OGRE: Ogre::InstancedGeometry Class Reference - OGRE Documentation

# Ogre::InstancedGeometry Class Reference

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

`#include <OgreInstancedGeometry.h>`

Inheritance diagram for Ogre::InstancedGeometry:

[legend]

List of all members.

## Public Types
typedef std::list < OptimisedSubMeshGeometry * > | OptimisedSubMeshGeometryList
typedef std::vector < SubMeshLodGeometryLink > | SubMeshLodGeometryLinkList
typedef std::map< SubMesh *, SubMeshLodGeometryLinkList * > | SubMeshGeometryLookup
typedef std::vector < QueuedSubMesh * > | QueuedSubMeshList
typedef std::vector< String > | QueuedSubMeshOriginList
typedef std::vector < QueuedGeometry * > | QueuedGeometryList
typedef std::map< uint32, BatchInstance * > | BatchInstanceMap
| Indexed BatchInstance map based on packed x/y/z BatchInstance index, 10 bits for each axis.
typedef std::vector < RenderOperation * > | RenderOperationVector
| Simple vectors where are stored all the renderoperations of the Batch.
typedef MapIterator < BatchInstanceMap > | BatchInstanceIterator
| Iterator for iterating over contained BatchInstances.
## Public Member Functions
| InstancedGeometry (SceneManager *owner, const String &name)
| Constructor; do not use directly (.
virtual | ~InstancedGeometry ()
| Destructor.
const String & | getName (void) const
| Get the name of this object.
virtual void | addEntity (Entity *ent, const Vector3 &position, const Quaternion &orientation=Quaternion::IDENTITY, const Vector3 &scale=Vector3::UNIT_SCALE)
| Adds an Entity to the static geometry.
virtual void | addSceneNode (const SceneNode *node)
| Adds all the Entity objects attached to a SceneNode and all it's children to the static geometry.
virtual void | build (void)
| Build the geometry.
void | addBatchInstance (void)
| Add a new batch instance.
virtual void | destroy (void)
| Destroys all the built geometry state (reverse of build).
virtual void | reset (void)
| Clears any of the entities / nodes added to this geometry and destroys anything which has already been built.
virtual void | setRenderingDistance (Real dist)
| Sets the distance at which batches are no longer rendered.
virtual Real | getRenderingDistance (void) const
| Gets the distance at which batches are no longer rendered.
virtual Real | getSquaredRenderingDistance (void) const
| Gets the squared distance at which batches are no longer rendered.
virtual void | setVisible (bool visible)
| Hides or shows all the batches.
virtual bool | isVisible (void) const
| Are the batches visible?
virtual void | setCastShadows (bool castShadows)
| Sets whether this geometry should cast shadows.
virtual bool | getCastShadows (void)
| Will the geometry from this object cast shadows?
virtual void | setBatchInstanceDimensions (const Vector3 &size)
| Sets the size of a single BatchInstance of geometry.
virtual const Vector3 & | getBatchInstanceDimensions (void) const
| Gets the size of a single batch of geometry.
virtual void | setOrigin (const Vector3 &origin)
| Sets the origin of the geometry.
virtual const Vector3 & | getOrigin (void) const
| Gets the origin of this geometry.
virtual void | setRenderQueueGroup (uint8 queueID)
| Sets the render queue group this object will be rendered through.
virtual uint8 | getRenderQueueGroup (void) const
| Gets the queue group for this entity, see setRenderQueueGroup for full details.
BatchInstanceIterator | getBatchInstanceIterator (void)
| Get an iterator over the BatchInstances in this geometry.
RenderOperationVector & | getRenderOperationVector ()
| get the mRenderOps vector.
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 | dump (const String &filename) const
| Dump the contents of this InstancedGeometry to a file for diagnostic purposes.
SkeletonInstance * | getBaseSkeletonInstance (void)
SkeletonPtr | getBaseSkeleton (void)
AnimationStateSet * | getBaseAnimationState (void)
unsigned int | getObjectCount (void)
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 *)
## Protected Types
typedef std::map< size_t, size_t > | IndexRemap
## Protected Member Functions
virtual BatchInstance * | getBatchInstance (const AxisAlignedBox &bounds, bool autoCreate)
| Virtual method for getting a BatchInstance most suitable for the passed in bounds.
virtual BatchInstance * | getBatchInstance (const Vector3 &point, bool autoCreate)
| Get the BatchInstance within which a point lies.
virtual BatchInstance * | getBatchInstance (ushort x, ushort y, ushort z, bool autoCreate)
| Get the BatchInstance using indexes.
virtual BatchInstance * | getBatchInstance (uint32 index)
| Get the BatchInstance using a packed index, returns null if it doesn't exist.
virtual void | getBatchInstanceIndexes (const Vector3 &point, ushort &x, ushort &y, ushort &z)
| Get the BatchInstance indexes for a point.
virtual BatchInstance * | getInstancedGeometryInstance (void)
| get the first BatchInstance or create on if it does not exists.
virtual uint32 | packIndex (ushort x, ushort y, ushort z)
| Pack 3 indexes into a single index value.
virtual Real | getVolumeIntersection (const AxisAlignedBox &box, ushort x, ushort y, ushort z)
| Get the volume intersection for an indexed BatchInstance with some bounds.
virtual AxisAlignedBox | getBatchInstanceBounds (ushort x, ushort y, ushort z)
| Get the bounds of an indexed BatchInstance.
virtual Vector3 | getBatchInstanceCentre (ushort x, ushort y, ushort z)
| Get the centre of an indexed BatchInstance.
virtual AxisAlignedBox | calculateBounds (VertexData *vertexData, const Vector3 &position, const Quaternion &orientation, const Vector3 &scale)
| Calculate world bounds from a set of vertex data.
SubMeshLodGeometryLinkList * | determineGeometry (SubMesh *sm)
| Look up or calculate the geometry data to use for this SubMesh.
void | splitGeometry (VertexData *vd, IndexData *id, SubMeshLodGeometryLink *targetGeomLink)
| Split some shared geometry into dedicated geometry.
template<typename T>
void | buildIndexRemap (T *pBuffer, size_t numIndexes, IndexRemap &remap)
| Method for figuring out which vertices are used by an index buffer and calculating a remap lookup for a vertex buffer just containing those vertices.
template<typename T>
void | remapIndexes (T *src, T *dst, const IndexRemap &remap, size_t numIndexes)
| Method for altering indexes based on a remap.
## Protected Attributes
SceneManager * | mOwner
String | mName
bool | mBuilt
Real | mUpperDistance
Real | mSquaredUpperDistance
bool | mCastShadows
Vector3 | mBatchInstanceDimensions
Vector3 | mHalfBatchInstanceDimensions
Vector3 | mOrigin
bool | mVisible
uint8 | mRenderQueueID
| The render queue to use when rendering this object.
bool | mRenderQueueIDSet
| Flags whether the RenderQueue's default should be used.
unsigned int | mObjectCount
| number of objects in the batch
QueuedSubMeshList | mQueuedSubMeshes
BatchInstance * | mInstancedGeometryInstance
SkeletonPtr | mBaseSkeleton
| this is just a pointer to the base skeleton that will be used for each animated object in the batches This pointer has a value only during the creation of the InstancedGeometry
SkeletonInstance * | mSkeletonInstance
AnimationStateSet * | mAnimationState
| This is the main animation state.
OptimisedSubMeshGeometryList | mOptimisedSubMeshGeometryList
| List of geometry which has been optimised for SubMesh use This is the primary storage used for cleaning up later.
SubMeshGeometryLookup | mSubMeshGeometryLookup
| Cached links from SubMeshes to (potentially optimised) geometry This is not used for deletion since the lookup may reference original vertex data.
BatchInstanceMap | mBatchInstanceMap
| Map of BatchInstances.
RenderOperationVector | mRenderOps
| This vector stores all the renderOperation used in the batch.
## Classes
class | BatchInstance
| The details of a topological BatchInstance which is the highest level of partitioning for this class. More...
class | GeometryBucket
| A GeometryBucket is a the lowest level bucket where geometry with the same vertex & index format is stored. More...
class | InstancedObject
class | LODBucket
| A LODBucket is a collection of smaller buckets with the same LOD. More...
class | MaterialBucket
| A MaterialBucket is a collection of smaller buckets with the same Material (and implicitly the same LOD). More...
class | OptimisedSubMeshGeometry
| Struct holding geometry optimised per SubMesh / lod level, ready for copying to instances. More...
struct | QueuedGeometry
| Structure recording a queued geometry for low level builds. More...
struct | QueuedSubMesh
| Structure recording a queued submesh for the build. More...
struct | SubMeshLodGeometryLink
| Saved link between SubMesh at a LOD and vertex/index data May point to original or optimised geometry. More...

## Detailed Description

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

Remarks:
  Shader instancing allows to save both memory and draw calls. While StaticGeometry stores 500 times the same object in a batch to display 500 objects, this shader instancing implementation stores only 80 times the object, and then re-uses the vertex data with different shader parameter. Although you save memory, you make more draw call. However, you still make less draw calls than if you were rendering each object independently. Plus, you can move the batched objects independently of one another which you cannot do with StaticGeometry.

  Therefore it is important when you are rendering a lot of geometry to batch things up into as few rendering calls as possible. This class allows you to build a batched object from a series of entities in order to benefit from this behaviour. Batching has implications of it's own though:
  - Batched geometry cannot be subdivided; that means that the whole group will be displayed, or none of it will. This obivously has culling issues.
  - A single material must apply for each batch. In fact this class allows you to use multiple materials, but you should be aware that internally this means that there is one batch per material. Therefore you won't gain as much benefit from the batching if you use many different materials; try to keep the number down.

  The bounding box information is computed whith object position only. It doesn't take account of the object orientation.

  The LOD settings of both the Mesh and the Materials used in constructing this instanced geometry will be respected. This means that if you use meshes/materials which have LOD, batches in the distance will have a lower polygon count or material detail to those in the foreground. Since each mesh might have different LOD distances, during build the furthest distance at each LOD level from all meshes in that BatchInstance is used. This means all the LOD levels change at the same time, but at the furthest distance of any of them (so quality is not degraded). Be aware that using Mesh LOD in this class will further increase the memory required. Only generated LOD is supported for meshes.

  There are 2 ways you can add geometry to this class; you can add Entity objects directly with predetermined positions, scales and orientations, or you can add an entire SceneNode and it's subtree, including all the objects attached to it. Once you've added everthing you need to, you have to call build() the fix the geometry in place.

  You should not construct instances of this class directly; instead, call SceneManager::createInstancedGeometry, which gives the SceneManager the option of providing you with a specialised version of this class if it wishes, and also handles the memory management for you like other classes.

Note:
  Warning: this class only works with indexed triangle lists at the moment, do not pass it triangle strips, fans or lines / points, or unindexed geometry.

Definition at line 98 of file OgreInstancedGeometry.h.

## Member Typedef Documentation

typedef std::list<OptimisedSubMeshGeometry*> Ogre::InstancedGeometry::OptimisedSubMeshGeometryList

Definition at line 125 of file OgreInstancedGeometry.h.

typedef std::vector<SubMeshLodGeometryLink> Ogre::InstancedGeometry::SubMeshLodGeometryLinkList

Definition at line 133 of file OgreInstancedGeometry.h.

typedef std::map<SubMesh*, SubMeshLodGeometryLinkList*> Ogre::InstancedGeometry::SubMeshGeometryLookup

Definition at line 134 of file OgreInstancedGeometry.h.

typedef std::vector<QueuedSubMesh*> Ogre::InstancedGeometry::QueuedSubMeshList

Definition at line 149 of file OgreInstancedGeometry.h.

typedef std::vector<String> Ogre::InstancedGeometry::QueuedSubMeshOriginList

Definition at line 150 of file OgreInstancedGeometry.h.

typedef std::vector<QueuedGeometry*> Ogre::InstancedGeometry::QueuedGeometryList

Definition at line 160 of file OgreInstancedGeometry.h.

typedef std::map<uint32, BatchInstance*> Ogre::InstancedGeometry::BatchInstanceMap

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

Definition at line 510 of file OgreInstancedGeometry.h.

typedef std::vector<RenderOperation*> Ogre::InstancedGeometry::RenderOperationVector

Simple vectors where are stored all the renderoperations of the Batch.

This vector is used when we want to delete the batch, in order to delete only one time each render operation.

Definition at line 516 of file OgreInstancedGeometry.h.

typedef std::map<size_t, size_t> Ogre::InstancedGeometry::IndexRemap`[protected]`

Definition at line 602 of file OgreInstancedGeometry.h.

typedef MapIterator<BatchInstanceMap> Ogre::InstancedGeometry::BatchInstanceIterator

Iterator for iterating over contained BatchInstances.

Definition at line 810 of file OgreInstancedGeometry.h.

## Constructor & Destructor Documentation

Ogre::InstancedGeometry::InstancedGeometry | ( | SceneManager * | owner,
|  | const String & | name |
| ) |  |  |

Constructor; do not use directly (.

See also:
  SceneManager::createInstancedGeometry)

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

Destructor.

## Member Function Documentation

virtual BatchInstance* Ogre::InstancedGeometry::getBatchInstance | ( | const AxisAlignedBox & | bounds,
|  | bool | autoCreate |
| ) |  |  | `[protected, virtual]`

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

Can be overridden by subclasses.

virtual BatchInstance* Ogre::InstancedGeometry::getBatchInstance | ( | const Vector3 & | point,
|  | bool | autoCreate |
| ) |  |  | `[protected, virtual]`

Get the BatchInstance within which a point lies.

virtual BatchInstance* Ogre::InstancedGeometry::getBatchInstance | ( | ushort | x,
|  | ushort | y,
|  | ushort | z,
|  | bool | autoCreate |
| ) |  |  | `[protected, virtual]`

Get the BatchInstance using indexes.

virtual BatchInstance* Ogre::InstancedGeometry::getBatchInstance | ( | uint32 | index | ) | `[protected, virtual]`

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

virtual void Ogre::InstancedGeometry::getBatchInstanceIndexes | ( | const Vector3 & | point,
|  | ushort & | x,
|  | ushort & | y,
|  | ushort & | z |
| ) |  |  | `[protected, virtual]`

Get the BatchInstance indexes for a point.

virtual BatchInstance* Ogre::InstancedGeometry::getInstancedGeometryInstance | ( | void |  | ) | `[protected, virtual]`

get the first BatchInstance or create on if it does not exists.

virtual uint32 Ogre::InstancedGeometry::packIndex | ( | ushort | x,
|  | ushort | y,
|  | ushort | z |
| ) |  |  | `[protected, virtual]`

Pack 3 indexes into a single index value.

virtual Real Ogre::InstancedGeometry::getVolumeIntersection | ( | const AxisAlignedBox & | box,
|  | ushort | x,
|  | ushort | y,
|  | ushort | z |
| ) |  |  | `[protected, virtual]`

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

virtual AxisAlignedBox Ogre::InstancedGeometry::getBatchInstanceBounds | ( | ushort | x,
|  | ushort | y,
|  | ushort | z |
| ) |  |  | `[protected, virtual]`

Get the bounds of an indexed BatchInstance.

virtual Vector3 Ogre::InstancedGeometry::getBatchInstanceCentre | ( | ushort | x,
|  | ushort | y,
|  | ushort | z |
| ) |  |  | `[protected, virtual]`

Get the centre of an indexed BatchInstance.

virtual AxisAlignedBox Ogre::InstancedGeometry::calculateBounds | ( | VertexData * | vertexData,
|  | const Vector3 & | position,
|  | const Quaternion & | orientation,
|  | const Vector3 & | scale |
| ) |  |  | `[protected, virtual]`

Calculate world bounds from a set of vertex data.

SubMeshLodGeometryLinkList* Ogre::InstancedGeometry::determineGeometry | ( | SubMesh * | sm | ) | `[protected]`

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

void Ogre::InstancedGeometry::splitGeometry | ( | VertexData * | vd,
|  | IndexData * | id,
|  | SubMeshLodGeometryLink * | targetGeomLink |
| ) |  |  | `[protected]`

Split some shared geometry into dedicated geometry.

template<typename T>

void Ogre::InstancedGeometry::buildIndexRemap | ( | T * | pBuffer,
|  | size_t | numIndexes,
|  | IndexRemap & | remap |
| ) |  |  | `[protected]`

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

Definition at line 608 of file OgreInstancedGeometry.h.

template<typename T>

void Ogre::InstancedGeometry::remapIndexes | ( | T * | src,
|  | T * | dst,
|  | const IndexRemap & | remap,
|  | size_t | numIndexes |
| ) |  |  | `[protected]`

Method for altering indexes based on a remap.

Definition at line 621 of file OgreInstancedGeometry.h.

const String& Ogre::InstancedGeometry::getName | ( | void |  | ) | const

Get the name of this object.

Definition at line 640 of file OgreInstancedGeometry.h.

virtual void Ogre::InstancedGeometry::addEntity | ( | Entity * | ent,
|  | const Vector3 & | position,
|  | const Quaternion & | orientation = `Quaternion::IDENTITY`,
|  | const Vector3 & | scale = `Vector3::UNIT_SCALE` |
| ) |  |  | `[virtual]`

Adds an Entity to the static geometry.

Remarks:
  This method takes an existing Entity and adds its details to the list of elements to include when building. Note that the Entity itself is not copied or referenced in this method; an Entity is passed simply so that you can change the materials of attached SubEntity objects if you want. You can add the same Entity instance multiple times with different material settings completely safely, and destroy the Entity before destroying this InstancedGeometry if you like. The Entity passed in is simply used as a definition.

Note:
  Must be called before 'build'.

Parameters:

  | ent | The Entity to use as a definition (the Mesh and Materials referenced will be recorded for the build call).
  | position | The world position at which to add this Entity
  | orientation | The world orientation at which to add this Entity
  | scale | The scale at which to add this entity

virtual void Ogre::InstancedGeometry::addSceneNode | ( | const SceneNode * | node | ) | `[virtual]`

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

Remarks:
  This method performs just like addEntity, except it adds all the entities attached to an entire sub-tree to the geometry. The position / orientation / scale parameters are taken from the node structure instead of being specified manually.

Note:
  The SceneNode you pass in will not be automatically detached from it's parent, so if you have this node already attached to the scene graph, you will need to remove it if you wish to avoid the overhead of rendering both the original objects and their new static versions! We don't do this for you incase you are preparing this in advance and so don't want the originals detached yet.

  Must be called before 'build'.

Parameters:

  | node | Pointer to the node to use to provide a set of Entity templates

virtual void Ogre::InstancedGeometry::build | ( | void |  | ) | `[virtual]`

Build the geometry.

Remarks:
  Based on all the entities which have been added, and the batching options which have been set, this method constructs the batched geometry structures required. The batches are added to the scene and will be rendered unless you specifically hide them.

Note:
  Once you have called this method, you can no longer add any more entities.

void Ogre::InstancedGeometry::addBatchInstance | ( | void |  | ) |

Add a new batch instance.

Remarks:
  This method add a new instance of the whole batch, by creating a new BatchInstance, containing new lod buckets, material buckets and geometry buckets. The new geometry buckets will use the same buffers as the base bucket.

Note:
  no note

virtual void Ogre::InstancedGeometry::destroy | ( | void |  | ) | `[virtual]`

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

Remarks:
  You can call build() again after this and it will pick up all the same entities / nodes you queued last time.

virtual void Ogre::InstancedGeometry::reset | ( | void |  | ) | `[virtual]`

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

virtual void Ogre::InstancedGeometry::setRenderingDistance | ( | Real | dist | ) | `[virtual]`

Sets the distance at which batches are no longer rendered.

Remarks:
  This lets you turn off batches at a given distance. This can be useful for things like detail meshes (grass, foliage etc) and could be combined with a shader which fades the geometry out beforehand to lessen the effect.

Parameters:

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

Definition at line 724 of file OgreInstancedGeometry.h.

virtual Real Ogre::InstancedGeometry::getRenderingDistance | ( | void |  | ) | const`[virtual]`

Gets the distance at which batches are no longer rendered.

Definition at line 730 of file OgreInstancedGeometry.h.

virtual Real Ogre::InstancedGeometry::getSquaredRenderingDistance | ( | void |  | ) | const`[virtual]`

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

Definition at line 733 of file OgreInstancedGeometry.h.

virtual void Ogre::InstancedGeometry::setVisible | ( | bool | visible | ) | `[virtual]`

Hides or shows all the batches.

virtual bool Ogre::InstancedGeometry::isVisible | ( | void |  | ) | const`[virtual]`

Are the batches visible?

Definition at line 740 of file OgreInstancedGeometry.h.

virtual void Ogre::InstancedGeometry::setCastShadows | ( | bool | castShadows | ) | `[virtual]`

Sets whether this geometry should cast shadows.

Remarks:
  No matter what the settings on the original entities, the InstancedGeometry class defaults to not casting shadows. This is because, being static, unless you have moving lights you'd be better to use precalculated shadows of some sort. However, if you need them, you can enable them using this method. If the SceneManager is set up to use stencil shadows, edge lists will be copied from the underlying meshes on build. It is essential that all meshes support stencil shadows in this case.

Note:
  If you intend to use stencil shadows, you must set this to true before calling 'build' as well as making sure you set the scene's shadow type (that should always be the first thing you do anyway). You can turn shadows off temporarily but they can never be turned on if they were not at the time of the build.

virtual bool Ogre::InstancedGeometry::getCastShadows | ( | void |  | ) | `[virtual]`

Will the geometry from this object cast shadows?

Definition at line 761 of file OgreInstancedGeometry.h.

virtual void Ogre::InstancedGeometry::setBatchInstanceDimensions | ( | const Vector3 & | size | ) | `[virtual]`

Sets the size of a single BatchInstance of geometry.

Remarks:
  This method allows you to configure the physical world size of each BatchInstance, so you can balance culling against batch size. Entities will be fitted within the batch they most closely fit, and the eventual bounds of each batch may well be slightly larger than this if they overlap a little. The default is Vector3(1000, 1000, 1000).

Note:
  Must be called before 'build'.

Parameters:

  | size | Vector3 expressing the 3D size of each BatchInstance.

Definition at line 773 of file OgreInstancedGeometry.h.

virtual const Vector3& Ogre::InstancedGeometry::getBatchInstanceDimensions | ( | void |  | ) | const`[virtual]`

Gets the size of a single batch of geometry.

Definition at line 778 of file OgreInstancedGeometry.h.

virtual void Ogre::InstancedGeometry::setOrigin | ( | const Vector3 & | origin | ) | `[virtual]`

Sets the origin of the geometry.

Remarks:
  This method allows you to configure the world centre of the geometry, thus the place which all BatchInstances surround. You probably don't need to mess with this unless you have a seriously large world, since the default set up can handle an area 1024 * mBatchInstanceDimensions, and the sparseness of population is no issue when it comes to rendering. The default is Vector3(0,0,0).

Note:
  Must be called before 'build'.

Parameters:

  | size | Vector3 expressing the 3D origin of the geometry.

Definition at line 790 of file OgreInstancedGeometry.h.

virtual const Vector3& Ogre::InstancedGeometry::getOrigin | ( | void |  | ) | const`[virtual]`

Gets the origin of this geometry.

Definition at line 792 of file OgreInstancedGeometry.h.

virtual void Ogre::InstancedGeometry::setRenderQueueGroup | ( | uint8 | queueID | ) | `[virtual]`

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

Remarks:
  Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want to perform more complex rendering.

  See RenderQueue for more details.

Parameters:

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

virtual uint8 Ogre::InstancedGeometry::getRenderQueueGroup | ( | void |  | ) | const`[virtual]`

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

BatchInstanceIterator Ogre::InstancedGeometry::getBatchInstanceIterator | ( | void |  | ) |

Get an iterator over the BatchInstances in this geometry.

RenderOperationVector& Ogre::InstancedGeometry::getRenderOperationVector | ( |  | ) |

get the mRenderOps vector.

Definition at line 814 of file OgreInstancedGeometry.h.

void Ogre::InstancedGeometry::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 Ogre::InstancedGeometry::dump | ( | const String & | filename | ) | const`[virtual]`

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

SkeletonInstance* Ogre::InstancedGeometry::getBaseSkeletonInstance | ( | void |  | ) |

Remarks:
  Return the skeletonInstance that will be used

Definition at line 827 of file OgreInstancedGeometry.h.

SkeletonPtr Ogre::InstancedGeometry::getBaseSkeleton | ( | void |  | ) |

Remarks:
  Return the skeleton that is shared by all instanced objects.

Definition at line 832 of file OgreInstancedGeometry.h.

AnimationStateSet* Ogre::InstancedGeometry::getBaseAnimationState | ( | void |  | ) |

Remarks:
  Return the animation state that will be cloned each time an InstancedObject is made

Definition at line 837 of file OgreInstancedGeometry.h.

unsigned int Ogre::InstancedGeometry::getObjectCount | ( | void |  | ) |

Remarks:
  return the total number of object that are in all the batches

Definition at line 842 of file OgreInstancedGeometry.h.

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

SceneManager* Ogre::InstancedGeometry::mOwner`[protected]`

Definition at line 519 of file OgreInstancedGeometry.h.

String Ogre::InstancedGeometry::mName`[protected]`

Definition at line 520 of file OgreInstancedGeometry.h.

bool Ogre::InstancedGeometry::mBuilt`[protected]`

Definition at line 521 of file OgreInstancedGeometry.h.

Real Ogre::InstancedGeometry::mUpperDistance`[protected]`

Definition at line 522 of file OgreInstancedGeometry.h.

Real Ogre::InstancedGeometry::mSquaredUpperDistance`[protected]`

Definition at line 523 of file OgreInstancedGeometry.h.

bool Ogre::InstancedGeometry::mCastShadows`[protected]`

Definition at line 524 of file OgreInstancedGeometry.h.

Vector3 Ogre::InstancedGeometry::mBatchInstanceDimensions`[protected]`

Definition at line 525 of file OgreInstancedGeometry.h.

Vector3 Ogre::InstancedGeometry::mHalfBatchInstanceDimensions`[protected]`

Definition at line 526 of file OgreInstancedGeometry.h.

Vector3 Ogre::InstancedGeometry::mOrigin`[protected]`

Definition at line 527 of file OgreInstancedGeometry.h.

bool Ogre::InstancedGeometry::mVisible`[protected]`

Definition at line 528 of file OgreInstancedGeometry.h.

uint8 Ogre::InstancedGeometry::mRenderQueueID`[protected]`

The render queue to use when rendering this object.

Definition at line 530 of file OgreInstancedGeometry.h.

bool Ogre::InstancedGeometry::mRenderQueueIDSet`[protected]`

Flags whether the RenderQueue's default should be used.

Definition at line 532 of file OgreInstancedGeometry.h.

unsigned int Ogre::InstancedGeometry::mObjectCount`[protected]`

number of objects in the batch

Definition at line 534 of file OgreInstancedGeometry.h.

QueuedSubMeshList Ogre::InstancedGeometry::mQueuedSubMeshes`[protected]`

Definition at line 535 of file OgreInstancedGeometry.h.

BatchInstance* Ogre::InstancedGeometry::mInstancedGeometryInstance`[protected]`

Definition at line 536 of file OgreInstancedGeometry.h.

SkeletonPtr Ogre::InstancedGeometry::mBaseSkeleton`[protected]`

this is just a pointer to the base skeleton that will be used for each animated object in the batches This pointer has a value only during the creation of the InstancedGeometry

Definition at line 540 of file OgreInstancedGeometry.h.

SkeletonInstance* Ogre::InstancedGeometry::mSkeletonInstance`[protected]`

Definition at line 541 of file OgreInstancedGeometry.h.

AnimationStateSet* Ogre::InstancedGeometry::mAnimationState`[protected]`

This is the main animation state.

All "objects" in the batch will use an instance of this animation state

Definition at line 545 of file OgreInstancedGeometry.h.

OptimisedSubMeshGeometryList Ogre::InstancedGeometry::mOptimisedSubMeshGeometryList`[protected]`

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

Definition at line 548 of file OgreInstancedGeometry.h.

SubMeshGeometryLookup Ogre::InstancedGeometry::mSubMeshGeometryLookup`[protected]`

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

Definition at line 554 of file OgreInstancedGeometry.h.

BatchInstanceMap Ogre::InstancedGeometry::mBatchInstanceMap`[protected]`

Map of BatchInstances.

Definition at line 557 of file OgreInstancedGeometry.h.

RenderOperationVector Ogre::InstancedGeometry::mRenderOps`[protected]`

This vector stores all the renderOperation used in the batch.

See the type definition for more details.

Definition at line 561 of file OgreInstancedGeometry.h.

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

- OgreInstancedGeometry.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 11:33:38 2009