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:

Inheritance graph
[legend]

List of all members.

Public Types

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...
typedef std::set
< Entity * > 
EntitySet
typedef std::map
< String,
MovableObject * > 
ChildObjectList
 Contains the child objects (attached to bones) indexed by name.
typedef MapIterator
< ChildObjectList
ChildObjectListIterator
typedef std::vector
< ShadowRenderable * > 
ShadowRenderableList
typedef
VectorIterator
< ShadowRenderableList
ShadowRenderableListIterator

Public Member Functions

 ~Entity ()
 Default destructor.
const MeshPtrgetMesh (void) const
 Gets the Mesh that this Entity is based on.
SubEntitygetSubEntity (unsigned int index) const
 Gets a pointer to a SubEntity, ie a part of an Entity.
SubEntitygetSubEntity (const String &name) const
 Gets a pointer to a SubEntity by name.
unsigned int getNumSubEntities (void) const
 Retrieves the number of SubEntity objects making up this entity.
Entityclone (const String &newName) const
 Clones this entity and returns a pointer to the clone.
void setMaterialName (const String &name)
 Sets the material to use for the whole of this entity.
void _notifyCurrentCamera (Camera *cam)
 Overridden - see MovableObject.
void setRenderQueueGroup (uint8 queueID)
 Overridden - see MovableObject.
const AxisAlignedBoxgetBoundingBox (void) const
 Overridden - see MovableObject.
AxisAlignedBox getChildObjectsBoundingBox (void) const
 merge all the child object Bounds a return it
void _updateRenderQueue (RenderQueue *queue)
 Overridden - see MovableObject.
const StringgetMovableType (void) const
 Overridden from MovableObject.
AnimationStategetAnimationState (const String &name) const
 For entities based on animated meshes, gets the AnimationState object for a single animation.
AnimationStateSetgetAllAnimationStates (void) const
 For entities based on animated meshes, gets the AnimationState objects for all animations.
void setDisplaySkeleton (bool display)
 Tells the Entity whether or not it should display it's skeleton, if it has one.
bool getDisplaySkeleton (void) const
 Returns whether or not the entity is currently displaying its skeleton.
EntitygetManualLodLevel (size_t index) const
 Gets a pointer to the entity representing the numbered manual level of detail.
size_t getNumManualLodLevels (void) const
 Returns the number of manual levels of detail that this entity supports.
ushort getCurrentLodIndex ()
 Returns the current LOD used to render.
void setMeshLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the mesh detail of this entity.
void setMaterialLodBias (Real factor, ushort maxDetailIndex=0, ushort minDetailIndex=99)
 Sets a level-of-detail bias for the material detail of this entity.
void setPolygonModeOverrideable (bool PolygonModeOverrideable)
 Sets whether the polygon mode of this entire entity may be overridden by the camera detail settings.
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.
MovableObjectdetachObjectFromBone (const String &movableName)
 Detach a MovableObject previously attached using attachObjectToBone.
void detachObjectFromBone (MovableObject *obj)
 Detaches an object by pointer.
void detachAllObjectsFromBone (void)
 Detach all MovableObjects previously attached using attachObjectToBone.
ChildObjectListIterator getAttachedObjectIterator (void)
 Gets an iterator to the list of objects attached to bones on this entity.
Real getBoundingRadius (void) const
 
See also:
MovableObject::getBoundingRadius

const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const
 MovableObject::getWorldBoundingBox
const SpheregetWorldBoundingSphere (bool derive=false) const
 MovableObject::getWorldBoundingSphere
EdgeDatagetEdgeList (void)
 Overridden member from ShadowCaster.
bool hasEdgeList (void)
 Overridden member from ShadowCaster.
ShadowRenderableListIterator getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0)
 Overridden member from ShadowCaster.
const Matrix4_getBoneMatrices (void) const
 Internal method for retrieving bone matrix information.
unsigned short _getNumBoneMatrices (void) const
 Internal method for retrieving bone matrix information.
bool hasSkeleton (void) const
 Returns whether or not this entity is skeletally animated.
SkeletonInstancegetSkeleton (void) const
 Get this Entity's personal skeleton instance.
bool isHardwareAnimationEnabled (void) const
 Returns whether or not hardware animation is enabled.
void _notifyAttached (Node *parent, bool isTagPoint=false)
 Overridden from MovableObject.
int getSoftwareAnimationRequests (void) const
 Returns the number of requests that have been made for software animation.
int getSoftwareAnimationNormalsRequests (void) const
 Returns the number of requests that have been made for software animation of normals.
void addSoftwareAnimationRequest (bool normalsAlso)
 Add a request for software animation.
void removeSoftwareAnimationRequest (bool normalsAlso)
 Removes a request for software animation.
void shareSkeletonInstanceWith (Entity *entity)
 Shares the SkeletonInstance with the supplied entity.
bool hasVertexAnimation (void) const
 Returns whether or not this entity is either morph or pose animated.
void stopSharingSkeletonInstance ()
 Stops sharing the SkeletonInstance with other entities.
bool sharesSkeletonInstance () const
 Returns whether this entity shares it's SkeltonInstance with other entity instances.
const EntitySetgetSkeletonInstanceSharingSet () const
 Returns a pointer to the set of entities which share a SkeletonInstance.
void refreshAvailableAnimationState (void)
 Updates the internal animation state set to include the latest available animations from the attached skeleton.
void _updateAnimation (void)
 Advanced method to perform all the updates required for an animated entity.
bool _isAnimated (void) const
 Tests if any animation applied to this entity.
bool _isSkeletonAnimated (void) const
 Tests if skeleton was animated.
VertexData_getSkelAnimVertexData (void) const
 Advanced method to get the temporarily blended skeletal vertex information for entities which are software skinned.
VertexData_getSoftwareVertexAnimVertexData (void) const
 Advanced method to get the temporarily blended software vertex animation information.
VertexData_getHardwareVertexAnimVertexData (void) const
 Advanced method to get the hardware morph vertex information.
TempBlendedBufferInfo_getSkelAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software skeletal animation.
TempBlendedBufferInfo_getVertexAnimTempBufferInfo (void)
 Advanced method to get the temp buffer information for software morph animation.
uint32 getTypeFlags (void) const
 Override to return specific type flag.
VertexDatagetVertexDataForBinding (void)
 Retrieve the VertexData which should be used for GPU binding.
VertexDataBindChoice chooseVertexDataForBinding (bool hasVertexAnim) const
 Choose which vertex data to bind to the renderer.
bool _getBuffersMarkedForAnimation (void) const
 Are buffers already marked as vertex animated?
void _markBuffersUsedForAnimation (void)
 Mark just this vertex data as animated.
bool isInitialised (void) const
 Has this Entity been initialised yet?
void _initialise (bool forceReinitialise=false)
 Try to initialise the Entity from the underlying resources.
void _deinitialise (void)
 Tear down the internal structures of this Entity, rendering it uninitialised.
void backgroundLoadingComplete (Resource *res)
 Resource::Listener hook to notify Entity that a delay-loaded Mesh is complete.
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.

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

virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only).
virtual
MovableObjectFactory
_getCreator (void) const
 Get the creator of this object, if any (internal use only).
virtual void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only).
virtual SceneManager_getManager (void) const
 Get the manager of this object, if any (internal use only).
virtual const StringgetName (void) const
 Returns the name of this object.
virtual NodegetParentNode (void) const
 Returns the node to which this object is attached.
virtual SceneNodegetParentSceneNode (void) const
 Returns the scene node to which this object is attached.
virtual bool isAttached (void) const
 Returns true if this object is attached to a SceneNode or TagPoint.
virtual void detatchFromParent (void)
 Detaches an object from a parent SceneNode or TagPoint, if attached.
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.
virtual void _notifyMoved (void)
 Internal method called to notify the object that it has been moved.
virtual void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component.
virtual bool getVisible (void) const
 Gets this object whether to be visible or not, if it has a renderable component.
virtual bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not.
virtual void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered.
virtual Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered.
virtual void setUserObject (UserDefinedObject *obj)
 Call this to associate your own custom user object instance with this MovableObject.
virtual
UserDefinedObject
getUserObject (void)
 Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject.
virtual void setUserAny (const Any &anything)
 Sets any kind of user value on this object.
virtual const AnygetUserAny (void) const
 Retrieves the custom user value associated with this object.
virtual uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity, see setRenderQueueGroup for full details.
virtual const Matrix4_getParentNodeFullTransform (void) const
 return the full transformation of the parent sceneNode or the attachingPoint node
virtual void setQueryFlags (uint32 flags)
 Sets the query flags for this object.
virtual void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.
virtual void removeQueryFlags (unsigned long flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.
virtual uint32 getQueryFlags (void) const
 Returns the query flags relevant for this object.
virtual void setVisibilityFlags (uint32 flags)
 Sets the visiblity flags for this object.
virtual void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.
virtual void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.
virtual uint32 getVisibilityFlags (void) const
 Returns the visibility flags relevant for this object.
virtual void setListener (Listener *listener)
 Sets a listener for this object.
virtual Listener * getListener (void) const
 Gets the current listener for this object.
virtual const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object.
virtual LightList_getLightList ()
 Returns a pointer to the current list of lights for this object.
const AxisAlignedBoxgetLightCapBounds (void) const
 Overridden member from ShadowCaster.
const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
 Overridden member from ShadowCaster.
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows.
bool getCastShadows (void) const
 Returns whether shadow casting is enabled for this object.
Real getPointExtrusionDistance (const Light *l) const
 Get the distance to extrude for a point/spot light.
virtual void setDebugDisplayEnabled (bool enabled)
 Sets whether or not the debug display of this object is enabled.
virtual bool isDebugDisplayEnabled (void) const
 Gets whether debug display of this object is enabled.
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object.
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value.
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info
void * operator new (size_t sz)
void * operator new (size_t sz, void *ptr)
 placement operator new
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info
void * operator new[] (size_t sz)
void operator delete (void *ptr)
void operator delete (void *ptr, const char *, int, const char *)
void operator delete[] (void *ptr)
void operator delete[] (void *ptr, const char *, int, const char *)
virtual void objectDestroyed (MovableObject *)
 MovableObject is being destroyed.
virtual void objectAttached (MovableObject *)
 MovableObject has been attached to a node.
virtual void objectDetached (MovableObject *)
 MovableObject has been detached from a node.
virtual void objectMoved (MovableObject *)
 MovableObject has been moved.
virtual bool objectRendering (const MovableObject *, const Camera *)
 Called when the movable object of the camera to be used for rendering.
virtual const LightListobjectQueryLights (const MovableObject *)
 Called when the movable object needs to query a light list.

Static Public Member Functions

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

Protected Types

typedef std::vector
< SubEntity * > 
SubEntityList
 List of SubEntities (point to SubMeshes).
typedef std::vector
< Entity * > 
LODEntityList
 List of LOD Entity instances (for manual LODs).
typedef std::map
< String,
StringVector
AnimableDictionaryMap

Protected Member Functions

 Entity ()
 Private constructor (instances cannot be created directly).
 Entity (const String &name, MeshPtr &mesh)
 Private constructor - specify name (the usual constructor used).
const VertexDatafindBlendedVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any submesh, finds the temporary blend copy.
SubEntityfindSubEntityForVertexData (const VertexData *orig)
 Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.
void extractTempBufferInfo (VertexData *sourceData, TempBlendedBufferInfo *info)
 Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.
VertexDatacloneVertexDataRemoveBlendInfo (const VertexData *source)
 Internal method to clone vertex data definitions but to remove blend buffers.
void prepareTempBlendBuffers (void)
 Internal method for preparing this Entity for use in animation.
void markBuffersUnusedForAnimation (void)
 Mark all vertex data as so far unanimated.
void restoreBuffersForUnusedAnimation (bool hardwareAnimation)
 Internal method to restore original vertex data where we didn't perform any vertex animation this frame.
void bindMissingHardwarePoseBuffers (const VertexData *srcData, VertexData *destData)
 Ensure that any unbound pose animation buffers are bound to a safe default.
void updateAnimation (void)
 Perform all the updates required for an animated entity.
void cacheBoneMatrices (void)
 Private method to cache bone matrices from skeleton.
void buildSubEntityList (MeshPtr &mesh, SubEntityList *sublist)
 Builds a list of SubEntities based on the SubMeshes contained in the Mesh.
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
void detachObjectImpl (MovableObject *pObject)
 internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
void detachAllObjectsImpl (void)
 internal implementation of detaching all 'child' objects of this entity
void reevaluateVertexProcessing (void)
 Trigger reevaluation of the kind of vertex processing in use.
void applyVertexAnimation (bool hardwareAnimation, bool stencilShadows)
 Apply vertex animation.
void initHardwareAnimationElements (VertexData *vdata, ushort numberOfElements)
 Initialise the hardware animation elements for given vertex data.
bool tempVertexAnimBuffersBound (void) const
 Are software vertex animation temp buffers bound?
bool tempSkelAnimBuffersBound (bool requestNormals) const
 Are software skeleton animation temp buffers bound?
Real getExtrusionDistance (const Vector3 &objectPos, const Light *light) const
 Helper method for calculating extrusion distance.
virtual void updateEdgeListLightFacing (EdgeData *edgeData, const Vector4 &lightPos)
 Tells the caster to perform the tasks necessary to update the edge data's light listing.
virtual void generateShadowVolume (EdgeData *edgeData, const HardwareIndexBufferSharedPtr &indexBuffer, 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.
virtual void extrudeBounds (AxisAlignedBox &box, const Vector4 &lightPos, Real extrudeDist) const
 Utility method for extruding a bounding box.
virtual const StringgetAnimableDictionaryName (void) const
 Get the name of the animable dictionary for this class.
void createAnimableDictionary (void) const
 Internal method for creating a dictionary of animable value names for the class, if it does not already exist.
StringVector_getAnimableValueNames (void)
 Get an updateable reference to animable value list.
virtual void initialiseAnimableDictionary (StringVector &) const
 Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.

Protected Attributes

MeshPtr mMesh
 The Mesh that this Entity is based on.
SubEntityList mSubEntityList
AnimationStateSetmAnimationState
 State of animation for animable meshes.
TempBlendedBufferInfo mTempSkelAnimInfo
 Temp buffer details for software skeletal anim of shared geometry.
VertexDatamSkelAnimVertexData
 Vertex data details for software skeletal anim of shared geometry.
TempBlendedBufferInfo mTempVertexAnimInfo
 Temp buffer details for software vertex anim of shared geometry.
VertexDatamSoftwareVertexAnimVertexData
 Vertex data details for software vertex anim of shared geometry.
VertexDatamHardwareVertexAnimVertexData
 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).

bool mVertexAnimationAppliedThisFrame
 Have we applied any vertex animation to shared geometry?
bool mPreparedForShadowVolumes
 Have the temp buffers already had their geometry prepared for use in rendering shadow volumes?
Matrix4mBoneWorldMatrices
 Cached bone matrices, including any world transform.
Matrix4mBoneMatrices
 Cached bone matrices in skeleton local space, might shares with other entity instances.
unsigned short mNumBoneMatrices
unsigned long mFrameAnimationLastUpdated
 Records the last frame in which animation was updated.
unsigned long * mFrameBonesLastUpdated
 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.
EntitySetmSharedSkeletonEntities
 A set of all the entities which shares a single SkeletonInstance.
bool mDisplaySkeleton
 Flag determines whether or not to display skeleton.
bool mHardwareAnimation
 Flag indicating whether hardware animation is supported by this entities materials.
ushort mHardwarePoseCount
 Number of hardware poses supported by materials.
bool mVertexProgramInUse
 Flag indicating whether we have a vertex program in use on any of our subentities.
int mSoftwareAnimationRequests
 Counter indicating number of requests for software animation.
int mSoftwareAnimationNormalsRequests
 Counter indicating number of requests for software blended normals.
ushort mMeshLodIndex
 The LOD number of the mesh to use, calculated by _notifyCurrentCamera.
Real mMeshLodFactorInv
 LOD bias factor, inverted for optimisation when calculating adjusted depth.
ushort mMinMeshLodIndex
 Index of minimum detail LOD (NB higher index is lower detail).
ushort mMaxMeshLodIndex
 Index of maximum detail LOD (NB lower index is higher detail).
Real mMaterialLodFactorInv
 LOD bias factor, inverted for optimisation when calculating adjusted depth.
ushort mMinMaterialLodIndex
 Index of minimum detail LOD (NB higher index is lower detail).
ushort mMaxMaterialLodIndex
 Index of maximum detail LOD (NB lower index is higher detail).
LODEntityList mLodEntityList
SkeletonInstancemSkeletonInstance
 This Entity's personal copy of the skeleton, if skeletally animated.
bool mInitialised
 Has this entity been initialised yet?
Matrix4 mLastParentXform
 Last parent xform.
size_t mMeshStateCount
 Mesh state count, used to detect differences.
ChildObjectList mChildObjectList
AxisAlignedBox mFullBoundingBox
 Bounding box that 'contains' all the mesh of each child entity.
ShadowRenderableList mShadowRenderables
String mName
 Name of this object.
MovableObjectFactorymCreator
 Creator of this object (if created by a factory).
SceneManagermManager
 SceneManager holding this object (if applicable).
NodemParentNode
 node to which this object is attached
bool mParentIsTagPoint
bool mVisible
 Is this object visible?
bool mDebugDisplay
 Is debug display enabled?
Real mUpperDistance
 Upper distance to still render.
Real mSquaredUpperDistance
bool mBeyondFarDistance
 Hidden because of distance?
Any mUserAny
 User defined link to another object / value / whatever.
uint8 mRenderQueueID
 The render queue to use when rendering this object.
bool mRenderQueueIDSet
 Flags whether the RenderQueue's default should be used.
uint32 mQueryFlags
 Flags determining whether this object is included / excluded from scene queries.
uint32 mVisibilityFlags
 Flags determining whether this object is visible (compared to SceneManager mask).
AxisAlignedBox mWorldAABB
 Cached world AABB of this object.
Sphere mWorldBoundingSphere
AxisAlignedBox mWorldDarkCapBounds
 World space AABB of this object's dark cap.
bool mCastShadows
 Does this object cast shadows?
bool mRenderingDisabled
 Does rendering this object disabled by listener?
Listener * mListener
 MovableObject listener - only one allowed (no list) for size & performance reasons. */.
LightList mLightList
 List of lights for this object.
ulong mLightListUpdated
 The last frame that this light list was updated in.

Static Protected Attributes

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

Friends

class EntityFactory
class SubEntity

Classes

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


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 75 of file OgreEntity.h.


Member Typedef Documentation

typedef std::set<Entity*> Ogre::Entity::EntitySet

Definition at line