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28 #ifndef __SubEntity_H__
29 #define __SubEntity_H__
129 void prepareTempBlendBuffers(
void);
134 const String& getMaterialName()
const;
153 virtual void setVisible(
bool visible);
156 virtual bool isVisible(
void)
const;
169 virtual void setRenderQueueGroup(
uint8 queueID);
184 virtual void setRenderQueueGroupAndPriority(
uint8 queueID,
ushort priority);
187 virtual uint8 getRenderQueueGroup(
void)
const;
190 virtual ushort getRenderQueuePriority(
void)
const;
193 virtual bool isRenderQueueGroupSet(
void)
const;
196 virtual bool isRenderQueuePrioritySet(
void)
const;
221 void setIndexDataStartIndex(
size_t start_index);
226 size_t getIndexDataStartIndex()
const;
232 void setIndexDataEndIndex(
size_t end_index);
236 size_t getIndexDataEndIndex()
const;
240 void resetIndexDataStartEndIndex();
244 void getWorldTransforms(
Matrix4* xform)
const;
247 unsigned short getNumWorldTransforms(
void)
const;
249 Real getSquaredViewDepth(
const Camera* cam)
const;
253 bool getCastsShadows(
void)
const;
272 VertexData* _getSoftwareVertexAnimVertexData(
void);
277 VertexData* _getHardwareVertexAnimVertexData(
void);
291 void _markBuffersUnusedForAnimation(
void);
294 void _markBuffersUsedForAnimation(
void);
300 void _restoreBuffersForUnusedAnimation(
bool hardwareAnimation);
303 void _updateCustomGpuParameter(
309 { mCachedCamera = 0; }
void _invalidateCameraCache()
Invalidate the camera distance cache.
size_t mIndexStart
override the start index for the RenderOperation
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Real mCachedCameraDist
Cached distance to last camera for getSquaredViewDepth.
ushort mHardwarePoseCount
Number of hardware blended poses supported by material.
A viewpoint from which the scene will be rendered.
Utility class which defines the sub-parts of an Entity.
TempBlendedBufferInfo mTempSkelAnimInfo
Quick lookup of buffers.
unsigned short mMaterialLodIndex
The LOD number of the material to use, calculated by Entity::_notifyCurrentCamera.
Entity * getParent(void) const
Accessor to get parent Entity.
Structure recording the use of an automatic parameter.
bool mVisible
Is this SubEntity visible?
VertexData * mSkelAnimVertexData
Blend buffer details for dedicated geometry.
static String AUTODETECT_RESOURCE_GROUP_NAME
Special resource group name which causes resource group to be automatically determined based on searc...
MaterialPtr mMaterialPtr
Cached pointer to material.
Class representing an approach to rendering this particular Material.
const Camera * mCachedCamera
The camera for which the cached distance is valid.
VertexData * mSoftwareVertexAnimVertexData
Vertex data details for software Vertex anim of shared geometry.
Defines an instance of a discrete, movable object based on a Mesh.
uint8 mRenderQueueID
The render queue to use when rendering this renderable.
Summary class collecting together vertex source information.
size_t mIndexEnd
override the end index for the RenderOperation
Class encapsulating a standard 4x4 homogeneous matrix.
bool mRenderQueueIDSet
Flags whether the RenderQueue's default should be used.
Manages the organisation and rendering of a 'scene' i.e.
bool mRenderQueuePrioritySet
Flags whether the RenderQueue's default should be used.
Defines a part of a complete mesh.
Collects together the program parameters used for a GpuProgram.
Entity * mParentEntity
Pointer to parent.
ushort mRenderQueuePriority
The render queue priority to use when rendering this renderable.
Structure for recording the use of temporary blend buffers.
VertexData * mHardwareVertexAnimVertexData
Vertex data details for hardware Vertex anim of shared geometry.
Abstract class defining the interface all renderable objects must implement.
float Real
Software floating point type.
TempBlendedBufferInfo mTempVertexAnimInfo
Temp buffer details for software Vertex anim geometry.
SubMesh * mSubMesh
Pointer to the SubMesh defining geometry.
bool _getBuffersMarkedForAnimation(void) const
Are buffers already marked as vertex animated?
'New' rendering operation using vertex buffers.
bool mVertexAnimationAppliedThisFrame
Have we applied any vertex animation to geometry?
Copyright © 2012 Torus Knot Software Ltd

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Last modified Tue Apr 13 2021 08:53:15