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Ogre::BspSceneManager Class Reference

Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree. More...

#include <OgreBspSceneManager.h>

Inheritance diagram for Ogre::BspSceneManager:

Ogre::SceneManager List of all members.

Public Types

enum  PrefabType { PT_PLANE }
 Prefab shapes available without loading a model. More...


Public Methods

 BspSceneManager ()
 ~BspSceneManager ()
void setWorldGeometry (const String &filename)
 Specialised from SceneManager to support Quake3 bsp files. More...

void showNodeBoxes (bool show)
 Tells the manager whether to draw the axis-aligned boxes that surround nodes in the Bsp tree. More...

ViewPoint getSuggestedViewpoint (bool random=false)
 Specialised to suggest viewpoints. More...

void _findVisibleObjects (Camera *cam)
 Overriden from SceneManager. More...

void _renderVisibleObjects (void)
 Overriden from SceneManager. More...

virtual CameracreateCamera (const String &name)
 Creates a camera to be managed by this scene manager. More...

virtual CameragetCamera (const String &name)
 Retrieves a pointer to the named camera. More...

virtual void removeCamera (Camera *cam)
 Removes a camera from the scene. More...

virtual void removeCamera (const String &name)
 Removes a camera from the scene. More...

virtual void removeAllCameras (void)
 Removes (and destroys) all cameras from the scene. More...

virtual LightcreateLight (const String &name)
 Creates a light for use in the scene. More...

virtual LightgetLight (const String &name)
 Returns a pointer to the named Light which has previously been added to the scene. More...

virtual void removeLight (const String &name)
 Removes the named light from the scene and destroys it. More...

virtual void removeLight (Light *light)
 Removes the light from the scene and destroys it based on a pointer. More...

virtual void removeAllLights (void)
 Removes and destroys all lights in the scene. More...

virtual MaterialcreateMaterial (const String &name)
 Creates a new (blank) material with the specified name. More...

virtual MaterialgetDefaultMaterialSettings (void)
 Returns a pointer to the default Material settings. More...

virtual void addMaterial (const Material &mat)
 Adds a material created outside the SceneManager to it's internal list. More...

virtual MaterialgetMaterial (const String &name)
 Gets a reference to a named Material. More...

virtual MaterialgetMaterial (int handle)
 Gets a reference to a material by it's numerical handle. More...

virtual SceneNodecreateSceneNode (void)
 Creates an instance of a SceneNode. More...

virtual SceneNodecreateSceneNode (const String &name)
 Creates an instance of a SceneNode with a given name. More...

virtual void destroySceneNode (const String &name)
 Destroys a SceneNode with a given name. More...

virtual SceneNodegetRootSceneNode (void) const
 Gets the SceneNode at the root of the scene hierarchy. More...

virtual SceneNodegetSceneNode (const String &name) const
 Retrieves a named SceneNode from the scene graph. More...

virtual EntitycreateEntity (const String &entityName, const String &meshName)
 Create an Entity (instance of a discrete mesh). More...

virtual EntitycreateEntity (const String &entityName, PrefabType ptype)
 Create an Entity (instance of a discrete mesh) from a range of prefab shapes. More...

virtual EntitygetEntity (const String &name)
 Retrieves a pointer to the named Entity. More...

virtual void removeEntity (Entity *ent)
 Removes & destroys an Entity from the SceneManager. More...

virtual void removeEntity (const String &name)
 Removes & destroys an Entity from the SceneManager by name. More...

virtual void removeAllEntities (void)
 Removes & destroys all Entities. More...

virtual void clearScene (void)
 Empties the entire scene, inluding all SceneNodes, Cameras, Entities and Lights etc. More...

void setAmbientLight (ColourValue colour)
 Sets the ambient light level to be used for the scene. More...

ColourValue getAmbientLight (void)
 Returns the ambient light level to be used for the scene. More...

virtual bool setOption (const String &strKey, const void *pValue)
 Method for setting a specific option of the Scene Manager. More...

virtual bool getOption (const String &strKey, void *pDestValue)
 Method for getting the value of an implementation-specific Scene Manager option. More...

virtual bool hasOption (const String &strKey)
 Method for verifying wether the scene manager has an implementation-specific option. More...

virtual bool getOptionValues (const String &strKey, std::list< SDDataChunk > &refValueList)
 Method for getting all possible values for a specific option. More...

virtual bool getOptionKeys (std::list< String > &refKeys)
 Method for getting all the implementation-specific options of the scene manager. More...

virtual void _updateSceneGraph (Camera *cam)
 Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. More...

virtual void _applySceneAnimations (void)
 Internal method for applying animations to scene nodes. More...

virtual void _renderScene (Camera *camera, Viewport *vp, bool includeOverlays)
 Prompts the class to send its contents to the renderer. More...

virtual void _queueSkiesForRendering (Camera *cam)
 Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome. More...

virtual void _renderSubMesh (SubMesh *sm)
 Internal method for issuing geometry for a mesh to the RenderSystem pipeline. More...

virtual void _updateDynamicLights (void)
 Sends any updates to the dynamic lights in the world to the renderer. More...

virtual void _setDestinationRenderSystem (RenderSystem *sys)
 Notifies the scene manager of its destination render system. More...

virtual void setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, bool drawFirst=true, Real bow=0)
 Enables / disables a 'sky plane' i.e. More...

virtual void setSkyBox (bool enable, const String &materialName, Real distance=5000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY)
 Enables / disables a 'sky box' i.e. More...

virtual void setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY)
 Enables / disables a 'sky dome' i.e. More...

void setFog (FogMode mode=FOG_NONE, ColourValue colour=ColourValue::White, Real expDensity=0.001, Real linearStart=0.0, Real linearEnd=1.0)
 Sets the fogging mode applied to the scene. More...

virtual FogMode getFogMode (void) const
 Returns the fog mode for the scene. More...

virtual const ColourValuegetFogColour (void) const
 Returns the fog colour for the scene. More...

virtual Real getFogStart (void) const
 Returns the fog start distance for the scene. More...

virtual Real getFogEnd (void) const
 Returns the fog end distance for the scene. More...

virtual Real getFogDensity (void) const
 Returns the fog density for the scene. More...

virtual void displaySplashScreen (Viewport *vp, const String &name)
 Experimental - do not use! More...

virtual BillboardSetcreateBillboardSet (const String &name, unsigned int poolSize=20)
 Creates a new BillboardSet for use with this scene manager. More...

virtual BillboardSetgetBillboardSet (const String &name)
 Retrieves a pointer to the named BillboardSet. More...

virtual void removeBillboardSet (BillboardSet *set)
 Removes & destroys an BillboardSet from the SceneManager. More...

virtual void removeBillboardSet (const String &name)
 Removes & destroys an BillboardSet from the SceneManager by name. More...

virtual void setDisplaySceneNodes (bool display)
 Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene. More...

virtual AnimationcreateAnimation (const String &name, Real length)
 Creates an animation which can be used to animate scene nodes. More...

virtual AnimationgetAnimation (const String &name) const
 Looks up an Animation object previously created with createAnimation. More...

virtual void destroyAnimation (const String &name)
 Destroys an Animation. More...

virtual void destroyAllAnimations (void)
 Removes all animations created using this SceneManager. More...

virtual AnimationStatecreateAnimationState (const String &animName)
 Create an AnimationState object for managing application of animations. More...

virtual AnimationStategetAnimationState (const String &animName)
 Retrieves animation state as previously created using createAnimationState. More...

virtual void destroyAnimationState (const String &name)
 Destroys an AnimationState. More...

virtual void destroyAllAnimationStates (void)
 Removes all animation states created using this SceneManager. More...

virtual void manualRender (RenderOperation *rend, Material *mat, Viewport *vp, const Matrix4 &worldMatrix, const Matrix4 &viewMatrix, const Matrix4 &projMatrix)
 Manual rendering method, for advanced users only. More...

virtual OverlaycreateOverlay (const String &name, ushort zorder=100)
 Creates a new Overlay. More...

virtual OverlaygetOverlay (const String &name)
 Gets a pointer to the named Overlay, previously created using createOverlay. More...

virtual void destroyOverlay (const String &name)
 Destroys the named Overlay. More...

virtual void destroyAllOverlays (void)
 Destroys all the overlays. More...

virtual void addRenderQueueListener (RenderQueueListener *newListener)
 Registers a new RenderQueueListener which will be notified when render queues are processed. More...

virtual void removeRenderQueueListener (RenderQueueListener *delListener)
 Removes a listener previously added with addRenderQueueListener. More...

void showBoundingBoxes (bool bShow)
 Allows all bounding boxes of scene nodes to be displayed. More...

bool getShowBoundingBoxes ()
 Returns if all bounding boxes of scene nodes are to be displayed. More...


Protected Types

typedef std::set< int > FaceGroupSet
typedef std::map< Material *,
std::vector< StaticFaceGroup * >,
materialLess > 
MaterialFaceGroupMap
typedef std::map< std::string,
Camera *, std::less< std::string > > 
CameraList
typedef std::map< std::string,
Light *, std::less< std::string > > 
LightList
typedef std::map< std::string,
Entity *, std::less< std::string > > 
EntityList
typedef std::map< std::string,
BillboardSet *, std::less<
std::string > > 
BillboardSetList
typedef std::map< String,
SceneNode * > 
SceneNodeList
typedef std::map< String,
Animation * > 
AnimationList
 Storage of animations, lookup by name. More...

typedef std::vector< RenderQueueListener * > RenderQueueListenerList
enum  BoxPlane {
  BP_FRONT = 0, BP_BACK = 1, BP_LEFT = 2, BP_RIGHT = 3,
  BP_UP = 4, BP_DOWN = 5
}

Protected Methods

BspNodewalkTree (Camera *camera)
 Walks the BSP tree looking for the node which the camera is in, and tags any geometry which is in a visible leaf for later processing. More...

void processVisibleLeaf (BspNode *leaf, Camera *cam)
 Tags geometry in the leaf specified for later rendering. More...

void clearGeometryCaches (void)
 Clears the caches of vertex anf face index data. More...

void cacheGeometry (const StaticFaceGroup *faceGroup)
 Caches a face group for imminent rendering. More...

void freeMemory (void)
 Frees up allocated memory for geometry caches. More...

void addBoundingBox (AxisAlignedBox &aab, bool visible)
 Adds a bounding box to draw if turned on. More...

void renderStaticGeometry (void)
 Renders the static level geometry tagged in walkTree. More...

int setMaterial (Material *mat, int numLayers)
 Internal method for setting a material for subsequent rendering. More...

MeshcreateSkyboxPlane (BoxPlane bp, Real distance, const Quaternion &orientation)
MeshcreateSkydomePlane (BoxPlane bp, Real curvature, Real tiling, Real distance, const Quaternion &orientation)
void useRenderableViewProjMode (Renderable *pRend)
 Internal method used by _renderVisibleObjects to deal with renderables which override the camera's own view / projection materices. More...

bool fireRenderQueueStarted (RenderQueueGroupID id)
 Internal method for firing the queue start event, returns true if queue is to be skipped. More...

bool fireRenderQueueEnded (RenderQueueGroupID id)
 Internal method for firing the queue end event, returns true if queue is to be repeated. More...

virtual void setViewport (Viewport *vp)
 Internal method for setting the destination viewport for the next render. More...


Protected Attributes

BspResourceManagermBspResMgr
BspLevelmLevel
FaceGroupSet mFaceGroupSet
MaterialFaceGroupMap mMatFaceGroupMap
RenderOperation mPendingGeometry
 Cache of data about to go to the renderer. More...

bool mShowNodeAABs
RenderOperation mAABGeometry
RenderQueue mRenderQueue
 Queue of objects for rendering. More...

ColourValue mAmbientLight
 Current ambient light, cached for RenderSystem. More...

RenderSystemmDestRenderSystem
 The rendering system to send the scene to. More...

CameraList mCameras
 Central list of cameras - for easy memory management and lookup. More...

LightList mLights
 Central list of lights - for easy memory management and lookup. More...

EntityList mEntities
 Central list of entities - for easy memory management and lookup. More...

BillboardSetList mBillboardSets
 Central list of billboard sets - for easy memory management and lookup. More...

SceneNodeList mSceneNodes
 Central list of SceneNodes - for easy memory management. More...

CameramCameraInProgress
 Camera in progress. More...

SceneNodemSceneRoot
 Root scene node. More...

EntitymSkyPlaneEntity
EntitymSkyDomeEntity [5]
EntitymSkyBoxEntity [6]
SceneNodemSkyPlaneNode
SceneNodemSkyDomeNode
SceneNodemSkyBoxNode
bool mSkyPlaneEnabled
bool mSkyPlaneDrawFirst
Plane mSkyPlane
bool mSkyBoxEnabled
bool mSkyBoxDrawFirst
Quaternion mSkyBoxOrientation
bool mSkyDomeEnabled
bool mSkyDomeDrawFirst
Quaternion mSkyDomeOrientation
FogMode mFogMode
ColourValue mFogColour
Real mFogStart
Real mFogEnd
Real mFogDensity
bool mDisplayNodes
AnimationList mAnimationsList
AnimationStateSet mAnimationStates
bool mCamChanged
 Controller flag for determining if we need to set view/proj matrices. More...

RenderQueueListenerList mRenderQueueListeners
bool mShowBoundingBoxes
 Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. More...


Detailed Description

Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree.

This class refines the behaviour of the default SceneManager to manage a scene whose bulk of geometry is made up of an indoor environment which is organised by a Binary Space Partition (BSP) tree. A BSP tree progressively subdivides the space using planes which are the nodes of the tree. At some point we stop subdividing and everything in the remaining space is part of a 'leaf' which contains a number of polygons. Typically we traverse the tree to locate the leaf in which a point in space is (say the camera origin) and work from there. A second structure, the Potentially Visible Set, tells us which other leaves can been seen from this leaf, and we test their bounding boxes against the camera frustum to see which we need to draw. Leaves are also a good place to start for collision detection since they divide the level into discrete areas for testing. This BSP and PVS technique has been made famous by engines such as Quake and Unreal. Ogre provides support for loading Quake3 level files to populate your world through this class, by calling the BspSceneManager::setWorldGeometry. Note that this interface is made available at the top level of the SceneManager class so you don't have to write your code specifically for this class - just call Root::getSceneManager passing a SceneType of ST_INDOOR and in the current implementation you will get a BspSceneManager silently disguised as a standard SceneManager.


Member Typedef Documentation

typedef std::map<String, Animation*> Ogre::SceneManager::AnimationList [protected, inherited]
 

Storage of animations, lookup by name.

typedef std::map<std::string, BillboardSet*, std::less<std::string> > Ogre::SceneManager::BillboardSetList [protected, inherited]
 

typedef std::map<std::string, Camera*, std::less<std::string> > Ogre::SceneManager::CameraList [protected, inherited]
 

typedef std::map<std::string, Entity*, std::less<std::string> > Ogre::SceneManager::EntityList [protected, inherited]
 

typedef std::set<int> Ogre::BspSceneManager::FaceGroupSet [protected]
 

typedef std::map<std::string, Light*, std::less<std::string> > Ogre::SceneManager::LightList [protected, inherited]
 

typedef std::map<Material*, std::vector<StaticFaceGroup*>, materialLess > Ogre::BspSceneManager::MaterialFaceGroupMap [protected]
 

typedef std::vector<RenderQueueListener*> Ogre::SceneManager::RenderQueueListenerList [protected, inherited]
 

typedef std::map<String, SceneNode*> Ogre::SceneManager::SceneNodeList [protected, inherited]
 


Member Enumeration Documentation

enum Ogre::SceneManager::BoxPlane [protected, inherited]
 

Enumeration values:
BP_FRONT 
BP_BACK 
BP_LEFT 
BP_RIGHT 
BP_UP 
BP_DOWN 

enum Ogre::SceneManager::PrefabType [inherited]
 

Prefab shapes available without loading a model.

Note:
Minimal implementation at present.
Todo:
Add more prefabs (teapots, teapots!!!)
Enumeration values:
PT_PLANE 


Constructor & Destructor Documentation

Ogre::BspSceneManager::BspSceneManager  
 

Ogre::BspSceneManager::~BspSceneManager  
 


Member Function Documentation

void Ogre::SceneManager::_applySceneAnimations void    [virtual, inherited]
 

Internal method for applying animations to scene nodes.

Remarks:
Uses the internally stored AnimationState objects to apply animation to SceneNodes.

void Ogre::BspSceneManager::_findVisibleObjects Camera   cam [virtual]
 

Overriden from SceneManager.

Reimplemented from Ogre::SceneManager.

void Ogre::SceneManager::_queueSkiesForRendering Camera   cam [virtual, inherited]
 

Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome.

void Ogre::SceneManager::_renderScene Camera   camera,
Viewport   vp,
bool    includeOverlays
[virtual, inherited]
 

Prompts the class to send its contents to the renderer.

Remarks:
This method prompts the scene manager to send the contents of the scene it manages to the rendering pipeline, possibly preceded by some sorting, culling or other scene management tasks. Note that this method is not normally called directly by the user application; it is called automatically by the Ogre rendering loop.
Parameters:
camera  Pointer to a camera from whose viewpoint the scene is to be rendered.
vp  The target viewport
includeOverlays  Whether or not overlay objects should be rendered

void Ogre::SceneManager::_renderSubMesh SubMesh   sm [virtual, inherited]
 

Internal method for issuing geometry for a mesh to the RenderSystem pipeline.

Note:
Not recommended for manual usage, leave Ogre to use this one as appropriate!

Assumed that material and world / view / projection transforms have already been set.

void Ogre::BspSceneManager::_renderVisibleObjects void    [virtual]
 

Overriden from SceneManager.

Reimplemented from Ogre::SceneManager.

void Ogre::SceneManager::_setDestinationRenderSystem RenderSystem   sys [virtual, inherited]
 

Notifies the scene manager of its destination render system.

Remarks:
Called automatically by RenderSystem::addSceneManager this method simply notifies the manager of the render system to which its output must be directed.
Parameters:
sys  Pointer to the RenderSystem subclass to be used as a render target.

void Ogre::SceneManager::_updateDynamicLights void    [virtual, inherited]
 

Sends any updates to the dynamic lights in the world to the renderer.

void Ogre::SceneManager::_updateSceneGraph Camera   cam [virtual, inherited]
 

Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.

Remarks:
This must be done before issuing objects to the rendering pipeline, since derived transformations from parent nodes are not updated until required. This SceneManager is a basic implementation which simply updates all nodes from the root. This ensures the scene is up to date but requires all the nodes to be updated even if they are not visible. Subclasses could trim this such that only potentially visible nodes are updated.

Reimplemented in Ogre::OctreeSceneManager.

void Ogre::BspSceneManager::addBoundingBox AxisAlignedBox   aab,
bool    visible
[protected]
 

Adds a bounding box to draw if turned on.

void Ogre::SceneManager::addMaterial const Material   mat [virtual, inherited]
 

Adds a material created outside the SceneManager to it's internal list.

Remarks:
Note that SceneManager copies the Material so there are no memory management issues. However note that the Material's internal handle will be regenerated to ensure uniqueness.

void Ogre::SceneManager::addRenderQueueListener RenderQueueListener   newListener [virtual, inherited]
 

Registers a new RenderQueueListener which will be notified when render queues are processed.

void Ogre::BspSceneManager::cacheGeometry const StaticFaceGroup   faceGroup [protected]
 

Caches a face group for imminent rendering.

void Ogre::BspSceneManager::clearGeometryCaches void    [protected]
 

Clears the caches of vertex anf face index data.

Does not deallocate.

void Ogre::SceneManager::clearScene void    [virtual, inherited]
 

Empties the entire scene, inluding all SceneNodes, Cameras, Entities and Lights etc.

Animation * Ogre::SceneManager::createAnimation const String   name,
Real    length
[virtual, inherited]
 

Creates an animation which can be used to animate scene nodes.

Remarks:
An animation is a collection of 'tracks' which over time change the position / orientation of Node objects. In this case, the animation will likely have tracks to modify the position / orientation of SceneNode objects, e.g. to make objects move along a path.

You don't need to use an Animation object to move objects around - you can do it yourself using the methods of the Node in your FrameListener class. However, when you need relatively complex scripted animation, this is the class to use since it will interpolate between keyframes for you and generally make the whole process easier to manage.

A single animation can affect multiple Node objects (each AnimationTrack affects a single Node). In addition, through animation blending a single Node can be affected by multiple animations, athough this is more useful when performing skeletal animation (see Skeleton::createAnimation).

Note that whilst it uses the same classes, the animations created here are kept separate from the skeletal animations of meshes (each Skeleton owns those animations).

Parameters:
name  The name of the animation, must be unique within this SceneManager.
length  The total length of the animation.

AnimationState * Ogre::SceneManager::createAnimationState const String   animName [virtual, inherited]
 

Create an AnimationState object for managing application of animations.

Remarks:
You can create Animation objects for animating SceneNode obejcts using the createAnimation method. However, in order to actually apply those animations you have to call methods on Node and Animation in a particular order (namely Node::resetToInitialState and Animation::apply). To make this easier and to help track the current time position of animations, the AnimationState object is provided. So if you don't want to control animation application manually, call this method, update the returned object as you like every frame and let SceneManager apply the animation state for you.

Remember, AnimationState objects are disabled by default at creation time. Turn them on when you want them using their setEnabled method.

Note that any SceneNode affected by this automatic animation will have it's state reset to it's initial position before application of the animation. Unless specifically modified using Node::setInitialState the Node assumes it's initial state is at the origin. If you want the base state of the SceneNode to be elsewhere, make your changes to the node using the standard transform methods, then call setInitialState to 'bake' this reference position into the node.

Parameters:
animName  The name of an animation created already with createAnimation.

BillboardSet * Ogre::SceneManager::createBillboardSet const String   name,
unsigned int    poolSize = 20
[virtual, inherited]
 

Creates a new BillboardSet for use with this scene manager.

Remarks:
This method creates a new BillboardSet which is registered with the SceneManager. The SceneManager will destroy this object when it shuts down or when the SceneManager::clearScene method is called, so the caller does not have to worry about destroying this object (in fact, it definitely should not do this).

See the BillboardSet documentations for full details of the returned class.

Parameters:
name  The name to give to this billboard set. Must be unique.
poolSize  The initial size of the pool of billboards (see BillboardSet for more information)
See also:
BillboardSet

Camera * Ogre::SceneManager::createCamera const String   name [virtual, inherited]
 

Creates a camera to be managed by this scene manager.

Remarks:
This camera must be added to the scene at a later time using the attachObject method of the SceneNode class.
Parameters:
name  Name to give the new camera.

Reimplemented in Ogre::OctreeSceneManager.

Entity * Ogre::SceneManager::createEntity const String   entityName,
PrefabType    ptype
[virtual, inherited]
 

Create an Entity (instance of a discrete mesh) from a range of prefab shapes.

Parameters:
entityName  The name to be given to the entity (must be unique).
ptype  The prefab type.

Entity * Ogre::SceneManager::createEntity const String   entityName,
const String   meshName
[virtual, inherited]
 

Create an Entity (instance of a discrete mesh).

Parameters:
entityName  The name to be given to the entity (must be unique).
meshName  The name of the Mesh it is to be based on (e.g. 'knot.oof'). The mesh will be loaded if it is not already.

Light * Ogre::SceneManager::createLight const String   name [virtual, inherited]
 

Creates a light for use in the scene.

Remarks:
Lights can either be in a fixed position and independent of the scene graph, or they can be attached to SceneNodes so they derive their position from the parent node. Either way, they are created using this method so that the SceneManager manages their existence.
Parameters:
name  The name of the new light, to identify it later.

Material * Ogre::SceneManager::createMaterial const String   name [virtual, inherited]
 

Creates a new (blank) material with the specified name.

Overlay * Ogre::SceneManager::createOverlay const String   name,
ushort    zorder = 100
[virtual, inherited]
 

Creates a new Overlay.

Remarks:
Overlays can be used to render heads-up-displays (HUDs), menu systems, cockpits and any other 2D or 3D object you need to appear above the rest of the scene. See the Overlay class for more information.

NOTE: after creation, the Overlay is initially hidden. You can create as many overlays as you like ready to be displayed whenever. Just call Overlay::show to display the overlay.

Parameters:
name  The name to give the overlay, must be unique.
zorder  The zorder of the overlay relative to it's peers, higher zorders appear on top of lower ones.

SceneNode * Ogre::SceneManager::createSceneNode const String   name [virtual, inherited]
 

Creates an instance of a SceneNode with a given name.

Remarks:
Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes.

To include the returned SceneNode in the scene, use the addChild method of the SceneNode which is to be it's parent.

Note that this method takes a name parameter, which makes the node easier to retrieve directly again later.

Reimplemented in Ogre::OctreeSceneManager.

SceneNode * Ogre::SceneManager::createSceneNode void    [virtual, inherited]
 

Creates an instance of a SceneNode.

Remarks:
Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes.

To include the returned SceneNode in the scene, use the addChild method of the SceneNode which is to be it's parent.

Note that this method takes no parameters, and the node created is unnamed (it is actually given a generated name, which you can retrieve if you want). If you wish to create a node with a specific name, call the alternative method which takes a name parameter.

Reimplemented in Ogre::OctreeSceneManager.

Mesh * Ogre::SceneManager::createSkyboxPlane BoxPlane    bp,
Real    distance,
const Quaternion   orientation
[protected, inherited]
 

Mesh * Ogre::SceneManager::createSkydomePlane BoxPlane    bp,
Real    curvature,
Real    tiling,
Real    distance,
const Quaternion   orientation
[protected, inherited]
 

void Ogre::SceneManager::destroyAllAnimations void    [virtual, inherited]
 

Removes all animations created using this SceneManager.

void Ogre::SceneManager::destroyAllAnimationStates void    [virtual, inherited]
 

Removes all animation states created using this SceneManager.

void Ogre::SceneManager::destroyAllOverlays void    [virtual, inherited]
 

Destroys all the overlays.

void Ogre::SceneManager::destroyAnimation const String   name [virtual, inherited]
 

Destroys an Animation.

Remarks:
You should ensure that none of your code is referencing this animation objects since the memory will be freed.

void Ogre::SceneManager::destroyAnimationState const String   name [virtual, inherited]
 

Destroys an AnimationState.

Remarks:
You should ensure that none of your code is referencing this animation state object since the memory will be freed.

void Ogre::SceneManager::destroyOverlay const String   name [virtual, inherited]
 

Destroys the named Overlay.

void Ogre::SceneManager::destroySceneNode const String   name [virtual, inherited]
 

Destroys a SceneNode with a given name.

Remarks:
This allows you to physically delete an individual SceneNode if you want to. Note that this is not normally recommended, it's better to allow SceneManager to delete the nodes when the scene is cleared.

Reimplemented in Ogre::OctreeSceneManager.

void Ogre::SceneManager::displaySplashScreen Viewport   vp,
const String   name
[virtual, inherited]
 

Experimental - do not use!

bool Ogre::SceneManager::fireRenderQueueEnded RenderQueueGroupID    id [protected, inherited]
 

Internal method for firing the queue end event, returns true if queue is to be repeated.

bool Ogre::SceneManager::fireRenderQueueStarted RenderQueueGroupID    id [protected, inherited]
 

Internal method for firing the queue start event, returns true if queue is to be skipped.

void Ogre::BspSceneManager::freeMemory void    [protected]
 

Frees up allocated memory for geometry caches.

ColourValue Ogre::SceneManager::getAmbientLight void    [inherited]
 

Returns the ambient light level to be used for the scene.

Animation * Ogre::SceneManager::getAnimation const String   name const [virtual, inherited]
 

Looks up an Animation object previously created with createAnimation.

AnimationState * Ogre::SceneManager::getAnimationState const String   animName [virtual, inherited]
 

Retrieves animation state as previously created using createAnimationState.

BillboardSet * Ogre::SceneManager::getBillboardSet const String   name [virtual, inherited]
 

Retrieves a pointer to the named BillboardSet.

Camera * Ogre::SceneManager::getCamera const String   name [virtual, inherited]
 

Retrieves a pointer to the named camera.

Material * Ogre::SceneManager::getDefaultMaterialSettings void    [virtual, inherited]
 

Returns a pointer to the default Material settings.

Remarks:
Ogre comes configured with a set of defaults for newly created materials. If you wish to have a different set of defaults, simply call this method and change the returned Material's settings. All materials created from then on will be configured with the new defaults you have specified.

The default settings begin as:

  • ambient = ColourValue::White
  • diffuse = ColourValue::White
  • specular = ColourValue::Black
  • emmissive = ColourValue::Black
  • shininess = 0
  • No texture layers (& hence no textures)
  • SourceBlendFactor = SBF_ONE
  • DestBlendFactor = SBF_ZERO (no blend, replace with new colour)
  • Depth buffer checking on
  • Depth buffer writing on
  • Depth buffer comparison function = CMPF_LESS_EQUAL
  • Culling mode = CULL_CLOCKWISE
  • Ambient lighting = ColourValue(0.5, 0.5, 0.5) (mid-grey)
  • Dynamic lighting enabled
  • Gourad shading mode
  • Bilinear texture filtering

Entity * Ogre::SceneManager::getEntity const String   name [virtual, inherited]
 

Retrieves a pointer to the named Entity.

const ColourValue & Ogre::SceneManager::getFogColour void    const [virtual, inherited]
 

Returns the fog colour for the scene.

Real Ogre::SceneManager::getFogDensity void    const [virtual, inherited]
 

Returns the fog density for the scene.

Real Ogre::SceneManager::getFogEnd void    const [virtual, inherited]
 

Returns the fog end distance for the scene.

FogMode Ogre::SceneManager::getFogMode void    const [virtual, inherited]
 

Returns the fog mode for the scene.

Real Ogre::SceneManager::getFogStart void    const [virtual, inherited]
 

Returns the fog start distance for the scene.

Light * Ogre::SceneManager::getLight const String   name [virtual, inherited]
 

Returns a pointer to the named Light which has previously been added to the scene.

Material * Ogre::SceneManager::getMaterial int    handle [virtual, inherited]
 

Gets a reference to a material by it's numerical handle.

Remarks:
Numerical handles are assigned on creation of a material, or when a copy is registered with the SceneManager using the addMaterial method.

Material * Ogre::SceneManager::getMaterial const String   name [virtual, inherited]
 

Gets a reference to a named Material.

virtual bool Ogre::SceneManager::getOption const String   strKey,
void *    pDestValue
[inline, virtual, inherited]
 

Method for getting the value of an implementation-specific Scene Manager option.

Parameters:
strKey  The name of the option
pDestValue  A pointer to a memory location where the value will be copied. Currently, the memory will be allocated by the scene manager, but this may change
Returns:
On success, true is returned and pDestValue points to the value of the given option.

On failiure, false is returned and pDestValue is set to NULL.

Reimplemented in Ogre::OctreeSceneManager.

virtual bool Ogre::SceneManager::getOptionKeys std::list< String > &    refKeys [inline, virtual, inherited]
 

Method for getting all the implementation-specific options of the scene manager.

Parameters:
refKeys  A reference to a list that will be filled with all the available options.
Returns:
On success, true is returned. On failiure, false is returned.

Reimplemented in Ogre::OctreeSceneManager.

virtual bool Ogre::SceneManager::getOptionValues const String   strKey,
std::list< SDDataChunk > &    refValueList
[inline, virtual, inherited]
 

Method for getting all possible values for a specific option.

When this list is too large (i.e. the option expects, for example, a float), the return value will be true, but the list will contain just one element whose size will be set to 0. Otherwise, the list will be filled with all the possible values the option can accept.

Parameters:
strKey  The name of the option to get the values for.
refValueList  A reference to a list that will be filled with the available values.
Returns:
On success (the option exists), true is returned.

On failiure, false is returned.

Reimplemented in Ogre::OctreeSceneManager.

Overlay * Ogre::SceneManager::getOverlay const String   name [virtual, inherited]
 

Gets a pointer to the named Overlay, previously created using createOverlay.

SceneNode * Ogre::SceneManager::getRootSceneNode void    const [virtual, inherited]
 

Gets the SceneNode at the root of the scene hierarchy.

Remarks:
The entire scene is held as a hierarchy of nodes, which allows things like relative transforms, general changes in rendering state etc (See the SceneNode class for more info). In this basic SceneManager class, the application using Ogre is free to structure this hierarchy however it likes, since it has no real significance apart from making transforms relative to each node (more specialised subclasses will provide utility methods for building specific node structures e.g. loading a BSP tree).

However, in all cases there is only ever one root node of the hierarchy, and this method returns a pointer to it.

SceneNode * Ogre::SceneManager::getSceneNode const String   name const [virtual, inherited]
 

Retrieves a named SceneNode from the scene graph.

Remarks:
If you chose to name a SceneNode as you created it, or if you happened to make a note of the generated name, you can look it up wherever it is in the scene graph using this method.

bool Ogre::SceneManager::getShowBoundingBoxes   [inherited]
 

Returns if all bounding boxes of scene nodes are to be displayed.

ViewPoint Ogre::BspSceneManager::getSuggestedViewpoint bool    random = false [virtual]
 

Specialised to suggest viewpoints.

Reimplemented from Ogre::SceneManager.

virtual bool Ogre::SceneManager::hasOption const String   strKey [inline, virtual, inherited]
 

Method for verifying wether the scene manager has an implementation-specific option.

Parameters:
strKey  The name of the option to check for.
Returns:
If the scene manager contains the given option, true is returned.
Remarks:
If it does not, false is returned.

void Ogre::SceneManager::manualRender RenderOperation   rend,
Material   mat,
Viewport   vp,
const Matrix4   worldMatrix,
const Matrix4   viewMatrix,
const Matrix4   projMatrix
[virtual, inherited]
 

Manual rendering method, for advanced users only.

Remarks:
This method allows you to send rendering commands through the pipeline on demand, bypassing OGRE's normal world processing. You should only use this if you really know what you're doing; OGRE does lots of things for you that you really should let it do. However, there are times where it may be useful to have this manual interface, for example overlaying something on top of the scene rendered by OGRE.

Why use this instead of calling RenderSystem direct? Well, because SceneManagers cache state information about the last requested operations in RenderSystem in order to minimise render state changes, and you need to maintain this by ensuring calls go through the SceneManager. The other reason is that it's simpler: 1 call instead of many.

Because this is an instant rendering method, timing is important. The best time to call it is from a RenderTargetListener event handler.

Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use. Calling it regularly per frame will cause frame rate drops!

Parameters:
rend  A RenderOperation object describing the rendering op
mat  The material to use
vp  Pointer to the viewport to render to
worldMatrix  The transform to apply from object to world space
viewMatrix  The transform to apply from world to view space
projMatrix  The transform to apply from view to screen space

void Ogre::BspSceneManager::processVisibleLeaf BspNode   leaf,
Camera   cam
[protected]
 

Tags geometry in the leaf specified for later rendering.

void Ogre::SceneManager::removeAllCameras void    [virtual, inherited]
 

Removes (and destroys) all cameras from the scene.

void Ogre::SceneManager::removeAllEntities void    [virtual, inherited]
 

Removes & destroys all Entities.

Warning:
Again, use caution since no Entity must be referred to elsewhere e.g. attached to a SceneNode otherwise a crash is likely. Use clearScene if you are unsure (it clears SceneNode entries too.)
See also:
SceneManager::clearScene

void Ogre::SceneManager::removeAllLights void    [virtual, inherited]
 

Removes and destroys all lights in the scene.

void Ogre::SceneManager::removeBillboardSet const String   name [virtual, inherited]
 

Removes & destroys an BillboardSet from the SceneManager by name.

Warning:
Must only be done if the BillboardSet is not attached to a SceneNode. It may be safer to wait to clear the whole scene. If you are unsure, use clearScene.

void Ogre::SceneManager::removeBillboardSet BillboardSet   set [virtual, inherited]
 

Removes & destroys an BillboardSet from the SceneManager.

Warning:
Must only be done if the BillboardSet is not attached to a SceneNode. It may be safer to wait to clear the whole scene. If you are unsure, use clearScene.

void Ogre::SceneManager::removeCamera const String   name [virtual, inherited]
 

Removes a camera from the scene.

Remarks:
This method removes an camera from the scene based on the camera's name rather than a pointer.

void Ogre::SceneManager::removeCamera Camera   cam [virtual, inherited]
 

Removes a camera from the scene.

Remarks:
This method removes a previously added camera from the scene. The camera is deleted so the caller must ensure no references to it's previous instance (e.g. in a SceneNode) are used.
Parameters:
cam  Pointer to the camera to remove

void Ogre::SceneManager::removeEntity const String   name [virtual, inherited]
 

Removes & destroys an Entity from the SceneManager by name.

Warning:
Must only be done if the Entity is not attached to a SceneNode. It may be safer to wait to clear the whole scene if you are unsure use clearScene.
See also:
SceneManager::clearScene

void Ogre::SceneManager::removeEntity Entity   ent [virtual, inherited]
 

Removes & destroys an Entity from the SceneManager.

Warning:
Must only be done if the Entity is not attached to a SceneNode. It may be safer to wait to clear the whole scene if you are unsure use clearScene.
See also:
SceneManager::clearScene

void Ogre::SceneManager::removeLight Light   light [virtual, inherited]
 

Removes the light from the scene and destroys it based on a pointer.

Remarks:
Any pointers held to this light after calling this method will be invalid.

void Ogre::SceneManager::removeLight const String   name [virtual, inherited]
 

Removes the named light from the scene and destroys it.

Remarks:
Any pointers held to this light after calling this method will be invalid.

void Ogre::SceneManager::removeRenderQueueListener RenderQueueListener   delListener [virtual, inherited]
 

Removes a listener previously added with addRenderQueueListener.

void Ogre::BspSceneManager::renderStaticGeometry void    [protected]
 

Renders the static level geometry tagged in walkTree.

void Ogre::SceneManager::setAmbientLight ColourValue    colour [inherited]
 

Sets the ambient light level to be used for the scene.

Remarks:
This sets the colour and intensity of the ambient light in the scene, i.e. the light which is 'sourceless' and illuminates all objects equally. The colour of an object is affected by a combination of the light in the scene, and the amount of light that object reflects (in this case based on the Material::ambient property).
By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled) will not be visible unless you have some dynamic lights in your scene.

void Ogre::SceneManager::setDisplaySceneNodes bool    display [virtual, inherited]
 

Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene.

Remarks:
This method is mainly for debugging purposes. If you set this to 'true', each node will be rendered as a set of 3 axes to allow you to easily see the orientation of the nodes.

void Ogre::SceneManager::setFog FogMode    mode = FOG_NONE,
ColourValue    colour = ColourValue::White,
Real    expDensity = 0.001,
Real    linearStart = 0.0,
Real    linearEnd = 1.0
[inherited]
 

Sets the fogging mode applied to the scene.

Remarks:
This method sets up the scene-wide fogging effect. These settings apply to all geometry rendered, UNLESS the material with which it is rendered has it's own fog settings (see Material::setFog).
Parameters:
mode  Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off.
colour  The colour of the fog. Either set this to the same as your viewport background colour, or to blend in with a skydome or skybox.
expDensity  The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 0.001.
linearStart  Distance in world units at which linear fog starts to encroach. Only applicable if mode is FOG_LINEAR.
linearEnd  Distance in world units at which linear fog becomes completely opaque. Only applicable if mode is FOG_LINEAR.

int Ogre::SceneManager::setMaterial Material   mat,
int    numLayers
[protected, inherited]
 

Internal method for setting a material for subsequent rendering.

Remarks:
If this method returns a non-zero value, it means that not all the remaining texture layers can be rendered in one pass, and a subset of them have been set up in the RenderSystem for the first pass - the caller should render the geometry then call this method again to set the remaining texture layers and re-render the geometry again.
Parameters:
mat  The Material to set.
numLayers  The top 'n' number of layers to be processed, will only be less than total layers if a previous call resulted in a multipass render being required.
Returns:
The number of layers unprocessed because of insufficient available texture units in the hardware.

virtual bool Ogre::SceneManager::setOption const String   strKey,
const void *    pValue
[inline, virtual, inherited]
 

Method for setting a specific option of the Scene Manager.

These options are usually specific for a certain implemntation of the Scene Manager class, and may (and probably will) not exist across different implementations.

Parameters:
strKey  The name of the option to set
pValue  A pointer to the value - the size should be calculated by the scene manager based on the key
Returns:
On success, true is returned.

On failiure, false is returned.

Reimplemented in Ogre::OctreeSceneManager.

void Ogre::SceneManager::setSkyBox bool    enable,
const String   materialName,
Real    distance = 5000,
bool    drawFirst = true,
const Quaternion   orientation = Quaternion::IDENTITY
[virtual, inherited]
 

Enables / disables a 'sky box' i.e.

a 6-sided box at constant distance from the camera representing the sky.

Remarks:
You could create a sky box yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world box which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this skybox applies to any camera using this scene manager).

The material you use for the skybox can either contain layers which are single textures, or they can be cubic textures, i.e. made up of 6 images, one for each plane of the cube. See the Material::TextureLayer class for more information.

Parameters:
enable  True to enable the skybox, false to disable it
materialName  The name of the material the box will use
distance  Distance in world coorinates from the camera to each plane of the box. The default is normally OK.
drawFirst  If true, the box is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky box when it is rendered.
orientation  Optional parameter to specify the orientation of the box. By default the 'top' of the box is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.

void Ogre::SceneManager::setSkyDome bool    enable,
const String   materialName,
Real    curvature = 10,
Real    tiling = 8,
Real    distance = 4000,
bool    drawFirst = true,
const Quaternion   orientation = Quaternion::IDENTITY
[virtual, inherited]
 

Enables / disables a 'sky dome' i.e.

an illusion of a curved sky.

Remarks:
A sky dome is actually formed by 5 sides of a cube, but with texture coordinates generated such that the surface appears curved like a dome. Sky domes are appropriate where you need a realistic looking sky where the scene is not going to be 'fogged', and there is always a 'floor' of some sort to prevent the viewer looking below the horizon (the distortion effect below the horizon can be pretty horrible, and there is never anyhting directly below the viewer). If you need a complete wrap-around background, use the setSkyBox method instead. You can actually combine a sky box and a sky dome if you want, to give a positional backdrop with an overlayed curved cloud layer.

Sky domes work well with 2D repeating textures like clouds. You can change the apparant 'curvature' of the sky depending on how your scene is viewed - lower curvatures are better for 'open' scenes like landscapes, whilst higher curvatures are better for say FPS levels where you don't see a lot of the sky at once and the exaggerated curve looks good.

Parameters:
enable  True to enable the skydome, false to disable it
materialName  The name of the material the dome will use
curvature  The curvature of the dome. Good values are between 2 and 65. Higher values are more curved leading to a smoother effect, lower values are less curved meaning more distortion at the horizons but a better distance effect.
tiling  How many times to tile the texture(s) across the dome.
distance  Distance in world coorinates from the camera to each plane of the box the dome is rendered on. The default is normally OK.
drawFirst  If true, the dome is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky when it is rendered.
orientation  Optional parameter to specify the orientation of the dome. By default the 'top' of the dome is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.

void Ogre::SceneManager::setSkyPlane bool    enable,
const Plane   plane,
const String   materialName,
Real    scale = 1000,
Real    tiling = 10,
bool    drawFirst = true,
Real    bow = 0
[virtual, inherited]
 

Enables / disables a 'sky plane' i.e.

a plane at constant distance from the camera representing the sky.

Remarks:
You can create sky planes yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world plane which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this plane applies to any camera using this scene manager).
Note:
To apply scaling, scrolls etc to the sky texture(s) you should use the Material::TextureLayer class methods.
Parameters:
enable  True to enable the plane, false to disable it
plane  Details of the plane, i.e. it's normal and it's distance from the camera.
materialName  The name of the material the plane will use
scale  The scaling applied to the sky plane - higher values mean a bigger sky plane - you may want to tweak this depending on the size of plane.d and the other characteristics of your scene
tiling  How many times to tile the texture across the sky. Applies to all texture layers. If you need finer control use the TextureLayer texture coordinate transformation methods.
drawFirst  If true, the plane is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the plane.d value is large enough that no objects will 'poke through' the sky plane when it is rendered.
bow  If zero, the plane will be completely flat (like previous versions. If above zero, the plane will be curved, allowing the sky to appear below camera level. Curved sky planes are simular to skydomes, but are more compatable with fog.

void Ogre::SceneManager::setViewport Viewport   vp [protected, virtual, inherited]
 

Internal method for setting the destination viewport for the next render.

void Ogre::BspSceneManager::setWorldGeometry const String   filename [virtual]
 

Specialised from SceneManager to support Quake3 bsp files.

Reimplemented from Ogre::SceneManager.

void Ogre::SceneManager::showBoundingBoxes bool    bShow [inherited]
 

Allows all bounding boxes of scene nodes to be displayed.

void Ogre::BspSceneManager::showNodeBoxes bool    show
 

Tells the manager whether to draw the axis-aligned boxes that surround nodes in the Bsp tree.

For debugging purposes.

void Ogre::SceneManager::useRenderableViewProjMode Renderable   pRend [protected, inherited]
 

Internal method used by _renderVisibleObjects to deal with renderables which override the camera's own view / projection materices.

BspNode * Ogre::BspSceneManager::walkTree Camera   camera [protected]
 

Walks the BSP tree looking for the node which the camera is in, and tags any geometry which is in a visible leaf for later processing.

Parameters:
camera  Pointer to the viewpoint.
Returns:
The BSP node the camera was found in, for info.


Member Data Documentation

RenderOperation Ogre::BspSceneManager::mAABGeometry [protected]
 

ColourValue Ogre::SceneManager::mAmbientLight [protected, inherited]
 

Current ambient light, cached for RenderSystem.

AnimationList Ogre::SceneManager::mAnimationsList [protected, inherited]
 

AnimationStateSet Ogre::SceneManager::mAnimationStates [protected, inherited]
 

BillboardSetList Ogre::SceneManager::mBillboardSets [protected, inherited]
 

Central list of billboard sets - for easy memory management and lookup.

BspResourceManager* Ogre::BspSceneManager::mBspResMgr [protected]
 

bool Ogre::SceneManager::mCamChanged [protected, inherited]
 

Controller flag for determining if we need to set view/proj matrices.

Camera* Ogre::SceneManager::mCameraInProgress [protected, inherited]
 

Camera in progress.

CameraList Ogre::SceneManager::mCameras [protected, inherited]
 

Central list of cameras - for easy memory management and lookup.

RenderSystem* Ogre::SceneManager::mDestRenderSystem [protected, inherited]
 

The rendering system to send the scene to.

bool Ogre::SceneManager::mDisplayNodes [protected, inherited]
 

EntityList Ogre::SceneManager::mEntities [protected, inherited]
 

Central list of entities - for easy memory management and lookup.

FaceGroupSet Ogre::BspSceneManager::mFaceGroupSet [protected]
 

ColourValue Ogre::SceneManager::mFogColour [protected, inherited]
 

Real Ogre::SceneManager::mFogDensity [protected, inherited]
 

Real Ogre::SceneManager::mFogEnd [protected, inherited]
 

FogMode Ogre::SceneManager::mFogMode [protected, inherited]
 

Real Ogre::SceneManager::mFogStart [protected, inherited]
 

BspLevel* Ogre::BspSceneManager::mLevel [protected]
 

LightList Ogre::SceneManager::mLights [protected, inherited]
 

Central list of lights - for easy memory management and lookup.

MaterialFaceGroupMap Ogre::BspSceneManager::mMatFaceGroupMap [protected]
 

RenderOperation Ogre::BspSceneManager::mPendingGeometry [protected]
 

Cache of data about to go to the renderer.

RenderQueue Ogre::SceneManager::mRenderQueue [protected, inherited]
 

Queue of objects for rendering.

RenderQueueListenerList Ogre::SceneManager::mRenderQueueListeners [protected, inherited]
 

SceneNodeList Ogre::SceneManager::mSceneNodes [protected, inherited]
 

Central list of SceneNodes - for easy memory management.

Note:
Note that this list is used only for memory management; the structure of the scene is held using the hierarchy of SceneNodes starting with the root node. However you can look up nodes this way.

SceneNode* Ogre::SceneManager::mSceneRoot [protected, inherited]
 

Root scene node.

bool Ogre::SceneManager::mShowBoundingBoxes [protected, inherited]
 

Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe.

bool Ogre::BspSceneManager::mShowNodeAABs [protected]
 

bool Ogre::SceneManager::mSkyBoxDrawFirst [protected, inherited]
 

bool Ogre::SceneManager::mSkyBoxEnabled [protected, inherited]
 

Entity* Ogre::SceneManager::mSkyBoxEntity[6] [protected, inherited]
 

SceneNode* Ogre::SceneManager::mSkyBoxNode [protected, inherited]
 

Quaternion Ogre::SceneManager::mSkyBoxOrientation [protected, inherited]
 

bool Ogre::SceneManager::mSkyDomeDrawFirst [protected, inherited]
 

bool Ogre::SceneManager::mSkyDomeEnabled [protected, inherited]
 

Entity* Ogre::SceneManager::mSkyDomeEntity[5] [protected, inherited]
 

SceneNode* Ogre::SceneManager::mSkyDomeNode [protected, inherited]
 

Quaternion Ogre::SceneManager::mSkyDomeOrientation [protected, inherited]
 

Plane Ogre::SceneManager::mSkyPlane [protected, inherited]
 

bool Ogre::SceneManager::mSkyPlaneDrawFirst [protected, inherited]
 

bool Ogre::SceneManager::mSkyPlaneEnabled [protected, inherited]
 

Entity* Ogre::SceneManager::mSkyPlaneEntity [protected, inherited]
 

SceneNode* Ogre::SceneManager::mSkyPlaneNode [protected, inherited]
 

Copyright © 2002 by The OGRE Team