::Entity::mFullBoundingBox
mutableprotected

Bounding box that 'contains' all the mesh of each child entity.

Definition at line 310 of file OgreEntity.h.

ushort Ogre::Entity::mHardwarePoseCount
protected

Number of hardware poses supported by materials.

Definition at line 217 of file OgreEntity.h.

VertexData* Ogre::Entity::mHardwareVertexAnimVertexData
protected

Vertex data details for hardware vertex anim of shared geometry.

  • separate since we need to s/w anim for shadows whilst still altering the vertex data for hardware morphing (pos2 binding)

Definition at line 126 of file OgreEntity.h.

bool Ogre::Entity::mInitialised
protected

Has this entity been initialised yet?

Definition at line 262 of file OgreEntity.h.

Matrix4 Ogre::Entity::mLastParentXform
protected

Last parent transform.

Definition at line 265 of file OgreEntity.h.

LightList Ogre::MovableObject::mLightList
mutableprotectedinherited

List of lights for this object.

Definition at line 158 of file OgreMovableObject.h.

ulong Ogre::MovableObject::mLightListUpdated
mutableprotectedinherited

The last frame that this light list was updated in.

Definition at line 160 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::mLightMask
protectedinherited

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.

Listener* Ogre::MovableObject::mListener
protectedinherited

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

Definition at line 155 of file OgreMovableObject.h.

LODEntityList Ogre::Entity::mLodEntityList
protected

Definition at line 255 of file OgreEntity.h.

SceneManager* Ogre::MovableObject::mManager
protectedinherited

SceneManager holding this object (if applicable)

Definition at line 114 of file OgreMovableObject.h.

Real Ogre::Entity::mMaterialLodFactor
protected

LOD bias factor, not transformed.

Definition at line 241 of file OgreEntity.h.

Real Ogre::Entity::mMaterialLodFactorTransformed
protected

LOD bias factor, transformed for optimisation when calculating adjusted LOD value.

Definition at line 243 of file OgreEntity.h.

ushort Ogre::Entity::mMaxMaterialLodIndex
protected

Index of maximum detail LOD (NB lower index is higher detail).

Definition at line 247 of file OgreEntity.h.

ushort Ogre::Entity::mMaxMeshLodIndex
protected

Index of maximum detail LOD (NB lower index is higher detail).

Definition at line 238 of file OgreEntity.h.

MeshPtr Ogre::Entity::mMesh
protected

The Mesh that this Entity is based on.

Definition at line 103 of file OgreEntity.h.

Real Ogre::Entity::mMeshLodFactorTransformed
protected

LOD bias factor, transformed for optimisation when calculating adjusted LOD value.

Definition at line 234 of file OgreEntity.h.

ushort Ogre::Entity::mMeshLodIndex
protected

The LOD number of the mesh to use, calculated by _notifyCurrentCamera.

Definition at line 231 of file OgreEntity.h.

size_t Ogre::Entity::mMeshStateCount
protected

Mesh state count, used to detect differences.

Definition at line 268 of file OgreEntity.h.

ushort Ogre::Entity::mMinMaterialLodIndex
protected

Index of minimum detail LOD (NB higher index is lower detail).

Definition at line 245 of file OgreEntity.h.

ushort Ogre::Entity::mMinMeshLodIndex
protected

Index of minimum detail LOD (NB higher index is lower detail).

Definition at line 236 of file OgreEntity.h.

Real Ogre::MovableObject::mMinPixelSize
protectedinherited

Definition at line 126 of file OgreMovableObject.h.

String Ogre::MovableObject::mName
protectedinherited

Name of this object.

Definition at line 110 of file OgreMovableObject.h.

unsigned short Ogre::Entity::mNumBoneMatrices
protected

Definition at line 182 of file OgreEntity.h.

bool Ogre::MovableObject::mParentIsTagPoint
protectedinherited

Definition at line 117 of file OgreMovableObject.h.

Node* Ogre::MovableObject::mParentNode
protectedinherited

node to which this object is attached

Definition at line 116 of file OgreMovableObject.h.

bool Ogre::Entity::mPreparedForShadowVolumes
protected

Have the temp buffers already had their geometry prepared for use in rendering shadow volumes?

Definition at line 130 of file OgreEntity.h.

uint32 Ogre::MovableObject::mQueryFlags
protectedinherited

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

Definition at line 140 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderingDisabled
protectedinherited

Does rendering this object disabled by listener?

Definition at line 153 of file OgreMovableObject.h.

uint8 Ogre::MovableObject::mRenderQueueID
protectedinherited

The render queue to use when rendering this object.

Definition at line 132 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderQueueIDSet
protectedinherited

Flags whether the RenderQueue's default should be used.

Definition at line 134 of file OgreMovableObject.h.

ushort Ogre::MovableObject::mRenderQueuePriority
protectedinherited

The render queue group to use when rendering this object.

Definition at line 136 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderQueuePrioritySet
protectedinherited

Flags whether the RenderQueue's default should be used.

Definition at line 138 of file OgreMovableObject.h.

AnimableDictionaryMap Ogre::AnimableObject::msAnimableDictionary
staticprotectedinherited

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

Definition at line 243 of file OgreAnimable.h.

SchemeHardwareAnimMap Ogre::Entity::mSchemeHardwareAnim
protected

Flag indicating whether hardware animation is supported by this entities materials data is saved per scehme number.

Definition at line 211 of file OgreEntity.h.

uint32 Ogre::MovableObject::msDefaultQueryFlags
staticprotectedinherited

Default query flags.

Definition at line 167 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::msDefaultVisibilityFlags
staticprotectedinherited

Default visibility flags.

Definition at line 169 of file OgreMovableObject.h.

ShadowRenderableList Ogre::Entity::mShadowRenderables
protected

Definition at line 312 of file OgreEntity.h.

EntitySet* Ogre::Entity::mSharedSkeletonEntities
protected

A set of all the entities which shares a single SkeletonInstance.

This is only created if the entity is in fact sharing it's SkeletonInstance with other Entities.

Definition at line 198 of file OgreEntity.h.

VertexData* Ogre::Entity::mSkelAnimVertexData
protected

Vertex data details for software skeletal anim of shared geometry.

Definition at line 118 of file OgreEntity.h.

SkeletonInstance* Ogre::Entity::mSkeletonInstance
protected

This Entity's personal copy of the skeleton, if skeletally animated.

Definition at line 259 of file OgreEntity.h.

bool Ogre::Entity::mSkipAnimStateUpdates
protected

Flag indicating whether to skip automatic updating of the Skeleton's AnimationState.

Definition at line 225 of file OgreEntity.h.

int Ogre::Entity::mSoftwareAnimationNormalsRequests
protected

Counter indicating number of requests for software blended normals.

Definition at line 223 of file OgreEntity.h.

int Ogre::Entity::mSoftwareAnimationRequests
protected

Counter indicating number of requests for software animation.

Definition at line 221 of file OgreEntity.h.

VertexData* Ogre::Entity::mSoftwareVertexAnimVertexData
protected

Vertex data details for software vertex anim of shared geometry.

Definition at line 122 of file OgreEntity.h.

Real Ogre::MovableObject::mSquaredUpperDistance
protectedinherited

Definition at line 124 of file OgreMovableObject.h.

SubEntityList Ogre::Entity::mSubEntityList
protected

Definition at line 108 of file OgreEntity.h.

TempBlendedBufferInfo Ogre::Entity::mTempSkelAnimInfo
protected

Temp buffer details for software skeletal anim of shared geometry.

Definition at line 116 of file OgreEntity.h.

TempBlendedBufferInfo Ogre::Entity::mTempVertexAnimInfo
protected

Temp buffer details for software vertex anim of shared geometry.

Definition at line 120 of file OgreEntity.h.

Real Ogre::MovableObject::mUpperDistance
protectedinherited

Upper distance to still render.

Definition at line 123 of file OgreMovableObject.h.

UserObjectBindings Ogre::MovableObject::mUserObjectBindings
protectedinherited

User objects binding.

Definition at line 130 of file OgreMovableObject.h.

bool Ogre::Entity::mVertexAnimationAppliedThisFrame
protected

Have we applied any vertex animation to shared geometry?

Definition at line 128 of file OgreEntity.h.

bool Ogre::Entity::mVertexProgramInUse
protected

Flag indicating whether we have a vertex program in use on any of our subentities.

Definition at line 219 of file OgreEntity.h.

uint32 Ogre::MovableObject::mVisibilityFlags
protectedinherited

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

Definition at line 142 of file OgreMovableObject.h.

bool Ogre::MovableObject::mVisible
protectedinherited

Is this object visible?

Definition at line 119 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldAABB
mutableprotectedinherited

Cached world AABB of this object.

Definition at line 144 of file OgreMovableObject.h.

Sphere Ogre::MovableObject::mWorldBoundingSphere
mutableprotectedinherited

Definition at line 146 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldDarkCapBounds
mutableprotectedinherited

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: