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| | NullEntity () |
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| | ~NullEntity () override |
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| const String & | getMovableType () const override |
| | Returns the type name of this object.
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| | MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId) |
| | Constructor.
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| | MovableObject (ObjectData *objectDataPtrs) |
| | Don't use this constructor unless you know what you're doing.
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| virtual | ~MovableObject () |
| | Virtual destructor - read Scott Meyers if you don't know why this is needed.
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| LightList * | _getLightList () |
| | Returns a pointer to the current list of lights for this object.
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| SceneManager * | _getManager () const |
| | Get the manager of this object, if any (internal use only)
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| ObjectData & | _getObjectData () |
| | Returns a direct access to the ObjectData state.
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| const Matrix4 & | _getParentNodeFullTransform () const |
| | Returns the full transformation of the parent sceneNode or the attachingPoint node.
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| virtual void | _notifyAttached (Node *parent) |
| | Internal method called to notify the object that it has been attached to a node.
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| void | _notifyManager (SceneManager *man) |
| | Notify the object of it's manager (internal use only)
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| virtual void | _notifyParentNodeMemoryChanged () |
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| virtual void | _notifyStaticDirty () const |
| | Called by SceneManager when it is telling we're a static MovableObject being dirty Don't call this directly.
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| virtual void | _releaseManualHardwareResources () |
| | Notifies the movable object that hardware resources were lost.
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| virtual void | _restoreManualHardwareResources () |
| | Notifies the movable object that hardware resources should be restored.
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| virtual void | _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera) |
| | Internal method by which the movable object must add Renderable subclass instances to the rendering queue.
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| void | addQueryFlags (uint32 flags) |
| | As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.
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| void | addVisibilityFlags (uint32 flags) |
| | As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.
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| void | detachFromParent () |
| | Detaches an object from a parent SceneNode if attached.
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| RealAsUint | getCachedDistanceToCamera () const |
| | Returns the distance to camera as calculated in cullFrustum()
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| Real | getCachedDistanceToCameraAsReal () const |
| | Returns the distance to camera as calculated in cullFrustum()
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| bool | getCastShadows () const |
| | Returns whether shadow casting is enabled for this object.
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| unsigned char | getCurrentMeshLod () const |
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| uint32 | getLightMask () const |
| | Get a bitwise mask which will filter the lights affecting this object.
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| Listener * | getListener () const |
| | Gets the current listener for this object.
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| Aabb | getLocalAabb () const |
| | Retrieves the local axis-aligned bounding box for this object.
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| float | getLocalRadius () const |
| | See getLocalAabb and getWorldRadius.
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| const String & | getName () const |
| | Returns the name of this object.
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| Node * | getParentNode () const |
| | Returns the node to which this object is attached.
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| SceneNode * | getParentSceneNode () const |
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| uint32 | getQueryFlags () const |
| | Returns the query flags relevant for this object.
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| Real | getRenderingDistance () const |
| | Gets the distance at which batches are no longer rendered.
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| Real | getRenderingMinPixelSize () const |
| | Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.
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| uint8 | getRenderQueueGroup () const |
| | Gets the queue group for this entity, see setRenderQueueGroup for full details.
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| Real | getShadowRenderingDistance () const |
| | Gets the distance at which batches are no longer casting shadows.
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| SkeletonInstance * | getSkeletonInstance () const |
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| UserObjectBindings & | getUserObjectBindings () |
| | Return an instance of user objects binding associated with this class.
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| const UserObjectBindings & | getUserObjectBindings () const |
| | Return an instance of user objects binding associated with this class.
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| uint32 | getVisibilityFlags () const |
| | Returns the visibility flags relevant for this object.
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| bool | getVisible () const |
| | Gets this object whether to be visible or not, if it has a renderable component.
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| Aabb | getWorldAabb () const |
| | Gets the axis aligned box in world space.
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| Aabb | getWorldAabbUpdated () |
| | Gets the axis aligned box in world space.
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| float | getWorldRadius () const |
| | Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ).
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| float | getWorldRadiusUpdated () |
| | Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ).
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| virtual void | instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags) |
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| bool | isAttached () const |
| | Returns true if this object is attached to a Node.
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| bool | isStatic () const |
| | Checks whether this MovableObject is static.
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| bool | isVisible () const |
| | Returns whether or not this object is supposed to be visible or not.
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| const LightList & | queryLights () const |
| | Gets a list of lights, ordered relative to how close they are to this movable object.
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| void | removeQueryFlags (uint32 flags) |
| | As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.
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| void | removeVisibilityFlags (uint32 flags) |
| | As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.
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| void | setCastShadows (bool enabled) |
| | Sets whether or not this object will cast shadows.
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| void | setLightMask (uint32 lightMask) |
| | Set a bitwise mask which will filter the lights affecting this object.
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| void | setListener (Listener *listener) |
| | Sets a listener for this object.
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| void | setLocalAabb (const Aabb box) |
| | Sets the local axis-aligned bounding box for this object.
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| void | setName (const String &name) |
| | Sets a custom name for this node.
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| void | setQueryFlags (uint32 flags) |
| | Sets the query flags for this object.
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| void | setRenderingDistance (Real dist) |
| | Sets the distance at which the object is no longer rendered.
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| void | setRenderingMinPixelSize (Real pixelSize) |
| | Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.
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| virtual void | setRenderQueueGroup (uint8 queueID) |
| | Sets the render queue group this entity will be rendered through.
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| void | setShadowRenderingDistance (Real dist) |
| | Sets the distance at which the object is no longer casting shadows.
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| bool | setStatic (bool bStatic) |
| | Turns this Node into static or dynamic.
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| void | setVisibilityFlags (uint32 flags) |
| | Sets the visibility flags for this object.
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| void | setVisible (bool visible) |
| | Tells this object whether to be visible or not, if it has a renderable component.
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| | AnimableObject () |
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| virtual | ~AnimableObject () |
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| virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| | Create a reference-counted AnimableValuePtr for the named value.
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| const StringVector & | getAnimableValueNames () const |
| | Gets a list of animable value names for this object.
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| | IdObject (IdType id) |
| | We don't call generateNewId() here, to prevent objects in the stack (i.e.
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| IdType | getId () const |
| | Get the unique id of this object.
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| bool | operator() (const IdObject &left, const IdObject &right) |
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| bool | operator() (const IdObject *left, const IdObject *right) |
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| typedef FastArray< MovableObject * > | MovableObjectArray |
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| static void | buildLightList (const size_t numNodes, ObjectData t, const LightListInfo &globalLightList) |
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| static void | calculateCastersBox (const size_t numNodes, ObjectData t, uint32 sceneVisibilityFlags, AxisAlignedBox *outBox) |
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| static void | cullFrustum (const size_t numNodes, ObjectData t, const Camera *frustum, uint32 sceneVisibilityFlags, MovableObjectArray &outCulledObjects, const Camera *lodCamera) |
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| static void | cullLights (const size_t numNodes, ObjectData t, uint32 sceneLightMask, LightListInfo &outGlobalLightList, const FrustumVec &frustums, const FrustumVec &cubemapFrustums) |
| | See SceneManager::cullLights & see MovableObject::cullFrustum.
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| static uint32 | getDefaultLightMask () |
| | Get the default light mask for all future MovableObject instances.
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| static uint32 | getDefaultQueryFlags () |
| | Get the default query flags for all future MovableObject instances.
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| static uint32 | getDefaultVisibilityFlags () |
| | Get the default visibility flags for all future MovableObject instances.
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| static void | setDefaultLightMask (uint32 mask) |
| | Set the default light mask for all future MovableObject instances.
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| static void | setDefaultQueryFlags (uint32 flags) |
| | Set the default query flags for all future MovableObject instances.
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| static void | setDefaultVisibilityFlags (uint32 flags) |
| | Set the default visibility flags for all future MovableObject instances.
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| static void | updateAllBounds (const size_t numNodes, ObjectData t) |
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| size_t | mGlobalIndex |
| | Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks).
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| size_t | mParentIndex |
| | Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks).
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| RenderableArray | mRenderables |
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| static const FastArray< Real > | c_DefaultLodMesh |
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