#include <OgreSceneManagerEnumerator.h>
Inheritance diagram for Ogre::DefaultSceneManager:
Public Types | |
typedef MapIterator< CameraList > | CameraIterator |
typedef MapIterator< AnimationList > | AnimationIterator |
typedef MapIterator< MovableObjectMap > | MovableObjectIterator |
enum | IlluminationRenderStage { IRS_NONE, IRS_RENDER_TO_TEXTURE, IRS_RENDER_RECEIVER_PASS } |
Describes the stage of rendering when performing complex illumination. More... | |
enum | SpecialCaseRenderQueueMode { SCRQM_INCLUDE, SCRQM_EXCLUDE } |
Enumeration of the possible modes allowed for processing the special case render queue list. More... | |
enum | PrefabType { PT_PLANE, PT_CUBE, PT_SPHERE } |
Prefab shapes available without loading a model. More... | |
Public Member Functions | |
DefaultSceneManager (const String &name) | |
~DefaultSceneManager () | |
const String & | getTypeName (void) const |
Retrieve the type name of this scene manager. | |
const String & | getName (void) const |
Return the instance name of this SceneManager. | |
virtual Camera * | createCamera (const String &name) |
Creates a camera to be managed by this scene manager. | |
virtual Camera * | getCamera (const String &name) const |
Retrieves a pointer to the named camera. | |
virtual bool | hasCamera (const String &name) const |
Returns whether a camera with the given name exists. | |
virtual void | destroyCamera (Camera *cam) |
Removes a camera from the scene. | |
virtual void | destroyCamera (const String &name) |
Removes a camera from the scene. | |
virtual void | destroyAllCameras (void) |
Removes (and destroys) all cameras from the scene. | |
virtual Light * | createLight (const String &name) |
Creates a light for use in the scene. | |
virtual Light * | getLight (const String &name) const |
Returns a pointer to the named Light which has previously been added to the scene. | |
virtual bool | hasLight (const String &name) const |
Returns whether a light with the given name exists. | |
virtual void | destroyLight (const String &name) |
Removes the named light from the scene and destroys it. | |
virtual void | destroyLight (Light *light) |
Removes the light from the scene and destroys it based on a pointer. | |
virtual void | destroyAllLights (void) |
Removes and destroys all lights in the scene. | |
virtual void | _notifyLightsDirty (void) |
Advance method to increase the lights dirty counter due lights changed. | |
ulong | _getLightsDirtyCounter (void) const |
Advance method to gets the lights dirty counter. | |
virtual const LightList & | _getLightsAffectingFrustum (void) const |
Get the list of lights which could be affecting the frustum. | |
virtual void | _populateLightList (const Vector3 &position, Real radius, LightList &destList) |
Populate a light list with an ordered set of the lights which are closest to the position specified. | |
virtual SceneNode * | createSceneNode (void) |
Creates an instance of a SceneNode. | |
virtual SceneNode * | createSceneNode (const String &name) |
Creates an instance of a SceneNode with a given name. | |
virtual void | destroySceneNode (const String &name) |
Destroys a SceneNode with a given name. | |
virtual SceneNode * | getRootSceneNode (void) const |
Gets the SceneNode at the root of the scene hierarchy. | |
virtual SceneNode * | getSceneNode (const String &name) const |
Retrieves a named SceneNode from the scene graph. | |
virtual bool | hasSceneNode (const String &name) const |
Returns whether a scene node with the given name exists. | |
virtual Entity * | createEntity (const String &entityName, const String &meshName) |
Create an Entity (instance of a discrete mesh). | |
virtual Entity * | createEntity (const String &entityName, PrefabType ptype) |
Create an Entity (instance of a discrete mesh) from a range of prefab shapes. | |
virtual Entity * | getEntity (const String &name) const |
Retrieves a pointer to the named Entity. | |
virtual bool | hasEntity (const String &name) const |
Returns whether an entity with the given name exists. | |
virtual void | destroyEntity (Entity *ent) |
Removes & destroys an Entity from the SceneManager. | |
virtual void | destroyEntity (const String &name) |
Removes & destroys an Entity from the SceneManager by name. | |
virtual void | destroyAllEntities (void) |
Removes & destroys all Entities. | |
virtual ManualObject * | createManualObject (const String &name) |
Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface. | |
virtual ManualObject * | getManualObject (const String &name) const |
Retrieves a pointer to the named ManualObject. | |
virtual bool | hasManualObject (const String &name) const |
Returns whether a manual object with the given name exists. | |
virtual void | destroyManualObject (ManualObject *obj) |
Removes & destroys a ManualObject from the SceneManager. | |
virtual void | destroyManualObject (const String &name) |
Removes & destroys a ManualObject from the SceneManager. | |
virtual void | destroyAllManualObjects (void) |
Removes & destroys all ManualObjects from the SceneManager. | |
virtual BillboardChain * | createBillboardChain (const String &name) |
Create a BillboardChain, an object which you can use to render a linked chain of billboards. | |
virtual BillboardChain * | getBillboardChain (const String &name) const |
Retrieves a pointer to the named BillboardChain. | |
virtual bool | hasBillboardChain (const String &name) const |
Returns whether a billboard chain with the given name exists. | |
virtual void | destroyBillboardChain (BillboardChain *obj) |
Removes & destroys a BillboardChain from the SceneManager. | |
virtual void | destroyBillboardChain (const String &name) |
Removes & destroys a BillboardChain from the SceneManager. | |
virtual void | destroyAllBillboardChains (void) |
Removes & destroys all BillboardChains from the SceneManager. | |
virtual RibbonTrail * | createRibbonTrail (const String &name) |
Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes. | |
virtual RibbonTrail * | getRibbonTrail (const String &name) const |
Retrieves a pointer to the named RibbonTrail. | |
virtual bool | hasRibbonTrail (const String &name) const |
Returns whether a ribbon trail with the given name exists. | |
virtual void | destroyRibbonTrail (RibbonTrail *obj) |
Removes & destroys a RibbonTrail from the SceneManager. | |
virtual void | destroyRibbonTrail (const String &name) |
Removes & destroys a RibbonTrail from the SceneManager. | |
virtual void | destroyAllRibbonTrails (void) |
Removes & destroys all RibbonTrails from the SceneManager. | |
virtual ParticleSystem * | createParticleSystem (const String &name, const String &templateName) |
Creates a particle system based on a template. | |
virtual ParticleSystem * | createParticleSystem (const String &name, size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Create a blank particle system. | |
virtual ParticleSystem * | getParticleSystem (const String &name) const |
Retrieves a pointer to the named ParticleSystem. | |
virtual bool | hasParticleSystem (const String &name) const |
Returns whether a particle system with the given name exists. | |
virtual void | destroyParticleSystem (ParticleSystem *obj) |
Removes & destroys a ParticleSystem from the SceneManager. | |
virtual void | destroyParticleSystem (const String &name) |
Removes & destroys a ParticleSystem from the SceneManager. | |
virtual void | destroyAllParticleSystems (void) |
Removes & destroys all ParticleSystems from the SceneManager. | |
virtual void | clearScene (void) |
Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc. | |
void | setAmbientLight (const ColourValue &colour) |
Sets the ambient light level to be used for the scene. | |
const ColourValue & | getAmbientLight (void) const |
Returns the ambient light level to be used for the scene. | |
virtual void | setWorldGeometry (const String &filename) |
Sets the source of the 'world' geometry, i.e. | |
virtual void | setWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK) |
Sets the source of the 'world' geometry, i.e. | |
virtual size_t | estimateWorldGeometry (const String &filename) |
Estimate the number of loading stages required to load the named world geometry. | |
virtual size_t | estimateWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK) |
Estimate the number of loading stages required to load the named world geometry. | |
virtual ViewPoint | getSuggestedViewpoint (bool random=false) |
Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed. | |
virtual bool | setOption (const String &strKey, const void *pValue) |
Method for setting a specific option of the Scene Manager. | |
virtual bool | getOption (const String &strKey, void *pDestValue) |
Method for getting the value of an implementation-specific Scene Manager option. | |
virtual bool | hasOption (const String &strKey) const |
Method for verifying wether the scene manager has an implementation-specific option. | |
virtual bool | getOptionValues (const String &strKey, StringVector &refValueList) |
Method for getting all possible values for a specific option. | |
virtual bool | getOptionKeys (StringVector &refKeys) |
Method for getting all the implementation-specific options of the scene manager. | |
virtual void | _updateSceneGraph (Camera *cam) |
Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. | |
virtual void | _findVisibleObjects (Camera *cam, VisibleObjectsBoundsInfo *visibleBounds, bool onlyShadowCasters) |
Internal method which parses the scene to find visible objects to render. | |
virtual void | _applySceneAnimations (void) |
Internal method for applying animations to scene nodes. | |
virtual void | _renderVisibleObjects (void) |
Sends visible objects found in _findVisibleObjects to the rendering engine. | |
virtual void | _renderScene (Camera *camera, Viewport *vp, bool includeOverlays) |
Prompts the class to send its contents to the renderer. | |
virtual void | _queueSkiesForRendering (Camera *cam) |
Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome. | |
virtual void | _setDestinationRenderSystem (RenderSystem *sys) |
Notifies the scene manager of its destination render system. | |
virtual void | setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, bool drawFirst=true, Real bow=0, int xsegments=1, int ysegments=1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky plane' i.e. | |
virtual bool | isSkyPlaneEnabled (void) const |
Return whether a key plane is enabled. | |
virtual SceneNode * | getSkyPlaneNode (void) const |
Get the sky plane node, if enabled. | |
virtual const SkyPlaneGenParameters & | getSkyPlaneGenParameters (void) const |
Get the parameters used to construct the SkyPlane, if any *. | |
virtual void | setSkyBox (bool enable, const String &materialName, Real distance=5000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky box' i.e. | |
virtual bool | isSkyBoxEnabled (void) const |
Return whether a skybox is enabled. | |
virtual SceneNode * | getSkyBoxNode (void) const |
Get the skybox node, if enabled. | |
virtual const SkyBoxGenParameters & | getSkyBoxGenParameters (void) const |
Get the parameters used to generate the current SkyBox, if any. | |
virtual void | setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY, int xsegments=16, int ysegments=16, int ysegments_keep=-1, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) |
Enables / disables a 'sky dome' i.e. | |
virtual bool | isSkyDomeEnabled (void) const |
Return whether a skydome is enabled. | |
virtual SceneNode * | getSkyDomeNode (void) const |
Get the sky dome node, if enabled. | |
virtual const SkyDomeGenParameters & | getSkyDomeGenParameters (void) const |
Get the parameters used to generate the current SkyDome, if any. | |
void | setFog (FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001, Real linearStart=0.0, Real linearEnd=1.0) |
Sets the fogging mode applied to the scene. | |
virtual FogMode | getFogMode (void) const |
Returns the fog mode for the scene. | |
virtual const ColourValue & | getFogColour (void) const |
Returns the fog colour for the scene. | |
virtual Real | getFogStart (void) const |
Returns the fog start distance for the scene. | |
virtual Real | getFogEnd (void) const |
Returns the fog end distance for the scene. | |
virtual Real | getFogDensity (void) const |
Returns the fog density for the scene. | |
virtual BillboardSet * | createBillboardSet (const String &name, unsigned int poolSize=20) |
Creates a new BillboardSet for use with this scene manager. | |
virtual BillboardSet * | getBillboardSet (const String &name) const |
Retrieves a pointer to the named BillboardSet. | |
virtual bool | hasBillboardSet (const String &name) const |
Returns whether a billboardset with the given name exists. | |
virtual void | destroyBillboardSet (BillboardSet *set) |
Removes & destroys an BillboardSet from the SceneManager. | |
virtual void | destroyBillboardSet (const String &name) |
Removes & destroys an BillboardSet from the SceneManager by name. | |
virtual void | destroyAllBillboardSets (void) |
Removes & destroys all BillboardSets. | |
virtual void | setDisplaySceneNodes (bool display) |
Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene. | |
virtual bool | getDisplaySceneNodes (void) const |
Returns true if all scene nodes axis are to be displayed. | |
virtual Animation * | createAnimation (const String &name, Real length) |
Creates an animation which can be used to animate scene nodes. | |
virtual Animation * | getAnimation (const String &name) const |
Looks up an Animation object previously created with createAnimation. | |
virtual bool | hasAnimation (const String &name) const |
Returns whether an animation with the given name exists. | |
virtual void | destroyAnimation (const String &name) |
Destroys an Animation. | |
virtual void | destroyAllAnimations (void) |
Removes all animations created using this SceneManager. | |
virtual AnimationState * | createAnimationState (const String &animName) |
Create an AnimationState object for managing application of animations. | |
virtual AnimationState * | getAnimationState (const String &animName) const |
Retrieves animation state as previously created using createAnimationState. | |
virtual bool | hasAnimationState (const String &name) const |
Returns whether an animation state with the given name exists. | |
virtual void | destroyAnimationState (const String &name) |
Destroys an AnimationState. | |
virtual void | destroyAllAnimationStates (void) |
Removes all animation states created using this SceneManager. | |
virtual void | manualRender (RenderOperation *rend, Pass *pass, Viewport *vp, const Matrix4 &worldMatrix, const Matrix4 &viewMatrix, const Matrix4 &projMatrix, bool doBeginEndFrame=false) |
Manual rendering method, for advanced users only. | |
virtual RenderQueue * | getRenderQueue (void) |
Retrieves the internal render queue, for advanced users only. | |
virtual void | addRenderQueueListener (RenderQueueListener *newListener) |
Registers a new RenderQueueListener which will be notified when render queues are processed. | |
virtual void | removeRenderQueueListener (RenderQueueListener *delListener) |
Removes a listener previously added with addRenderQueueListener. | |
virtual void | addSpecialCaseRenderQueue (uint8 qid) |
Adds an item to the 'special case' render queue list. | |
virtual void | removeSpecialCaseRenderQueue (uint8 qid) |
Removes an item to the 'special case' render queue list. | |
virtual void | clearSpecialCaseRenderQueues (void) |
Clears the 'special case' render queue list. | |
virtual void | setSpecialCaseRenderQueueMode (SpecialCaseRenderQueueMode mode) |
Sets the way the special case render queue list is processed. | |
virtual SpecialCaseRenderQueueMode | getSpecialCaseRenderQueueMode (void) |
Gets the way the special case render queue list is processed. | |
virtual bool | isRenderQueueToBeProcessed (uint8 qid) |
Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode. | |
virtual void | setWorldGeometryRenderQueue (uint8 qid) |
Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with. | |
virtual uint8 | getWorldGeometryRenderQueue (void) |
Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with. | |
virtual void | showBoundingBoxes (bool bShow) |
Allows all bounding boxes of scene nodes to be displayed. | |
virtual bool | getShowBoundingBoxes () const |
Returns if all bounding boxes of scene nodes are to be displayed. | |
virtual void | _notifyAutotrackingSceneNode (SceneNode *node, bool autoTrack) |
Internal method for notifying the manager that a SceneNode is autotracking. | |
virtual AxisAlignedBoxSceneQuery * | createAABBQuery (const AxisAlignedBox &box, unsigned long mask=0xFFFFFFFF) |
Creates an AxisAlignedBoxSceneQuery for this scene manager. | |
virtual SphereSceneQuery * | createSphereQuery (const Sphere &sphere, unsigned long mask=0xFFFFFFFF) |
Creates a SphereSceneQuery for this scene manager. | |
virtual PlaneBoundedVolumeListSceneQuery * | createPlaneBoundedVolumeQuery (const PlaneBoundedVolumeList &volumes, unsigned long mask=0xFFFFFFFF) |
Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. | |
virtual RaySceneQuery * | createRayQuery (const Ray &ray, unsigned long mask=0xFFFFFFFF) |
Creates a RaySceneQuery for this scene manager. | |
virtual IntersectionSceneQuery * | createIntersectionQuery (unsigned long mask=0xFFFFFFFF) |
Creates an IntersectionSceneQuery for this scene manager. | |
virtual void | destroyQuery (SceneQuery *query) |
Destroys a scene query of any type. | |
CameraIterator | getCameraIterator (void) |
Returns a specialised MapIterator over all cameras in the scene. | |
AnimationIterator | getAnimationIterator (void) |
Returns a specialised MapIterator over all animations in the scene. | |
AnimationStateIterator | getAnimationStateIterator (void) |
Returns a specialised MapIterator over all animation states in the scene. | |
virtual void | setShadowTechnique (ShadowTechnique technique) |
Sets the general shadow technique to be used in this scene. | |
virtual ShadowTechnique | getShadowTechnique (void) const |
Gets the current shadow technique. | |
virtual void | setShowDebugShadows (bool debug) |
Enables / disables the rendering of debug information for shadows. | |
virtual bool | getShowDebugShadows (void) const |
Are debug shadows shown? | |
virtual void | setShadowColour (const ColourValue &colour) |
Set the colour used to modulate areas in shadow. | |
virtual const ColourValue & | getShadowColour (void) const |
Get the colour used to modulate areas in shadow. | |
virtual void | setShadowDirectionalLightExtrusionDistance (Real dist) |
Sets the distance a shadow volume is extruded for a directional light. | |
virtual Real | getShadowDirectionalLightExtrusionDistance (void) const |
Gets the distance a shadow volume is extruded for a directional light. | |
virtual void | setShadowFarDistance (Real distance) |
Sets the maximum distance away from the camera that shadows will be visible. | |
virtual Real | getShadowFarDistance (void) const |
Gets the maximum distance away from the camera that shadows will be visible. | |
virtual void | setShadowIndexBufferSize (size_t size) |
Sets the maximum size of the index buffer used to render shadow primitives. | |
virtual size_t | getShadowIndexBufferSize (void) const |
Get the size of the shadow index buffer. | |
virtual void | setShadowTextureSize (unsigned short size) |
Set the size of the texture used for all texture-based shadows. | |
virtual void | setShadowTextureConfig (size_t shadowIndex, unsigned short width, unsigned short height, PixelFormat format) |
Set the detailed configuration for a shadow texture. | |
virtual void | setShadowTextureConfig (size_t shadowIndex, const ShadowTextureConfig &config) |
Set the detailed configuration for a shadow texture. | |
ConstShadowTextureConfigIterator | getShadowTextureConfigIterator () const |
Get an iterator over the current shadow texture settings. | |
virtual void | setShadowTexturePixelFormat (PixelFormat fmt) |
Set the pixel format of the textures used for texture-based shadows. | |
virtual void | setShadowTextureCount (size_t count) |
Set the number of textures allocated for texture-based shadows. | |
size_t | getShadowTextureCount (void) const |
Get the number of the textures allocated for texture based shadows. | |
virtual void | setShadowTextureSettings (unsigned short size, unsigned short count, PixelFormat fmt=PF_X8R8G8B8) |
Sets the size and count of textures used in texture-based shadows. | |
virtual const TexturePtr & | getShadowTexture (size_t shadowIndex) |
Get a reference to the shadow texture currently in use at the given index. | |
virtual void | setShadowDirLightTextureOffset (Real offset) |
Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space. | |
virtual Real | getShadowDirLightTextureOffset (void) const |
Gets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space. | |
virtual void | setShadowTextureFadeStart (Real fadeStart) |
Sets the proportional distance at which texture shadows begin to fade out. | |
virtual void | setShadowTextureFadeEnd (Real fadeEnd) |
Sets the proportional distance at which texture shadows finish to fading out. | |
virtual void | setShadowTextureSelfShadow (bool selfShadow) |
Sets whether or not texture shadows should attempt to self-shadow. | |
virtual bool | getShadowTextureSelfShadow (void) const |
Gets whether or not texture shadows attempt to self-shadow. | |
virtual void | setShadowTextureCasterMaterial (const String &name) |
Sets the default material to use for rendering shadow casters. | |
virtual void | setShadowTextureReceiverMaterial (const String &name) |
Sets the default material to use for rendering shadow receivers. | |
virtual void | setShadowCasterRenderBackFaces (bool bf) |
Sets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces. | |
virtual bool | getShadowCasterRenderBackFaces () const |
Gets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces. | |
virtual void | setShadowCameraSetup (const ShadowCameraSetupPtr &shadowSetup) |
Set the shadow camera setup to use for all lights which don't have their own shadow camera setup. | |
virtual const ShadowCameraSetupPtr & | getShadowCameraSetup () const |
Get the shadow camera setup in use for all lights which don't have their own shadow camera setup. | |
virtual void | setShadowUseInfiniteFarPlane (bool enable) |
Sets whether we should use an inifinite camera far plane when rendering stencil shadows. | |
virtual bool | isShadowTechniqueStencilBased (void) const |
Is there a stencil shadow based shadowing technique in use? | |
virtual bool | isShadowTechniqueTextureBased (void) const |
Is there a texture shadow based shadowing technique in use? | |
virtual bool | isShadowTechniqueModulative (void) const |
Is there a modulative shadowing technique in use? | |
virtual bool | isShadowTechniqueAdditive (void) const |
Is there an additive shadowing technique in use? | |
virtual bool | isShadowTechniqueIntegrated (void) const |
Is the shadow technique integrated into primary materials? | |
virtual bool | isShadowTechniqueInUse (void) const |
Is there any shadowing technique in use? | |
virtual void | addShadowListener (ShadowListener *s) |
Add a shadow listener which will get called back on shadow events. | |
virtual void | removeShadowListener (ShadowListener *s) |
Remove a shadow listener. | |
virtual StaticGeometry * | createStaticGeometry (const String &name) |
Creates a StaticGeometry instance suitable for use with this SceneManager. | |
virtual StaticGeometry * | getStaticGeometry (const String &name) const |
Retrieve a previously created StaticGeometry instance. | |
virtual bool | hasStaticGeometry (const String &name) const |
Returns whether a static geometry instance with the given name exists. | |
virtual void | destroyStaticGeometry (StaticGeometry *geom) |
Remove & destroy a StaticGeometry instance. | |
virtual void | destroyStaticGeometry (const String &name) |
Remove & destroy a StaticGeometry instance. | |
virtual void | destroyAllStaticGeometry (void) |
Remove & destroy all StaticGeometry instances. | |
virtual InstancedGeometry * | createInstancedGeometry (const String &name) |
Creates a InstancedGeometry instance suitable for use with this SceneManager. | |
virtual InstancedGeometry * | getInstancedGeometry (const String &name) const |
Retrieve a previously created InstancedGeometry instance. | |
virtual void | destroyInstancedGeometry (InstancedGeometry *geom) |
Remove & destroy a InstancedGeometry instance. | |
virtual void | destroyInstancedGeometry (const String &name) |
Remove & destroy a InstancedGeometry instance. | |
virtual void | destroyAllInstancedGeometry (void) |
Remove & destroy all InstancedGeometry instances. | |
virtual MovableObject * | createMovableObject (const String &name, const String &typeName, const NameValuePairList *params=0) |
Create a movable object of the type specified. | |
virtual void | destroyMovableObject (const String &name, const String &typeName) |
Destroys a MovableObject with the name specified, of the type specified. | |
virtual void | destroyMovableObject (MovableObject *m) |
Destroys a MovableObject. | |
virtual void | destroyAllMovableObjectsByType (const String &typeName) |
Destroy all MovableObjects of a given type. | |
virtual void | destroyAllMovableObjects (void) |
Destroy all MovableObjects. | |
virtual MovableObject * | getMovableObject (const String &name, const String &typeName) const |
Get a reference to a previously created MovableObject. | |
virtual bool | hasMovableObject (const String &name, const String &typeName) const |
Returns whether a movable object instance with the given name exists. | |
virtual MovableObjectIterator | getMovableObjectIterator (const String &typeName) |
Get an iterator over all MovableObect instances of a given type. | |
virtual void | injectMovableObject (MovableObject *m) |
Inject a MovableObject instance created externally. | |
virtual void | extractMovableObject (const String &name, const String &typeName) |
Extract a previously injected MovableObject. | |
virtual void | extractMovableObject (MovableObject *m) |
Extract a previously injected MovableObject. | |
virtual void | extractAllMovableObjectsByType (const String &typeName) |
Extract all injected MovableObjects of a given type. | |
virtual void | setVisibilityMask (uint32 vmask) |
Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. | |
virtual uint32 | getVisibilityMask (void) |
Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. | |
uint32 | _getCombinedVisibilityMask (void) const |
Internal method for getting the combination between the global visibility mask and the per-viewport visibility mask. | |
virtual void | setFindVisibleObjects (bool find) |
Sets whether the SceneManager should search for visible objects, or whether they are being manually handled. | |
virtual bool | getFindVisibleObjects (void) |
Gets whether the SceneManager should search for visible objects, or whether they are being manually handled. | |
virtual void | _injectRenderWithPass (Pass *pass, Renderable *rend, bool shadowDerivation=true) |
Render something as if it came from the current queue. | |
virtual void | _suppressRenderStateChanges (bool suppress) |
Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects. | |
virtual bool | _areRenderStateChangesSuppressed (void) const |
Are render state changes suppressed? | |
virtual const Pass * | _setPass (const Pass *pass, bool evenIfSuppressed=false, bool shadowDerivation=true) |
Internal method for setting up the renderstate for a rendering pass. | |
virtual void | _suppressShadows (bool suppress) |
Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise. | |
virtual bool | _areShadowsSuppressed (void) const |
Are shadows suppressed? | |
virtual void | _renderQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render the objects in a given queue group. | |
void | setQueuedRenderableVisitor (SceneMgrQueuedRenderableVisitor *visitor) |
Advanced method for supplying an alternative visitor, used for parsing the render queues and sending the results to the renderer. | |
SceneMgrQueuedRenderableVisitor * | getQueuedRenderableVisitor (void) const |
Gets the current visitor object which processes queued renderables. | |
RenderSystem * | getDestinationRenderSystem () |
Get the rendersystem subclass to which the output of this Scene Manager gets sent. | |
Viewport * | getCurrentViewport (void) const |
Gets the current viewport being rendered (advanced use only, only valid during viewport update. | |
const VisibleObjectsBoundsInfo & | getVisibleObjectsBoundsInfo (const Camera *cam) const |
Returns a visibility boundary box for a specific camera. | |
const VisibleObjectsBoundsInfo & | getShadowCasterBoundsInfo (const Light *light) const |
Returns the shadow caster AAB for a specific light-camera combination. | |
Static Public Attributes | |
static uint32 | WORLD_GEOMETRY_TYPE_MASK |
Query type mask which will be used for world geometry SceneQuery. | |
static uint32 | ENTITY_TYPE_MASK |
Query type mask which will be used for entities SceneQuery. | |
static uint32 | FX_TYPE_MASK |
Query type mask which will be used for effects like billboardsets / particle systems SceneQuery. | |
static uint32 | STATICGEOMETRY_TYPE_MASK |
Query type mask which will be used for StaticGeometry SceneQuery. | |
static uint32 | LIGHT_TYPE_MASK |
Query type mask which will be used for lights SceneQuery. | |
static uint32 | USER_TYPE_MASK_LIMIT |
User type mask limit. | |
Protected Types | |
typedef std::map< String, Camera * > | CameraList |
typedef std::map< String, StaticGeometry * > | StaticGeometryList |
typedef std::map< String, InstancedGeometry * > | InstancedGeometryList |
typedef std::map< String, SceneNode * > | SceneNodeList |
typedef std::set< SceneNode * > | AutoTrackingSceneNodes |
Autotracking scene nodes. | |
typedef std::set< uint8 > | SpecialCaseRenderQueueList |
typedef std::map< const Camera *, VisibleObjectsBoundsInfo > | CamVisibleObjectsMap |
Visible objects bounding box list. | |
typedef std::map< const Camera *, const Light * > | ShadowCamLightMapping |
ShadowCamera to light mapping. | |
typedef std::vector< LightInfo > | LightInfoList |
typedef std::map< String, MovableObject * > | MovableObjectMap |
typedef std::map< String, MovableObjectCollection * > | MovableObjectCollectionMap |
typedef std::map< String, Animation * > | AnimationList |
Storage of animations, lookup by name. | |
typedef std::vector< RenderQueueListener * > | RenderQueueListenerList |
typedef std::vector< ShadowListener * > | ShadowListenerList |
typedef std::vector< Camera * > | ShadowTextureCameraList |
typedef std::vector< ShadowCaster * > | ShadowCasterList |
enum | BoxPlane { BP_FRONT = 0, BP_BACK = 1, BP_LEFT = 2, BP_RIGHT = 3, BP_UP = 4, BP_DOWN = 5 } |
Protected Member Functions | |
MovableObjectCollection * | getMovableObjectCollection (const String &typeName) |
Gets the movable object collection for the given type name. | |
const MovableObjectCollection * | getMovableObjectCollection (const String &typeName) const |
Gets the movable object collection for the given type name. | |
virtual void | initRenderQueue (void) |
Internal method for initialising the render queue. | |
const Pass * | deriveShadowCasterPass (const Pass *pass) |
Internal method for turning a regular pass into a shadow caster pass. | |
const Pass * | deriveShadowReceiverPass (const Pass *pass) |
Internal method for turning a regular pass into a shadow receiver pass. | |
bool | validatePassForRendering (const Pass *pass) |
Internal method to validate whether a Pass should be allowed to render. | |
bool | validateRenderableForRendering (const Pass *pass, const Renderable *rend) |
Internal method to validate whether a Renderable should be allowed to render. | |
MeshPtr | createSkyboxPlane (BoxPlane bp, Real distance, const Quaternion &orientation, const String &groupName) |
MeshPtr | createSkydomePlane (BoxPlane bp, Real curvature, Real tiling, Real distance, const Quaternion &orientation, int xsegments, int ysegments, int ySegmentsToKeep, const String &groupName) |
void | useRenderableViewProjMode (const Renderable *pRend) |
Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection materices. | |
void | resetViewProjMode (void) |
Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection matrices. | |
bool | fireRenderQueueStarted (uint8 id, const String &invocation) |
Internal method for firing the queue start event, returns true if queue is to be skipped. | |
bool | fireRenderQueueEnded (uint8 id, const String &invocation) |
Internal method for firing the queue end event, returns true if queue is to be repeated. | |
void | fireShadowTexturesUpdated (size_t numberOfShadowTextures) |
Internal method for firing the texture shadows updated event. | |
void | fireShadowTexturesPreCaster (Light *light, Camera *camera) |
Internal method for firing the pre caster texture shadows event. | |
void | fireShadowTexturesPreReceiver (Light *light, Frustum *f) |
Internal method for firing the pre receiver texture shadows event. | |
virtual void | setViewport (Viewport *vp) |
Internal method for setting the destination viewport for the next render. | |
virtual void | renderVisibleObjectsDefaultSequence (void) |
Internal method for rendering all objects using the default queue sequence. | |
virtual void | renderVisibleObjectsCustomSequence (RenderQueueInvocationSequence *s) |
Internal method for rendering all objects using a custom queue sequence. | |
virtual void | prepareRenderQueue (void) |
Internal method for preparing the render queue for use with each render. | |
virtual void | renderSingleObject (const Renderable *rend, const Pass *pass, bool doLightIteration, const LightList *manualLightList=0) |
Internal utility method for rendering a single object. | |
virtual void | findLightsAffectingFrustum (const Camera *camera) |
Internal method for locating a list of lights which could be affecting the frustum. | |
virtual void | initShadowVolumeMaterials (void) |
Internal method for setting up materials for shadows. | |
virtual void | ensureShadowTexturesCreated () |
Internal method for creating shadow textures (texture-based shadows). | |
virtual void | destroyShadowTextures (void) |
Internal method for destroying shadow textures (texture-based shadows). | |
virtual void | prepareShadowTextures (Camera *cam, Viewport *vp) |
Internal method for preparing shadow textures ready for use in a regular render. | |
virtual void | renderShadowVolumesToStencil (const Light *light, const Camera *cam) |
Internal method for rendering all the objects for a given light into the stencil buffer. | |
virtual void | setShadowVolumeStencilState (bool secondpass, bool zfail, bool twosided) |
Internal utility method for setting stencil state for rendering shadow volumes. | |
void | renderShadowVolumeObjects (ShadowCaster::ShadowRenderableListIterator iShadowRenderables, Pass *pass, const LightList *manualLightList, unsigned long flags, bool secondpass, bool zfail, bool twosided) |
Render a set of shadow renderables. | |
virtual const ShadowCasterList & | findShadowCastersForLight (const Light *light, const Camera *camera) |
Internal method for locating a list of shadow casters which could be affecting the frustum for a given light. | |
virtual void | renderBasicQueueGroupObjects (RenderQueueGroup *pGroup, QueuedRenderableCollection::OrganisationMode om) |
Render a group in the ordinary way. | |
virtual void | renderAdditiveStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with the added complexity of additive stencil shadows. | |
virtual void | renderModulativeStencilShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with the added complexity of modulative stencil shadows. | |
virtual void | renderTextureShadowCasterQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group rendering only shadow casters. | |
virtual void | renderTextureShadowReceiverQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group rendering only shadow receivers. | |
virtual void | renderModulativeTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with the added complexity of modulative texture shadows. | |
virtual void | renderAdditiveTextureShadowedQueueGroupObjects (RenderQueueGroup *group, QueuedRenderableCollection::OrganisationMode om) |
Render a group with additive texture shadows. | |
virtual void | renderObjects (const QueuedRenderableCollection &objs, QueuedRenderableCollection::OrganisationMode om, bool doLightIteration, const LightList *manualLightList=0) |
Render a set of objects, see renderSingleObject for param definitions. | |
virtual void | renderTransparentShadowCasterObjects (const QueuedRenderableCollection &objs, QueuedRenderableCollection::OrganisationMode om, bool doLightIteration, const LightList *manualLightList=0) |
Render those objects in the transparent pass list which have shadow casting forced on. | |
virtual void | updateRenderQueueSplitOptions (void) |
Update the state of the global render queue splitting based on a shadow option change. | |
virtual void | updateRenderQueueGroupSplitOptions (RenderQueueGroup *group, bool suppressShadows, bool suppressRenderState) |
Update the state of the render queue group splitting based on a shadow option change. | |
Protected Attributes | |
String | mName |
Instance name. | |
RenderQueue * | mRenderQueue |
Queue of objects for rendering. | |
ColourValue | mAmbientLight |
Current ambient light, cached for RenderSystem. | |
RenderSystem * | mDestRenderSystem |
The rendering system to send the scene to. | |
CameraList | mCameras |
Central list of cameras - for easy memory management and lookup. | |
StaticGeometryList | mStaticGeometryList |
InstancedGeometryList | mInstancedGeometryList |
SceneNodeList | mSceneNodes |
Central list of SceneNodes - for easy memory management. | |
Camera * | mCameraInProgress |
Camera in progress. | |
Viewport * | mCurrentViewport |
Current Viewport. | |
SceneNode * | mSceneRoot |
Root scene node. | |
AutoTrackingSceneNodes | mAutoTrackingSceneNodes |
Entity * | mSkyPlaneEntity |
Entity * | mSkyDomeEntity [5] |
Entity * | mSkyBoxEntity [6] |
SceneNode * | mSkyPlaneNode |
SceneNode * | mSkyDomeNode |
SceneNode * | mSkyBoxNode |
bool | mSkyPlaneEnabled |
bool | mSkyPlaneDrawFirst |
Plane | mSkyPlane |
SkyPlaneGenParameters | mSkyPlaneGenParameters |
bool | mSkyBoxEnabled |
bool | mSkyBoxDrawFirst |
Quaternion | mSkyBoxOrientation |
SkyBoxGenParameters | mSkyBoxGenParameters |
bool | mSkyDomeEnabled |
bool | mSkyDomeDrawFirst |
Quaternion | mSkyDomeOrientation |
SkyDomeGenParameters | mSkyDomeGenParameters |
FogMode | mFogMode |
ColourValue | mFogColour |
Real | mFogStart |
Real | mFogEnd |
Real | mFogDensity |
SpecialCaseRenderQueueList | mSpecialCaseQueueList |
SpecialCaseRenderQueueMode | mSpecialCaseQueueMode |
uint8 | mWorldGeometryRenderQueue |
unsigned long | mLastFrameNumber |
Matrix4 | mTempXform [256] |
bool | mResetIdentityView |
bool | mResetIdentityProj |
CamVisibleObjectsMap | mCamVisibleObjectsMap |
ShadowCamLightMapping | mShadowCamLightMapping |
LightList | mLightsAffectingFrustum |
LightInfoList | mCachedLightInfos |
LightInfoList | mTestLightInfos |
ulong | mLightsDirtyCounter |
MovableObjectCollectionMap | mMovableObjectCollectionMap |
Pass * | mShadowCasterPlainBlackPass |
A pass designed to let us render shadow colour on white for texture shadows. | |
Pass * | mShadowReceiverPass |
A pass designed to let us render shadow receivers for texture shadows. | |
bool | mDisplayNodes |
AnimationList | mAnimationsList |
AnimationStateSet | mAnimationStates |
RenderQueueListenerList | mRenderQueueListeners |
ShadowListenerList | mShadowListeners |
bool | mShowBoundingBoxes |
Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. | |
AutoParamDataSource | mAutoParamDataSource |
Utility class for calculating automatic parameters for gpu programs. | |
ShadowTechnique | mShadowTechnique |
bool | mDebugShadows |
ColourValue | mShadowColour |
Pass * | mShadowDebugPass |
Pass * | mShadowStencilPass |
Pass * | mShadowModulativePass |
bool | mShadowMaterialInitDone |
HardwareIndexBufferSharedPtr | mShadowIndexBuffer |
size_t | mShadowIndexBufferSize |
Rectangle2D * | mFullScreenQuad |
Real | mShadowDirLightExtrudeDist |
IlluminationRenderStage | mIlluminationStage |
ShadowTextureConfigList | mShadowTextureConfigList |
bool | mShadowTextureConfigDirty |
ShadowTextureList | mShadowTextures |
TexturePtr | mNullShadowTexture |
ShadowTextureCameraList | mShadowTextureCameras |
Texture * | mCurrentShadowTexture |
bool | mShadowUseInfiniteFarPlane |
bool | mShadowCasterRenderBackFaces |
ShadowCameraSetupPtr | mDefaultShadowCameraSetup |
default shadow camera setup | |
ShadowCasterList | mShadowCasterList |
SphereSceneQuery * | mShadowCasterSphereQuery |
AxisAlignedBoxSceneQuery * | mShadowCasterAABBQuery |
Real | mShadowFarDist |
Real | mShadowFarDistSquared |
Real | mShadowTextureOffset |
Real | mShadowTextureFadeStart |
Real | mShadowTextureFadeEnd |
bool | mShadowTextureSelfShadow |
Pass * | mShadowTextureCustomCasterPass |
Pass * | mShadowTextureCustomReceiverPass |
String | mShadowTextureCustomCasterVertexProgram |
String | mShadowTextureCustomReceiverVertexProgram |
String | mShadowTextureCustomReceiverFragmentProgram |
GpuProgramParametersSharedPtr | mShadowTextureCustomCasterVPParams |
GpuProgramParametersSharedPtr | mShadowTextureCustomReceiverVPParams |
GpuProgramParametersSharedPtr | mShadowTextureCustomReceiverFPParams |
uint32 | mVisibilityMask |
Visibility mask used to show / hide objects. | |
bool | mFindVisibleObjects |
bool | mSuppressRenderStateChanges |
Suppress render state changes? | |
bool | mSuppressShadows |
Suppress shadows? | |
GpuProgramParametersSharedPtr | mInfiniteExtrusionParams |
GpuProgramParametersSharedPtr | mFiniteExtrusionParams |
ShadowCasterSceneQueryListener * | mShadowCasterQueryListener |
SceneMgrQueuedRenderableVisitor * | mActiveQueuedRenderableVisitor |
The active renderable visitor class - subclasses could override this. | |
SceneMgrQueuedRenderableVisitor | mDefaultQueuedRenderableVisitor |
Storage for default renderable visitor. | |
Friends | |
class | SceneMgrQueuedRenderableVisitor |
Allow visitor helper to access protected methods. |
Definition at line 54 of file OgreSceneManagerEnumerator.h.
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Definition at line 2090 of file OgreSceneManager.h. |
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Storage of animations, lookup by name.
Definition at line 522 of file OgreSceneManager.h. |
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Autotracking scene nodes.
Definition at line 335 of file OgreSceneManager.h. |
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Definition at line 2089 of file OgreSceneManager.h. |
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Definition at line 305 of file OgreSceneManager.h. |
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Visible objects bounding box list.
Definition at line 390 of file OgreSceneManager.h. |
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Definition at line 313 of file OgreSceneManager.h. |
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Definition at line 417 of file OgreSceneManager.h. |
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Definition at line 431 of file OgreSceneManager.h. |
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Definition at line 2569 of file OgreSceneManager.h. |
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Definition at line 424 of file OgreSceneManager.h. |
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Definition at line 536 of file OgreSceneManager.h. |
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Definition at line 316 of file OgreSceneManager.h. |
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ShadowCamera to light mapping.
Definition at line 394 of file OgreSceneManager.h. |
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Definition at line 655 of file OgreSceneManager.h. |
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Definition at line 539 of file OgreSceneManager.h. |
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Definition at line 600 of file OgreSceneManager.h. |
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Definition at line 371 of file OgreSceneManager.h. |
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Definition at line 311 of file OgreSceneManager.h. |
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Definition at line 491 of file OgreSceneManager.h. |
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Describes the stage of rendering when performing complex illumination.
Definition at line 246 of file OgreSceneManager.h. |
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Prefab shapes available without loading a model.
Definition at line 1080 of file OgreSceneManager.h. |
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Enumeration of the possible modes allowed for processing the special case render queue list.
Definition at line 260 of file OgreSceneManager.h. |
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Internal method for applying animations to scene nodes.
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Are render state changes suppressed?
Definition at line 2671 of file OgreSceneManager.h. |
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Are shadows suppressed?
Definition at line 2704 of file OgreSceneManager.h. |
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Internal method which parses the scene to find visible objects to render.
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Internal method for getting the combination between the global visibility mask and the per-viewport visibility mask.
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Get the list of lights which could be affecting the frustum.
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Advance method to gets the lights dirty counter.
Definition at line 958 of file OgreSceneManager.h. |
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Render something as if it came from the current queue.
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Internal method for notifying the manager that a SceneNode is autotracking.
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Advance method to increase the lights dirty counter due lights changed.
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Populate a light list with an ordered set of the lights which are closest to the position specified.
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Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome.
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Render the objects in a given queue group.
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Prompts the class to send its contents to the renderer.
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Sends visible objects found in _findVisibleObjects to the rendering engine.
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Notifies the scene manager of its destination render system.
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Internal method for setting up the renderstate for a rendering pass.
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Indicates to the SceneManager whether it should suppress changing the RenderSystem states when rendering objects.
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Indicates to the SceneManager whether it should suppress the active shadow rendering technique until told otherwise.
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Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.
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Registers a new RenderQueueListener which will be notified when render queues are processed.
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Add a shadow listener which will get called back on shadow events.
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Adds an item to the 'special case' render queue list.
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Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc. Cameras are not deleted at this stage since they are still referenced by viewports, which are not destroyed during this process. |
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Clears the 'special case' render queue list.
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Creates an AxisAlignedBoxSceneQuery for this scene manager.
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Creates an animation which can be used to animate scene nodes.
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Create an AnimationState object for managing application of animations.
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Create a BillboardChain, an object which you can use to render a linked chain of billboards.
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Creates a new BillboardSet for use with this scene manager.
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Creates a camera to be managed by this scene manager.
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Create an Entity (instance of a discrete mesh) from a range of prefab shapes.
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Create an Entity (instance of a discrete mesh).
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Creates a InstancedGeometry instance suitable for use with this SceneManager.
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Creates an IntersectionSceneQuery for this scene manager.
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Creates a light for use in the scene.
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Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface.
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Create a movable object of the type specified.
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Create a blank particle system.
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Creates a particle system based on a template.
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Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.
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Creates a RaySceneQuery for this scene manager.
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Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes.
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Creates an instance of a SceneNode with a given name.
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Creates an instance of a SceneNode.
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Creates a SphereSceneQuery for this scene manager.
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Creates a StaticGeometry instance suitable for use with this SceneManager.
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Internal method for turning a regular pass into a shadow caster pass.
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Internal method for turning a regular pass into a shadow receiver pass.
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Removes all animations created using this SceneManager.
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Removes all animation states created using this SceneManager.
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Removes & destroys all BillboardChains from the SceneManager.
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Removes & destroys all BillboardSets.
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Removes (and destroys) all cameras from the scene.
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Removes & destroys all Entities.
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Remove & destroy all InstancedGeometry instances.
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Removes and destroys all lights in the scene.
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Removes & destroys all ManualObjects from the SceneManager.
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Destroy all MovableObjects.
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Destroy all MovableObjects of a given type.
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Removes & destroys all ParticleSystems from the SceneManager.
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Removes & destroys all RibbonTrails from the SceneManager.
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Remove & destroy all StaticGeometry instances.
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Destroys an Animation.
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Destroys an AnimationState.
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Removes & destroys a BillboardChain from the SceneManager.
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Removes & destroys a BillboardChain from the SceneManager.
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Removes & destroys an BillboardSet from the SceneManager by name.
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Removes & destroys an BillboardSet from the SceneManager.
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Removes a camera from the scene.
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Removes a camera from the scene.
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Removes & destroys an Entity from the SceneManager by name.
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Removes & destroys an Entity from the SceneManager.
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Remove & destroy a InstancedGeometry instance.
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Remove & destroy a InstancedGeometry instance.
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Removes the light from the scene and destroys it based on a pointer.
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Removes the named light from the scene and destroys it.
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Removes & destroys a ManualObject from the SceneManager.
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Removes & destroys a ManualObject from the SceneManager.
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Destroys a MovableObject.
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Destroys a MovableObject with the name specified, of the type specified.
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Removes & destroys a ParticleSystem from the SceneManager.
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Removes & destroys a ParticleSystem from the SceneManager.
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Destroys a scene query of any type.
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Removes & destroys a RibbonTrail from the SceneManager.
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Removes & destroys a RibbonTrail from the SceneManager.
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Destroys a SceneNode with a given name.
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Internal method for destroying shadow textures (texture-based shadows).
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Remove & destroy a StaticGeometry instance.
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Remove & destroy a StaticGeometry instance.
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Internal method for creating shadow textures (texture-based shadows).
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Estimate the number of loading stages required to load the named world geometry.
Definition at line 1347 of file OgreSceneManager.h. |
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Estimate the number of loading stages required to load the named world geometry.
Definition at line 1333 of file OgreSceneManager.h. |
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Extract all injected MovableObjects of a given type.
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Extract a previously injected MovableObject.
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Extract a previously injected MovableObject.
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Internal method for locating a list of lights which could be affecting the frustum.
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Internal method for locating a list of shadow casters which could be affecting the frustum for a given light.
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Internal method for firing the queue end event, returns true if queue is to be repeated.
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Internal method for firing the queue start event, returns true if queue is to be skipped.
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Internal method for firing the pre caster texture shadows event.
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Internal method for firing the pre receiver texture shadows event.
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Internal method for firing the texture shadows updated event.
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Returns the ambient light level to be used for the scene.
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Looks up an Animation object previously created with createAnimation.
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Returns a specialised MapIterator over all animations in the scene.
Definition at line 2098 of file OgreSceneManager.h. |
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Retrieves animation state as previously created using createAnimationState.
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Returns a specialised MapIterator over all animation states in the scene.
Definition at line 2102 of file OgreSceneManager.h. |
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Retrieves a pointer to the named BillboardChain.
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Retrieves a pointer to the named BillboardSet.
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Retrieves a pointer to the named camera.
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Returns a specialised MapIterator over all cameras in the scene.
Definition at line 2094 of file OgreSceneManager.h. |
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Gets the current viewport being rendered (advanced use only, only valid during viewport update.
Definition at line 2741 of file OgreSceneManager.h. |
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Get the rendersystem subclass to which the output of this Scene Manager gets sent.
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Returns true if all scene nodes axis are to be displayed.
Definition at line 1800 of file OgreSceneManager.h. |
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Retrieves a pointer to the named Entity.
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Gets whether the SceneManager should search for visible objects, or whether they are being manually handled.
Definition at line 2639 of file OgreSceneManager.h. |
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Returns the fog colour for the scene.
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Returns the fog density for the scene.
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Returns the fog end distance for the scene.
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Returns the fog mode for the scene.
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Returns the fog start distance for the scene.
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Retrieve a previously created InstancedGeometry instance.
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Returns a pointer to the named Light which has previously been added to the scene.
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Retrieves a pointer to the named ManualObject.
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Get a reference to a previously created MovableObject.
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Gets the movable object collection for the given type name.
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Gets the movable object collection for the given type name.
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Get an iterator over all MovableObect instances of a given type.
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Return the instance name of this SceneManager.
Definition at line 843 of file OgreSceneManager.h. |
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Method for getting the value of an implementation-specific Scene Manager option.
Definition at line 1393 of file OgreSceneManager.h. |
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Method for getting all the implementation-specific options of the scene manager.
Definition at line 1427 of file OgreSceneManager.h. |
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Method for getting all possible values for a specific option. When this list is too large (i.e. the option expects, for example, a float), the return value will be true, but the list will contain just one element whose size will be set to 0. Otherwise, the list will be filled with all the possible values the option can accept.
Definition at line 1419 of file OgreSceneManager.h. |
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Retrieves a pointer to the named ParticleSystem.
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Gets the current visitor object which processes queued renderables.
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Retrieves the internal render queue, for advanced users only.
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Retrieves a pointer to the named RibbonTrail.
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Gets the SceneNode at the root of the scene hierarchy.
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Retrieves a named SceneNode from the scene graph.
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Get the shadow camera setup in use for all lights which don't have their own shadow camera setup.
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Returns the shadow caster AAB for a specific light-camera combination.
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Gets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces.
Definition at line 2412 of file OgreSceneManager.h. |
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Get the colour used to modulate areas in shadow.
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Gets the distance a shadow volume is extruded for a directional light.
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Gets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.
Definition at line 2316 of file OgreSceneManager.h. |
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Gets the maximum distance away from the camera that shadows will be visible.
Definition at line 2196 of file OgreSceneManager.h. |
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Get the size of the shadow index buffer.
Definition at line 2226 of file OgreSceneManager.h. |
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Gets the current shadow technique.
Definition at line 2141 of file OgreSceneManager.h. |
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Get a reference to the shadow texture currently in use at the given index.
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Get an iterator over the current shadow texture settings.
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Get the number of the textures allocated for texture based shadows.
Definition at line 2278 of file OgreSceneManager.h. |
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Gets whether or not texture shadows attempt to self-shadow.
Definition at line 2351 of file OgreSceneManager.h. |
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Returns if all bounding boxes of scene nodes are to be displayed.
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Are debug shadows shown?
Definition at line 2146 of file OgreSceneManager.h. |
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Get the parameters used to generate the current SkyBox, if any.
Definition at line 1615 of file OgreSceneManager.h. |
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Get the skybox node, if enabled.
Definition at line 1612 of file OgreSceneManager.h. |
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Get the parameters used to generate the current SkyDome, if any.
Definition at line 1686 of file OgreSceneManager.h. |
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Get the sky dome node, if enabled.
Definition at line 1683 of file OgreSceneManager.h. |
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Get the parameters used to construct the SkyPlane, if any *.
Definition at line 1560 of file OgreSceneManager.h. |
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Get the sky plane node, if enabled.
Definition at line 1557 of file OgreSceneManager.h. |
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Gets the way the special case render queue list is processed.
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Retrieve a previously created StaticGeometry instance.
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Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.
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Retrieve the type name of this scene manager.
Implements Ogre::SceneManager. |
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Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.
Definition at line 2621 of file OgreSceneManager.h. |
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Returns a visibility boundary box for a specific camera.
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Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with.
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Returns whether an animation with the given name exists.
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Returns whether an animation state with the given name exists.
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Returns whether a billboard chain with the given name exists.
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Returns whether a billboardset with the given name exists.
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Returns whether a camera with the given name exists.
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Returns whether an entity with the given name exists.
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Returns whether a light with the given name exists.
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Returns whether a manual object with the given name exists.
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Returns whether a movable object instance with the given name exists.
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Method for verifying wether the scene manager has an implementation-specific option.
Definition at line 1404 of file OgreSceneManager.h. |
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Returns whether a particle system with the given name exists.
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Returns whether a ribbon trail with the given name exists.
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Returns whether a scene node with the given name exists.
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Returns whether a static geometry instance with the given name exists.
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Internal method for initialising the render queue.
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Internal method for setting up materials for shadows.
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Inject a MovableObject instance created externally.
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Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode.
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Is there an additive shadowing technique in use?
Definition at line 2475 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_ADDITIVE. |
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Is the shadow technique integrated into primary materials?
Definition at line 2478 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_INTEGRATED. |
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Is there any shadowing technique in use?
Definition at line 2481 of file OgreSceneManager.h. References Ogre::SHADOWTYPE_NONE. |
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Is there a modulative shadowing technique in use?
Definition at line 2472 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_MODULATIVE. |
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Is there a stencil shadow based shadowing technique in use?
Definition at line 2466 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_STENCIL. |
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Is there a texture shadow based shadowing technique in use?
Definition at line 2469 of file OgreSceneManager.h. References Ogre::SHADOWDETAILTYPE_TEXTURE. |
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Return whether a skybox is enabled.
Definition at line 1609 of file OgreSceneManager.h. |
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Return whether a skydome is enabled.
Definition at line 1680 of file OgreSceneManager.h. |
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Return whether a key plane is enabled.
Definition at line 1554 of file OgreSceneManager.h. |
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Manual rendering method, for advanced users only.
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Internal method for preparing the render queue for use with each render.
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Internal method for preparing shadow textures ready for use in a regular render.
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Removes a listener previously added with addRenderQueueListener.
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Remove a shadow listener.
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Removes an item to the 'special case' render queue list.
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Render a group with the added complexity of additive stencil shadows.
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Render a group with additive texture shadows.
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Render a group in the ordinary way.
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Render a group with the added complexity of modulative stencil shadows.
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Render a group with the added complexity of modulative texture shadows.
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Render a set of objects, see renderSingleObject for param definitions.
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Render a set of shadow renderables.
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Internal method for rendering all the objects for a given light into the stencil buffer.
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Internal utility method for rendering a single object.
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Render a group rendering only shadow casters.
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Render a group rendering only shadow receivers.
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Render those objects in the transparent pass list which have shadow casting forced on.
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Internal method for rendering all objects using a custom queue sequence.
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Internal method for rendering all objects using the default queue sequence.
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Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection matrices.
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Sets the ambient light level to be used for the scene.
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Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene.
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Sets whether the SceneManager should search for visible objects, or whether they are being manually handled.
Definition at line 2634 of file OgreSceneManager.h. |
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Sets the fogging mode applied to the scene.
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Method for setting a specific option of the Scene Manager. These options are usually specific for a certain implemntation of the Scene Manager class, and may (and probably will) not exist across different implementations.
Definition at line 1378 of file OgreSceneManager.h. |
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Advanced method for supplying an alternative visitor, used for parsing the render queues and sending the results to the renderer.
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Set the shadow camera setup to use for all lights which don't have their own shadow camera setup.
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Sets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces.
Definition at line 2407 of file OgreSceneManager.h. |
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Set the colour used to modulate areas in shadow.
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Sets the distance a shadow volume is extruded for a directional light.
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Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.
Definition at line 2312 of file OgreSceneManager.h. |
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Sets the maximum distance away from the camera that shadows will be visible.
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Sets the maximum size of the index buffer used to render shadow primitives.
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Sets the general shadow technique to be used in this scene.
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Sets the default material to use for rendering shadow casters.
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Set the detailed configuration for a shadow texture.
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Set the detailed configuration for a shadow texture.
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Set the number of textures allocated for texture-based shadows.
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Sets the proportional distance at which texture shadows finish to fading out.
Definition at line 2333 of file OgreSceneManager.h. |
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Sets the proportional distance at which texture shadows begin to fade out.
Definition at line 2324 of file OgreSceneManager.h. |
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Set the pixel format of the textures used for texture-based shadows.
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Sets the default material to use for rendering shadow receivers.
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Sets whether or not texture shadows should attempt to self-shadow.
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Sets the size and count of textures used in texture-based shadows.
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Set the size of the texture used for all texture-based shadows.
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Sets whether we should use an inifinite camera far plane when rendering stencil shadows.
Definition at line 2462 of file OgreSceneManager.h. |
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Internal utility method for setting stencil state for rendering shadow volumes.
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Enables / disables the rendering of debug information for shadows.
Definition at line 2144 of file OgreSceneManager.h. |
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Enables / disables a 'sky box' i.e. a 6-sided box at constant distance from the camera representing the sky.
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Enables / disables a 'sky dome' i.e. an illusion of a curved sky.
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Enables / disables a 'sky plane' i.e. a plane at constant distance from the camera representing the sky.
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Sets the way the special case render queue list is processed.
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Internal method for setting the destination viewport for the next render.
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Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible.
Definition at line 2616 of file OgreSceneManager.h. |
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Sets the source of the 'world' geometry, i.e. the large, mainly static geometry making up the world e.g. rooms, landscape etc.
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Sets the source of the 'world' geometry, i.e. the large, mainly static geometry making up the world e.g. rooms, landscape etc.
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Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with.
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Allows all bounding boxes of scene nodes to be displayed.
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Update the state of the render queue group splitting based on a shadow option change.
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Update the state of the global render queue splitting based on a shadow option change.
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Internal method used by _renderSingleObject to deal with renderables which override the camera's own view / projection materices.
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Internal method to validate whether a Pass should be allowed to render.
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Internal method to validate whether a Renderable should be allowed to render.
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Allow visitor helper to access protected methods.
Definition at line 799 of file OgreSceneManager.h. |
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Query type mask which will be used for entities SceneQuery.
Definition at line 224 of file OgreSceneManager.h. |
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Query type mask which will be used for effects like billboardsets / particle systems SceneQuery.
Definition at line 226 of file OgreSceneManager.h. |
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Query type mask which will be used for lights SceneQuery.
Definition at line 230 of file OgreSceneManager.h. |
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The active renderable visitor class - subclasses could override this.
Definition at line 801 of file OgreSceneManager.h. |
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Current ambient light, cached for RenderSystem.
Definition at line 300 of file OgreSceneManager.h. |
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Definition at line 523 of file OgreSceneManager.h. |
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Definition at line 525 of file OgreSceneManager.h. |
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Utility class for calculating automatic parameters for gpu programs.
Definition at line 582 of file OgreSceneManager.h. |
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Definition at line 336 of file OgreSceneManager.h. |
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Definition at line 420 of file OgreSceneManager.h. |
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Camera in progress.
Definition at line 327 of file OgreSceneManager.h. |
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Central list of cameras - for easy memory management and lookup.
Definition at line 309 of file OgreSceneManager.h. |
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Definition at line 391 of file OgreSceneManager.h. |
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Definition at line 602 of file OgreSceneManager.h. |
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Current Viewport.
Definition at line 329 of file OgreSceneManager.h. |
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Definition at line 585 of file OgreSceneManager.h. |
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Storage for default renderable visitor.
Definition at line 803 of file OgreSceneManager.h. |
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default shadow camera setup
Definition at line 607 of file OgreSceneManager.h. |
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The rendering system to send the scene to.
Definition at line 303 of file OgreSceneManager.h. |
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Definition at line 519 of file OgreSceneManager.h. |
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Definition at line 676 of file OgreSceneManager.h. |
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Definition at line 685 of file OgreSceneManager.h. |
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Definition at line 366 of file OgreSceneManager.h. |
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Definition at line 369 of file OgreSceneManager.h. |
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Definition at line 368 of file OgreSceneManager.h. |
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Definition at line 365 of file OgreSceneManager.h. |
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Definition at line 367 of file OgreSceneManager.h. |
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Definition at line 593 of file OgreSceneManager.h. |
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Definition at line 595 of file OgreSceneManager.h. |
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Definition at line 684 of file OgreSceneManager.h. |
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Definition at line 314 of file OgreSceneManager.h. |
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Definition at line 376 of file OgreSceneManager.h. |
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Definition at line 419 of file OgreSceneManager.h. |
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Definition at line 422 of file OgreSceneManager.h. |
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Definition at line 432 of file OgreSceneManager.h. |
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Instance name.
Definition at line 294 of file OgreSceneManager.h. |
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Definition at line 599 of file OgreSceneManager.h. |
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Queue of objects for rendering.
Definition at line 297 of file OgreSceneManager.h. |
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Definition at line 537 of file OgreSceneManager.h. |
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Definition at line 379 of file OgreSceneManager.h. |
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Definition at line 378 of file OgreSceneManager.h. |
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Central list of SceneNodes - for easy memory management.
Definition at line 324 of file OgreSceneManager.h. |
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Root scene node.
Definition at line 332 of file OgreSceneManager.h. |
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Definition at line 395 of file OgreSceneManager.h. |
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Definition at line 658 of file OgreSceneManager.h. |
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Definition at line 656 of file OgreSceneManager.h. |
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A pass designed to let us render shadow colour on white for texture shadows.
Definition at line 452 of file OgreSceneManager.h. |
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Definition at line 719 of file OgreSceneManager.h. |
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Definition at line 604 of file OgreSceneManager.h. |
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Definition at line 657 of file OgreSceneManager.h. |
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Definition at line 586 of file OgreSceneManager.h. |
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Definition at line 587 of file OgreSceneManager.h. |
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Definition at line 594 of file OgreSceneManager.h. |
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Definition at line 659 of file OgreSceneManager.h. |
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Definition at line 660 of file OgreSceneManager.h. |
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Definition at line 591 of file OgreSceneManager.h. |
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Definition at line 592 of file OgreSceneManager.h. |
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Definition at line 540 of file OgreSceneManager.h. |
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Definition at line 590 of file OgreSceneManager.h. |
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Definition at line 589 of file OgreSceneManager.h. |
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A pass designed to let us render shadow receivers for texture shadows.
Definition at line 454 of file OgreSceneManager.h. |
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Definition at line 588 of file OgreSceneManager.h. |
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Definition at line 584 of file OgreSceneManager.h. |
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Definition at line 601 of file OgreSceneManager.h. |
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Definition at line 597 of file OgreSceneManager.h. |
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Definition at line 596 of file OgreSceneManager.h. |
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Definition at line 665 of file OgreSceneManager.h. |
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Definition at line 667 of file OgreSceneManager.h. |
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Definition at line 670 of file OgreSceneManager.h. |
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Definition at line 672 of file OgreSceneManager.h. |
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Definition at line 669 of file OgreSceneManager.h. |
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Definition at line 666 of file OgreSceneManager.h. |
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Definition at line 668 of file OgreSceneManager.h. |
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Definition at line 671 of file OgreSceneManager.h. |
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Definition at line 663 of file OgreSceneManager.h. |
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Definition at line 662 of file OgreSceneManager.h. |
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Definition at line 661 of file OgreSceneManager.h. |
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Definition at line 598 of file OgreSceneManager.h. |
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Definition at line 664 of file OgreSceneManager.h. |
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Definition at line 603 of file OgreSceneManager.h. |
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Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe.
Definition at line 556 of file OgreSceneManager.h. |
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Definition at line 355 of file OgreSceneManager.h. |
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Definition at line 354 of file OgreSceneManager.h. |
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Definition at line 342 of file OgreSceneManager.h. |
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Definition at line 357 of file OgreSceneManager.h. |
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Definition at line 346 of file OgreSceneManager.h. |
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Definition at line 356 of file OgreSceneManager.h. |
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Definition at line 360 of file OgreSceneManager.h. |
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Definition at line 359 of file OgreSceneManager.h. |
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Definition at line 341 of file OgreSceneManager.h. |
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Definition at line 362 of file OgreSceneManager.h. |
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Definition at line 345 of file OgreSceneManager.h. |
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Definition at line 361 of file OgreSceneManager.h. |
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Definition at line 351 of file OgreSceneManager.h. |
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Definition at line 350 of file OgreSceneManager.h. |
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Definition at line 349 of file OgreSceneManager.h. |
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Definition at line 340 of file OgreSceneManager.h. |
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Definition at line 352 of file OgreSceneManager.h. |
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Definition at line 344 of file OgreSceneManager.h. |
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Definition at line 372 of file OgreSceneManager.h. |
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Definition at line 373 of file OgreSceneManager.h. |
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Definition at line 312 of file OgreSceneManager.h. |
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Suppress render state changes?
Definition at line 679 of file OgreSceneManager.h. |
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Suppress shadows?
Definition at line 681 of file OgreSceneManager.h. |
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Definition at line 377 of file OgreSceneManager.h. |
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Definition at line 421 of file OgreSceneManager.h. |
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Visibility mask used to show / hide objects.
Definition at line 675 of file OgreSceneManager.h. |
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Definition at line 374 of file OgreSceneManager.h. |
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Query type mask which will be used for StaticGeometry SceneQuery.
Definition at line 228 of file OgreSceneManager.h. |
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User type mask limit.
Definition at line 232 of file OgreSceneManager.h. |
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Query type mask which will be used for world geometry SceneQuery.
Definition at line 222 of file OgreSceneManager.h. |
Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Mon Aug 20 13:55:51 2007