OGRE: Ogre::ManualObject Class Reference - OGRE Documentation

# Ogre::ManualObject Class Reference

Class providing a much simplified interface to generating manual objects with custom geometry. More...

`#include <OgreManualObject.h>`

Inheritance diagram for Ogre::ManualObject:

[legend]

List of all members.

## Public Types
typedef std::vector < ManualObjectSection * > | SectionList
typedef std::vector < ShadowRenderable * > | ShadowRenderableList
typedef VectorIterator < ShadowRenderableList > | ShadowRenderableListIterator
## Public Member Functions
| ManualObject (const String &name)
virtual | ~ManualObject ()
virtual void | clear (void)
| Completely clear the contents of the object.
virtual void | estimateVertexCount (size_t vcount)
| Estimate the number of vertices ahead of time.
virtual void | estimateIndexCount (size_t icount)
| Estimate the number of indices ahead of time.
virtual void | begin (const String &materialName, RenderOperation::OperationType opType=RenderOperation::OT_TRIANGLE_LIST)
| Start defining a part of the object.
virtual void | setDynamic (bool dyn)
| Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that.
virtual bool | getDynamic () const
| Gets whether this object is marked as dynamic.
virtual void | beginUpdate (size_t sectionIndex)
| Start the definition of an update to a part of the object.
virtual void | position (const Vector3 &pos)
| Add a vertex position, starting a new vertex at the same time.
virtual void | position (Real x, Real y, Real z)
| Add a vertex position, starting a new vertex at the same time. Remarks: A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().
virtual void | normal (const Vector3 &norm)
| Add a vertex normal to the current vertex.
virtual void | normal (Real x, Real y, Real z)
| Add a vertex normal to the current vertex. Remarks: Vertex normals are most often used for dynamic lighting, and their components should be normalised.
virtual void | textureCoord (Real u)
| Add a texture coordinate to the current vertex.
virtual void | textureCoord (Real u, Real v)
| Add a texture coordinate to the current vertex. Remarks: You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.
virtual void | textureCoord (Real u, Real v, Real w)
| Add a texture coordinate to the current vertex. Remarks: You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.
virtual void | textureCoord (Real x, Real y, Real z, Real w)
| Add a texture coordinate to the current vertex. Remarks: You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.
virtual void | textureCoord (const Vector2 &uv)
| Add a texture coordinate to the current vertex. Remarks: You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.
virtual void | textureCoord (const Vector3 &uvw)
| Add a texture coordinate to the current vertex. Remarks: You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.
virtual void | textureCoord (const Vector4 &xyzw)
| Add a texture coordinate to the current vertex. Remarks: You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.
virtual void | colour (const ColourValue &col)
| Add a vertex colour to a vertex.
virtual void | colour (Real r, Real g, Real b, Real a=1.0f)
| Add a vertex colour to a vertex.
virtual void | index (uint32 idx)
| Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices.
virtual void | triangle (uint32 i1, uint32 i2, uint32 i3)
| Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.
virtual void | quad (uint32 i1, uint32 i2, uint32 i3, uint32 i4)
| Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice.
virtual ManualObjectSection * | end (void)
| Finish defining the object and compile the final renderable version.
virtual void | setMaterialName (size_t subindex, const String &name)
| Alter the material for a subsection of this object after it has been specified.
virtual MeshPtr | convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
| Convert this object to a Mesh.
void | setUseIdentityProjection (bool useIdentityProjection)
| Sets whether or not to use an 'identity' projection.
bool | getUseIdentityProjection (void) const
| Returns whether or not to use an 'identity' projection.
void | setUseIdentityView (bool useIdentityView)
| Sets whether or not to use an 'identity' view.
bool | getUseIdentityView (void) const
| Returns whether or not to use an 'identity' view.
void | setBoundingBox (const AxisAlignedBox &box)
| Sets the bounding box.
ManualObjectSection * | getSection (unsigned int index) const
| Gets a pointer to a ManualObjectSection, i.e.
unsigned int | getNumSections (void) const
| Retrieves the number of ManualObjectSection objects making up this ManualObject.
void | setKeepDeclarationOrder (bool keepOrder)
| Sets whether or not to keep the original declaration order when queuing the renderables.
bool | getKeepDeclarationOrder () const
| Gets whether or not the declaration order is to be kept or not.
const String & | getMovableType (void) const
| Returns the type name of this object. .
const AxisAlignedBox & | getBoundingBox (void) const
| Retrieves the local axis-aligned bounding box for this object. Remarks: This bounding box is in local coordinates. .
Real | getBoundingRadius (void) const
| Retrieves the radius of the origin-centered bounding sphere for this object. .
void | _updateRenderQueue (RenderQueue *queue)
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. Remarks: The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering. .
EdgeData * | getEdgeList (void)
| Implement this method to enable stencil shadows.
bool | hasEdgeList (void)
| Overridden member from ShadowCaster.
ShadowRenderableListIterator | getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDist, unsigned long flags=0)
| Implement this method to enable stencil shadows.
void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false)
  | Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. Parameters:
  | visitor | Pointer to a class implementing the Renderable::Visitor interface which will be called back for each Renderable which will be queued. Bear in mind that the state of the Renderable instances may not be finalised depending on when you call this.
  | debugRenderables | If false, only regular renderables will be visited (those for normal display). If true, debug renderables will be included too.
virtual void | _notifyCreator (MovableObjectFactory *fact)
| Notify the object of it's creator (internal use only).
virtual MovableObjectFactory * | _getCreator (void) const
| Get the creator of this object, if any (internal use only).
virtual void | _notifyManager (SceneManager *man)
| Notify the object of it's manager (internal use only).
virtual SceneManager * | _getManager (void) const
| Get the manager of this object, if any (internal use only).
virtual const String & | getName (void) const
| Returns the name of this object.
virtual Node * | getParentNode (void) const
| Returns the node to which this object is attached.
virtual SceneNode * | getParentSceneNode (void) const
| Returns the scene node to which this object is attached.
virtual void | _notifyAttached (Node *parent, bool isTagPoint=false)
| Internal method called to notify the object that it has been attached to a node.
virtual bool | isAttached (void) const
| Returns true if this object is attached to a SceneNode or TagPoint.
virtual void | detatchFromParent (void)
| Detaches an object from a parent SceneNode or TagPoint, if attached.
virtual bool | isInScene (void) const
| Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph.
virtual void | _notifyMoved (void)
| Internal method called to notify the object that it has been moved.
virtual void | _notifyCurrentCamera (Camera *cam)
| Internal method to notify the object of the camera to be used for the next rendering operation.
virtual const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const
| Retrieves the axis-aligned bounding box for this object in world coordinates.
virtual const Sphere & | getWorldBoundingSphere (bool derive=false) const
| Retrieves the worldspace bounding sphere for this object.
virtual void | setVisible (bool visible)
| Tells this object whether to be visible or not, if it has a renderable component.
virtual bool | getVisible (void) const
| Gets this object whether to be visible or not, if it has a renderable component.
virtual bool | isVisible (void) const
| Returns whether or not this object is supposed to be visible or not.
virtual void | setRenderingDistance (Real dist)
| Sets the distance at which the object is no longer rendered.
virtual Real | getRenderingDistance (void) const
| Gets the distance at which batches are no longer rendered.
virtual void | setUserObject (UserDefinedObject *obj)
| Call this to associate your own custom user object instance with this MovableObject.
virtual UserDefinedObject * | getUserObject (void)
| Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject.
virtual void | setUserAny (const Any &anything)
| Sets any kind of user value on this object.
virtual const Any & | getUserAny (void) const
| Retrieves the custom user value associated with this object.
virtual void | setRenderQueueGroup (uint8 queueID)
| Sets the render queue group this entity will be rendered through.
virtual uint8 | getRenderQueueGroup (void) const
| Gets the queue group for this entity, see setRenderQueueGroup for full details.
virtual const Matrix4 & | _getParentNodeFullTransform (void) const
| return the full transformation of the parent sceneNode or the attachingPoint node
virtual void | setQueryFlags (uint32 flags)
| Sets the query flags for this object.
virtual void | addQueryFlags (uint32 flags)
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.
virtual void | removeQueryFlags (unsigned long flags)
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.
virtual uint32 | getQueryFlags (void) const
| Returns the query flags relevant for this object.
virtual void | setVisibilityFlags (uint32 flags)
| Sets the visiblity flags for this object.
virtual void | addVisibilityFlags (uint32 flags)
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.
virtual void | removeVisibilityFlags (uint32 flags)
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.
virtual uint32 | getVisibilityFlags (void) const
| Returns the visibility flags relevant for this object.
virtual void | setListener (Listener *listener)
| Sets a listener for this object.
virtual Listener * | getListener (void) const
| Gets the current listener for this object.
virtual const LightList & | queryLights (void) const
| Gets a list of lights, ordered relative to how close they are to this movable object.
virtual LightList * | _getLightList ()
| Returns a pointer to the current list of lights for this object.
const AxisAlignedBox & | getLightCapBounds (void) const
| Overridden member from ShadowCaster.
const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
| Overridden member from ShadowCaster.
void | setCastShadows (bool enabled)
| Sets whether or not this object will cast shadows.
bool | getCastShadows (void) const
| Returns whether shadow casting is enabled for this object.
Real | getPointExtrusionDistance (const Light *l) const
| Get the distance to extrude for a point/spot light.
virtual uint32 | getTypeFlags (void) const
| Get the 'type flags' for this MovableObject.
virtual void | setDebugDisplayEnabled (bool enabled)
| Sets whether or not the debug display of this object is enabled.
virtual bool | isDebugDisplayEnabled (void) const
| Gets whether debug display of this object is enabled.
const StringVector & | getAnimableValueNames (void) const
| Gets a list of animable value names for this object.
virtual AnimableValuePtr | createAnimableValue (const String &valueName)
| Create a reference-counted AnimableValuePtr for the named value.
void * | operator new (size_t sz, const char *file, int line, const char *func)
| operator new, with debug line info
void * | operator new (size_t sz)
void * | operator new (size_t sz, void *ptr)
| placement operator new
void * | operator new[] (size_t sz, const char *file, int line, const char *func)
| array operator new, with debug line info
void * | operator new[] (size_t sz)
void | operator delete (void *ptr)
void | operator delete (void *ptr, void *)
void | operator delete (void *ptr, const char *, int, const char *)
void | operator delete[] (void *ptr)
void | operator delete[] (void *ptr, const char *, int, const char *)
## Static Public Member Functions
static void | setDefaultQueryFlags (uint32 flags)
| Set the default query flags for all future MovableObject instances.
static uint32 | getDefaultQueryFlags ()
| Get the default query flags for all future MovableObject instances.
static void | setDefaultVisibilityFlags (uint32 flags)
| Set the default visibility flags for all future MovableObject instances.
static uint32 | getDefaultVisibilityFlags ()
| Get the default visibility flags for all future MovableObject instances.
static void | extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
| Utility method for extruding vertices based on a light.
## Protected Types
typedef std::map< String, StringVector > | AnimableDictionaryMap
## Protected Member Functions
virtual void | resetTempAreas (void)
| Delete temp buffers and reset init counts.
virtual void | resizeTempVertexBufferIfNeeded (size_t numVerts)
| Resize the temp vertex buffer?
virtual void | resizeTempIndexBufferIfNeeded (size_t numInds)
| Resize the temp index buffer?
virtual void | copyTempVertexToBuffer (void)
| Copy current temp vertex into buffer.
Real | getExtrusionDistance (const Vector3 &objectPos, const Light *light) const
| Helper method for calculating extrusion distance.
virtual void | updateEdgeListLightFacing (EdgeData *edgeData, const Vector4 &lightPos)
| Tells the caster to perform the tasks necessary to update the edge data's light listing.
virtual void | generateShadowVolume (EdgeData *edgeData, const HardwareIndexBufferSharedPtr &indexBuffer, const Light *light, ShadowRenderableList &shadowRenderables, unsigned long flags)
| Generates the indexes required to render a shadow volume into the index buffer which is passed in, and updates shadow renderables to use it.
virtual void | extrudeBounds (AxisAlignedBox &box, const Vector4 &lightPos, Real extrudeDist) const
| Utility method for extruding a bounding box.
virtual const String & | getAnimableDictionaryName (void) const
| Get the name of the animable dictionary for this class.
void | createAnimableDictionary (void) const
| Internal method for creating a dictionary of animable value names for the class, if it does not already exist.
StringVector & | _getAnimableValueNames (void)
| Get an updateable reference to animable value list.
virtual void | initialiseAnimableDictionary (StringVector &) const
| Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.
## Protected Attributes
bool | mDynamic
| Dynamic?
SectionList | mSectionList
| List of subsections.
ManualObjectSection * | mCurrentSection
| Current section.
bool | mCurrentUpdating
| Are we updating?
TempVertex | mTempVertex
| Temp storage.
bool | mFirstVertex
| First vertex indicator.
bool | mTempVertexPending
| Temp vertex data to copy?
char * | mTempVertexBuffer
| System-memory buffer whilst we establish the size required.
size_t | mTempVertexSize
| System memory allocation size, in bytes.
uint32 * | mTempIndexBuffer
| System-memory buffer whilst we establish the size required.
size_t | mTempIndexSize
| System memory allocation size, in bytes.
size_t | mDeclSize
| Current declaration vertex size.
size_t | mEstVertexCount
| Estimated vertex count.
size_t | mEstIndexCount
| Estimated index count.
ushort | mTexCoordIndex
| Current texture coordinate.
AxisAlignedBox | mAABB
| Bounding box.
Real | mRadius
| Bounding sphere.
bool | mAnyIndexed
| Any indexed geometry on any sections?
EdgeData * | mEdgeList
| Edge list, used if stencil shadow casting is enabled.
ShadowRenderableList | mShadowRenderables
| List of shadow renderables.
bool | mUseIdentityProjection
| Whether to use identity projection for sections.
bool | mUseIdentityView
| Whether to use identity view for sections.
bool | mKeepDeclarationOrder
| Keep declaration order or let the queue optimize it.
String | mName
| Name of this object.
MovableObjectFactory * | mCreator
| Creator of this object (if created by a factory).
SceneManager * | mManager
| SceneManager holding this object (if applicable).
Node * | mParentNode
| node to which this object is attached
bool | mParentIsTagPoint
bool | mVisible
| Is this object visible?
bool | mDebugDisplay
| Is debug display enabled?
Real | mUpperDistance
| Upper distance to still render.
Real | mSquaredUpperDistance
bool | mBeyondFarDistance
| Hidden because of distance?
Any | mUserAny
| User defined link to another object / value / whatever.
uint8 | mRenderQueueID
| The render queue to use when rendering this object.
bool | mRenderQueueIDSet
| Flags whether the RenderQueue's default should be used.
uint32 | mQueryFlags
| Flags determining whether this object is included / excluded from scene queries.
uint32 | mVisibilityFlags
| Flags determining whether this object is visible (compared to SceneManager mask).
AxisAlignedBox | mWorldAABB
| Cached world AABB of this object.
Sphere | mWorldBoundingSphere
AxisAlignedBox | mWorldDarkCapBounds
| World space AABB of this object's dark cap.
bool | mCastShadows
| Does this object cast shadows?
bool | mRenderingDisabled
| Does rendering this object disabled by listener?
Listener * | mListener
| MovableObject listener - only one allowed (no list) for size & performance reasons. */.
LightList | mLightList
| List of lights for this object.
ulong | mLightListUpdated
| The last frame that this light list was updated in.
## Static Protected Attributes
static uint32 | msDefaultQueryFlags
| Default query flags.
static uint32 | msDefaultVisibilityFlags
| Default visibility flags.
static AnimableDictionaryMap | msAnimableDictionary
| Static map of class name to list of animable value names.
## Classes
class | ManualObjectSection
| Built, renderable section of geometry. More...
class | ManualObjectSectionShadowRenderable
| Nested class to allow shadows. More...
struct | TempVertex
| Temporary vertex structure. More...

## Detailed Description

Class providing a much simplified interface to generating manual objects with custom geometry.

Remarks:
  Building one-off geometry objects manually usually requires getting down and dirty with the vertex buffer and vertex declaration API, which some people find a steep learning curve. This class gives you a simpler interface specifically for the purpose of building a 3D object simply and quickly. Note that if you intend to instance your object you will still need to become familiar with the Mesh class.

  This class draws heavily on the interface for OpenGL immediate-mode (glBegin, glVertex, glNormal etc), since this is generally well-liked by people. There are a couple of differences in the results though - internally this class still builds hardware buffers which can be re-used, so you can render the resulting object multiple times without re-issuing all the same commands again. Secondly, the rendering is not immediate, it is still queued just like all OGRE objects. This makes this object more efficient than the equivalent GL immediate-mode commands, so it's feasible to use it for large objects if you really want to.

  To construct some geometry with this object:
  1. If you know roughly how many vertices (and indices, if you use them) you're going to submit, call estimateVertexCount and estimateIndexCount. This is not essential but will make the process more efficient by saving memory reallocations.
  2. Call begin() to begin entering data
  3. For each vertex, call position(), normal(), textureCoord(), colour() to define your vertex data. Note that each time you call position() you start a new vertex. Note that the first vertex defines the components of the vertex - you can't add more after that. For example if you didn't call normal() in the first vertex, you cannot call it in any others. You ought to call the same combination of methods per vertex.
  4. If you want to define triangles (or lines/points) by indexing into the vertex list, you can call index() as many times as you need to define them. If you don't do this, the class will assume you want triangles drawn directly as defined by the vertex list, i.e. non-indexed geometry. Note that stencil shadows are only supported on indexed geometry, and that indexed geometry is a little faster; so you should try to use it.
  5. Call end() to finish entering data.
  6. Optionally repeat the begin-end cycle if you want more geometry using different rendering operation types, or different materials After calling end(), the class will organise the data for that section internally and make it ready to render with. Like any other MovableObject you should attach the object to a SceneNode to make it visible. Other aspects like the relative render order can be controlled using standard MovableObject methods like setRenderQueueGroup.

  You can also use beginUpdate() to alter the geometry later on if you wish. If you do this, you should call setDynamic(true) before your first call to begin(), and also consider using estimateVertexCount / estimateIndexCount if your geometry is going to be growing, to avoid buffer recreation during growth.

  Note that like all OGRE geometry, triangles should be specified in anti-clockwise winding order (whether you're doing it with just vertices, or using indexes too). That is to say that the front of the face is the one where the vertices are listed in anti-clockwise order.

Definition at line 101 of file OgreManualObject.h.

## Member Typedef Documentation

typedef std::vector<ManualObjectSection*> Ogre::ManualObject::SectionList

Definition at line 443 of file OgreManualObject.h.

typedef std::vector<ShadowRenderable*> Ogre::ShadowCaster::ShadowRenderableList`[inherited]`

Definition at line 123 of file OgreShadowCaster.h.

typedef VectorIterator<ShadowRenderableList> Ogre::ShadowCaster::ShadowRenderableListIterator`[inherited]`

Definition at line 124 of file OgreShadowCaster.h.

typedef std::map<String, StringVector> Ogre::AnimableObject::AnimableDictionaryMap`[protected, inherited]`

Definition at line 234 of file OgreAnimable.h.

## Constructor & Destructor Documentation

Ogre::ManualObject::ManualObject | ( | const String & | name | ) |

virtual Ogre::ManualObject::~ManualObject | ( |  | ) | `[virtual]`

## Member Function Documentation

virtual void Ogre::ManualObject::clear | ( | void |  | ) | `[virtual]`

Completely clear the contents of the object.

Remarks:
  Clearing the contents of this object and rebuilding from scratch is not the optimal way to manage dynamic vertex data, since the buffers are recreated. If you want to keep the same structure but update the content within that structure, use beginUpdate() instead of clear() begin(). However if you do want to modify the structure from time to time you can do so by clearing and re-specifying the data.

virtual void Ogre::ManualObject::estimateVertexCount | ( | size_t | vcount | ) | `[virtual]`

Estimate the number of vertices ahead of time.

Remarks:
  Calling this helps to avoid memory reallocation when you define vertices. Also very handy when using beginUpdate() to manage dynamic data - you can make the vertex buffers a little larger than their initial needs to allow for growth later with this method.

virtual void Ogre::ManualObject::estimateIndexCount | ( | size_t | icount | ) | `[virtual]`

Estimate the number of indices ahead of time.

Remarks:
  Calling this helps to avoid memory reallocation when you define indices. Also very handy when using beginUpdate() to manage dynamic data - you can make the index buffer a little larger than the initial need to allow for growth later with this method.

virtual void Ogre::ManualObject::begin | ( | const String & | materialName,
|  | RenderOperation::OperationType | opType = `RenderOperation::OT_TRIANGLE_LIST` |
| ) |  |  | `[virtual]`

Start defining a part of the object.

Remarks:
  Each time you call this method, you start a new section of the object with its own material and potentially its own type of rendering operation (triangles, points or lines for example).

Parameters:

  | materialName | The name of the material to render this part of the object with.
  | opType | The type of operation to use to render.

virtual void Ogre::ManualObject::setDynamic | ( | bool | dyn | ) | `[virtual]`

Use before defining geometry to indicate that you intend to update the geometry regularly and want the internal structure to reflect that.

Definition at line 154 of file OgreManualObject.h.

virtual bool Ogre::ManualObject::getDynamic | ( |  | ) | const`[virtual]`

Gets whether this object is marked as dynamic.

Definition at line 156 of file OgreManualObject.h.

virtual void Ogre::ManualObject::beginUpdate | ( | size_t | sectionIndex | ) | `[virtual]`

Start the definition of an update to a part of the object.

Remarks:
  Using this method, you can update an existing section of the object efficiently. You do not have the option of changing the operation type obviously, since it must match the one that was used before.

Note:
  If your sections are changing size, particularly growing, use estimateVertexCount and estimateIndexCount to pre-size the buffers a little larger than the initial needs to avoid buffer reconstruction.

Parameters:

  | sectionIndex | The index of the section you want to update. The first call to begin() would have created section 0, the second section 1, etc.

virtual void Ogre::ManualObject::position | ( | const Vector3 & | pos | ) | `[virtual]`

Add a vertex position, starting a new vertex at the same time.

Remarks:
  A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

virtual void Ogre::ManualObject::position | ( | Real | x,
|  | Real | y,
|  | Real | z |
| ) |  |  | `[virtual]`

Add a vertex position, starting a new vertex at the same time.

Remarks:
  A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

virtual void Ogre::ManualObject::normal | ( | const Vector3 & | norm | ) | `[virtual]`

Add a vertex normal to the current vertex.

Remarks:
  Vertex normals are most often used for dynamic lighting, and their components should be normalised.

virtual void Ogre::ManualObject::normal | ( | Real | x,
|  | Real | y,
|  | Real | z |
| ) |  |  | `[virtual]`

Add a vertex normal to the current vertex.

Remarks:
  Vertex normals are most often used for dynamic lighting, and their components should be normalised.

virtual void Ogre::ManualObject::textureCoord | ( | Real | u | ) | `[virtual]`

Add a texture coordinate to the current vertex.

Remarks:
  You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord | ( | Real | u,
|  | Real | v |
| ) |  |  | `[virtual]`

Add a texture coordinate to the current vertex.

Remarks:
  You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord | ( | Real | u,
|  | Real | v,
|  | Real | w |
| ) |  |  | `[virtual]`

Add a texture coordinate to the current vertex.

Remarks:
  You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord | ( | Real | x,
|  | Real | y,
|  | Real | z,
|  | Real | w |
| ) |  |  | `[virtual]`

Add a texture coordinate to the current vertex.

Remarks:
  You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord | ( | const Vector2 & | uv | ) | `[virtual]`

Add a texture coordinate to the current vertex.

Remarks:
  You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord | ( | const Vector3 & | uvw | ) | `[virtual]`

Add a texture coordinate to the current vertex.

Remarks:
  You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::textureCoord | ( | const Vector4 & | xyzw | ) | `[virtual]`

Add a texture coordinate to the current vertex.

Remarks:
  You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

virtual void Ogre::ManualObject::colour | ( | const ColourValue & | col | ) | `[virtual]`

Add a vertex colour to a vertex.

virtual void Ogre::ManualObject::colour | ( | Real | r,
|  | Real | g,
|  | Real | b,
|  | Real | a = `1.0f` |
| ) |  |  | `[virtual]`

Add a vertex colour to a vertex.

Parameters:

  | r,g,b,a | Colour components expressed as floating point numbers from 0-1

virtual void Ogre::ManualObject::index | ( | uint32 | idx | ) | `[virtual]`

Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list of vertices.

Remarks:
  You will have to call this 3 times for each face for a triangle list, or use the alternative 3-parameter version. Other operation types require different numbers of indexes,

See also:
  RenderOperation::OperationType.

Note:
  32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.

Parameters:

  | idx | A vertex index from 0 to 4294967295.

virtual void Ogre::ManualObject::triangle | ( | uint32 | i1,
|  | uint32 | i2,
|  | uint32 | i3 |
| ) |  |  | `[virtual]`

Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.

It is only valid for triangle lists.

Note:
  32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.

Parameters:

  | i1,i2,i3 | 3 vertex indices from 0 to 4294967295 defining a face.

virtual void Ogre::ManualObject::quad | ( | uint32 | i1,
|  | uint32 | i2,
|  | uint32 | i3,
|  | uint32 | i4 |
| ) |  |  | `[virtual]`

Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice.

It's only valid for triangle list operations.

Note:
  32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.

Parameters:

  | i1,i2,i3 | 3 vertex indices from 0 to 4294967295 defining a face.

virtual ManualObjectSection* Ogre::ManualObject::end | ( | void |  | ) | `[virtual]`

Finish defining the object and compile the final renderable version.

Note:
  Will return a pointer to the finished section or NULL if the section was discarded (i.e. has zero vertices/indices).

virtual void Ogre::ManualObject::setMaterialName | ( | size_t | subindex,
|  | const String & | name |
| ) |  |  | `[virtual]`

Alter the material for a subsection of this object after it has been specified.

Remarks:
  You specify the material to use on a section of this object during the call to begin(), however if you want to change the material afterwards you can do so by calling this method.

Parameters:

  | subIndex | The index of the subsection to alter
  | name | The name of the new material to use

virtual MeshPtr Ogre::ManualObject::convertToMesh | ( | const String & | meshName,
|  | const String & | groupName = `ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME` |
| ) |  |  | `[virtual]`

Convert this object to a Mesh.

Remarks:
  After you've finished building this object, you may convert it to a Mesh if you want in order to be able to create many instances of it in the world (via Entity). This is optional, since this instance can be directly attached to a SceneNode itself, but of course only one instance of it can exist that way.

Note:
  Only objects which use indexed geometry may be converted to a mesh.

Parameters:

  | meshName | The name to give the mesh
  | groupName | The resource group to create the mesh in

void Ogre::ManualObject::setUseIdentityProjection | ( | bool | useIdentityProjection | ) |

Sets whether or not to use an 'identity' projection.

Remarks:
  Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this. The default is false.

See also:
  ManualObject::getUseIdentityProjection

bool Ogre::ManualObject::getUseIdentityProjection | ( | void |  | ) | const

Returns whether or not to use an 'identity' projection.

Remarks:
  Usually ManualObjects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normally you don't need to change this.

See also:
  ManualObject::setUseIdentityProjection

Definition at line 302 of file OgreManualObject.h.

void Ogre::ManualObject::setUseIdentityView | ( | bool | useIdentityView | ) |

Sets whether or not to use an 'identity' view.

Remarks:
  Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this. The default is false.

See also:
  ManualObject::getUseIdentityView

bool Ogre::ManualObject::getUseIdentityView | ( | void |  | ) | const

Returns whether or not to use an 'identity' view.

Remarks:
  Usually ManualObjects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normally you don't need to change this.

See also:
  ManualObject::setUseIdentityView

Definition at line 324 of file OgreManualObject.h.

void Ogre::ManualObject::setBoundingBox | ( | const AxisAlignedBox & | box | ) |

Sets the bounding box.

Remarks:
  Call this after having finished creating sections to modify the bounding box. E.g. if you're using ManualObject to create 2D overlays you can call things function to set an infinite bounding box so that the object always stays visible when attached.

See also:
  ManualObject::setUseIdentityProjection, ManualObject::setUseIdentityView, AxisAlignedBox::setInfinite

Definition at line 333 of file OgreManualObject.h.

ManualObjectSection* Ogre::ManualObject::getSection | ( | unsigned int | index | ) | const

Gets a pointer to a ManualObjectSection, i.e.

a part of a ManualObject.

unsigned int Ogre::ManualObject::getNumSections | ( | void |  | ) | const

Retrieves the number of ManualObjectSection objects making up this ManualObject.

void Ogre::ManualObject::setKeepDeclarationOrder | ( | bool | keepOrder | ) |

Sets whether or not to keep the original declaration order when queuing the renderables.

Remarks:
  This overrides the default behavior of the rendering queue, specifically stating the desired order of rendering. Might result in a performance loss, but lets the user to have more direct control when creating geometry through this class.

Parameters:

  | keepOrder | Whether to keep the declaration order or not.

Definition at line 351 of file OgreManualObject.h.

bool Ogre::ManualObject::getKeepDeclarationOrder | ( |  | ) | const

Gets whether or not the declaration order is to be kept or not.

Returns:
  A flag indication if the declaration order will be kept when queuing the renderables.

Definition at line 357 of file OgreManualObject.h.

const String& Ogre::ManualObject::getMovableType | ( | void |  | ) | const`[virtual]`

Returns the type name of this object. .

Implements Ogre::MovableObject.

const AxisAlignedBox& Ogre::ManualObject::getBoundingBox | ( | void |  | ) | const`[virtual]`

Retrieves the local axis-aligned bounding box for this object.

Remarks:
  This bounding box is in local coordinates.

.

Implements Ogre::MovableObject.

Real Ogre::ManualObject::getBoundingRadius | ( | void |  | ) | const`[virtual]`

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

Implements Ogre::MovableObject.

void Ogre::ManualObject::_updateRenderQueue | ( | RenderQueue * | queue | ) | `[virtual]`

Internal method by which the movable object must add Renderable subclass instances to the rendering queue.

Remarks:
  The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering.

.

Implements Ogre::MovableObject.

EdgeData* Ogre::ManualObject::getEdgeList | ( | void |  | ) | `[virtual]`

Implement this method to enable stencil shadows.

Reimplemented from Ogre::MovableObject.

bool Ogre::ManualObject::hasEdgeList | ( | void |  | ) | `[virtual]`

Overridden member from ShadowCaster.

Reimplemented from Ogre::MovableObject.

ShadowRenderableListIterator Ogre::ManualObject::getShadowVolumeRenderableIterator | ( | ShadowTechnique | shadowTechnique,
|  | const Light * | light,
|  | HardwareIndexBufferSharedPtr * | indexBuffer,
|  | bool | extrudeVertices,
|  | Real | extrusionDist,
|  | unsigned long | flags = `0` |
| ) |  |  | `[virtual]`

Implement this method to enable stencil shadows.

Reimplemented from Ogre::MovableObject.

void Ogre::ManualObject::visitRenderables | ( | Renderable::Visitor * | visitor,
|  | bool | debugRenderables = `false` |
| ) |  |  | `[virtual]`

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

Parameters:

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

Implements Ogre::MovableObject.

virtual void Ogre::ManualObject::resetTempAreas | ( | void |  | ) | `[protected, virtual]`

Delete temp buffers and reset init counts.

virtual void Ogre::ManualObject::resizeTempVertexBufferIfNeeded | ( | size_t | numVerts | ) | `[protected, virtual]`

Resize the temp vertex buffer?

virtual void Ogre::ManualObject::resizeTempIndexBufferIfNeeded | ( | size_t | numInds | ) | `[protected, virtual]`

Resize the temp index buffer?

virtual void Ogre::ManualObject::copyTempVertexToBuffer | ( | void |  | ) | `[protected, virtual]`

Copy current temp vertex into buffer.

virtual void Ogre::MovableObject::_notifyCreator | ( | MovableObjectFactory * | fact | ) | `[virtual, inherited]`

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

Definition at line 169 of file OgreMovableObject.h.

virtual MovableObjectFactory* Ogre::MovableObject::_getCreator | ( | void |  | ) | const`[virtual, inherited]`

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

Definition at line 171 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::_notifyManager | ( | SceneManager * | man | ) | `[virtual, inherited]`

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

Definition at line 173 of file OgreMovableObject.h.

virtual SceneManager* Ogre::MovableObject::_getManager | ( | void |  | ) | const`[virtual, inherited]`

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

Definition at line 175 of file OgreMovableObject.h.

virtual const String& Ogre::MovableObject::getName | ( | void |  | ) | const`[virtual, inherited]`

Returns the name of this object.

Reimplemented in Ogre::Camera.

Definition at line 178 of file OgreMovableObject.h.

virtual Node* Ogre::MovableObject::getParentNode | ( | void |  | ) | const`[virtual, inherited]`

Returns the node to which this object is attached.

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

virtual SceneNode* Ogre::MovableObject::getParentSceneNode | ( | void |  | ) | const`[virtual, inherited]`

Returns the scene node to which this object is attached.

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

virtual void Ogre::MovableObject::_notifyAttached | ( | Node * | parent,
|  | bool | isTagPoint = `false` |
| ) |  |  | `[virtual, inherited]`

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

Reimplemented in Ogre::Entity, Ogre::Light, and Ogre::ParticleSystem.

virtual bool Ogre::MovableObject::isAttached | ( | void |  | ) | const`[virtual, inherited]`

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

virtual void Ogre::MovableObject::detatchFromParent | ( | void |  | ) | `[virtual, inherited]`

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

virtual bool Ogre::MovableObject::isInScene | ( | void |  | ) | const`[virtual, inherited]`

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

virtual void Ogre::MovableObject::_notifyMoved | ( | void |  | ) | `[virtual, inherited]`

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

Reimplemented in Ogre::Light.

virtual void Ogre::MovableObject::_notifyCurrentCamera | ( | Camera * | cam | ) | `[virtual, inherited]`

Internal method to notify the object of the camera to be used for the next rendering operation.

Remarks:
  Certain objects may want to do specific processing based on the camera position. This method notifies them in case they wish to do this.

Reimplemented in Ogre::BillboardChain, Ogre::BillboardSet, Ogre::Entity, Ogre::Frustum, Ogre::InstancedGeometry::BatchInstance, Ogre::MovablePlane, Ogre::ParticleSystem, Ogre::SimpleRenderable, and Ogre::StaticGeometry::Region.

virtual const AxisAlignedBox& Ogre::MovableObject::getWorldBoundingBox | ( | bool | derive = `false` | ) | const`[virtual, inherited]`

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

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::Entity.

virtual const Sphere& Ogre::MovableObject::getWorldBoundingSphere | ( | bool | derive = `false` | ) | const`[virtual, inherited]`

Retrieves the worldspace bounding sphere for this object.

Reimplemented in Ogre::Entity.

virtual void Ogre::MovableObject::setVisible | ( | bool | visible | ) | `[virtual, inherited]`

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

Note:
  An alternative approach of making an object invisible is to detach it from it's SceneNode, or to remove the SceneNode entirely. Detaching a node means that structurally the scene graph changes. Once this change has taken place, the objects / nodes that have been removed have less overhead to the visibility detection pass than simply making the object invisible, so if you do this and leave the objects out of the tree for a long time, it's faster. However, the act of detaching / reattaching nodes is in itself more expensive than setting an object visibility flag, since in the latter case structural changes are not made. Therefore, small or frequent visibility changes are best done using this method; large or more longer term changes are best done by detaching.

Reimplemented in Ogre::Light.

virtual bool Ogre::MovableObject::getVisible | ( | void |  | ) | const`[virtual, inherited]`

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

Remarks:
  Returns the value set by MovableObject::setVisible only.

virtual bool Ogre::MovableObject::isVisible | ( | void |  | ) | const`[virtual, inherited]`

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

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

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

virtual void Ogre::MovableObject::setRenderingDistance | ( | Real | dist | ) | `[virtual, inherited]`

Sets the distance at which the object is no longer rendered.

Parameters:

  | dist | Distance beyond which the object will not be rendered (the default is 0, which means objects are always rendered).

Definition at line 280 of file OgreMovableObject.h.

virtual Real Ogre::MovableObject::getRenderingDistance | ( | void |  | ) | const`[virtual, inherited]`

Gets the distance at which batches are no longer rendered.

Definition at line 286 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setUserObject | ( | UserDefinedObject * | obj | ) | `[virtual, inherited]`

Call this to associate your own custom user object instance with this MovableObject.

Remarks:
  By simply making your game / application object a subclass of UserDefinedObject, you can establish a link between an OGRE instance of MovableObject and your own application classes. Call this method to establish the link.

Definition at line 294 of file OgreMovableObject.h.

virtual UserDefinedObject* Ogre::MovableObject::getUserObject | ( | void |  | ) | `[virtual, inherited]`

Retrieves a pointer to a custom application object associated with this movable by an earlier call to setUserObject.

Definition at line 298 of file OgreMovableObject.h.

References Ogre::any_cast().

virtual void Ogre::MovableObject::setUserAny | ( | const Any & | anything | ) | `[virtual, inherited]`

Sets any kind of user value on this object.

Remarks:
  This method allows you to associate any user value you like with this MovableObject. This can be a pointer back to one of your own classes for instance.

Note:
  This value is shared with setUserObject so don't use both!

Definition at line 310 of file OgreMovableObject.h.

virtual const Any& Ogre::MovableObject::getUserAny | ( | void |  | ) | const`[virtual, inherited]`

Retrieves the custom user value associated with this object.

Definition at line 314 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setRenderQueueGroup | ( | uint8 | queueID | ) | `[virtual, inherited]`

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

Remarks:
  Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all Entity objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.

  See RenderQueue for more details.

Parameters:

  | queueID | Enumerated value of the queue group to use.

Reimplemented in Ogre::Entity, and Ogre::ParticleSystem.

virtual uint8 Ogre::MovableObject::getRenderQueueGroup | ( | void |  | ) | const`[virtual, inherited]`

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

virtual const Matrix4& Ogre::MovableObject::_getParentNodeFullTransform | ( | void |  | ) | const`[virtual, inherited]`

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

virtual void Ogre::MovableObject::setQueryFlags | ( | uint32 | flags | ) | `[virtual, inherited]`

Sets the query flags for this object.

Remarks:
  When performing a scene query, this object will be included or excluded according to flags on the object and flags on the query. This is a bitwise value, so only when a bit on these flags is set, will it be included in a query asking for that flag. The meaning of the bits is application-specific.

Definition at line 342 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::addQueryFlags | ( | uint32 | flags | ) | `[virtual, inherited]`

As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object.

Definition at line 346 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::removeQueryFlags | ( | unsigned long | flags | ) | `[virtual, inherited]`

As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object.

Definition at line 350 of file OgreMovableObject.h.

virtual uint32 Ogre::MovableObject::getQueryFlags | ( | void |  | ) | const`[virtual, inherited]`

Returns the query flags relevant for this object.

Definition at line 353 of file OgreMovableObject.h.

static void Ogre::MovableObject::setDefaultQueryFlags | ( | uint32 | flags | ) | `[static, inherited]`

Set the default query flags for all future MovableObject instances.

Definition at line 357 of file OgreMovableObject.h.

static uint32 Ogre::MovableObject::getDefaultQueryFlags | ( |  | ) | `[static, inherited]`

Get the default query flags for all future MovableObject instances.

Definition at line 361 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setVisibilityFlags | ( | uint32 | flags | ) | `[virtual, inherited]`

Sets the visiblity flags for this object.

Remarks:
  As well as a simple true/false value for visibility (as seen in setVisible), you can also set visiblity flags which when 'and'ed with the SceneManager's visibility mask can also make an object invisible.

Definition at line 370 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::addVisibilityFlags | ( | uint32 | flags | ) | `[virtual, inherited]`

As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.

Definition at line 374 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::removeVisibilityFlags | ( | uint32 | flags | ) | `[virtual, inherited]`

As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.

Definition at line 378 of file OgreMovableObject.h.

virtual uint32 Ogre::MovableObject::getVisibilityFlags | ( | void |  | ) | const`[virtual, inherited]`

Returns the visibility flags relevant for this object.

Definition at line 381 of file OgreMovableObject.h.

static void Ogre::MovableObject::setDefaultVisibilityFlags | ( | uint32 | flags | ) | `[static, inherited]`

Set the default visibility flags for all future MovableObject instances.

Definition at line 385 of file OgreMovableObject.h.

static uint32 Ogre::MovableObject::getDefaultVisibilityFlags | ( |  | ) | `[static, inherited]`

Get the default visibility flags for all future MovableObject instances.

Definition at line 389 of file OgreMovableObject.h.

virtual void Ogre::MovableObject::setListener | ( | Listener * | listener | ) | `[virtual, inherited]`

Sets a listener for this object.

Remarks:
  Note for size and performance reasons only one listener per object is allowed.

Definition at line 396 of file OgreMovableObject.h.

virtual Listener* Ogre::MovableObject::getListener | ( | void |  | ) | const`[virtual, inherited]`

Gets the current listener for this object.

Definition at line 400 of file OgreMovableObject.h.

virtual const LightList& Ogre::MovableObject::queryLights | ( | void |  | ) | const`[virtual, inherited]`

Gets a list of lights, ordered relative to how close they are to this movable object.

Remarks:
  By default, this method gives the listener a chance to populate light list first, if there is no listener or Listener::objectQueryLights returns NULL, it'll query the light list from parent entity if it is present, or returns SceneNode::findLights if it has parent scene node, otherwise it just returns an empty list.

  The object internally caches the light list, so it will recalculate it only when object is moved, or lights that affect the frustum have been changed (

See also:
  SceneManager::_getLightsDirtyCounter), but if listener exists, it will be called each time, so the listener should implement their own cache mechanism to optimise performance.

  This method can be useful when implementing Renderable::getLights in case the renderable is a part of the movable.

Returns:
  The list of lights use to lighting this object.

virtual LightList* Ogre::MovableObject::_getLightList | ( |  | ) | `[virtual, inherited]`

Returns a pointer to the current list of lights for this object.

Remarks:
  You should not modify this list outside of MovableObject::Listener::objectQueryLights (say if you want to use it to implement this method, and use the pointer as a return value) and for reading it's only accurate as at the last frame.

Definition at line 428 of file OgreMovableObject.h.

const AxisAlignedBox& Ogre::MovableObject::getLightCapBounds | ( | void |  | ) | const`[virtual, inherited]`

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

const AxisAlignedBox& Ogre::MovableObject::getDarkCapBounds | ( | const Light & | light,
|  | Real | dirLightExtrusionDist |
| ) |  |  | const`[virtual, inherited]`

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

void Ogre::MovableObject::setCastShadows | ( | bool | enabled | ) | `[inherited]`

Sets whether or not this object will cast shadows.

Remarks:
  This setting simply allows you to turn on/off shadows for a given object. An object will not cast shadows unless the scene supports it in any case (see SceneManager::setShadowTechnique), and also the material which is in use must also have shadow casting enabled. By default all entities cast shadows. If, however, for some reason you wish to disable this for a single object then you can do so using this method.

Note:
  This method normally refers to objects which block the light, but since Light is also a subclass of MovableObject, in that context it means whether the light causes shadows itself.

Definition at line 456 of file OgreMovableObject.h.

bool Ogre::MovableObject::getCastShadows | ( | void |  | ) | const`[virtual, inherited]`

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

Definition at line 458 of file OgreMovableObject.h.

Real Ogre::MovableObject::getPointExtrusionDistance | ( | const Light * | l | ) | const`[virtual, inherited]`

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

Implements Ogre::ShadowCaster.

virtual uint32 Ogre::MovableObject::getTypeFlags | ( | void |  | ) | const`[virtual, inherited]`

Get the 'type flags' for this MovableObject.

Remarks:
  A type flag identifies the type of the MovableObject as a bitpattern. This is used for categorical inclusion / exclusion in SceneQuery objects. By default, this method returns all ones for objects not created by a MovableObjectFactory (hence always including them); otherwise it returns the value assigned to the MovableObjectFactory. Custom objects which don't use MovableObjectFactory will need to override this if they want to be included in queries.

Reimplemented in Ogre::BillboardSet, Ogre::Entity, Ogre::Frustum, Ogre::Light, Ogre::ParticleSystem, and Ogre::StaticGeometry::Region.

virtual void Ogre::MovableObject::setDebugDisplayEnabled | ( | bool | enabled | ) | `[virtual, inherited]`

Sets whether or not the debug display of this object is enabled.

Remarks:
  Some objects aren't visible themselves but it can be useful to display a debug representation of them. Or, objects may have an additional debug display on top of their regular display. This option enables / disables that debug display. Objects that are not visible never display debug geometry regardless of this setting.

Definition at line 495 of file OgreMovableObject.h.

virtual bool Ogre::MovableObject::isDebugDisplayEnabled | ( | void |  | ) | const`[virtual, inherited]`

Gets whether debug display of this object is enabled.

Definition at line 497 of file OgreMovableObject.h.

static void Ogre::ShadowCaster::extrudeVertices | ( | const HardwareVertexBufferSharedPtr & | vertexBuffer,
|  | size_t | originalVertexCount,
|  | const Vector4 & | lightPos,
|  | Real | extrudeDist |
| ) |  |  | `[static, inherited]`

Utility method for extruding vertices based on a light.

Remarks:
  Unfortunately, because D3D cannot handle homogeneous (4D) position coordinates in the fixed-function pipeline (GL can, but we have to be cross-API), when we extrude in software we cannot extrude to infinity the way we do in the vertex program (by setting w to 0.0f). Therefore we extrude by a fixed distance, which may cause some problems with larger scenes. Luckily better hardware (ie vertex programs) can fix this.

Parameters:

  | vertexBuffer | The vertex buffer containing ONLY xyz position values, which must be originalVertexCount * 2 * 3 floats long.
  | originalVertexCount | The count of the original number of vertices, i.e. the number in the mesh, not counting the doubling which has already been done (by VertexData::prepareForShadowVolume) to provide the extruded area of the buffer.
  | lightPos | 4D light position in object space, when w=0.0f this represents a directional light
  | extrudeDist | The distance to extrude

Real Ogre::ShadowCaster::getExtrusionDistance | ( | const Vector3 & | objectPos,
|  | const Light * | light |
| ) |  |  | const`[protected, inherited]`

Helper method for calculating extrusion distance.

virtual void Ogre::ShadowCaster::updateEdgeListLightFacing | ( | EdgeData * | edgeData,
|  | const Vector4 & | lightPos |
| ) |  |  | `[protected, virtual, inherited]`

Tells the caster to perform the tasks necessary to update the edge data's light listing.

Can be overridden if the subclass needs to do additional things.

Parameters:

  | edgeData | The edge information to update
  | lightPos | 4D vector representing the light, a directional light has w=0.0

virtual void Ogre::ShadowCaster::generateShadowVolume | ( | EdgeData * | edgeData,
|  | const HardwareIndexBufferSharedPtr & | indexBuffer,
|  | const Light * | light,
|  | ShadowRenderableList & | shadowRenderables,
|  | unsigned long | flags |
| ) |  |  | `[protected, virtual, inherited]`

Generates the indexes required to render a shadow volume into the index buffer which is passed in, and updates shadow renderables to use it.

Parameters:

  | edgeData | The edge information to use
  | indexBuffer | The buffer into which to write data into; current contents are assumed to be discardable.
  | light | The light, mainly for type info as silhouette calculations should already have been done in updateEdgeListLightFacing
  | shadowRenderables | A list of shadow renderables which has already been constructed but will need populating with details of the index ranges to be used.
  | flags | Additional controller flags, see ShadowRenderableFlags

virtual void Ogre::ShadowCaster::extrudeBounds | ( | AxisAlignedBox & | box,
|  | const Vector4 & | lightPos,
|  | Real | extrudeDist |
| ) |  |  | const`[protected, virtual, inherited]`

Utility method for extruding a bounding box.

Parameters:

  | box | Original bounding box, will be updated in-place
  | lightPos | 4D light position in object space, when w=0.0f this represents a directional light
  | extrudeDist | The distance to extrude

virtual const String& Ogre::AnimableObject::getAnimableDictionaryName | ( | void |  | ) | const`[protected, virtual, inherited]`

Get the name of the animable dictionary for this class.

Remarks:
  Subclasses must override this if they want to support animation of their values.

Reimplemented in Ogre::Light.

Definition at line 242 of file OgreAnimable.h.

References Ogre::StringUtil::BLANK.

void Ogre::AnimableObject::createAnimableDictionary | ( | void |  | ) | const`[protected, inherited]`

Internal method for creating a dictionary of animable value names for the class, if it does not already exist.

Definition at line 247 of file OgreAnimable.h.

StringVector& Ogre::AnimableObject::_getAnimableValueNames | ( | void |  | ) | `[protected, inherited]`

Get an updateable reference to animable value list.

Definition at line 260 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

virtual void Ogre::AnimableObject::initialiseAnimableDictionary | ( | StringVector & |  | ) | const`[protected, virtual, inherited]`

Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters.

Reimplemented in Ogre::Light.

Definition at line 280 of file OgreAnimable.h.

const StringVector& Ogre::AnimableObject::getAnimableValueNames | ( | void |  | ) | const`[inherited]`

Gets a list of animable value names for this object.

Definition at line 288 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

virtual AnimableValuePtr Ogre::AnimableObject::createAnimableValue | ( | const String & | valueName | ) | `[virtual, inherited]`

Create a reference-counted AnimableValuePtr for the named value.

Remarks:
  You can use the returned object to animate a value on this object, using AnimationTrack. Subclasses must override this if they wish to support animation of their values.

Reimplemented in Ogre::Light.

Definition at line 313 of file OgreAnimable.h.

References Ogre::Exception::ERR_ITEM_NOT_FOUND, and OGRE_EXCEPT.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz,
|  | const char * | file,
|  | int | line,
|  | const char * | func |
| ) |  |  | `[inherited]`

operator new, with debug line info

Definition at line 62 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz | ) | `[inherited]`

Definition at line 67 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz,
|  | void * | ptr |
| ) |  |  | `[inherited]`

placement operator new

Definition at line 73 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new[] | ( | size_t | sz,
|  | const char * | file,
|  | int | line,
|  | const char * | func |
| ) |  |  | `[inherited]`

array operator new, with debug line info

Definition at line 79 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new[] | ( | size_t | sz | ) | `[inherited]`

Definition at line 84 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr | ) | `[inherited]`

Definition at line 89 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr,
|  | void * |  |
| ) |  |  | `[inherited]`

Definition at line 95 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr,
|  | const char * | ,
|  | int | ,
|  | const char * |  |
| ) |  |  | `[inherited]`

Definition at line 101 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete[] | ( | void * | ptr | ) | `[inherited]`

Definition at line 106 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete[] | ( | void * | ptr,
|  | const char * | ,
|  | int | ,
|  | const char * |  |
| ) |  |  | `[inherited]`

Definition at line 112 of file OgreMemoryAllocatedObject.h.

## Member Data Documentation

bool Ogre::ManualObject::mDynamic`[protected]`

Dynamic?

Definition at line 452 of file OgreManualObject.h.

SectionList Ogre::ManualObject::mSectionList`[protected]`

List of subsections.

Definition at line 454 of file OgreManualObject.h.

ManualObjectSection* Ogre::ManualObject::mCurrentSection`[protected]`

Current section.

Definition at line 456 of file OgreManualObject.h.

bool Ogre::ManualObject::mCurrentUpdating`[protected]`

Are we updating?

Definition at line 458 of file OgreManualObject.h.

TempVertex Ogre::ManualObject::mTempVertex`[protected]`

Temp storage.

Definition at line 469 of file OgreManualObject.h.

bool Ogre::ManualObject::mFirstVertex`[protected]`

First vertex indicator.

Definition at line 471 of file OgreManualObject.h.

bool Ogre::ManualObject::mTempVertexPending`[protected]`

Temp vertex data to copy?

Definition at line 473 of file OgreManualObject.h.

char* Ogre::ManualObject::mTempVertexBuffer`[protected]`

System-memory buffer whilst we establish the size required.

Definition at line 475 of file OgreManualObject.h.

size_t Ogre::ManualObject::mTempVertexSize`[protected]`

System memory allocation size, in bytes.

Definition at line 477 of file OgreManualObject.h.

uint32* Ogre::ManualObject::mTempIndexBuffer`[protected]`

System-memory buffer whilst we establish the size required.

Definition at line 479 of file OgreManualObject.h.

size_t Ogre::ManualObject::mTempIndexSize`[protected]`

System memory allocation size, in bytes.

Definition at line 481 of file OgreManualObject.h.

size_t Ogre::ManualObject::mDeclSize`[protected]`

Current declaration vertex size.

Definition at line 483 of file OgreManualObject.h.

size_t Ogre::ManualObject::mEstVertexCount`[protected]`

Estimated vertex count.

Definition at line 485 of file OgreManualObject.h.

size_t Ogre::ManualObject::mEstIndexCount`[protected]`

Estimated index count.

Definition at line 487 of file OgreManualObject.h.

ushort Ogre::ManualObject::mTexCoordIndex`[protected]`

Current texture coordinate.

Definition at line 489 of file OgreManualObject.h.

AxisAlignedBox Ogre::ManualObject::mAABB`[protected]`

Bounding box.

Definition at line 491 of file OgreManualObject.h.

Real Ogre::ManualObject::mRadius`[protected]`

Bounding sphere.

Definition at line 493 of file OgreManualObject.h.

bool Ogre::ManualObject::mAnyIndexed`[protected]`

Any indexed geometry on any sections?

Definition at line 495 of file OgreManualObject.h.

EdgeData* Ogre::ManualObject::mEdgeList`[protected]`

Edge list, used if stencil shadow casting is enabled.

Definition at line 497 of file OgreManualObject.h.

ShadowRenderableList Ogre::ManualObject::mShadowRenderables`[protected]`

List of shadow renderables.

Definition at line 499 of file OgreManualObject.h.

bool Ogre::ManualObject::mUseIdentityProjection`[protected]`

Whether to use identity projection for sections.

Definition at line 501 of file OgreManualObject.h.

bool Ogre::ManualObject::mUseIdentityView`[protected]`

Whether to use identity view for sections.

Definition at line 503 of file OgreManualObject.h.

bool Ogre::ManualObject::mKeepDeclarationOrder`[protected]`

Keep declaration order or let the queue optimize it.

Definition at line 505 of file OgreManualObject.h.

String Ogre::MovableObject::mName`[protected, inherited]`

Name of this object.

Reimplemented in Ogre::Camera.

Definition at line 104 of file OgreMovableObject.h.

MovableObjectFactory* Ogre::MovableObject::mCreator`[protected, inherited]`

Creator of this object (if created by a factory).

Definition at line 106 of file OgreMovableObject.h.

SceneManager* Ogre::MovableObject::mManager`[protected, inherited]`

SceneManager holding this object (if applicable).

Definition at line 108 of file OgreMovableObject.h.

Node* Ogre::MovableObject::mParentNode`[protected, inherited]`

node to which this object is attached

Definition at line 110 of file OgreMovableObject.h.

bool Ogre::MovableObject::mParentIsTagPoint`[protected, inherited]`

Definition at line 111 of file OgreMovableObject.h.

bool Ogre::MovableObject::mVisible`[protected, inherited]`

Is this object visible?

Definition at line 113 of file OgreMovableObject.h.

bool Ogre::MovableObject::mDebugDisplay`[protected, inherited]`

Is debug display enabled?

Definition at line 115 of file OgreMovableObject.h.

Real Ogre::MovableObject::mUpperDistance`[protected, inherited]`

Upper distance to still render.

Definition at line 117 of file OgreMovableObject.h.

Real Ogre::MovableObject::mSquaredUpperDistance`[protected, inherited]`

Definition at line 118 of file OgreMovableObject.h.

bool Ogre::MovableObject::mBeyondFarDistance`[protected, inherited]`

Hidden because of distance?

Definition at line 120 of file OgreMovableObject.h.

Any Ogre::MovableObject::mUserAny`[protected, inherited]`

User defined link to another object / value / whatever.

Definition at line 122 of file OgreMovableObject.h.

uint8 Ogre::MovableObject::mRenderQueueID`[protected, inherited]`

The render queue to use when rendering this object.

Definition at line 124 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderQueueIDSet`[protected, inherited]`

Flags whether the RenderQueue's default should be used.

Definition at line 126 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::mQueryFlags`[protected, inherited]`

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

Definition at line 128 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::mVisibilityFlags`[protected, inherited]`

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

Definition at line 130 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldAABB`[mutable, protected, inherited]`

Cached world AABB of this object.

Reimplemented in Ogre::ParticleSystem.

Definition at line 132 of file OgreMovableObject.h.

Sphere Ogre::MovableObject::mWorldBoundingSphere`[mutable, protected, inherited]`

Definition at line 134 of file OgreMovableObject.h.

AxisAlignedBox Ogre::MovableObject::mWorldDarkCapBounds`[mutable, protected, inherited]`

World space AABB of this object's dark cap.

Definition at line 136 of file OgreMovableObject.h.

bool Ogre::MovableObject::mCastShadows`[protected, inherited]`

Does this object cast shadows?

Definition at line 138 of file OgreMovableObject.h.

bool Ogre::MovableObject::mRenderingDisabled`[protected, inherited]`

Does rendering this object disabled by listener?

Definition at line 141 of file OgreMovableObject.h.

Listener* Ogre::MovableObject::mListener`[protected, inherited]`

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

Definition at line 143 of file OgreMovableObject.h.

LightList Ogre::MovableObject::mLightList`[mutable, protected, inherited]`

List of lights for this object.

Reimplemented in Ogre::StaticGeometry::Region.

Definition at line 146 of file OgreMovableObject.h.

ulong Ogre::MovableObject::mLightListUpdated`[mutable, protected, inherited]`

The last frame that this light list was updated in.

Reimplemented in Ogre::StaticGeometry::Region.

Definition at line 148 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::msDefaultQueryFlags`[static, protected, inherited]`

Default query flags.

Definition at line 152 of file OgreMovableObject.h.

uint32 Ogre::MovableObject::msDefaultVisibilityFlags`[static, protected, inherited]`

Default visibility flags.

Definition at line 154 of file OgreMovableObject.h.

AnimableDictionaryMap Ogre::AnimableObject::msAnimableDictionary`[static, protected, inherited]`

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

Definition at line 236 of file OgreAnimable.h.

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

- OgreManualObject.h

Copyright © 2008 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Jul 26 11:33:52 2009