OGRE  2.0
Object-Oriented Graphics Rendering Engine
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Ogre::StaticGeometry Class Reference

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

#include <OgreStaticGeometry.h>

+ Inheritance diagram for Ogre::StaticGeometry:
+ Collaboration diagram for Ogre::StaticGeometry:

Classes

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

Public Types

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

Public Member Functions

 StaticGeometry (SceneManager *owner, const String &name)
 Constructor; do not use directly (. More...
 
virtual ~StaticGeometry ()
 Destructor. More...
 
virtual void addEntity (Entity *ent, const Vector3 &position, const Quaternion &orientation=Quaternion::IDENTITY, const Vector3 &scale=Vector3::UNIT_SCALE)
 Adds an Entity to the static geometry. More...
 
virtual void addSceneNode (const SceneNode *node)
 Adds all the Entity objects attached to a SceneNode and all it's children to the static geometry. More...
 
virtual void build (void)
 Build the geometry. More...
 
virtual void destroy (void)
 Destroys all the built geometry state (reverse of build). More...
 
virtual void dump (const String &filename) const
 Dump the contents of this StaticGeometry to a file for diagnostic purposes. More...
 
virtual bool getCastShadows (void)
 Will the geometry from this object cast shadows? More...
 
const StringgetName (void) const
 Get the name of this object. More...
 
virtual const Vector3getOrigin (void) const
 Gets the origin of this geometry. More...
 
virtual const Vector3getRegionDimensions (void) const
 Gets the size of a single batch of geometry. More...
 
RegionIterator getRegionIterator (void)
 Get an iterator over the regions in this geometry. More...
 
virtual Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered. More...
 
virtual uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
 
virtual Real getSquaredRenderingDistance (void) const
 Gets the squared distance at which batches are no longer rendered. More...
 
uint32 getVisibilityFlags () const
 Returns the visibility flags of the regions. More...
 
virtual bool isVisible (void) const
 Are the batches visible? More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, void *)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void * operator new[] (size_t sz)
 
virtual void reset (void)
 Clears any of the entities / nodes added to this geometry and destroys anything which has already been built. More...
 
virtual void setCastShadows (bool castShadows)
 Sets whether this geometry should cast shadows. More...
 
virtual void setOrigin (const Vector3 &origin)
 Sets the origin of the geometry. More...
 
virtual void setRegionDimensions (const Vector3 &size)
 Sets the size of a single region of geometry. More...
 
virtual void setRenderingDistance (Real dist)
 Sets the distance at which batches are no longer rendered. More...
 
virtual void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this object will be rendered through. More...
 
void setVisibilityFlags (uint32 flags)
 Sets the visibility flags of all the regions at once. More...
 
virtual void setVisible (bool visible)
 Hides or shows all the batches. More...
 
void visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false)
 Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...
 

Protected Types

typedef map< size_t, size_t >::type IndexRemap
 

Protected Member Functions

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

Protected Attributes

bool mBuilt
 
bool mCastShadows
 
Vector3 mHalfRegionDimensions
 
String mName
 
OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList
 List of geometry which has been optimised for SubMesh use This is the primary storage used for cleaning up later. More...
 
Vector3 mOrigin
 
SceneManagermOwner
 
QueuedSubMeshList mQueuedSubMeshes
 
Vector3 mRegionDimensions
 
RegionMap mRegionMap
 Map of regions. More...
 
uint8 mRenderQueueID
 The render queue to use when rendering this object. More...
 
bool mRenderQueueIDSet
 Flags whether the RenderQueue's default should be used. More...
 
Real mSquaredUpperDistance
 
SubMeshGeometryLookup mSubMeshGeometryLookup
 Cached links from SubMeshes to (potentially optimised) geometry This is not used for deletion since the lookup may reference original vertex data. More...
 
Real mUpperDistance
 
uint32 mVisibilityFlags
 Stores the visibility flags for the regions. More...
 
bool mVisible
 

Detailed Description

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

Remarks
Modern graphics cards (GPUs) prefer to receive geometry in large batches. It is orders of magnitude faster to render 10 batches of 10,000 triangles than it is to render 10,000 batches of 10 triangles, even though both result in the same number of on-screen triangles.
Therefore it is important when you are rendering a lot of geometry to batch things up into as few rendering calls as possible. This class allows you to build a batched object from a series of entities in order to benefit from this behaviour. Batching has implications of it's own though:
  • Batched geometry cannot be subdivided; that means that the whole group will be displayed, or none of it will. This obivously has culling issues.
  • A single world transform must apply to the entire batch. Therefore once you have batched things, you can't move them around relative to each other. That's why this class is most useful when dealing with static geometry (hence the name). In addition, geometry is effectively duplicated, so if you add 3 entities based on the same mesh in different positions, they will use 3 times the geometry space than the movable version (which re-uses the same geometry). So you trade memory and flexibility of movement for pure speed when using this class.
  • A single material must apply for each batch. In fact this class allows you to use multiple materials, but you should be aware that internally this means that there is one batch per material. Therefore you won't gain as much benefit from the batching if you use many different materials; try to keep the number down.
In order to retain some sort of culling, this class will batch up meshes in localised regions. The size and shape of these blocks is controlled by the SceneManager which constructs this object, since it makes sense to batch things up in the most appropriate way given the existing partitioning of the scene.
The LOD settings of both the Mesh and the Materials used in constructing this static geometry will be respected. This means that if you use meshes/materials which have LOD, batches in the distance will have a lower polygon count or material detail to those in the foreground. Since each mesh might have different LOD distances, during build the furthest distance at each LOD level from all meshes in that region is used. This means all the LOD levels change at the same time, but at the furthest distance of any of them (so quality is not degraded). Be aware that using Mesh LOD in this class will further increase the memory required. Only generated LOD is supported for meshes.
There are 2 ways you can add geometry to this class; you can add Entity objects directly with predetermined positions, scales and orientations, or you can add an entire SceneNode and it's subtree, including all the objects attached to it. Once you've added everything you need to, you have to call build() the fix the geometry in place.
Note
This class is not a replacement for world geometry (
See also
SceneManager::setWorldGeometry). The single most efficient way to render large amounts of static geometry is to use a SceneManager which is specialised for dealing with that particular world structure. However, this class does provide you with a good 'halfway house' between generalised movable geometry (Entity) which works with all SceneManagers but isn't efficient when using very large numbers, and highly specialised world geometry which is extremely fast but not generic and typically requires custom world editors.
You should not construct instances of this class directly; instead, cal SceneManager::createStaticGeometry, which gives the SceneManager the option of providing you with a specialised version of this class if it wishes, and also handles the memory management for you like other classes.
Note
Warning: this class only works with indexed triangle lists at the moment, do not pass it triangle strips, fans or lines / points, or unindexed geometry.

Definition at line 120 of file OgreStaticGeometry.h.

Member Typedef Documentation

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

Definition at line 507 of file OgreStaticGeometry.h.

Iterator for iterating over contained regions.

Definition at line 716 of file OgreStaticGeometry.h.

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

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

Definition at line 435 of file OgreStaticGeometry.h.

Constructor & Destructor Documentation

Ogre::StaticGeometry::StaticGeometry ( SceneManager owner,
const String name 
)

Constructor; do not use directly (.

See also
SceneManager::createStaticGeometry)
virtual Ogre::StaticGeometry::~StaticGeometry ( )
virtual

Destructor.

Member Function Documentation

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

Adds an Entity to the static geometry.

Remarks
This method takes an existing Entity and adds its details to the list of elements to include when building. Note that the Entity itself is not copied or referenced in this method; an Entity is passed simply so that you can change the materials of attached SubEntity objects if you want. You can add the same Entity instance multiple times with different material settings completely safely, and destroy the Entity before destroying this StaticGeometry if you like. The Entity passed in is simply used as a definition.
Note
Must be called before 'build'.
Parameters
entThe Entity to use as a definition (the Mesh and Materials referenced will be recorded for the build call).
positionThe world position at which to add this Entity
orientationThe world orientation at which to add this Entity
scaleThe scale at which to add this entity
virtual void Ogre::StaticGeometry::addSceneNode ( const SceneNode node)
virtual

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

Remarks
This method performs just like addEntity, except it adds all the entities attached to an entire sub-tree to the geometry. The position / orientation / scale parameters are taken from the node structure instead of being specified manually.
Note
The SceneNode you pass in will not be automatically detached from it's parent, so if you have this node already attached to the scene graph, you will need to remove it if you wish to avoid the overhead of rendering both the original objects and their new static versions! We don't do this for you incase you are preparing this in advance and so don't want the originals detached yet.
Must be called before 'build'.
Parameters
nodePointer to the node to use to provide a set of Entity templates
virtual void Ogre::StaticGeometry::build ( void  )
virtual

Build the geometry.

Remarks
Based on all the entities which have been added, and the batching options which have been set, this method constructs the batched geometry structures required. The batches are added to the scene and will be rendered unless you specifically hide them.
Note
Once you have called this method, you can no longer add any more entities.
template<typename T >
void Ogre::StaticGeometry::buildIndexRemap ( T *  pBuffer,
size_t  numIndexes,
IndexRemap remap 
)
inlineprotected

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

Definition at line 513 of file OgreStaticGeometry.h.

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

Calculate world bounds from a set of vertex data.

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

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

Remarks
You can call build() again after this and it will pick up all the same entities / nodes you queued last time.
SubMeshLodGeometryLinkList* Ogre::StaticGeometry::determineGeometry ( SubMesh sm)
protected

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

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

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

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

Will the geometry from this object cast shadows?

Definition at line 658 of file OgreStaticGeometry.h.

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

Get the name of this object.

Definition at line 545 of file OgreStaticGeometry.h.

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

Gets the origin of this geometry.

Definition at line 689 of file OgreStaticGeometry.h.

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

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

Can be overridden by subclasses.

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

Get the region within which a point lies.

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

Get the region using indexes.

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

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

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

Get the bounds of an indexed region.

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

Get the centre of an indexed region.

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

Gets the size of a single batch of geometry.

Definition at line 675 of file OgreStaticGeometry.h.

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

Get the region indexes for a point.

RegionIterator Ogre::StaticGeometry::getRegionIterator ( void  )

Get an iterator over the regions in this geometry.

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

Gets the distance at which batches are no longer rendered.

Definition at line 627 of file OgreStaticGeometry.h.

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

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

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

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

Definition at line 630 of file OgreStaticGeometry.h.

uint32 Ogre::StaticGeometry::getVisibilityFlags ( ) const

Returns the visibility flags of the regions.

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

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

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

Are the batches visible?

Definition at line 637 of file OgreStaticGeometry.h.

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.

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

Pack 3 indexes into a single index value.

template<typename T >
void Ogre::StaticGeometry::remapIndexes ( T *  src,
T *  dst,
const IndexRemap remap,
size_t  numIndexes 
)
inlineprotected

Method for altering indexes based on a remap.

Definition at line 526 of file OgreStaticGeometry.h.

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

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

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

Sets whether this geometry should cast shadows.

Remarks
No matter what the settings on the original entities, the StaticGeometry class defaults to not casting shadows. This is because, being static, unless you have moving lights you'd be better to use precalculated shadows of some sort. However, if you need them, you can enable them using this method. If the SceneManager is set up to use stencil shadows, edge lists will be copied from the underlying meshes on build. It is essential that all meshes support stencil shadows in this case.
Note
If you intend to use stencil shadows, you must set this to true before calling 'build' as well as making sure you set the scene's shadow type (that should always be the first thing you do anyway). You can turn shadows off temporarily but they can never be turned on if they were not at the time of the build.
virtual void Ogre::StaticGeometry::setOrigin ( const Vector3 origin)
inlinevirtual

Sets the origin of the geometry.

Remarks
This method allows you to configure the world centre of the geometry, thus the place which all regions surround. You probably don't need to mess with this unless you have a seriously large world, since the default set up can handle an area 1024 * mRegionDimensions, and the sparseness of population is no issue when it comes to rendering. The default is Vector3(0,0,0).
Note
Must be called before 'build'.
Parameters
originVector3 expressing the 3D origin of the geometry.

Definition at line 687 of file OgreStaticGeometry.h.

virtual void Ogre::StaticGeometry::setRegionDimensions ( const Vector3 size)
inlinevirtual

Sets the size of a single region of geometry.

Remarks
This method allows you to configure the physical world size of each region, so you can balance culling against batch size. Entities will be fitted within the batch they most closely fit, and the eventual bounds of each batch may well be slightly larger than this if they overlap a little. The default is Vector3(1000, 1000, 1000).
Note
Must be called before 'build'.
Parameters
sizeVector3 expressing the 3D size of each region.

Definition at line 670 of file OgreStaticGeometry.h.

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

Sets the distance at which batches are no longer rendered.

Remarks
This lets you turn off batches at a given distance. This can be useful for things like detail meshes (grass, foliage etc) and could be combined with a shader which fades the geometry out beforehand to lessen the effect.
Parameters
distDistance beyond which the batches will not be rendered (the default is 0, which means batches are always rendered).

Definition at line 621 of file OgreStaticGeometry.h.

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

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

Remarks
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want to perform more complex rendering.
See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use.
void Ogre::StaticGeometry::setVisibilityFlags ( uint32  flags)

Sets the visibility flags of all the regions at once.

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

Hides or shows all the batches.

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

Split some shared geometry into dedicated geometry.

void Ogre::StaticGeometry::visitRenderables ( Renderable::Visitor visitor,
bool  debugRenderables = false 
)

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

Parameters
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.

Member Data Documentation

bool Ogre::StaticGeometry::mBuilt
protected

Definition at line 440 of file OgreStaticGeometry.h.

bool Ogre::StaticGeometry::mCastShadows
protected

Definition at line 443 of file OgreStaticGeometry.h.

Vector3 Ogre::StaticGeometry::mHalfRegionDimensions
protected

Definition at line 445 of file OgreStaticGeometry.h.

String Ogre::StaticGeometry::mName
protected

Definition at line 439 of file OgreStaticGeometry.h.

OptimisedSubMeshGeometryList Ogre::StaticGeometry::mOptimisedSubMeshGeometryList
protected

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

Definition at line 459 of file OgreStaticGeometry.h.

Vector3 Ogre::StaticGeometry::mOrigin
protected

Definition at line 446 of file OgreStaticGeometry.h.

SceneManager* Ogre::StaticGeometry::mOwner
protected

Definition at line 438 of file OgreStaticGeometry.h.

QueuedSubMeshList Ogre::StaticGeometry::mQueuedSubMeshes
protected

Definition at line 455 of file OgreStaticGeometry.h.

Vector3 Ogre::StaticGeometry::mRegionDimensions
protected

Definition at line 444 of file OgreStaticGeometry.h.

RegionMap Ogre::StaticGeometry::mRegionMap
protected

Map of regions.

Definition at line 468 of file OgreStaticGeometry.h.

uint8 Ogre::StaticGeometry::mRenderQueueID
protected

The render queue to use when rendering this object.

Definition at line 449 of file OgreStaticGeometry.h.

bool Ogre::StaticGeometry::mRenderQueueIDSet
protected

Flags whether the RenderQueue's default should be used.

Definition at line 451 of file OgreStaticGeometry.h.

Real Ogre::StaticGeometry::mSquaredUpperDistance
protected

Definition at line 442 of file OgreStaticGeometry.h.

SubMeshGeometryLookup Ogre::StaticGeometry::mSubMeshGeometryLookup
protected

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

Definition at line 465 of file OgreStaticGeometry.h.

Real Ogre::StaticGeometry::mUpperDistance
protected

Definition at line 441 of file OgreStaticGeometry.h.

uint32 Ogre::StaticGeometry::mVisibilityFlags
protected

Stores the visibility flags for the regions.

Definition at line 453 of file OgreStaticGeometry.h.

bool Ogre::StaticGeometry::mVisible
protected

Definition at line 447 of file OgreStaticGeometry.h.


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