| OGRE 1.11.1 Object-Oriented Graphics Rendering Engine

Public Types | Public Member Functions | Static Public Member Functions | Public Attributes | List of all members
Ogre::PCZLight Class Reference

Specialized version of Ogre::Light which caches which zones the light affects. More...

`#include <OgrePCZLight.h>`

Inheritance diagram for Ogre::PCZLight:
[legend]

## Public Types
enum | LightTypes { LT_POINT = 0, LT_DIRECTIONAL = 1, LT_SPOTLIGHT = 2 }
| Defines the type of light. More...
typedef std::vector< ShadowRenderable * > | ShadowRenderableList
typedef VectorIterator< ShadowRenderableList > | ShadowRenderableListIterator

## Public Member Functions
| PCZLight ()
| Default constructor (for Python mainly). More...
| PCZLight (const String &name)
| Normal constructor. More...
| ~PCZLight ()
| Standard destructor. More...
void | _calcTempSquareDist (const Vector3 &worldPos)
| internal method for calculating current squared distance from some world position More...
Real | _deriveShadowFarClipDistance (const Camera *maincam) const
| Derive a shadow camera far distance from either the light, or from the main camera if the light doesn't have its own setting. More...
Real | _deriveShadowNearClipDistance (const Camera *maincam) const
| Derive a shadow camera near distance from either the light, or from the main camera if the light doesn't have its own setting. More...
MovableObjectFactory * | _getCreator (void) const
| Get the creator of this object, if any (internal use only) More...
virtual const PlaneBoundedVolumeList & | _getFrustumClipVolumes (const Camera *const cam) const
| Internal method for calculating the clip volumes outside of the frustum which can be used to determine which objects are casting shadow on the frustum as a whole. More...
size_t | _getIndexInFrame () const
| Gets the index at which this light is in the current render. More...
LightList * | _getLightList ()
| Returns a pointer to the current list of lights for this object. More...
SceneManager * | _getManager (void) const
| Get the manager of this object, if any (internal use only) More...
virtual const PlaneBoundedVolume & | _getNearClipVolume (const Camera *const cam) const
| Internal method for calculating the 'near clip volume', which is the volume formed between the near clip rectangle of the camera and the light. More...
virtual const Affine3 & | _getParentNodeFullTransform (void) const
| Return the full transformation of the parent sceneNode or the attachingPoint node. More...
void | _notifyAttached (Node *parent, bool isTagPoint=false)
| Internal method called to notify the object that it has been attached to a node. More...
virtual void | _notifyCreator (MovableObjectFactory *fact)
| Notify the object of it's creator (internal use only) More...
virtual void | _notifyCurrentCamera (Camera *cam)
| Internal method to notify the object of the camera to be used for the next rendering operation. More...
void | _notifyIndexInFrame (size_t i)
virtual void | _notifyManager (SceneManager *man)
| Notify the object of it's manager (internal use only) More...
virtual void | _notifyMoved (void)
| MovableObject notified when SceneNode changes. More...
virtual void | _releaseManualHardwareResources ()
| Notifies the movable object that hardware resources were lost. More...
virtual void | _restoreManualHardwareResources ()
| Notifies the movable object that hardware resources should be restored. More...
void | _setCameraRelative (Camera *cam)
| Set the camera which this light should be relative to, for camera-relative rendering. More...
virtual void | _updateCustomGpuParameter (uint16 paramIndex, const GpuProgramParameters::AutoConstantEntry &constantEntry, GpuProgramParameters *params) const
| Update a custom GpuProgramParameters constant which is derived from information only this Light knows. More...
void | _updateRenderQueue (RenderQueue *queue)
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
void | addQueryFlags (uint32 flags)
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
void | addVisibilityFlags (uint32 flags)
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
void | addZoneToAffectedZonesList (PCZone *zone)
| Manually add a zone to the zones affected list. More...
bool | affectsVisibleZone (void)
bool | affectsZone (PCZone *zone)
| Check if a zone is in the list of zones affected by the light. More...
void | clearAffectedZones (void)
| Clear the affectedZonesList. More...
void | clearNeedsUpdate (void)
| Clear update flag. More...
AnimableValuePtr | createAnimableValue (const String &valueName)
| Create a reference-counted AnimableValuePtr for the named value. More...
void | detachFromParent (void)
| Detaches an object from a parent SceneNode or TagPoint, if attached. More...
const StringVector & | getAnimableValueNames (void) const
| Gets a list of animable value names for this object. More...
Vector4 | getAs4DVector (bool cameraRelativeIfSet=false) const
| Gets the details of this light as a 4D vector. More...
Real | getAttenuationConstant (void) const
| Returns the constant factor in the attenuation formula. More...
Real | getAttenuationLinear (void) const
| Returns the linear factor in the attenuation formula. More...
Real | getAttenuationQuadric (void) const
| Returns the quadric factor in the attenuation formula. More...
Real | getAttenuationRange (void) const
| Returns the absolute upper range of the light. More...
const AxisAlignedBox & | getBoundingBox (void) const
| Retrieves the local axis-aligned bounding box for this object. More...
Real | getBoundingRadius (void) const
| Retrieves the radius of the origin-centered bounding sphere for this object. More...
bool | getCastShadows (void) const
| Returns whether shadow casting is enabled for this object. More...
const Vector4 & | getCustomParameter (uint16 index) const
| Gets the custom value associated with this Light at the given index. More...
const ShadowCameraSetupPtr & | getCustomShadowCameraSetup (void) const
| Return a pointer to the custom shadow camera setup (null means use SceneManager global version). More...
const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const
| Overridden member from ShadowCaster. More...
const Vector3 & | getDerivedDirection (void) const
| Retrieves the direction of the light including any transform from nodes it is attached to. More...
const Vector3 & | getDerivedPosition (bool cameraRelativeIfSet=false) const
| Retrieves the position of the light including any transform from nodes it is attached to. More...
const ColourValue & | getDiffuseColour (void) const
| Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). More...
const Vector3 & | getDirection (void) const
| More...
EdgeData * | getEdgeList (void)
| Returns details of the edges which might be used to determine a silhouette. More...
const AxisAlignedBox & | getLightCapBounds (void) const
| Overridden member from ShadowCaster. More...
uint32 | getLightMask () const
| Get a bitwise mask which will filter the lights affecting this object. More...
Listener * | getListener (void) const
| Gets the current listener for this object. More...
const String & | getMovableType (void) const
| Overridden from MovableObject. More...
const String & | getName (void) const
| Returns the name of this object. More...
bool | getNeedsUpdate (void)
| Get status of need for update. this checks all affected zones. More...
Node * | getParentNode (void) const
| Returns the node to which this object is attached. More...
SceneNode * | getParentSceneNode (void) const
| Returns the scene node to which this object is attached. More...
Real | getPointExtrusionDistance (const Light *l) const
| Get the distance to extrude for a point/spot light. More...
const Vector3 & | getPosition (void) const
| Returns the position of the light. More...
Real | getPowerScale (void) const
| Set the scaling factor which indicates the relative power of a light. More...
uint32 | getQueryFlags (void) const
| Returns the query flags relevant for this object. More...
bool | getReceivesShadows ()
| Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
Real | getRenderingDistance (void) const
| Gets the distance at which batches are no longer rendered. More...
Real | getRenderingMinPixelSize () const
| Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
uint8 | getRenderQueueGroup (void) const
| Gets the queue group for this entity. More...
Real | getShadowFarClipDistance () const
| Get the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
Real | getShadowFarDistance (void) const
| Gets the maximum distance away from the camera that shadows by this light will be visible. More...
Real | getShadowFarDistanceSquared (void) const
Real | getShadowNearClipDistance () const
| Get the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
ShadowRenderableListIterator | getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0)
| Define a default implementation of method from ShadowCaster which implements no shadows. More...
const ColourValue & | getSpecularColour (void) const
| Returns the colour of specular light given off by this light source. More...
Real | getSpotlightFalloff (void) const
| Returns the falloff between the inner and outer cones of the spotlight. More...
const Radian & | getSpotlightInnerAngle (void) const
| Returns the angle covered by the spotlights inner cone. More...
Real | getSpotlightNearClipDistance () const
| Get the near clip plane distance to be used by spotlights that use light clipping. More...
const Radian & | getSpotlightOuterAngle (void) const
| Returns the angle covered by the spotlights outer cone. More...
LightTypes | getType (void) const
| Returns the light type. More...
uint32 | getTypeFlags (void) const
| Override to return specific type flag. More...
const Any & | getUserAny (void) const
UserObjectBindings & | getUserObjectBindings ()
| Return an instance of user objects binding associated with this class. More...
const UserObjectBindings & | getUserObjectBindings () const
| Return an instance of user objects binding associated with this class. More...
uint32 | getVisibilityFlags (void) const
| Returns the visibility flags relevant for this object. More...
bool | getVisible (void) const
| Gets this object whether to be visible or not, if it has a renderable component. More...
virtual const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const
| Retrieves the axis-aligned bounding box for this object in world coordinates. More...
virtual const Sphere & | getWorldBoundingSphere (bool derive=false) const
| Retrieves the worldspace bounding sphere for this object. More...
bool | hasEdgeList (void)
| Returns whether the object has a valid edge list. More...
bool | isAttached (void) const
| Returns true if this object is attached to a SceneNode or TagPoint. More...
bool | isDebugDisplayEnabled (void) const
| Gets whether debug display of this object is enabled. More...
bool | isInLightRange (const Ogre::Sphere &sphere) const
| Check whether a sphere is included in the lighted area of the light. More...
bool | isInLightRange (const Ogre::AxisAlignedBox &container) const
| Check whether a bounding box is included in the lighted area of the light. More...
virtual bool | isInScene (void) const
| Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
bool | isParentTagPoint () const
| Gets whether the parent node is a TagPoint (or a SceneNode) More...
virtual bool | isVisible (void) const
| Returns whether or not this object is supposed to be visible or not. More...
const LightList & | queryLights (void) const
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
void | removeQueryFlags (uint32 flags)
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
void | removeVisibilityFlags (uint32 flags)
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
void | removeZoneFromAffectedZonesList (PCZone *zone)
| Manually remove a zone from the affected list. More...
void | resetCustomShadowCameraSetup (void)
| Reset the shadow camera setup to the default. More...
void | resetShadowFarDistance (void)
| Tells the light to use the shadow far distance of the SceneManager. More...
void | setAffectsVisibleZone (bool affects)
| Marks a light as affecting a visible zone. More...
void | setAttenuation (Real range, Real constant, Real linear, Real quadratic)
| Sets the attenuation parameters of the light source i.e. More...
void | setCastShadows (bool enabled)
| Sets whether or not this object will cast shadows. More...
void | setCustomParameter (uint16 index, const Vector4 &value)
| Sets a custom parameter for this Light, which may be used to drive calculations for this specific Renderable, like GPU program parameters. More...
void | setCustomShadowCameraSetup (const ShadowCameraSetupPtr &customShadowSetup)
| Set this light to use a custom shadow camera when rendering texture shadows. More...
void | setDebugDisplayEnabled (bool enabled)
| Sets whether or not the debug display of this object is enabled. More...
void | setDiffuseColour (Real red, Real green, Real blue)
| Sets the colour of the diffuse light given off by this source. More...
void | setDiffuseColour (const ColourValue &colour)
void | setDirection (Real x, Real y, Real z)
void | setDirection (const Vector3 &vec)
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
void | setLightMask (uint32 lightMask)
| Set a bitwise mask which will filter the lights affecting this object. More...
void | setListener (Listener *listener)
| Sets a listener for this object. More...
void | setPosition (Real x, Real y, Real z)
| Sets the position of the light. More...
void | setPosition (const Vector3 &vec)
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
void | setPowerScale (Real power)
| Set a scaling factor to indicate the relative power of a light. More...
void | setQueryFlags (uint32 flags)
| Sets the query flags for this object. More...
void | setRenderingDistance (Real dist)
| Sets the distance at which the object is no longer rendered. More...
void | setRenderingMinPixelSize (Real pixelSize)
| Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
virtual void | setRenderQueueGroup (uint8 queueID)
| Sets the render queue group this entity will be rendered through. More...
virtual void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority)
| Sets the render queue group and group priority this entity will be rendered through. More...
void | setShadowFarClipDistance (Real farClip)
| Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
void | setShadowFarDistance (Real distance)
| Sets the maximum distance away from the camera that shadows by this light will be visible. More...
void | setShadowNearClipDistance (Real nearClip)
| Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
void | setSpecularColour (Real red, Real green, Real blue)
| Sets the colour of the specular light given off by this source. More...
void | setSpecularColour (const ColourValue &colour)
void | setSpotlightFalloff (Real val)
| Sets the falloff between the inner and outer cones of the spotlight. More...
void | setSpotlightInnerAngle (const Radian &val)
| Sets the angle covered by the spotlights inner cone. More...
void | setSpotlightNearClipDistance (Real nearClip)
| Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum. More...
void | setSpotlightOuterAngle (const Radian &val)
| Sets the angle covered by the spotlights outer cone. More...
void | setSpotlightRange (const Radian &innerAngle, const Radian &outerAngle, Real falloff=1.0)
| Sets the range of a spotlight, i.e. More...
void | setType (LightTypes type)
| Sets the type of light - see LightTypes for more info. More...
void | setUserAny (const Any &anything)
void | setVisibilityFlags (uint32 flags)
| Sets the visibility flags for this object. More...
void | setVisible (bool visible)
| Tells this object whether to be visible or not, if it has a renderable component. More...
void | updateZones (PCZone *defaultZone, unsigned long frameCount)
| Update the list of zones the light affects. More...
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. More...

## Static Public Member Functions
static void | clearShadowRenderableList (ShadowRenderableList &shadowRenderables)
| Common implementation of releasing shadow renderables. More...
static void | extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
| Utility method for extruding vertices based on a light. More...
static uint32 | getDefaultQueryFlags ()
| Get the default query flags for all future MovableObject instances. More...
static uint32 | getDefaultVisibilityFlags ()
| Get the default visibility flags for all future MovableObject instances. More...
static void | setDefaultQueryFlags (uint32 flags)
| Set the default query flags for all future MovableObject instances. More...
static void | setDefaultVisibilityFlags (uint32 flags)
| Set the default visibility flags for all future MovableObject instances. More...

## Public Attributes
Real | tempSquareDist
| Temp tag used for sorting. More...

## Detailed Description

Specialized version of Ogre::Light which caches which zones the light affects.

## Member Typedef Documentation

## ◆ ShadowRenderableList

typedef std::vector<ShadowRenderable*> Ogre::ShadowCaster::ShadowRenderableList
| inherited

## ◆ ShadowRenderableListIterator

typedef VectorIterator<ShadowRenderableList> Ogre::ShadowCaster::ShadowRenderableListIterator
| inherited

## Member Enumeration Documentation

## ◆ LightTypes

enum Ogre::Light::LightTypes
| inherited

Defines the type of light.

Enumerator
LT_POINT | Point light sources give off light equally in all directions, so require only position not direction.
LT_DIRECTIONAL | Directional lights simulate parallel light beams from a distant source, hence have direction but no position.
LT_SPOTLIGHT | Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff.

## Constructor & Destructor Documentation

## ◆ PCZLight() [1/2]

Ogre::PCZLight::PCZLight | ( |  | ) |

Default constructor (for Python mainly).

## ◆ PCZLight() [2/2]

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

Normal constructor.

Should not be called directly, but rather the SceneManager::createLight method should be used.

## ◆ ~PCZLight()

Ogre::PCZLight::~PCZLight | ( |  | ) |

Standard destructor.

## Member Function Documentation

## ◆ getMovableType()

const String& Ogre::PCZLight::getMovableType | ( | void |  | ) | const
| virtual

Overridden from MovableObject.

Reimplemented from Ogre::Light.

## ◆ clearAffectedZones()

void Ogre::PCZLight::clearAffectedZones | ( | void |  | ) |

Clear the affectedZonesList.

## ◆ addZoneToAffectedZonesList()

void Ogre::PCZLight::addZoneToAffectedZonesList | ( | PCZone * | zone | ) |

Manually add a zone to the zones affected list.

## ◆ affectsZone()

bool Ogre::PCZLight::affectsZone | ( | PCZone * | zone | ) |

Check if a zone is in the list of zones affected by the light.

## ◆ affectsVisibleZone()

bool Ogre::PCZLight::affectsVisibleZone | ( | void |  | ) |
| inline

Returns
  Flag indicating if the light affects a zone which is visible in the current frame

## ◆ setAffectsVisibleZone()

void Ogre::PCZLight::setAffectsVisibleZone | ( | bool | affects | ) |
| inline

Marks a light as affecting a visible zone.

## ◆ updateZones()

void Ogre::PCZLight::updateZones | ( | PCZone * | defaultZone,
|  | unsigned long | frameCount
| ) |  |

Update the list of zones the light affects.

## ◆ removeZoneFromAffectedZonesList()

void Ogre::PCZLight::removeZoneFromAffectedZonesList | ( | PCZone * | zone | ) |

Manually remove a zone from the affected list.

## ◆ _notifyMoved()

virtual void Ogre::PCZLight::_notifyMoved | ( | void |  | ) |
| virtual

MovableObject notified when SceneNode changes.

Reimplemented from Ogre::Light.

## ◆ clearNeedsUpdate()

void Ogre::PCZLight::clearNeedsUpdate | ( | void |  | ) |
| inline

Clear update flag.

## ◆ getNeedsUpdate()

bool Ogre::PCZLight::getNeedsUpdate | ( | void |  | ) |

Get status of need for update. this checks all affected zones.

## ◆ _calcTempSquareDist()

void Ogre::Light::_calcTempSquareDist | ( | const Vector3 & | worldPos | ) |
| inherited

internal method for calculating current squared distance from some world position

## ◆ setType()

void Ogre::Light::setType | ( | LightTypes | type | ) |
| inherited

Sets the type of light - see LightTypes for more info.

## ◆ getType()

LightTypes Ogre::Light::getType | ( | void |  | ) | const
| inherited

Returns the light type.

## ◆ setDiffuseColour() [1/2]

void Ogre::Light::setDiffuseColour | ( | Real | red,
|  | Real | green,
|  | Real | blue
| ) |  |
| inherited

Sets the colour of the diffuse light given off by this source.

Remarks
  Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.

  Diffuse light simulates the typical light emanating from light sources and affects the base colour of objects together with ambient light.

## ◆ setDiffuseColour() [2/2]

void Ogre::Light::setDiffuseColour | ( | const ColourValue & | colour | ) |
| inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

## ◆ getDiffuseColour()

const ColourValue& Ogre::Light::getDiffuseColour | ( | void |  | ) | const
| inherited

Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info).

## ◆ setSpecularColour() [1/2]

void Ogre::Light::setSpecularColour | ( | Real | red,
|  | Real | green,
|  | Real | blue
| ) |  |
| inherited

Sets the colour of the specular light given off by this source.

Remarks
  Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.

  Specular light affects the appearance of shiny highlights on objects, and is also dependent on the 'shininess' Material value.

## ◆ setSpecularColour() [2/2]

void Ogre::Light::setSpecularColour | ( | const ColourValue & | colour | ) |
| inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

## ◆ getSpecularColour()

const ColourValue& Ogre::Light::getSpecularColour | ( | void |  | ) | const
| inherited

Returns the colour of specular light given off by this light source.

## ◆ setAttenuation()

void Ogre::Light::setAttenuation | ( | Real | range,
|  | Real | constant,
|  | Real | linear,
|  | Real | quadratic
| ) |  |
| inherited

Sets the attenuation parameters of the light source i.e.

how it diminishes with distance.

Remarks
  Lights normally get fainter the further they are away. Also, each light is given a maximum range beyond which it cannot affect any objects.

  Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity.

  This follows a standard attenuation approach - see any good 3D text for the details of what they mean since i don't have room here!

Parameters

  range | The absolute upper range of the light in world units.
  constant | The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation.
  linear | The linear factor in the attenuation formula: 1 means attenuate evenly over the distance.
  quadratic | The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula.

## ◆ getAttenuationRange()

Real Ogre::Light::getAttenuationRange | ( | void |  | ) | const
| inherited

Returns the absolute upper range of the light.

## ◆ getAttenuationConstant()

Real Ogre::Light::getAttenuationConstant | ( | void |  | ) | const
| inherited

Returns the constant factor in the attenuation formula.

## ◆ getAttenuationLinear()

Real Ogre::Light::getAttenuationLinear | ( | void |  | ) | const
| inherited

Returns the linear factor in the attenuation formula.

## ◆ getAttenuationQuadric()

Real Ogre::Light::getAttenuationQuadric | ( | void |  | ) | const
| inherited

Returns the quadric factor in the attenuation formula.

## ◆ setPosition() [1/2]

void Ogre::Light::setPosition | ( | Real | x,
|  | Real | y,
|  | Real | z
| ) |  |
| inherited

Sets the position of the light.

Remarks
  Applicable to point lights and spotlights only.

Note
  This will be overridden if the light is attached to a SceneNode.

Deprecated:
  attach to SceneNode and use SceneNode::setPosition

## ◆ setPosition() [2/2]

void Ogre::Light::setPosition | ( | const Vector3 & | vec | ) |
| inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Deprecated:
  attach to SceneNode and use SceneNode::setPosition

## ◆ getPosition()

const Vector3& Ogre::Light::getPosition | ( | void |  | ) | const
| inherited

Returns the position of the light.

Note
  Applicable to point lights and spotlights only.

Deprecated:
  attach to SceneNode and use SceneNode::getPosition

## ◆ setDirection() [1/2]

void Ogre::Light::setDirection | ( | Real | x,
|  | Real | y,
|  | Real | z
| ) |  |
| inherited

Deprecated:
  attach to SceneNode and use SceneNode::setDirection

## ◆ setDirection() [2/2]

void Ogre::Light::setDirection | ( | const Vector3 & | vec | ) |
| inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Deprecated:
  attach to SceneNode and use SceneNode::setDirection

## ◆ getDirection()

const Vector3& Ogre::Light::getDirection | ( | void |  | ) | const
| inherited

Deprecated:
  attach to SceneNode and use SceneNode::getLocalAxes

## ◆ setSpotlightRange()

void Ogre::Light::setSpotlightRange | ( | const Radian & | innerAngle,
|  | const Radian & | outerAngle,
|  | Real | falloff = `1.0`
| ) |  |
| inherited

Sets the range of a spotlight, i.e.

the angle of the inner and outer cones and the rate of falloff between them.

Parameters

  innerAngle | Angle covered by the bright inner cone

Note
  The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL.

Parameters

  outerAngle | Angle covered by the outer cone
  falloff | The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.

## ◆ getSpotlightInnerAngle()

const Radian& Ogre::Light::getSpotlightInnerAngle | ( | void |  | ) | const
| inherited

Returns the angle covered by the spotlights inner cone.

## ◆ getSpotlightOuterAngle()

const Radian& Ogre::Light::getSpotlightOuterAngle | ( | void |  | ) | const
| inherited

Returns the angle covered by the spotlights outer cone.

## ◆ getSpotlightFalloff()

Real Ogre::Light::getSpotlightFalloff | ( | void |  | ) | const
| inherited

Returns the falloff between the inner and outer cones of the spotlight.

## ◆ setSpotlightInnerAngle()

void Ogre::Light::setSpotlightInnerAngle | ( | const Radian & | val | ) |
| inherited

Sets the angle covered by the spotlights inner cone.

## ◆ setSpotlightOuterAngle()

void Ogre::Light::setSpotlightOuterAngle | ( | const Radian & | val | ) |
| inherited

Sets the angle covered by the spotlights outer cone.

## ◆ setSpotlightFalloff()

void Ogre::Light::setSpotlightFalloff | ( | Real | val | ) |
| inherited

Sets the falloff between the inner and outer cones of the spotlight.

## ◆ setSpotlightNearClipDistance()

void Ogre::Light::setSpotlightNearClipDistance | ( | Real | nearClip | ) |
| inline inherited

Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum.

Parameters

  nearClip | The near distance.

## ◆ getSpotlightNearClipDistance()

Real Ogre::Light::getSpotlightNearClipDistance | ( |  | ) | const
| inline inherited

Get the near clip plane distance to be used by spotlights that use light clipping.

## ◆ setPowerScale()

void Ogre::Light::setPowerScale | ( | Real | power | ) |
| inherited

Set a scaling factor to indicate the relative power of a light.

Remarks
  This factor is only useful in High Dynamic Range (HDR) rendering. You can bind it to a shader variable to take it into account,

See also
  GpuProgramParameters

Parameters

  power | The power rating of this light, default is 1.0.

## ◆ getPowerScale()

Real Ogre::Light::getPowerScale | ( | void |  | ) | const
| inherited

Set the scaling factor which indicates the relative power of a light.

## ◆ _notifyAttached()

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

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

Reimplemented from Ogre::MovableObject.

## ◆ getBoundingBox()

const AxisAlignedBox& Ogre::Light::getBoundingBox | ( | void |  | ) | const
| virtual inherited

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

Remarks
  This bounding box is in local coordinates.

Implements Ogre::MovableObject.

## ◆ _updateRenderQueue()

void Ogre::Light::_updateRenderQueue | ( | RenderQueue * | queue | ) |
| virtual inherited

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

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

Implements Ogre::MovableObject.

## ◆ getDerivedPosition()

const Vector3& Ogre::Light::getDerivedPosition | ( | bool | cameraRelativeIfSet = `false` | ) | const
| inherited

Retrieves the position of the light including any transform from nodes it is attached to.

Parameters

  cameraRelativeIfSet | If set to true, returns data in camera-relative units if that's been set up (render use)

## ◆ getDerivedDirection()

const Vector3& Ogre::Light::getDerivedDirection | ( | void |  | ) | const
| inherited

Retrieves the direction of the light including any transform from nodes it is attached to.

## ◆ setVisible()

void Ogre::Light::setVisible | ( | bool | visible | ) |
| inline inherited

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

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

Remarks
  Although lights themselves are not 'visible', setting a light to invisible means it no longer affects the scene.

References Ogre::MovableObject::setVisible().

## ◆ getBoundingRadius()

Real Ogre::Light::getBoundingRadius | ( | void |  | ) | const
| inline virtual inherited

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

Implements Ogre::MovableObject.

## ◆ getAs4DVector()

Vector4 Ogre::Light::getAs4DVector | ( | bool | cameraRelativeIfSet = `false` | ) | const
| inherited

Gets the details of this light as a 4D vector.

Remarks
  Getting details of a light as a 4D vector can be useful for doing general calculations between different light types; for example the vector can represent both position lights (w=1.0f) and directional lights (w=0.0f) and be used in the same calculations.

Parameters

  cameraRelativeIfSet | If set to `true`, returns data in camera-relative units if that's been set up (render use).

## ◆ _getNearClipVolume()

virtual const PlaneBoundedVolume& Ogre::Light::_getNearClipVolume | ( | const Camera *const | cam | ) | const
| virtual inherited

Internal method for calculating the 'near clip volume', which is the volume formed between the near clip rectangle of the camera and the light.

Remarks
  This volume is a pyramid for a point/spot light and a cuboid for a directional light. It can used to detect whether an object could be casting a shadow on the viewport. Note that the reference returned is to a shared volume which will be reused across calls to this method.

## ◆ _getFrustumClipVolumes()

virtual const PlaneBoundedVolumeList& Ogre::Light::_getFrustumClipVolumes | ( | const Camera *const | cam | ) | const
| virtual inherited

Internal method for calculating the clip volumes outside of the frustum which can be used to determine which objects are casting shadow on the frustum as a whole.

Remarks
  Each of the volumes is a pyramid for a point/spot light and a cuboid for a directional light.

## ◆ getTypeFlags()

uint32 Ogre::Light::getTypeFlags | ( | void |  | ) | const
| virtual inherited

Override to return specific type flag.

Reimplemented from Ogre::MovableObject.

## ◆ createAnimableValue()

AnimableValuePtr Ogre::Light::createAnimableValue | ( | const String & | valueName | ) |
| virtual inherited

Create a reference-counted AnimableValuePtr for the named value.

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

Reimplemented from Ogre::AnimableObject.

## ◆ setCustomShadowCameraSetup()

void Ogre::Light::setCustomShadowCameraSetup | ( | const ShadowCameraSetupPtr & | customShadowSetup | ) |
| inherited

Set this light to use a custom shadow camera when rendering texture shadows.

Remarks
  This changes the shadow camera setup for just this light, you can set the shadow camera setup globally using SceneManager::setShadowCameraSetup

See also
  ShadowCameraSetup

## ◆ resetCustomShadowCameraSetup()

void Ogre::Light::resetCustomShadowCameraSetup | ( | void |  | ) |
| inherited

Reset the shadow camera setup to the default.

See also
  ShadowCameraSetup

## ◆ getCustomShadowCameraSetup()

const ShadowCameraSetupPtr& Ogre::Light::getCustomShadowCameraSetup | ( | void |  | ) | const
| inherited

Return a pointer to the custom shadow camera setup (null means use SceneManager global version).

## ◆ visitRenderables()

void Ogre::Light::visitRenderables | ( | Renderable::Visitor * | visitor,
|  | bool | debugRenderables = `false`
| ) |  |
| virtual inherited

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

Parameters

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

Implements Ogre::MovableObject.

## ◆ _getIndexInFrame()

size_t Ogre::Light::_getIndexInFrame | ( |  | ) | const
| inline inherited

Gets the index at which this light is in the current render.

Remarks
  Lights will be present in the in a list for every renderable, detected and sorted appropriately, and sometimes it's useful to know what position in that list a given light occupies. This can vary from frame to frame (and object to object) so you should not use this value unless you're sure the context is correct.

## ◆ _notifyIndexInFrame()

void Ogre::Light::_notifyIndexInFrame | ( | size_t | i | ) |
| inline inherited

## ◆ setShadowFarDistance()

void Ogre::Light::setShadowFarDistance | ( | Real | distance | ) |
| inherited

Sets the maximum distance away from the camera that shadows by this light will be visible.

Remarks
  Shadow techniques can be expensive, therefore it is a good idea to limit them to being rendered close to the camera if possible, and to skip the expense of rendering shadows for distance objects. This method allows you to set the distance at which shadows will no longer be rendered.

Note
  Each shadow technique can interpret this subtely differently. For example, one technique may use this to eliminate casters, another might use it to attenuate the shadows themselves. You should tweak this value to suit your chosen shadow technique and scene setup.

## ◆ resetShadowFarDistance()

void Ogre::Light::resetShadowFarDistance | ( | void |  | ) |
| inherited

Tells the light to use the shadow far distance of the SceneManager.

## ◆ getShadowFarDistance()

Real Ogre::Light::getShadowFarDistance | ( | void |  | ) | const
| inherited

Gets the maximum distance away from the camera that shadows by this light will be visible.

## ◆ getShadowFarDistanceSquared()

Real Ogre::Light::getShadowFarDistanceSquared | ( | void |  | ) | const
| inherited

## ◆ setShadowNearClipDistance()

void Ogre::Light::setShadowNearClipDistance | ( | Real | nearClip | ) |
| inline inherited

Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Parameters

  nearClip | The distance, or -1 to use the main camera setting.

## ◆ getShadowNearClipDistance()

Real Ogre::Light::getShadowNearClipDistance | ( |  | ) | const
| inline inherited

Get the near clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
  May be zero if the light doesn't have it's own near distance set; use _deriveShadowNearDistance for a version guaranteed to give a result.

## ◆ _deriveShadowNearClipDistance()

Real Ogre::Light::_deriveShadowNearClipDistance | ( | const Camera * | maincam | ) | const
| inherited

Derive a shadow camera near distance from either the light, or from the main camera if the light doesn't have its own setting.

## ◆ setShadowFarClipDistance()

void Ogre::Light::setShadowFarClipDistance | ( | Real | farClip | ) |
| inline inherited

Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
  This is different from the 'shadow far distance', which is always measured from the main camera. This distance is the far clip plane of the light camera.

Parameters

  farClip | The distance, or -1 to use the main camera setting.

## ◆ getShadowFarClipDistance()

Real Ogre::Light::getShadowFarClipDistance | ( |  | ) | const
| inline inherited

Get the far clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
  May be zero if the light doesn't have it's own far distance set; use _deriveShadowfarDistance for a version guaranteed to give a result.

## ◆ _deriveShadowFarClipDistance()

Real Ogre::Light::_deriveShadowFarClipDistance | ( | const Camera * | maincam | ) | const
| inherited

Derive a shadow camera far distance from either the light, or from the main camera if the light doesn't have its own setting.

## ◆ _setCameraRelative()

void Ogre::Light::_setCameraRelative | ( | Camera * | cam | ) |
| inherited

Set the camera which this light should be relative to, for camera-relative rendering.

## ◆ setCustomParameter()

void Ogre::Light::setCustomParameter | ( | uint16 | index,
|  | const Vector4 & | value
| ) |  |
| inherited

Sets a custom parameter for this Light, which may be used to drive calculations for this specific Renderable, like GPU program parameters.

Remarks
  Calling this method simply associates a numeric index with a 4-dimensional value for this specific Light. This is most useful if the material which this Renderable uses a vertex or fragment program, and has an ACT_LIGHT_CUSTOM parameter entry. This parameter entry can refer to the index you specify as part of this call, thereby mapping a custom parameter for this renderable to a program parameter.

Parameters

  index | The index with which to associate the value. Note that this does not have to start at 0, and can include gaps. It also has no direct correlation with a GPU program parameter index - the mapping between the two is performed by the ACT_LIGHT_CUSTOM entry, if that is used.
  value | The value to associate.

## ◆ getCustomParameter()

const Vector4& Ogre::Light::getCustomParameter | ( | uint16 | index | ) | const
| inherited

Gets the custom value associated with this Light at the given index.

Parameters

  index | Index of the parameter to retrieve

See also
  setCustomParameter for full details.

## ◆ _updateCustomGpuParameter()

virtual void Ogre::Light::_updateCustomGpuParameter | ( | uint16 | paramIndex,
|  | const GpuProgramParameters::AutoConstantEntry & | constantEntry,
|  | GpuProgramParameters * | params
| ) |  | const
| virtual inherited

Update a custom GpuProgramParameters constant which is derived from information only this Light knows.

Remarks
  This method allows a Light to map in a custom GPU program parameter based on it's own data. This is represented by a GPU auto parameter of ACT_LIGHT_CUSTOM, and to allow there to be more than one of these per Light, the 'data' field on the auto parameter will identify which parameter is being updated and on which light. The implementation of this method must identify the parameter being updated, and call a 'setConstant' method on the passed in GpuProgramParameters object.

  You do not need to override this method if you're using the standard sets of data associated with the Renderable as provided by setCustomParameter and getCustomParameter. By default, the implementation will map from the value indexed by the 'constantEntry.data' parameter to a value previously set by setCustomParameter. But custom Renderables are free to override this if they want, in any case.

Parameters

  paramIndex | The index of the constant being updated
  constantEntry | The auto constant entry from the program parameters
  params | The parameters object which this method should call to set the updated parameters.

## ◆ isInLightRange() [1/2]

bool Ogre::Light::isInLightRange | ( | const Ogre::Sphere & | sphere | ) | const
| inherited

Check whether a sphere is included in the lighted area of the light.

Note
  The function trades accuracy for efficiency. As a result you may get false-positives (The function should not return any false-negatives).

## ◆ isInLightRange() [2/2]

bool Ogre::Light::isInLightRange | ( | const Ogre::AxisAlignedBox & | container | ) | const
| inherited

Check whether a bounding box is included in the lighted area of the light.

Note
  The function trades accuracy for efficiency. As a result you may get false-positives (The function should not return any false-negatives).

## ◆ _notifyCreator()

virtual void Ogre::MovableObject::_notifyCreator | ( | MovableObjectFactory * | fact | ) |
| inline virtual inherited

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

## ◆ _getCreator()

MovableObjectFactory* Ogre::MovableObject::_getCreator | ( | void |  | ) | const
| inline inherited

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

## ◆ _notifyManager()

virtual void Ogre::MovableObject::_notifyManager | ( | SceneManager * | man | ) |
| inline virtual inherited

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

## ◆ _getManager()

SceneManager* Ogre::MovableObject::_getManager | ( | void |  | ) | const
| inline inherited

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

## ◆ _releaseManualHardwareResources()

virtual void Ogre::MovableObject::_releaseManualHardwareResources | ( |  | ) |
| inline virtual inherited

Notifies the movable object that hardware resources were lost.

Remarks
  Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

Reimplemented in Ogre::BillboardSet, Ogre::StaticGeometry::Region, Ogre::Entity, and Ogre::ManualObject.

## ◆ _restoreManualHardwareResources()

virtual void Ogre::MovableObject::_restoreManualHardwareResources | ( |  | ) |
| inline virtual inherited

Notifies the movable object that hardware resources should be restored.

Remarks
  Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

Reimplemented in Ogre::StaticGeometry::Region, and Ogre::Entity.

## ◆ getName()

const String& Ogre::MovableObject::getName | ( | void |  | ) | const
| inline inherited

Returns the name of this object.

## ◆ getParentNode()

Node* Ogre::MovableObject::getParentNode | ( | void |  | ) | const
| inline inherited

Returns the node to which this object is attached.

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

## ◆ getParentSceneNode()

SceneNode* Ogre::MovableObject::getParentSceneNode | ( | void |  | ) | const
| inherited

Returns the scene node to which this object is attached.

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

## ◆ isParentTagPoint()

bool Ogre::MovableObject::isParentTagPoint | ( |  | ) | const
| inline inherited

Gets whether the parent node is a TagPoint (or a SceneNode)

## ◆ isAttached()

bool Ogre::MovableObject::isAttached | ( | void |  | ) | const
| inline inherited

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

## ◆ detachFromParent()

void Ogre::MovableObject::detachFromParent | ( | void |  | ) |
| inherited

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

## ◆ isInScene()

virtual bool Ogre::MovableObject::isInScene | ( | void |  | ) | const
| virtual inherited

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

Reimplemented in Ogre::InstancedEntity.

## ◆ _notifyCurrentCamera()

virtual void Ogre::MovableObject::_notifyCurrentCamera | ( | Camera * | cam | ) |
| virtual inherited

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

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

Reimplemented in Ogre::BillboardSet, Ogre::Frustum, Ogre::StaticGeometry::Region, Ogre::Entity, Ogre::ParticleSystem, Ogre::InstanceBatch, Ogre::SimpleRenderable, and Ogre::MovablePlane.

## ◆ getWorldBoundingBox()

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

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

Implements Ogre::ShadowCaster.

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

## ◆ getWorldBoundingSphere()

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

Retrieves the worldspace bounding sphere for this object.

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

## ◆ getVisible()

bool Ogre::MovableObject::getVisible | ( | void |  | ) | const
| inline inherited

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

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

## ◆ isVisible()

virtual bool Ogre::MovableObject::isVisible | ( | void |  | ) | const
| virtual inherited

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

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

Reimplemented in Ogre::StaticGeometry::Region.

## ◆ setRenderingDistance()

void Ogre::MovableObject::setRenderingDistance | ( | Real | dist | ) |
| inline inherited

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

Note
  Camera::setUseRenderingDistance() needs to be called for this parameter to be used.

Parameters

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

## ◆ getRenderingDistance()

Real Ogre::MovableObject::getRenderingDistance | ( | void |  | ) | const
| inline inherited

Gets the distance at which batches are no longer rendered.

## ◆ setRenderingMinPixelSize()

void Ogre::MovableObject::setRenderingMinPixelSize | ( | Real | pixelSize | ) |
| inline inherited

Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.

Note
  Camera::setUseMinPixelSize() needs to be called for this parameter to be used.

Parameters

  pixelSize | Number of minimum pixels (the default is 0, which means objects are always rendered).

## ◆ getRenderingMinPixelSize()

Real Ogre::MovableObject::getRenderingMinPixelSize | ( |  | ) | const
| inline inherited

Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.

## ◆ setUserAny()

void Ogre::MovableObject::setUserAny | ( | const Any & | anything | ) |
| inline inherited

Deprecated:
  use UserObjectBindings::setUserAny via getUserObjectBindings() instead.

Sets any kind of user value on this object.

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

## ◆ getUserAny()

const Any& Ogre::MovableObject::getUserAny | ( | void |  | ) | const
| inline inherited

Deprecated:
  use UserObjectBindings::getUserAny via getUserObjectBindings() instead.

Retrieves the custom user value associated with this object.

## ◆ getUserObjectBindings() [1/2]

UserObjectBindings& Ogre::MovableObject::getUserObjectBindings | ( |  | ) |
| inline inherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
  UserObjectBindings::setUserAny.

## ◆ getUserObjectBindings() [2/2]

const UserObjectBindings& Ogre::MovableObject::getUserObjectBindings | ( |  | ) | const
| inline inherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
  UserObjectBindings::setUserAny.

## ◆ setRenderQueueGroup()

virtual void Ogre::MovableObject::setRenderQueueGroup | ( | uint8 | queueID | ) |
| virtual inherited

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

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

  See RenderQueue for more details.

Parameters

  queueID | Enumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.

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

## ◆ setRenderQueueGroupAndPriority()

virtual void Ogre::MovableObject::setRenderQueueGroupAndPriority | ( | uint8 | queueID,
|  | ushort | priority
| ) |  |
| virtual inherited

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

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

  See RenderQueue for more details.

Parameters

  queueID | Enumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.
  priority | The priority within a group to use.

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

## ◆ getRenderQueueGroup()

uint8 Ogre::MovableObject::getRenderQueueGroup | ( | void |  | ) | const
| inline inherited

Gets the queue group for this entity.

See also
  setRenderQueueGroup

## ◆ _getParentNodeFullTransform()

virtual const Affine3& Ogre::MovableObject::_getParentNodeFullTransform | ( | void |  | ) | const
| virtual inherited

Return the full transformation of the parent sceneNode or the attachingPoint node.

Reimplemented in Ogre::InstancedEntity.

## ◆ setQueryFlags()

void Ogre::MovableObject::setQueryFlags | ( | uint32 | flags | ) |
| inline inherited

Sets the query flags for this object.

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

## ◆ addQueryFlags()

void Ogre::MovableObject::addQueryFlags | ( | uint32 | flags | ) |
| inline inherited

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

## ◆ removeQueryFlags()

void Ogre::MovableObject::removeQueryFlags | ( | uint32 | flags | ) |
| inline inherited

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

## ◆ getQueryFlags()

uint32 Ogre::MovableObject::getQueryFlags | ( | void |  | ) | const
| inline inherited

Returns the query flags relevant for this object.

## ◆ setDefaultQueryFlags()

static void Ogre::MovableObject::setDefaultQueryFlags | ( | uint32 | flags | ) |
| inline static inherited

Set the default query flags for all future MovableObject instances.

## ◆ getDefaultQueryFlags()

static uint32 Ogre::MovableObject::getDefaultQueryFlags | ( |  | ) |
| inline static inherited

Get the default query flags for all future MovableObject instances.

## ◆ setVisibilityFlags()

void Ogre::MovableObject::setVisibilityFlags | ( | uint32 | flags | ) |
| inline inherited

Sets the visibility flags for this object.

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

## ◆ addVisibilityFlags()

void Ogre::MovableObject::addVisibilityFlags | ( | uint32 | flags | ) |
| inline inherited

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

## ◆ removeVisibilityFlags()

void Ogre::MovableObject::removeVisibilityFlags | ( | uint32 | flags | ) |
| inline inherited

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

## ◆ getVisibilityFlags()

uint32 Ogre::MovableObject::getVisibilityFlags | ( | void |  | ) | const
| inline inherited

Returns the visibility flags relevant for this object.

## ◆ setDefaultVisibilityFlags()

static void Ogre::MovableObject::setDefaultVisibilityFlags | ( | uint32 | flags | ) |
| inline static inherited

Set the default visibility flags for all future MovableObject instances.

## ◆ getDefaultVisibilityFlags()

static uint32 Ogre::MovableObject::getDefaultVisibilityFlags | ( |  | ) |
| inline static inherited

Get the default visibility flags for all future MovableObject instances.

## ◆ setListener()

void Ogre::MovableObject::setListener | ( | Listener * | listener | ) |
| inline inherited

Sets a listener for this object.

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

## ◆ getListener()

Listener* Ogre::MovableObject::getListener | ( | void |  | ) | const
| inline inherited

Gets the current listener for this object.

## ◆ queryLights()

const LightList& Ogre::MovableObject::queryLights | ( | void |  | ) | const
| inherited

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

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

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

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

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

Returns
  The list of lights use to lighting this object.

## ◆ getLightMask()

uint32 Ogre::MovableObject::getLightMask | ( |  | ) | const
| inline inherited

Get a bitwise mask which will filter the lights affecting this object.

Remarks
  By default, this mask is fully set meaning all lights will affect this object

## ◆ setLightMask()

void Ogre::MovableObject::setLightMask | ( | uint32 | lightMask | ) |
| inherited

Set a bitwise mask which will filter the lights affecting this object.

Remarks
  This mask will be compared against the mask held against Light to determine if a light should affect a given object. By default, this mask is fully set meaning all lights will affect this object

## ◆ _getLightList()

LightList* Ogre::MovableObject::_getLightList | ( |  | ) |
| inline inherited

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

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

## ◆ getEdgeList()

EdgeData* Ogre::MovableObject::getEdgeList | ( | void |  | ) |
| inline virtual inherited

Returns details of the edges which might be used to determine a silhouette.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

## ◆ hasEdgeList()

bool Ogre::MovableObject::hasEdgeList | ( | void |  | ) |
| inline virtual inherited

Returns whether the object has a valid edge list.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

## ◆ getShadowVolumeRenderableIterator()

ShadowRenderableListIterator Ogre::MovableObject::getShadowVolumeRenderableIterator | ( | ShadowTechnique | shadowTechnique,
|  | const Light * | light,
|  | HardwareIndexBufferSharedPtr * | indexBuffer,
|  | size_t * | indexBufferUsedSize,
|  | bool | extrudeVertices,
|  | Real | extrusionDist,
|  | unsigned long | flags = `0`
| ) |  |
| virtual inherited

Define a default implementation of method from ShadowCaster which implements no shadows.

Implements Ogre::ShadowCaster.

Reimplemented in Ogre::StaticGeometry::Region.

## ◆ getLightCapBounds()

const AxisAlignedBox& Ogre::MovableObject::getLightCapBounds | ( | void |  | ) | const
| virtual inherited

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

## ◆ getDarkCapBounds()

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

Overridden member from ShadowCaster.

Implements Ogre::ShadowCaster.

## ◆ setCastShadows()

void Ogre::MovableObject::setCastShadows | ( | bool | enabled | ) |
| inline inherited

Sets whether or not this object will cast shadows.

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

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

## ◆ getCastShadows()

bool Ogre::MovableObject::getCastShadows | ( | void |  | ) | const
| inline virtual inherited

Returns whether shadow casting is enabled for this object.

Implements Ogre::ShadowCaster.

## ◆ getReceivesShadows()

bool Ogre::MovableObject::getReceivesShadows | ( |  | ) |
| inherited

Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows.

## ◆ getPointExtrusionDistance()

Real Ogre::MovableObject::getPointExtrusionDistance | ( | const Light * | l | ) | const
| virtual inherited

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

Implements Ogre::ShadowCaster.

## ◆ setDebugDisplayEnabled()

void Ogre::MovableObject::setDebugDisplayEnabled | ( | bool | enabled | ) |
| inline inherited

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

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

## ◆ isDebugDisplayEnabled()

bool Ogre::MovableObject::isDebugDisplayEnabled | ( | void |  | ) | const
| inline inherited

Gets whether debug display of this object is enabled.

## ◆ clearShadowRenderableList()

static void Ogre::ShadowCaster::clearShadowRenderableList | ( | ShadowRenderableList & | shadowRenderables | ) |
| static inherited

Common implementation of releasing shadow renderables.

## ◆ extrudeVertices()

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

Utility method for extruding vertices based on a light.

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

Parameters

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

## ◆ getAnimableValueNames()

const StringVector& Ogre::AnimableObject::getAnimableValueNames | ( | void |  | ) | const
| inline inherited

Gets a list of animable value names for this object.

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

## Member Data Documentation

## ◆ tempSquareDist

Real Ogre::Light::tempSquareDist
| inherited

Temp tag used for sorting.

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

- OgrePCZLight.h