shattered_ogrerb 0.5.0.1
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- data/lib/shattered_ogrerb.rb +17 -0
- data/lib/shattered_ogrerb/base.rb +28 -0
- data/lib/shattered_ogrerb/camera.rb +6 -0
- data/lib/shattered_ogrerb/key_manager.rb +54 -0
- data/lib/shattered_ogrerb/light.rb +5 -0
- data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
- data/lib/shattered_ogrerb/rmaterial.rb +86 -0
- data/lib/shattered_ogrerb/vector.rb +211 -0
- data/vendor/Ogre/OIS.dll +0 -0
- data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
- data/vendor/Ogre/OgreMain.dll +0 -0
- data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
- data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
- data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
- data/vendor/Ogre/RenderSystem_GL.dll +0 -0
- data/vendor/Ogre/cg.dll +0 -0
- data/vendor/Ogre/plugins.cfg +9 -0
- data/vendor/ogrerb/MIT_LICENCE +19 -0
- data/vendor/ogrerb/README +79 -0
- data/vendor/ogrerb/Rakefile +220 -0
- data/vendor/ogrerb/build/navi/extconf.rb +53 -0
- data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
- data/vendor/ogrerb/build/ois/extconf.rb +48 -0
- data/vendor/ogrerb/doc_src/ogre.rb +152 -0
- data/vendor/ogrerb/doc_src/ois.rb +67 -0
- data/vendor/ogrerb/lib/constants.rb +35 -0
- data/vendor/ogrerb/lib/ogre.dll +0 -0
- data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
- data/vendor/ogrerb/navi/Navi.i +5 -0
- data/vendor/ogrerb/navi/NaviData.i +18 -0
- data/vendor/ogrerb/navi/NaviManager.i +5 -0
- data/vendor/ogrerb/navi/NaviProxies.i +7 -0
- data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
- data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
- data/vendor/ogrerb/navi/navi_rb.i +53 -0
- data/vendor/ogrerb/navi/std_multimap.i +581 -0
- data/vendor/ogrerb/ogre.rb +23 -0
- data/vendor/ogrerb/ogre/Application.i +59 -0
- data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
- data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
- data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
- data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
- data/vendor/ogrerb/ogre/OgreAny.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
- data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
- data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
- data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
- data/vendor/ogrerb/ogre/OgreBone.i +5 -0
- data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
- data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
- data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
- data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
- data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
- data/vendor/ogrerb/ogre/OgreController.i +5 -0
- data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
- data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
- data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
- data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreException.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
- data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
- data/vendor/ogrerb/ogre/OgreFont.i +5 -0
- data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
- data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreImage.i +5 -0
- data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
- data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
- data/vendor/ogrerb/ogre/OgreLight.i +5 -0
- data/vendor/ogrerb/ogre/OgreLog.i +5 -0
- data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
- data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
- data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMath.i +48 -0
- data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
- data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
- data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
- data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreNode.i +11 -0
- data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
- data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
- data/vendor/ogrerb/ogre/OgrePass.i +10 -0
- data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
- data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
- data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
- data/vendor/ogrerb/ogre/OgrePose.i +5 -0
- data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
- data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
- data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
- data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
- data/vendor/ogrerb/ogre/OgreRay.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
- data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
- data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
- data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreResource.i +68 -0
- data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
- data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
- data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
- data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
- data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
- data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
- data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
- data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
- data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
- data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
- data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
- data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreString.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
- data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
- data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
- data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
- data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
- data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
- data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
- data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
- data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
- data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreZip.i +5 -0
- data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
- data/vendor/ogrerb/ogre/std_multimap.i +581 -0
- data/vendor/ogrerb/ois/OISProxies.i +9 -0
- data/vendor/ogrerb/ois/OISRenames.i +11 -0
- data/vendor/ogrerb/ois/ois.i +135 -0
- data/vendor/ogrerb/ois/std_multimap.i +581 -0
- data/vendor/ogrerb/platform.rb +23 -0
- data/vendor/ogrerb/samples/application.rb +146 -0
- data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
- data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
- data/vendor/ogrerb/samples/bsp.rb +74 -0
- data/vendor/ogrerb/samples/cg.dll +0 -0
- data/vendor/ogrerb/samples/js3250.dll +0 -0
- data/vendor/ogrerb/samples/lighting.rb +136 -0
- data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
- data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
- data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
- data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
- data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
- data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
- data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
- data/vendor/ogrerb/samples/media/packs/cubemap.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/cubemapsJS.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/dragon.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/skybox.zip +0 -0
- data/vendor/ogrerb/samples/media/particles/smoke.particle +43 -0
- data/vendor/ogrerb/samples/navi/Media/NaviDemo.material +60 -0
- data/vendor/ogrerb/samples/navi/Media/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/navi/Media/cerulean.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/controlsNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/Media/grass.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/knot.mesh +0 -0
- data/vendor/ogrerb/samples/navi/Media/testNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/Navi.js +136 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/buttonBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/controls.html +303 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/knobBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/moo.dropdownmenu.js +87 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/mootools.v1.1.js +6964 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/naviLogo.html +32 -0
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- data/vendor/ogrerb/website/index.html +80 -0
- data/vendor/ogrerb/website/javascripts/prototype.js +3271 -0
- data/vendor/ogrerb/website/stylesheets/main.css +96 -0
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2006 Torus Knot Software Ltd
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Also see acknowledgements in Readme.html
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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You may alternatively use this source under the terms of a specific version of
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the OGRE Unrestricted License provided you have obtained such a license from
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Torus Knot Software Ltd.
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-----------------------------------------------------------------------------
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*/
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#ifndef __RotationalSpline_H__
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#define __RotationalSpline_H__
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#include "OgrePrerequisites.h"
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#include "OgreQuaternion.h"
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namespace Ogre {
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/** This class interpolates orientations (rotations) along a spline using
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derivatives of quaternions.
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@remarks
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Like the SimpleSpline class, this class is about interpolating values
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smoothly over a spline. Whilst SimpleSpline deals with positions (the normal
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sense we think about splines), this class interpolates orientations. The
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theory is identical, except we're now in 4-dimensional space instead of 3.
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@par
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In positional splines, we use the points and tangents on those points to generate
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control points for the spline. In this case, we use quaternions and derivatives
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of the quaternions (i.e. the rate and direction of change at each point). This is the
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same as SimpleSpline since a tangent is a derivative of a position. We effectively
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generate an extra quaternion in between each actual quaternion which when take with
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the original quaternion forms the 'tangent' of that quaternion.
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*/
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class _OgreExport RotationalSpline
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{
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public:
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RotationalSpline();
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~RotationalSpline();
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/** Adds a control point to the end of the spline. */
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void addPoint(const Quaternion& p);
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/** Gets the detail of one of the control points of the spline. */
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const Quaternion& getPoint(unsigned short index) const;
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/** Gets the number of control points in the spline. */
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unsigned short getNumPoints(void) const;
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/** Clears all the points in the spline. */
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void clear(void);
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/** Updates a single point in the spline.
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@remarks
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This point must already exist in the spline.
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*/
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void updatePoint(unsigned short index, const Quaternion& value);
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/** Returns an interpolated point based on a parametric value over the whole series.
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@remarks
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Given a t value between 0 and 1 representing the parametric distance along the
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whole length of the spline, this method returns an interpolated point.
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@param t Parametric value.
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@param useShortestPath Defines if rotation should take the shortest possible path
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*/
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Quaternion interpolate(Real t, bool useShortestPath=true);
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/** Interpolates a single segment of the spline given a parametric value.
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@param fromIndex The point index to treat as t=0. fromIndex + 1 is deemed to be t=1
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@param t Parametric value
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@param useShortestPath Defines if rotation should take the shortest possible path
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*/
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Quaternion interpolate(unsigned int fromIndex, Real t, bool useShortestPath=true);
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/** Tells the spline whether it should automatically calculate tangents on demand
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as points are added.
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@remarks
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The spline calculates tangents at each point automatically based on the input points.
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Normally it does this every time a point changes. However, if you have a lot of points
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to add in one go, you probably don't want to incur this overhead and would prefer to
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defer the calculation until you are finished setting all the points. You can do this
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by calling this method with a parameter of 'false'. Just remember to manually call
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the recalcTangents method when you are done.
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@param autoCalc If true, tangents are calculated for you whenever a point changes. If false,
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you must call reclacTangents to recalculate them when it best suits.
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*/
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void setAutoCalculate(bool autoCalc);
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/** Recalculates the tangents associated with this spline.
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@remarks
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If you tell the spline not to update on demand by calling setAutoCalculate(false)
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then you must call this after completing your updates to the spline points.
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*/
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void recalcTangents(void);
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protected:
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bool mAutoCalc;
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std::vector<Quaternion> mPoints;
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std::vector<Quaternion> mTangents;
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};
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}
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#endif
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/*-------------------------------------------------------------------------
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This source file is a part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2006 Torus Knot Software Ltd
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Also see acknowledgements in Readme.html
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This library is free software; you can redistribute it and/or modify it
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under the terms of the GNU Lesser General Public License (LGPL) as
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published by the Free Software Foundation; either version 2.1 of the
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License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
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License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this library; if not, write to the Free Software Foundation,
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Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA or go to
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http://www.gnu.org/copyleft/lesser.txt
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You may alternatively use this source under the terms of a specific version of
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the OGRE Unrestricted License provided you have obtained such a license from
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Torus Knot Software Ltd.
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-------------------------------------------------------------------------*/
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#ifndef __SceneManager_H__
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#define __SceneManager_H__
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// Precompiler options
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#include "OgrePrerequisites.h"
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#include "OgreString.h"
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#include "OgreSceneNode.h"
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#include "OgrePlane.h"
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#include "OgreQuaternion.h"
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#include "OgreColourValue.h"
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#include "OgreCommon.h"
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#include "OgreSceneQuery.h"
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#include "OgreAutoParamDataSource.h"
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#include "OgreAnimationState.h"
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#include "OgreRenderQueue.h"
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#include "OgreRenderQueueSortingGrouping.h"
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#include "OgreRectangle2D.h"
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#include "OgrePixelFormat.h"
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#include "OgreResourceGroupManager.h"
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#include "OgreTexture.h"
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#include "OgreShadowCameraSetup.h"
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#include "OgreShadowTextureManager.h"
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#include "OgreCamera.h"
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#include "OgreInstancedGeometry.h"
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namespace Ogre {
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/** Structure for holding a position & orientation pair. */
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struct ViewPoint
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{
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Vector3 position;
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Quaternion orientation;
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};
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// Forward declarations
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class DefaultIntersectionSceneQuery;
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class DefaultRaySceneQuery;
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class DefaultSphereSceneQuery;
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class DefaultAxisAlignedBoxSceneQuery;
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/** Structure collecting together information about the visible objects
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that have been discovered in a scene.
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*/
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struct VisibleObjectsBoundsInfo
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{
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/// The axis-aligned bounds of the visible objects
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AxisAlignedBox aabb;
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/// The closest a visible object is to the camera
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Real minDistance;
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/// The farthest a visible objects is from the camera
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Real maxDistance;
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VisibleObjectsBoundsInfo()
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{
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reset();
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}
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void reset()
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{
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aabb.setNull();
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minDistance = std::numeric_limits<Real>::infinity();
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maxDistance = 0;
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}
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void merge(const AxisAlignedBox& boxBounds, const Sphere& sphereBounds,
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const Camera* cam)
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{
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aabb.merge(boxBounds);
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Real camDistToCenter =
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(cam->getDerivedPosition() - sphereBounds.getCenter()).length();
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minDistance = (std::min)(minDistance, (std::max)((Real)0, camDistToCenter - sphereBounds.getRadius()));
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maxDistance = (std::max)(maxDistance, camDistToCenter + sphereBounds.getRadius());
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}
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};
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/** Interface definition for classes which can listen in on the process
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of rendering shadows, in order to implement custom behaviour.
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*/
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class _OgreExport ShadowListener
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{
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public:
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ShadowListener() {}
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virtual ~ShadowListener() {}
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/** Event raised after all shadow textures have been rendered into for
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all queues / targets but before any other geometry has been rendered
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(including main scene geometry and any additional shadow receiver
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passes).
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@remarks
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This callback is useful for those that wish to perform some
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additional processing on shadow textures before they are used to
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render shadows. For example you could perform some filtering by
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rendering the existing shadow textures into another alternative
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shadow texture with a shader.]
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@note
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This event will only be fired when texture shadows are in use.
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@param numberOfShadowTextures The number of shadow textures in use
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*/
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virtual void shadowTexturesUpdated(size_t numberOfShadowTextures) = 0;
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/** This event occurs just before the view & projection matrices are
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set for rendering into a shadow texture.
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@remarks
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You can use this event hook to perform some custom processing,
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such as altering the camera being used for rendering the light's
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view, including setting custom view & projection matrices if you
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want to perform an advanced shadow technique.
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@note
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This event will only be fired when texture shadows are in use.
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@param light Pointer to the light for which shadows are being rendered
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@param camera Pointer to the camera being used to render
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*/
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virtual void shadowTextureCasterPreViewProj(Light* light,
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Camera* camera) = 0;
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/** This event occurs just before the view & projection matrices are
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set for re-rendering a shadow receiver.
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@remarks
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You can use this event hook to perform some custom processing,
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such as altering the projection frustum being used for rendering
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the shadow onto the receiver to perform an advanced shadow
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technique.
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@note
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This event will only be fired when texture shadows are in use.
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@param light Pointer to the light for which shadows are being rendered
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@param frustum Pointer to the projection frustum being used to project
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the shadow texture
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*/
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virtual void shadowTextureReceiverPreViewProj(Light* light,
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Frustum* frustum) = 0;
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/** Hook to allow the listener to override the ordering of lights for
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the entire frustum.
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@remarks
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Whilst ordinarily lights are sorted per rendered object
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(@see MovableObject::queryLights), texture shadows adds another issue
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in that, given there is a finite number of shadow textures, we must
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choose which lights to render texture shadows from based on the entire
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frustum. These lights should always be listed first in every objects
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own list, followed by any other lights which will not cast texture
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shadows (either because they have shadow casting off, or there aren't
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enough shadow textures to service them).
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@par
|
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This hook allows you to override the detailed ordering of the lights
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per frustum. The default ordering is shadow casters first (which you
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must also respect if you override this method), and ordered
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by distance from the camera within those 2 groups. Obviously the closest
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lights with shadow casting enabled will be listed first. Only lights
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within the range of the frustum will be in the list.
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@param lightList The list of lights within range of the frustum which you
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may sort.
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@returns true if you sorted the list, false otherwise.
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*/
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virtual bool sortLightsAffectingFrustum(LightList& lightList) { return false; }
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+
|
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+
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};
|
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+
|
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/** Manages the organisation and rendering of a 'scene' i.e. a collection
|
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of objects and potentially world geometry.
|
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@remarks
|
192
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This class defines the interface and the basic behaviour of a
|
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'Scene Manager'. A SceneManager organises the culling and rendering of
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the scene, in conjunction with the RenderQueue. This class is designed
|
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to be extended through subclassing in order to provide more specialised
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scene organisation structures for particular needs. The default
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SceneManager culls based on a hierarchy of node bounding boxes, other
|
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implementations can use an octree (@see OctreeSceneManager), a BSP
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tree (@see BspSceneManager), and many other options. New SceneManager
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implementations can be added at runtime by plugins, see
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SceneManagerEnumerator for the interfaces for adding new SceneManager
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types.
|
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@par
|
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There is a distinction between 'objects' (which subclass MovableObject,
|
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and are movable, discrete objects in the world), and 'world geometry',
|
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+
which is large, generally static geometry. World geometry tends to
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influence the SceneManager organisational structure (e.g. lots of indoor
|
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+
static geometry might result in a spatial tree structure) and as such
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+
world geometry is generally tied to a given SceneManager implementation,
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+
whilst MovableObject instances can be used with any SceneManager.
|
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+
Subclasses are free to define world geometry however they please.
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+
@par
|
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+
Multiple SceneManager instances can exist at one time, each one with
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a distinct scene. Which SceneManager is used to render a scene is
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dependent on the Camera, which will always call back the SceneManager
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which created it to render the scene.
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*/
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class _OgreExport SceneManager
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{
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public:
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/// Query type mask which will be used for world geometry @see SceneQuery
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+
static uint32 WORLD_GEOMETRY_TYPE_MASK;
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/// Query type mask which will be used for entities @see SceneQuery
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+
static uint32 ENTITY_TYPE_MASK;
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/// Query type mask which will be used for effects like billboardsets / particle systems @see SceneQuery
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static uint32 FX_TYPE_MASK;
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/// Query type mask which will be used for StaticGeometry @see SceneQuery
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+
static uint32 STATICGEOMETRY_TYPE_MASK;
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|
+
/// Query type mask which will be used for lights @see SceneQuery
|
230
|
+
static uint32 LIGHT_TYPE_MASK;
|
231
|
+
/// User type mask limit
|
232
|
+
static uint32 USER_TYPE_MASK_LIMIT;
|
233
|
+
/** Comparator for material map, for sorting materials into render order (e.g. transparent last).
|
234
|
+
*/
|
235
|
+
struct materialLess
|
236
|
+
{
|
237
|
+
_OgreExport bool operator()(const Material* x, const Material* y) const;
|
238
|
+
};
|
239
|
+
/// Comparator for sorting lights relative to a point
|
240
|
+
struct lightLess
|
241
|
+
{
|
242
|
+
_OgreExport bool operator()(const Light* a, const Light* b) const;
|
243
|
+
};
|
244
|
+
|
245
|
+
/// Describes the stage of rendering when performing complex illumination
|
246
|
+
enum IlluminationRenderStage
|
247
|
+
{
|
248
|
+
/// No special illumination stage
|
249
|
+
IRS_NONE,
|
250
|
+
/// Render to texture stage, used for texture based shadows
|
251
|
+
IRS_RENDER_TO_TEXTURE,
|
252
|
+
/// Render from shadow texture to receivers stage
|
253
|
+
IRS_RENDER_RECEIVER_PASS
|
254
|
+
};
|
255
|
+
|
256
|
+
/** Enumeration of the possible modes allowed for processing the special case
|
257
|
+
render queue list.
|
258
|
+
@see SceneManager::setSpecialCaseRenderQueueMode
|
259
|
+
*/
|
260
|
+
enum SpecialCaseRenderQueueMode
|
261
|
+
{
|
262
|
+
/// Render only the queues in the special case list
|
263
|
+
SCRQM_INCLUDE,
|
264
|
+
/// Render all except the queues in the special case list
|
265
|
+
SCRQM_EXCLUDE
|
266
|
+
};
|
267
|
+
|
268
|
+
struct SkyDomeGenParameters
|
269
|
+
{
|
270
|
+
Real skyDomeCurvature;
|
271
|
+
Real skyDomeTiling;
|
272
|
+
Real skyDomeDistance;
|
273
|
+
int skyDomeXSegments;
|
274
|
+
int skyDomeYSegments;
|
275
|
+
int skyDomeYSegments_keep;
|
276
|
+
};
|
277
|
+
|
278
|
+
struct SkyPlaneGenParameters
|
279
|
+
{
|
280
|
+
Real skyPlaneScale;
|
281
|
+
Real skyPlaneTiling;
|
282
|
+
Real skyPlaneBow;
|
283
|
+
int skyPlaneXSegments;
|
284
|
+
int skyPlaneYSegments;
|
285
|
+
};
|
286
|
+
|
287
|
+
struct SkyBoxGenParameters
|
288
|
+
{
|
289
|
+
Real skyBoxDistance;
|
290
|
+
};
|
291
|
+
|
292
|
+
protected:
|
293
|
+
/// Instance name
|
294
|
+
String mName;
|
295
|
+
|
296
|
+
/// Queue of objects for rendering
|
297
|
+
RenderQueue* mRenderQueue;
|
298
|
+
|
299
|
+
/// Current ambient light, cached for RenderSystem
|
300
|
+
ColourValue mAmbientLight;
|
301
|
+
|
302
|
+
/// The rendering system to send the scene to
|
303
|
+
RenderSystem *mDestRenderSystem;
|
304
|
+
|
305
|
+
typedef std::map<String, Camera* > CameraList;
|
306
|
+
|
307
|
+
/** Central list of cameras - for easy memory management and lookup.
|
308
|
+
*/
|
309
|
+
CameraList mCameras;
|
310
|
+
|
311
|
+
typedef std::map<String, StaticGeometry* > StaticGeometryList;
|
312
|
+
StaticGeometryList mStaticGeometryList;
|
313
|
+
typedef std::map<String, InstancedGeometry* > InstancedGeometryList;
|
314
|
+
InstancedGeometryList mInstancedGeometryList;
|
315
|
+
|
316
|
+
typedef std::map<String, SceneNode*> SceneNodeList;
|
317
|
+
|
318
|
+
/** Central list of SceneNodes - for easy memory management.
|
319
|
+
@note
|
320
|
+
Note that this list is used only for memory management; the structure of the scene
|
321
|
+
is held using the hierarchy of SceneNodes starting with the root node. However you
|
322
|
+
can look up nodes this way.
|
323
|
+
*/
|
324
|
+
SceneNodeList mSceneNodes;
|
325
|
+
|
326
|
+
/// Camera in progress
|
327
|
+
Camera* mCameraInProgress;
|
328
|
+
/// Current Viewport
|
329
|
+
Viewport* mCurrentViewport;
|
330
|
+
|
331
|
+
/// Root scene node
|
332
|
+
SceneNode* mSceneRoot;
|
333
|
+
|
334
|
+
/// Autotracking scene nodes
|
335
|
+
typedef std::set<SceneNode*> AutoTrackingSceneNodes;
|
336
|
+
AutoTrackingSceneNodes mAutoTrackingSceneNodes;
|
337
|
+
|
338
|
+
// Sky params
|
339
|
+
// Sky plane
|
340
|
+
Entity* mSkyPlaneEntity;
|
341
|
+
Entity* mSkyDomeEntity[5];
|
342
|
+
Entity* mSkyBoxEntity[6];
|
343
|
+
|
344
|
+
SceneNode* mSkyPlaneNode;
|
345
|
+
SceneNode* mSkyDomeNode;
|
346
|
+
SceneNode* mSkyBoxNode;
|
347
|
+
|
348
|
+
// Sky plane
|
349
|
+
bool mSkyPlaneEnabled;
|
350
|
+
bool mSkyPlaneDrawFirst;
|
351
|
+
Plane mSkyPlane;
|
352
|
+
SkyPlaneGenParameters mSkyPlaneGenParameters;
|
353
|
+
// Sky box
|
354
|
+
bool mSkyBoxEnabled;
|
355
|
+
bool mSkyBoxDrawFirst;
|
356
|
+
Quaternion mSkyBoxOrientation;
|
357
|
+
SkyBoxGenParameters mSkyBoxGenParameters;
|
358
|
+
// Sky dome
|
359
|
+
bool mSkyDomeEnabled;
|
360
|
+
bool mSkyDomeDrawFirst;
|
361
|
+
Quaternion mSkyDomeOrientation;
|
362
|
+
SkyDomeGenParameters mSkyDomeGenParameters;
|
363
|
+
|
364
|
+
// Fog
|
365
|
+
FogMode mFogMode;
|
366
|
+
ColourValue mFogColour;
|
367
|
+
Real mFogStart;
|
368
|
+
Real mFogEnd;
|
369
|
+
Real mFogDensity;
|
370
|
+
|
371
|
+
typedef std::set<uint8> SpecialCaseRenderQueueList;
|
372
|
+
SpecialCaseRenderQueueList mSpecialCaseQueueList;
|
373
|
+
SpecialCaseRenderQueueMode mSpecialCaseQueueMode;
|
374
|
+
uint8 mWorldGeometryRenderQueue;
|
375
|
+
|
376
|
+
unsigned long mLastFrameNumber;
|
377
|
+
Matrix4 mTempXform[256];
|
378
|
+
bool mResetIdentityView;
|
379
|
+
bool mResetIdentityProj;
|
380
|
+
|
381
|
+
protected:
|
382
|
+
|
383
|
+
/** Visible objects bounding box list.
|
384
|
+
@remarks
|
385
|
+
Holds an ABB for each camera that contains the physical extends of the visible
|
386
|
+
scene elements by each camera. The map is crutial for shadow algorithms which
|
387
|
+
have a focus step to limit the shadow sample distribution to only valid visible
|
388
|
+
scene elements.
|
389
|
+
*/
|
390
|
+
typedef std::map< const Camera*, VisibleObjectsBoundsInfo> CamVisibleObjectsMap;
|
391
|
+
CamVisibleObjectsMap mCamVisibleObjectsMap;
|
392
|
+
|
393
|
+
/** ShadowCamera to light mapping */
|
394
|
+
typedef std::map< const Camera*, const Light* > ShadowCamLightMapping;
|
395
|
+
ShadowCamLightMapping mShadowCamLightMapping;
|
396
|
+
|
397
|
+
/// Cached light information, used to tracking light's changes
|
398
|
+
struct _OgreExport LightInfo
|
399
|
+
{
|
400
|
+
Light* light; // Just a pointer for comparison, the light might destroyed for some reason
|
401
|
+
int type; // Use int instead of Light::LightTypes to avoid header file dependence
|
402
|
+
Real range; // Sets to zero if directional light
|
403
|
+
Vector3 position; // Sets to zero if directional light
|
404
|
+
|
405
|
+
bool operator== (const LightInfo& rhs) const
|
406
|
+
{
|
407
|
+
return light == rhs.light && type == rhs.type &&
|
408
|
+
range == rhs.range && position == rhs.position;
|
409
|
+
}
|
410
|
+
|
411
|
+
bool operator!= (const LightInfo& rhs) const
|
412
|
+
{
|
413
|
+
return !(*this == rhs);
|
414
|
+
}
|
415
|
+
};
|
416
|
+
|
417
|
+
typedef std::vector<LightInfo> LightInfoList;
|
418
|
+
|
419
|
+
LightList mLightsAffectingFrustum;
|
420
|
+
LightInfoList mCachedLightInfos;
|
421
|
+
LightInfoList mTestLightInfos; // potentially new list
|
422
|
+
ulong mLightsDirtyCounter;
|
423
|
+
|
424
|
+
typedef std::map<String, MovableObject*> MovableObjectMap;
|
425
|
+
/// Simple structure to hold MovableObject map and a mutex to go with it.
|
426
|
+
struct MovableObjectCollection
|
427
|
+
{
|
428
|
+
MovableObjectMap map;
|
429
|
+
OGRE_MUTEX(mutex)
|
430
|
+
};
|
431
|
+
typedef std::map<String, MovableObjectCollection*> MovableObjectCollectionMap;
|
432
|
+
MovableObjectCollectionMap mMovableObjectCollectionMap;
|
433
|
+
/** Gets the movable object collection for the given type name.
|
434
|
+
@remarks
|
435
|
+
This method create new collection if the collection does not exist.
|
436
|
+
*/
|
437
|
+
MovableObjectCollection* getMovableObjectCollection(const String& typeName);
|
438
|
+
/** Gets the movable object collection for the given type name.
|
439
|
+
@remarks
|
440
|
+
This method throw exception if the collection does not exist.
|
441
|
+
*/
|
442
|
+
const MovableObjectCollection* getMovableObjectCollection(const String& typeName) const;
|
443
|
+
/// Mutex over the collection of MovableObject types
|
444
|
+
OGRE_MUTEX(mMovableObjectCollectionMapMutex)
|
445
|
+
|
446
|
+
/** Internal method for initialising the render queue.
|
447
|
+
@remarks
|
448
|
+
Subclasses can use this to install their own RenderQueue implementation.
|
449
|
+
*/
|
450
|
+
virtual void initRenderQueue(void);
|
451
|
+
/// A pass designed to let us render shadow colour on white for texture shadows
|
452
|
+
Pass* mShadowCasterPlainBlackPass;
|
453
|
+
/// A pass designed to let us render shadow receivers for texture shadows
|
454
|
+
Pass* mShadowReceiverPass;
|
455
|
+
/** Internal method for turning a regular pass into a shadow caster pass.
|
456
|
+
@remarks
|
457
|
+
This is only used for texture shadows, basically we're trying to
|
458
|
+
ensure that objects are rendered solid black.
|
459
|
+
This method will usually return the standard solid black pass for
|
460
|
+
all fixed function passes, but will merge in a vertex program
|
461
|
+
and fudge the AutpoParamDataSource to set black lighting for
|
462
|
+
passes with vertex programs.
|
463
|
+
*/
|
464
|
+
const Pass* deriveShadowCasterPass(const Pass* pass);
|
465
|
+
/** Internal method for turning a regular pass into a shadow receiver pass.
|
466
|
+
@remarks
|
467
|
+
This is only used for texture shadows, basically we're trying to
|
468
|
+
ensure that objects are rendered with a projective texture.
|
469
|
+
This method will usually return a standard single-texture pass for
|
470
|
+
all fixed function passes, but will merge in a vertex program
|
471
|
+
for passes with vertex programs.
|
472
|
+
*/
|
473
|
+
const Pass* deriveShadowReceiverPass(const Pass* pass);
|
474
|
+
|
475
|
+
/** Internal method to validate whether a Pass should be allowed to render.
|
476
|
+
@remarks
|
477
|
+
Called just before a pass is about to be used for rendering a group to
|
478
|
+
allow the SceneManager to omit it if required. A return value of false
|
479
|
+
skips this pass.
|
480
|
+
*/
|
481
|
+
bool validatePassForRendering(const Pass* pass);
|
482
|
+
|
483
|
+
/** Internal method to validate whether a Renderable should be allowed to render.
|
484
|
+
@remarks
|
485
|
+
Called just before a pass is about to be used for rendering a Renderable to
|
486
|
+
allow the SceneManager to omit it if required. A return value of false
|
487
|
+
skips it.
|
488
|
+
*/
|
489
|
+
bool validateRenderableForRendering(const Pass* pass, const Renderable* rend);
|
490
|
+
|
491
|
+
enum BoxPlane
|
492
|
+
{
|
493
|
+
BP_FRONT = 0,
|
494
|
+
BP_BACK = 1,
|
495
|
+
BP_LEFT = 2,
|
496
|
+
BP_RIGHT = 3,
|
497
|
+
BP_UP = 4,
|
498
|
+
BP_DOWN = 5
|
499
|
+
};
|
500
|
+
|
501
|
+
/* Internal utility method for creating the planes of a skybox.
|
502
|
+
*/
|
503
|
+
MeshPtr createSkyboxPlane(
|
504
|
+
BoxPlane bp,
|
505
|
+
Real distance,
|
506
|
+
const Quaternion& orientation,
|
507
|
+
const String& groupName);
|
508
|
+
|
509
|
+
/* Internal utility method for creating the planes of a skydome.
|
510
|
+
*/
|
511
|
+
MeshPtr createSkydomePlane(
|
512
|
+
BoxPlane bp,
|
513
|
+
Real curvature, Real tiling, Real distance,
|
514
|
+
const Quaternion& orientation,
|
515
|
+
int xsegments, int ysegments, int ySegmentsToKeep,
|
516
|
+
const String& groupName);
|
517
|
+
|
518
|
+
// Flag indicating whether SceneNodes will be rendered as a set of 3 axes
|
519
|
+
bool mDisplayNodes;
|
520
|
+
|
521
|
+
/// Storage of animations, lookup by name
|
522
|
+
typedef std::map<String, Animation*> AnimationList;
|
523
|
+
AnimationList mAnimationsList;
|
524
|
+
OGRE_MUTEX(mAnimationsListMutex)
|
525
|
+
AnimationStateSet mAnimationStates;
|
526
|
+
|
527
|
+
|
528
|
+
/** Internal method used by _renderSingleObject to deal with renderables
|
529
|
+
which override the camera's own view / projection materices. */
|
530
|
+
void useRenderableViewProjMode(const Renderable* pRend);
|
531
|
+
|
532
|
+
/** Internal method used by _renderSingleObject to deal with renderables
|
533
|
+
which override the camera's own view / projection matrices. */
|
534
|
+
void resetViewProjMode(void);
|
535
|
+
|
536
|
+
typedef std::vector<RenderQueueListener*> RenderQueueListenerList;
|
537
|
+
RenderQueueListenerList mRenderQueueListeners;
|
538
|
+
|
539
|
+
typedef std::vector<ShadowListener*> ShadowListenerList;
|
540
|
+
ShadowListenerList mShadowListeners;
|
541
|
+
/// Internal method for firing the queue start event, returns true if queue is to be skipped
|
542
|
+
bool fireRenderQueueStarted(uint8 id, const String& invocation);
|
543
|
+
/// Internal method for firing the queue end event, returns true if queue is to be repeated
|
544
|
+
bool fireRenderQueueEnded(uint8 id, const String& invocation);
|
545
|
+
|
546
|
+
/// Internal method for firing the texture shadows updated event
|
547
|
+
void fireShadowTexturesUpdated(size_t numberOfShadowTextures);
|
548
|
+
/// Internal method for firing the pre caster texture shadows event
|
549
|
+
void fireShadowTexturesPreCaster(Light* light, Camera* camera);
|
550
|
+
/// Internal method for firing the pre receiver texture shadows event
|
551
|
+
void fireShadowTexturesPreReceiver(Light* light, Frustum* f);
|
552
|
+
/** Internal method for setting the destination viewport for the next render. */
|
553
|
+
virtual void setViewport(Viewport *vp);
|
554
|
+
|
555
|
+
/** Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. */
|
556
|
+
bool mShowBoundingBoxes;
|
557
|
+
|
558
|
+
/** Internal method for rendering all objects using the default queue sequence. */
|
559
|
+
virtual void renderVisibleObjectsDefaultSequence(void);
|
560
|
+
/** Internal method for rendering all objects using a custom queue sequence. */
|
561
|
+
virtual void renderVisibleObjectsCustomSequence(RenderQueueInvocationSequence* s);
|
562
|
+
/** Internal method for preparing the render queue for use with each render. */
|
563
|
+
virtual void prepareRenderQueue(void);
|
564
|
+
|
565
|
+
|
566
|
+
/** Internal utility method for rendering a single object.
|
567
|
+
@remarks
|
568
|
+
Assumes that the pass has already been set up.
|
569
|
+
@param rend The renderable to issue to the pipeline
|
570
|
+
@param pass The pass which is being used
|
571
|
+
@param doLightIteration If true, this method will issue the renderable to
|
572
|
+
the pipeline possibly multiple times, if the pass indicates it should be
|
573
|
+
done once per light
|
574
|
+
@param manualLightList Only applicable if doLightIteration is false, this
|
575
|
+
method allows you to pass in a previously determined set of lights
|
576
|
+
which will be used for a single render of this object.
|
577
|
+
*/
|
578
|
+
virtual void renderSingleObject(const Renderable* rend, const Pass* pass,
|
579
|
+
bool doLightIteration, const LightList* manualLightList = 0);
|
580
|
+
|
581
|
+
/// Utility class for calculating automatic parameters for gpu programs
|
582
|
+
AutoParamDataSource mAutoParamDataSource;
|
583
|
+
|
584
|
+
ShadowTechnique mShadowTechnique;
|
585
|
+
bool mDebugShadows;
|
586
|
+
ColourValue mShadowColour;
|
587
|
+
Pass* mShadowDebugPass;
|
588
|
+
Pass* mShadowStencilPass;
|
589
|
+
Pass* mShadowModulativePass;
|
590
|
+
bool mShadowMaterialInitDone;
|
591
|
+
HardwareIndexBufferSharedPtr mShadowIndexBuffer;
|
592
|
+
size_t mShadowIndexBufferSize;
|
593
|
+
Rectangle2D* mFullScreenQuad;
|
594
|
+
Real mShadowDirLightExtrudeDist;
|
595
|
+
IlluminationRenderStage mIlluminationStage;
|
596
|
+
ShadowTextureConfigList mShadowTextureConfigList;
|
597
|
+
bool mShadowTextureConfigDirty;
|
598
|
+
ShadowTextureList mShadowTextures;
|
599
|
+
TexturePtr mNullShadowTexture;
|
600
|
+
typedef std::vector<Camera*> ShadowTextureCameraList;
|
601
|
+
ShadowTextureCameraList mShadowTextureCameras;
|
602
|
+
Texture* mCurrentShadowTexture;
|
603
|
+
bool mShadowUseInfiniteFarPlane;
|
604
|
+
bool mShadowCasterRenderBackFaces;
|
605
|
+
|
606
|
+
/// default shadow camera setup
|
607
|
+
ShadowCameraSetupPtr mDefaultShadowCameraSetup;
|
608
|
+
|
609
|
+
/** Default sorting routine which sorts lights which cast shadows
|
610
|
+
to the front of a list, sub-sorting by distance.
|
611
|
+
@remarks
|
612
|
+
Since shadow textures are generated from lights based on the
|
613
|
+
frustum rather than individual objects, a shadow and camera-wise sort is
|
614
|
+
required to pick the best lights near the start of the list. Up to
|
615
|
+
the number of shadow textures will be generated from this.
|
616
|
+
*/
|
617
|
+
struct lightsForShadowTextureLess
|
618
|
+
{
|
619
|
+
_OgreExport bool operator()(const Light* l1, const Light* l2) const;
|
620
|
+
};
|
621
|
+
|
622
|
+
|
623
|
+
/** Internal method for locating a list of lights which could be affecting the frustum.
|
624
|
+
@remarks
|
625
|
+
Custom scene managers are encouraged to override this method to make use of their
|
626
|
+
scene partitioning scheme to more efficiently locate lights, and to eliminate lights
|
627
|
+
which may be occluded by word geometry.
|
628
|
+
*/
|
629
|
+
virtual void findLightsAffectingFrustum(const Camera* camera);
|
630
|
+
/// Internal method for setting up materials for shadows
|
631
|
+
virtual void initShadowVolumeMaterials(void);
|
632
|
+
/// Internal method for creating shadow textures (texture-based shadows)
|
633
|
+
virtual void ensureShadowTexturesCreated();
|
634
|
+
/// Internal method for destroying shadow textures (texture-based shadows)
|
635
|
+
virtual void destroyShadowTextures(void);
|
636
|
+
/// Internal method for preparing shadow textures ready for use in a regular render
|
637
|
+
virtual void prepareShadowTextures(Camera* cam, Viewport* vp);
|
638
|
+
|
639
|
+
/** Internal method for rendering all the objects for a given light into the
|
640
|
+
stencil buffer.
|
641
|
+
@param light The light source
|
642
|
+
@param cam The camera being viewed from
|
643
|
+
*/
|
644
|
+
virtual void renderShadowVolumesToStencil(const Light* light, const Camera* cam);
|
645
|
+
/** Internal utility method for setting stencil state for rendering shadow volumes.
|
646
|
+
@param secondpass Is this the second pass?
|
647
|
+
@param zfail Should we be using the zfail method?
|
648
|
+
@param twosided Should we use a 2-sided stencil?
|
649
|
+
*/
|
650
|
+
virtual void setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided);
|
651
|
+
/** Render a set of shadow renderables. */
|
652
|
+
void renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables,
|
653
|
+
Pass* pass, const LightList *manualLightList, unsigned long flags,
|
654
|
+
bool secondpass, bool zfail, bool twosided);
|
655
|
+
typedef std::vector<ShadowCaster*> ShadowCasterList;
|
656
|
+
ShadowCasterList mShadowCasterList;
|
657
|
+
SphereSceneQuery* mShadowCasterSphereQuery;
|
658
|
+
AxisAlignedBoxSceneQuery* mShadowCasterAABBQuery;
|
659
|
+
Real mShadowFarDist;
|
660
|
+
Real mShadowFarDistSquared;
|
661
|
+
Real mShadowTextureOffset; // proportion of texture offset in view direction e.g. 0.4
|
662
|
+
Real mShadowTextureFadeStart; // as a proportion e.g. 0.6
|
663
|
+
Real mShadowTextureFadeEnd; // as a proportion e.g. 0.9
|
664
|
+
bool mShadowTextureSelfShadow;
|
665
|
+
Pass* mShadowTextureCustomCasterPass;
|
666
|
+
Pass* mShadowTextureCustomReceiverPass;
|
667
|
+
String mShadowTextureCustomCasterVertexProgram;
|
668
|
+
String mShadowTextureCustomReceiverVertexProgram;
|
669
|
+
String mShadowTextureCustomReceiverFragmentProgram;
|
670
|
+
GpuProgramParametersSharedPtr mShadowTextureCustomCasterVPParams;
|
671
|
+
GpuProgramParametersSharedPtr mShadowTextureCustomReceiverVPParams;
|
672
|
+
GpuProgramParametersSharedPtr mShadowTextureCustomReceiverFPParams;
|
673
|
+
|
674
|
+
/// Visibility mask used to show / hide objects
|
675
|
+
uint32 mVisibilityMask;
|
676
|
+
bool mFindVisibleObjects;
|
677
|
+
|
678
|
+
/// Suppress render state changes?
|
679
|
+
bool mSuppressRenderStateChanges;
|
680
|
+
/// Suppress shadows?
|
681
|
+
bool mSuppressShadows;
|
682
|
+
|
683
|
+
|
684
|
+
GpuProgramParametersSharedPtr mInfiniteExtrusionParams;
|
685
|
+
GpuProgramParametersSharedPtr mFiniteExtrusionParams;
|
686
|
+
|
687
|
+
/// Inner class to use as callback for shadow caster scene query
|
688
|
+
class _OgreExport ShadowCasterSceneQueryListener : public SceneQueryListener
|
689
|
+
{
|
690
|
+
protected:
|
691
|
+
SceneManager* mSceneMgr;
|
692
|
+
ShadowCasterList* mCasterList;
|
693
|
+
bool mIsLightInFrustum;
|
694
|
+
const PlaneBoundedVolumeList* mLightClipVolumeList;
|
695
|
+
const Camera* mCamera;
|
696
|
+
const Light* mLight;
|
697
|
+
Real mFarDistSquared;
|
698
|
+
public:
|
699
|
+
ShadowCasterSceneQueryListener(SceneManager* sm) : mSceneMgr(sm),
|
700
|
+
mCasterList(0), mIsLightInFrustum(false), mLightClipVolumeList(0),
|
701
|
+
mCamera(0) {}
|
702
|
+
// Prepare the listener for use with a set of parameters
|
703
|
+
void prepare(bool lightInFrustum,
|
704
|
+
const PlaneBoundedVolumeList* lightClipVolumes,
|
705
|
+
const Light* light, const Camera* cam, ShadowCasterList* casterList,
|
706
|
+
Real farDistSquared)
|
707
|
+
{
|
708
|
+
mCasterList = casterList;
|
709
|
+
mIsLightInFrustum = lightInFrustum;
|
710
|
+
mLightClipVolumeList = lightClipVolumes;
|
711
|
+
mCamera = cam;
|
712
|
+
mLight = light;
|
713
|
+
mFarDistSquared = farDistSquared;
|
714
|
+
}
|
715
|
+
bool queryResult(MovableObject* object);
|
716
|
+
bool queryResult(SceneQuery::WorldFragment* fragment);
|
717
|
+
};
|
718
|
+
|
719
|
+
ShadowCasterSceneQueryListener* mShadowCasterQueryListener;
|
720
|
+
|
721
|
+
/** Internal method for locating a list of shadow casters which
|
722
|
+
could be affecting the frustum for a given light.
|
723
|
+
@remarks
|
724
|
+
Custom scene managers are encouraged to override this method to add optimisations,
|
725
|
+
and to add their own custom shadow casters (perhaps for world geometry)
|
726
|
+
*/
|
727
|
+
virtual const ShadowCasterList& findShadowCastersForLight(const Light* light,
|
728
|
+
const Camera* camera);
|
729
|
+
/** Render a group in the ordinary way */
|
730
|
+
virtual void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
|
731
|
+
QueuedRenderableCollection::OrganisationMode om);
|
732
|
+
/** Render a group with the added complexity of additive stencil shadows. */
|
733
|
+
virtual void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* group,
|
734
|
+
QueuedRenderableCollection::OrganisationMode om);
|
735
|
+
/** Render a group with the added complexity of modulative stencil shadows. */
|
736
|
+
virtual void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* group,
|
737
|
+
QueuedRenderableCollection::OrganisationMode om);
|
738
|
+
/** Render a group rendering only shadow casters. */
|
739
|
+
virtual void renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* group,
|
740
|
+
QueuedRenderableCollection::OrganisationMode om);
|
741
|
+
/** Render a group rendering only shadow receivers. */
|
742
|
+
virtual void renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* group,
|
743
|
+
QueuedRenderableCollection::OrganisationMode om);
|
744
|
+
/** Render a group with the added complexity of modulative texture shadows. */
|
745
|
+
virtual void renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* group,
|
746
|
+
QueuedRenderableCollection::OrganisationMode om);
|
747
|
+
|
748
|
+
/** Render a group with additive texture shadows. */
|
749
|
+
virtual void renderAdditiveTextureShadowedQueueGroupObjects(RenderQueueGroup* group,
|
750
|
+
QueuedRenderableCollection::OrganisationMode om);
|
751
|
+
/** Render a set of objects, see renderSingleObject for param definitions */
|
752
|
+
virtual void renderObjects(const QueuedRenderableCollection& objs,
|
753
|
+
QueuedRenderableCollection::OrganisationMode om,
|
754
|
+
bool doLightIteration, const LightList* manualLightList = 0);
|
755
|
+
/** Render those objects in the transparent pass list which have shadow casting forced on
|
756
|
+
@remarks
|
757
|
+
This function is intended to be used to render the shadows of transparent objects which have
|
758
|
+
transparency_casts_shadows set to 'on' in their material
|
759
|
+
*/
|
760
|
+
virtual void renderTransparentShadowCasterObjects(const QueuedRenderableCollection& objs,
|
761
|
+
QueuedRenderableCollection::OrganisationMode om,
|
762
|
+
bool doLightIteration, const LightList* manualLightList = 0);
|
763
|
+
|
764
|
+
/** Update the state of the global render queue splitting based on a shadow
|
765
|
+
option change. */
|
766
|
+
virtual void updateRenderQueueSplitOptions(void);
|
767
|
+
/** Update the state of the render queue group splitting based on a shadow
|
768
|
+
option change. */
|
769
|
+
virtual void updateRenderQueueGroupSplitOptions(RenderQueueGroup* group,
|
770
|
+
bool suppressShadows, bool suppressRenderState);
|
771
|
+
|
772
|
+
/** Inner helper class to implement the visitor pattern for rendering objects
|
773
|
+
in a queue.
|
774
|
+
*/
|
775
|
+
class _OgreExport SceneMgrQueuedRenderableVisitor : public QueuedRenderableVisitor
|
776
|
+
{
|
777
|
+
protected:
|
778
|
+
/// Pass that was actually used at the grouping level
|
779
|
+
const Pass* mUsedPass;
|
780
|
+
public:
|
781
|
+
SceneMgrQueuedRenderableVisitor()
|
782
|
+
:transparentShadowCastersMode(false) {}
|
783
|
+
~SceneMgrQueuedRenderableVisitor() {}
|
784
|
+
void visit(const Renderable* r);
|
785
|
+
bool visit(const Pass* p);
|
786
|
+
void visit(const RenderablePass* rp);
|
787
|
+
|
788
|
+
/// Target SM to send renderables to
|
789
|
+
SceneManager* targetSceneMgr;
|
790
|
+
/// Are we in transparent shadow caster mode?
|
791
|
+
bool transparentShadowCastersMode;
|
792
|
+
/// Automatic light handling?
|
793
|
+
bool autoLights;
|
794
|
+
/// Manual light list
|
795
|
+
const LightList* manualLightList;
|
796
|
+
|
797
|
+
};
|
798
|
+
/// Allow visitor helper to access protected methods
|
799
|
+
friend class SceneMgrQueuedRenderableVisitor;
|
800
|
+
/// The active renderable visitor class - subclasses could override this
|
801
|
+
SceneMgrQueuedRenderableVisitor* mActiveQueuedRenderableVisitor;
|
802
|
+
/// Storage for default renderable visitor
|
803
|
+
SceneMgrQueuedRenderableVisitor mDefaultQueuedRenderableVisitor;
|
804
|
+
|
805
|
+
public:
|
806
|
+
/** Constructor.
|
807
|
+
*/
|
808
|
+
SceneManager(const String& instanceName);
|
809
|
+
|
810
|
+
/** Default destructor.
|
811
|
+
*/
|
812
|
+
virtual ~SceneManager();
|
813
|
+
|
814
|
+
|
815
|
+
/** Mutex to protect the scene graph from simultaneous access from
|
816
|
+
multiple threads.
|
817
|
+
@remarks
|
818
|
+
If you are updating the scene in a separate thread from the rendering
|
819
|
+
thread, then you should lock this mutex before making any changes to
|
820
|
+
the scene graph - that means creating, modifying or deleting a
|
821
|
+
scene node, or attaching / detaching objects. It is <b>your</b>
|
822
|
+
responsibility to take out this lock, the detail methods on the nodes
|
823
|
+
will not do it for you (for the reasons discussed below).
|
824
|
+
@par
|
825
|
+
Note that locking this mutex will prevent the scene being rendered until
|
826
|
+
it is unlocked again. Therefore you should do this sparingly. Try
|
827
|
+
to create any objects you need separately and fully prepare them
|
828
|
+
before doing all your scene graph work in one go, thus keeping this
|
829
|
+
lock for the shortest time possible.
|
830
|
+
@note
|
831
|
+
A single global lock is used rather than a per-node lock since
|
832
|
+
it keeps the number of locks required during rendering down to a
|
833
|
+
minimum. Obtaining a lock, even if there is no contention, is not free
|
834
|
+
so for performance it is good to do it as little as possible.
|
835
|
+
Since modifying the scene in a separate thread is a fairly
|
836
|
+
rare occurrence (relative to rendering), it is better to keep the
|
837
|
+
locking required during rendering lower than to make update locks
|
838
|
+
more granular.
|
839
|
+
*/
|
840
|
+
OGRE_MUTEX(sceneGraphMutex)
|
841
|
+
|
842
|
+
/** Return the instance name of this SceneManager. */
|
843
|
+
const String& getName(void) const { return mName; }
|
844
|
+
|
845
|
+
/** Retrieve the type name of this scene manager.
|
846
|
+
@remarks
|
847
|
+
This method has to be implemented by subclasses. It should
|
848
|
+
return the type name of this SceneManager which agrees with
|
849
|
+
the type name of the SceneManagerFactory which created it.
|
850
|
+
*/
|
851
|
+
virtual const String& getTypeName(void) const = 0;
|
852
|
+
|
853
|
+
/** Creates a camera to be managed by this scene manager.
|
854
|
+
@remarks
|
855
|
+
This camera must be added to the scene at a later time using
|
856
|
+
the attachObject method of the SceneNode class.
|
857
|
+
@param
|
858
|
+
name Name to give the new camera.
|
859
|
+
*/
|
860
|
+
virtual Camera* createCamera(const String& name);
|
861
|
+
|
862
|
+
/** Retrieves a pointer to the named camera.
|
863
|
+
@note Throws an exception if the named instance does not exist
|
864
|
+
*/
|
865
|
+
virtual Camera* getCamera(const String& name) const;
|
866
|
+
|
867
|
+
/** Returns whether a camera with the given name exists.
|
868
|
+
*/
|
869
|
+
virtual bool hasCamera(const String& name) const;
|
870
|
+
|
871
|
+
/** Removes a camera from the scene.
|
872
|
+
@remarks
|
873
|
+
This method removes a previously added camera from the scene.
|
874
|
+
The camera is deleted so the caller must ensure no references
|
875
|
+
to it's previous instance (e.g. in a SceneNode) are used.
|
876
|
+
@param
|
877
|
+
cam Pointer to the camera to remove
|
878
|
+
*/
|
879
|
+
virtual void destroyCamera(Camera *cam);
|
880
|
+
|
881
|
+
/** Removes a camera from the scene.
|
882
|
+
@remarks
|
883
|
+
This method removes an camera from the scene based on the
|
884
|
+
camera's name rather than a pointer.
|
885
|
+
*/
|
886
|
+
virtual void destroyCamera(const String& name);
|
887
|
+
|
888
|
+
/** Removes (and destroys) all cameras from the scene.
|
889
|
+
@remarks
|
890
|
+
Some cameras are internal created to dealing with texture shadow,
|
891
|
+
their aren't supposed to destroy outside. So, while you are using
|
892
|
+
texture shadow, don't call this method, or you can set the shadow
|
893
|
+
technique other than texture-based, which will destroy all internal
|
894
|
+
created shadow cameras and textures.
|
895
|
+
*/
|
896
|
+
virtual void destroyAllCameras(void);
|
897
|
+
|
898
|
+
/** Creates a light for use in the scene.
|
899
|
+
@remarks
|
900
|
+
Lights can either be in a fixed position and independent of the
|
901
|
+
scene graph, or they can be attached to SceneNodes so they derive
|
902
|
+
their position from the parent node. Either way, they are created
|
903
|
+
using this method so that the SceneManager manages their
|
904
|
+
existence.
|
905
|
+
@param
|
906
|
+
name The name of the new light, to identify it later.
|
907
|
+
*/
|
908
|
+
virtual Light* createLight(const String& name);
|
909
|
+
|
910
|
+
/** Returns a pointer to the named Light which has previously been added to the scene.
|
911
|
+
@note Throws an exception if the named instance does not exist
|
912
|
+
*/
|
913
|
+
virtual Light* getLight(const String& name) const;
|
914
|
+
|
915
|
+
/** Returns whether a light with the given name exists.
|
916
|
+
*/
|
917
|
+
virtual bool hasLight(const String& name) const;
|
918
|
+
|
919
|
+
/** Removes the named light from the scene and destroys it.
|
920
|
+
@remarks
|
921
|
+
Any pointers held to this light after calling this method will be invalid.
|
922
|
+
*/
|
923
|
+
virtual void destroyLight(const String& name);
|
924
|
+
|
925
|
+
/** Removes the light from the scene and destroys it based on a pointer.
|
926
|
+
@remarks
|
927
|
+
Any pointers held to this light after calling this method will be invalid.
|
928
|
+
*/
|
929
|
+
virtual void destroyLight(Light* light);
|
930
|
+
/** Removes and destroys all lights in the scene.
|
931
|
+
*/
|
932
|
+
virtual void destroyAllLights(void);
|
933
|
+
|
934
|
+
/** Advance method to increase the lights dirty counter due lights changed.
|
935
|
+
@remarks
|
936
|
+
Scene manager tracking lights that affecting the frustum, if changes
|
937
|
+
detected (the changes includes light list itself and the light's position
|
938
|
+
and attenuation range), then increase the lights dirty counter.
|
939
|
+
@par
|
940
|
+
For some reason, you can call this method to force whole scene objects
|
941
|
+
re-populate their light list. But near in mind, call to this method
|
942
|
+
will harm performance, so should avoid if possible.
|
943
|
+
*/
|
944
|
+
virtual void _notifyLightsDirty(void);
|
945
|
+
|
946
|
+
/** Advance method to gets the lights dirty counter.
|
947
|
+
@remarks
|
948
|
+
Scene manager tracking lights that affecting the frustum, if changes
|
949
|
+
detected (the changes includes light list itself and the light's position
|
950
|
+
and attenuation range), then increase the lights dirty counter.
|
951
|
+
@par
|
952
|
+
When implementing customise lights finding algorithm relied on either
|
953
|
+
SceneManager::_getLightsAffectingFrustum or SceneManager::_populateLightList,
|
954
|
+
might check this value for sure that the light list are really need to
|
955
|
+
re-populate, otherwise, returns cached light list (if exists) for better
|
956
|
+
performance.
|
957
|
+
*/
|
958
|
+
ulong _getLightsDirtyCounter(void) const { return mLightsDirtyCounter; }
|
959
|
+
|
960
|
+
/** Get the list of lights which could be affecting the frustum.
|
961
|
+
@remarks
|
962
|
+
Note that default implementation of this method returns a cached light list,
|
963
|
+
which is populated when rendering the scene. So by default the list of lights
|
964
|
+
is only available during scene rendering.
|
965
|
+
*/
|
966
|
+
virtual const LightList& _getLightsAffectingFrustum(void) const;
|
967
|
+
|
968
|
+
/** Populate a light list with an ordered set of the lights which are closest
|
969
|
+
to the position specified.
|
970
|
+
@remarks
|
971
|
+
Note that since directional lights have no position, they are always considered
|
972
|
+
closer than any point lights and as such will always take precedence.
|
973
|
+
@par
|
974
|
+
Subclasses of the default SceneManager may wish to take into account other issues
|
975
|
+
such as possible visibility of the light if that information is included in their
|
976
|
+
data structures. This basic scenemanager simply orders by distance, eliminating
|
977
|
+
those lights which are out of range or could not be affecting the frustum (i.e.
|
978
|
+
only the lights returned by SceneManager::_getLightsAffectingFrustum are take into
|
979
|
+
account).
|
980
|
+
@par
|
981
|
+
The number of items in the list max exceed the maximum number of lights supported
|
982
|
+
by the renderer, but the extraneous ones will never be used. In fact the limit will
|
983
|
+
be imposed by Pass::getMaxSimultaneousLights.
|
984
|
+
@param position The position at which to evaluate the list of lights
|
985
|
+
@param radius The bounding radius to test
|
986
|
+
@param destList List to be populated with ordered set of lights; will be cleared by
|
987
|
+
this method before population.
|
988
|
+
*/
|
989
|
+
virtual void _populateLightList(const Vector3& position, Real radius, LightList& destList);
|
990
|
+
|
991
|
+
|
992
|
+
/** Creates an instance of a SceneNode.
|
993
|
+
@remarks
|
994
|
+
Note that this does not add the SceneNode to the scene hierarchy.
|
995
|
+
This method is for convenience, since it allows an instance to
|
996
|
+
be created for which the SceneManager is responsible for
|
997
|
+
allocating and releasing memory, which is convenient in complex
|
998
|
+
scenes.
|
999
|
+
@par
|
1000
|
+
To include the returned SceneNode in the scene, use the addChild
|
1001
|
+
method of the SceneNode which is to be it's parent.
|
1002
|
+
@par
|
1003
|
+
Note that this method takes no parameters, and the node created is unnamed (it is
|
1004
|
+
actually given a generated name, which you can retrieve if you want).
|
1005
|
+
If you wish to create a node with a specific name, call the alternative method
|
1006
|
+
which takes a name parameter.
|
1007
|
+
*/
|
1008
|
+
virtual SceneNode* createSceneNode(void);
|
1009
|
+
|
1010
|
+
/** Creates an instance of a SceneNode with a given name.
|
1011
|
+
@remarks
|
1012
|
+
Note that this does not add the SceneNode to the scene hierarchy.
|
1013
|
+
This method is for convenience, since it allows an instance to
|
1014
|
+
be created for which the SceneManager is responsible for
|
1015
|
+
allocating and releasing memory, which is convenient in complex
|
1016
|
+
scenes.
|
1017
|
+
@par
|
1018
|
+
To include the returned SceneNode in the scene, use the addChild
|
1019
|
+
method of the SceneNode which is to be it's parent.
|
1020
|
+
@par
|
1021
|
+
Note that this method takes a name parameter, which makes the node easier to
|
1022
|
+
retrieve directly again later.
|
1023
|
+
*/
|
1024
|
+
virtual SceneNode* createSceneNode(const String& name);
|
1025
|
+
|
1026
|
+
/** Destroys a SceneNode with a given name.
|
1027
|
+
@remarks
|
1028
|
+
This allows you to physically delete an individual SceneNode if you want to.
|
1029
|
+
Note that this is not normally recommended, it's better to allow SceneManager
|
1030
|
+
to delete the nodes when the scene is cleared.
|
1031
|
+
*/
|
1032
|
+
virtual void destroySceneNode(const String& name);
|
1033
|
+
|
1034
|
+
/** Gets the SceneNode at the root of the scene hierarchy.
|
1035
|
+
@remarks
|
1036
|
+
The entire scene is held as a hierarchy of nodes, which
|
1037
|
+
allows things like relative transforms, general changes in
|
1038
|
+
rendering state etc (See the SceneNode class for more info).
|
1039
|
+
In this basic SceneManager class, the application using
|
1040
|
+
Ogre is free to structure this hierarchy however it likes,
|
1041
|
+
since it has no real significance apart from making transforms
|
1042
|
+
relative to each node (more specialised subclasses will
|
1043
|
+
provide utility methods for building specific node structures
|
1044
|
+
e.g. loading a BSP tree).
|
1045
|
+
@par
|
1046
|
+
However, in all cases there is only ever one root node of
|
1047
|
+
the hierarchy, and this method returns a pointer to it.
|
1048
|
+
*/
|
1049
|
+
virtual SceneNode* getRootSceneNode(void) const;
|
1050
|
+
|
1051
|
+
/** Retrieves a named SceneNode from the scene graph.
|
1052
|
+
@remarks
|
1053
|
+
If you chose to name a SceneNode as you created it, or if you
|
1054
|
+
happened to make a note of the generated name, you can look it
|
1055
|
+
up wherever it is in the scene graph using this method.
|
1056
|
+
@note Throws an exception if the named instance does not exist
|
1057
|
+
*/
|
1058
|
+
virtual SceneNode* getSceneNode(const String& name) const;
|
1059
|
+
|
1060
|
+
/** Returns whether a scene node with the given name exists.
|
1061
|
+
*/
|
1062
|
+
virtual bool hasSceneNode(const String& name) const;
|
1063
|
+
|
1064
|
+
|
1065
|
+
/** Create an Entity (instance of a discrete mesh).
|
1066
|
+
@param
|
1067
|
+
entityName The name to be given to the entity (must be unique).
|
1068
|
+
@param
|
1069
|
+
meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The
|
1070
|
+
mesh will be loaded if it is not already.
|
1071
|
+
*/
|
1072
|
+
virtual Entity* createEntity(const String& entityName, const String& meshName);
|
1073
|
+
|
1074
|
+
/** Prefab shapes available without loading a model.
|
1075
|
+
@note
|
1076
|
+
Minimal implementation at present.
|
1077
|
+
@todo
|
1078
|
+
Add more prefabs (teapots, teapots!!!)
|
1079
|
+
*/
|
1080
|
+
enum PrefabType {
|
1081
|
+
PT_PLANE,
|
1082
|
+
PT_CUBE,
|
1083
|
+
PT_SPHERE
|
1084
|
+
};
|
1085
|
+
|
1086
|
+
/** Create an Entity (instance of a discrete mesh) from a range of prefab shapes.
|
1087
|
+
@param
|
1088
|
+
entityName The name to be given to the entity (must be unique).
|
1089
|
+
@param
|
1090
|
+
ptype The prefab type.
|
1091
|
+
*/
|
1092
|
+
virtual Entity* createEntity(const String& entityName, PrefabType ptype);
|
1093
|
+
/** Retrieves a pointer to the named Entity.
|
1094
|
+
@note Throws an exception if the named instance does not exist
|
1095
|
+
*/
|
1096
|
+
virtual Entity* getEntity(const String& name) const;
|
1097
|
+
/** Returns whether an entity with the given name exists.
|
1098
|
+
*/
|
1099
|
+
virtual bool hasEntity(const String& name) const;
|
1100
|
+
|
1101
|
+
/** Removes & destroys an Entity from the SceneManager.
|
1102
|
+
@warning
|
1103
|
+
Must only be done if the Entity is not attached
|
1104
|
+
to a SceneNode. It may be safer to wait to clear the whole
|
1105
|
+
scene if you are unsure use clearScene.
|
1106
|
+
@see
|
1107
|
+
SceneManager::clearScene
|
1108
|
+
*/
|
1109
|
+
virtual void destroyEntity(Entity* ent);
|
1110
|
+
|
1111
|
+
/** Removes & destroys an Entity from the SceneManager by name.
|
1112
|
+
@warning
|
1113
|
+
Must only be done if the Entity is not attached
|
1114
|
+
to a SceneNode. It may be safer to wait to clear the whole
|
1115
|
+
scene if you are unsure use clearScene.
|
1116
|
+
@see
|
1117
|
+
SceneManager::clearScene
|
1118
|
+
*/
|
1119
|
+
virtual void destroyEntity(const String& name);
|
1120
|
+
|
1121
|
+
/** Removes & destroys all Entities.
|
1122
|
+
@warning
|
1123
|
+
Again, use caution since no Entity must be referred to
|
1124
|
+
elsewhere e.g. attached to a SceneNode otherwise a crash
|
1125
|
+
is likely. Use clearScene if you are unsure (it clears SceneNode
|
1126
|
+
entries too.)
|
1127
|
+
@see
|
1128
|
+
SceneManager::clearScene
|
1129
|
+
*/
|
1130
|
+
virtual void destroyAllEntities(void);
|
1131
|
+
|
1132
|
+
/** Create a ManualObject, an object which you populate with geometry
|
1133
|
+
manually through a GL immediate-mode style interface.
|
1134
|
+
@param
|
1135
|
+
name The name to be given to the object (must be unique).
|
1136
|
+
*/
|
1137
|
+
virtual ManualObject* createManualObject(const String& name);
|
1138
|
+
/** Retrieves a pointer to the named ManualObject.
|
1139
|
+
@note Throws an exception if the named instance does not exist
|
1140
|
+
*/
|
1141
|
+
virtual ManualObject* getManualObject(const String& name) const;
|
1142
|
+
/** Returns whether a manual object with the given name exists.
|
1143
|
+
*/
|
1144
|
+
virtual bool hasManualObject(const String& name) const;
|
1145
|
+
|
1146
|
+
/** Removes & destroys a ManualObject from the SceneManager.
|
1147
|
+
*/
|
1148
|
+
virtual void destroyManualObject(ManualObject* obj);
|
1149
|
+
/** Removes & destroys a ManualObject from the SceneManager.
|
1150
|
+
*/
|
1151
|
+
virtual void destroyManualObject(const String& name);
|
1152
|
+
/** Removes & destroys all ManualObjects from the SceneManager.
|
1153
|
+
*/
|
1154
|
+
virtual void destroyAllManualObjects(void);
|
1155
|
+
/** Create a BillboardChain, an object which you can use to render
|
1156
|
+
a linked chain of billboards.
|
1157
|
+
@param
|
1158
|
+
name The name to be given to the object (must be unique).
|
1159
|
+
*/
|
1160
|
+
virtual BillboardChain* createBillboardChain(const String& name);
|
1161
|
+
/** Retrieves a pointer to the named BillboardChain.
|
1162
|
+
@note Throws an exception if the named instance does not exist
|
1163
|
+
*/
|
1164
|
+
virtual BillboardChain* getBillboardChain(const String& name) const;
|
1165
|
+
/** Returns whether a billboard chain with the given name exists.
|
1166
|
+
*/
|
1167
|
+
virtual bool hasBillboardChain(const String& name) const;
|
1168
|
+
|
1169
|
+
/** Removes & destroys a BillboardChain from the SceneManager.
|
1170
|
+
*/
|
1171
|
+
virtual void destroyBillboardChain(BillboardChain* obj);
|
1172
|
+
/** Removes & destroys a BillboardChain from the SceneManager.
|
1173
|
+
*/
|
1174
|
+
virtual void destroyBillboardChain(const String& name);
|
1175
|
+
/** Removes & destroys all BillboardChains from the SceneManager.
|
1176
|
+
*/
|
1177
|
+
virtual void destroyAllBillboardChains(void);
|
1178
|
+
/** Create a RibbonTrail, an object which you can use to render
|
1179
|
+
a linked chain of billboards which follows one or more nodes.
|
1180
|
+
@param
|
1181
|
+
name The name to be given to the object (must be unique).
|
1182
|
+
*/
|
1183
|
+
virtual RibbonTrail* createRibbonTrail(const String& name);
|
1184
|
+
/** Retrieves a pointer to the named RibbonTrail.
|
1185
|
+
@note Throws an exception if the named instance does not exist
|
1186
|
+
*/
|
1187
|
+
virtual RibbonTrail* getRibbonTrail(const String& name) const;
|
1188
|
+
/** Returns whether a ribbon trail with the given name exists.
|
1189
|
+
*/
|
1190
|
+
virtual bool hasRibbonTrail(const String& name) const;
|
1191
|
+
|
1192
|
+
/** Removes & destroys a RibbonTrail from the SceneManager.
|
1193
|
+
*/
|
1194
|
+
virtual void destroyRibbonTrail(RibbonTrail* obj);
|
1195
|
+
/** Removes & destroys a RibbonTrail from the SceneManager.
|
1196
|
+
*/
|
1197
|
+
virtual void destroyRibbonTrail(const String& name);
|
1198
|
+
/** Removes & destroys all RibbonTrails from the SceneManager.
|
1199
|
+
*/
|
1200
|
+
virtual void destroyAllRibbonTrails(void);
|
1201
|
+
|
1202
|
+
/** Creates a particle system based on a template.
|
1203
|
+
@remarks
|
1204
|
+
This method creates a new ParticleSystem instance based on the named template
|
1205
|
+
(defined through ParticleSystemManager::createTemplate) and returns a
|
1206
|
+
pointer to the caller. The caller should not delete this object, it will be freed at system shutdown,
|
1207
|
+
or can be released earlier using the destroyParticleSystem method.
|
1208
|
+
@par
|
1209
|
+
Each system created from a template takes the template's settings at the time of creation,
|
1210
|
+
but is completely separate from the template from there on.
|
1211
|
+
@par
|
1212
|
+
Creating a particle system does not make it a part of the scene. As with other MovableObject
|
1213
|
+
subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
|
1214
|
+
@par
|
1215
|
+
This is probably the more useful particle system creation method since it does not require manual
|
1216
|
+
setup of the system. Note that the initial quota is based on the template but may be changed later.
|
1217
|
+
@param
|
1218
|
+
name The name to give the new particle system instance.
|
1219
|
+
@param
|
1220
|
+
templateName The name of the template to base the new instance on.
|
1221
|
+
*/
|
1222
|
+
virtual ParticleSystem* createParticleSystem(const String& name,
|
1223
|
+
const String& templateName);
|
1224
|
+
/** Create a blank particle system.
|
1225
|
+
@remarks
|
1226
|
+
This method creates a new, blank ParticleSystem instance and returns a pointer to it.
|
1227
|
+
The caller should not delete this object, it will be freed at system shutdown, or can
|
1228
|
+
be released earlier using the destroyParticleSystem method.
|
1229
|
+
@par
|
1230
|
+
The instance returned from this method won't actually do anything because on creation a
|
1231
|
+
particle system has no emitters. The caller should manipulate the instance through it's
|
1232
|
+
ParticleSystem methods to actually create a real particle effect.
|
1233
|
+
@par
|
1234
|
+
Creating a particle system does not make it a part of the scene. As with other MovableObject
|
1235
|
+
subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
|
1236
|
+
@param
|
1237
|
+
name The name to give the ParticleSystem.
|
1238
|
+
@param
|
1239
|
+
quota The maximum number of particles to allow in this system.
|
1240
|
+
@param
|
1241
|
+
resourceGroup The resource group which will be used to load dependent resources
|
1242
|
+
*/
|
1243
|
+
virtual ParticleSystem* createParticleSystem(const String& name,
|
1244
|
+
size_t quota = 500,
|
1245
|
+
const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1246
|
+
/** Retrieves a pointer to the named ParticleSystem.
|
1247
|
+
@note Throws an exception if the named instance does not exist
|
1248
|
+
*/
|
1249
|
+
virtual ParticleSystem* getParticleSystem(const String& name) const;
|
1250
|
+
/** Returns whether a particle system with the given name exists.
|
1251
|
+
*/
|
1252
|
+
virtual bool hasParticleSystem(const String& name) const;
|
1253
|
+
|
1254
|
+
/** Removes & destroys a ParticleSystem from the SceneManager.
|
1255
|
+
*/
|
1256
|
+
virtual void destroyParticleSystem(ParticleSystem* obj);
|
1257
|
+
/** Removes & destroys a ParticleSystem from the SceneManager.
|
1258
|
+
*/
|
1259
|
+
virtual void destroyParticleSystem(const String& name);
|
1260
|
+
/** Removes & destroys all ParticleSystems from the SceneManager.
|
1261
|
+
*/
|
1262
|
+
virtual void destroyAllParticleSystems(void);
|
1263
|
+
|
1264
|
+
/** Empties the entire scene, inluding all SceneNodes, Entities, Lights,
|
1265
|
+
BillboardSets etc. Cameras are not deleted at this stage since
|
1266
|
+
they are still referenced by viewports, which are not destroyed during
|
1267
|
+
this process.
|
1268
|
+
*/
|
1269
|
+
virtual void clearScene(void);
|
1270
|
+
|
1271
|
+
/** Sets the ambient light level to be used for the scene.
|
1272
|
+
@remarks
|
1273
|
+
This sets the colour and intensity of the ambient light in the scene, i.e. the
|
1274
|
+
light which is 'sourceless' and illuminates all objects equally.
|
1275
|
+
The colour of an object is affected by a combination of the light in the scene,
|
1276
|
+
and the amount of light that object reflects (in this case based on the Material::ambient
|
1277
|
+
property).
|
1278
|
+
@remarks
|
1279
|
+
By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This
|
1280
|
+
means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled)
|
1281
|
+
will not be visible unless you have some dynamic lights in your scene.
|
1282
|
+
*/
|
1283
|
+
void setAmbientLight(const ColourValue& colour);
|
1284
|
+
|
1285
|
+
/** Returns the ambient light level to be used for the scene.
|
1286
|
+
*/
|
1287
|
+
const ColourValue& getAmbientLight(void) const;
|
1288
|
+
|
1289
|
+
/** Sets the source of the 'world' geometry, i.e. the large, mainly static geometry
|
1290
|
+
making up the world e.g. rooms, landscape etc.
|
1291
|
+
@remarks
|
1292
|
+
Depending on the type of SceneManager (subclasses will be specialised
|
1293
|
+
for particular world geometry types) you have requested via the Root or
|
1294
|
+
SceneManagerEnumerator classes, you can pass a filename to this method and it
|
1295
|
+
will attempt to load the world-level geometry for use. If you try to load
|
1296
|
+
an inappropriate type of world data an exception will be thrown. The default
|
1297
|
+
SceneManager cannot handle any sort of world geometry and so will always
|
1298
|
+
throw an exception. However subclasses like BspSceneManager can load
|
1299
|
+
particular types of world geometry e.g. "q3dm1.bsp".
|
1300
|
+
*/
|
1301
|
+
virtual void setWorldGeometry(const String& filename);
|
1302
|
+
|
1303
|
+
/** Sets the source of the 'world' geometry, i.e. the large, mainly
|
1304
|
+
static geometry making up the world e.g. rooms, landscape etc.
|
1305
|
+
@remarks
|
1306
|
+
Depending on the type of SceneManager (subclasses will be
|
1307
|
+
specialised for particular world geometry types) you have
|
1308
|
+
requested via the Root or SceneManagerEnumerator classes, you
|
1309
|
+
can pass a stream to this method and it will attempt to load
|
1310
|
+
the world-level geometry for use. If the manager can only
|
1311
|
+
handle one input format the typeName parameter is not required.
|
1312
|
+
The stream passed will be read (and it's state updated).
|
1313
|
+
@param stream Data stream containing data to load
|
1314
|
+
@param typeName String identifying the type of world geometry
|
1315
|
+
contained in the stream - not required if this manager only
|
1316
|
+
supports one type of world geometry.
|
1317
|
+
*/
|
1318
|
+
virtual void setWorldGeometry(DataStreamPtr& stream,
|
1319
|
+
const String& typeName = StringUtil::BLANK);
|
1320
|
+
|
1321
|
+
/** Estimate the number of loading stages required to load the named
|
1322
|
+
world geometry.
|
1323
|
+
@remarks
|
1324
|
+
This method should be overridden by SceneManagers that provide
|
1325
|
+
custom world geometry that can take some time to load. They should
|
1326
|
+
return from this method a count of the number of stages of progress
|
1327
|
+
they can report on whilst loading. During real loading (setWorldGeomtry),
|
1328
|
+
they should call ResourceGroupManager::_notifyWorldGeometryProgress exactly
|
1329
|
+
that number of times when loading the geometry for real.
|
1330
|
+
@note
|
1331
|
+
The default is to return 0, ie to not report progress.
|
1332
|
+
*/
|
1333
|
+
virtual size_t estimateWorldGeometry(const String& filename) { return 0; }
|
1334
|
+
|
1335
|
+
/** Estimate the number of loading stages required to load the named
|
1336
|
+
world geometry.
|
1337
|
+
@remarks
|
1338
|
+
Operates just like the version of this method which takes a
|
1339
|
+
filename, but operates on a stream instead. Note that since the
|
1340
|
+
stream is updated, you'll need to reset the stream or reopen it
|
1341
|
+
when it comes to loading it for real.
|
1342
|
+
@param stream Data stream containing data to load
|
1343
|
+
@param typeName String identifying the type of world geometry
|
1344
|
+
contained in the stream - not required if this manager only
|
1345
|
+
supports one type of world geometry.
|
1346
|
+
*/
|
1347
|
+
virtual size_t estimateWorldGeometry(DataStreamPtr& stream,
|
1348
|
+
const String& typeName = StringUtil::BLANK) { return 0; }
|
1349
|
+
/** Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.
|
1350
|
+
@remarks
|
1351
|
+
Typically this method returns the origin unless a) world geometry has been loaded using
|
1352
|
+
SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points.
|
1353
|
+
If there is more than one viewpoint which the scene manager can suggest, it will always suggest
|
1354
|
+
the first one unless the random parameter is true.
|
1355
|
+
@param
|
1356
|
+
random If true, and there is more than one possible suggestion, a random one will be used. If false
|
1357
|
+
the same one will always be suggested.
|
1358
|
+
@return
|
1359
|
+
On success, true is returned.
|
1360
|
+
@par
|
1361
|
+
On failiure, false is returned.
|
1362
|
+
*/
|
1363
|
+
virtual ViewPoint getSuggestedViewpoint(bool random = false);
|
1364
|
+
|
1365
|
+
/** Method for setting a specific option of the Scene Manager. These options are usually
|
1366
|
+
specific for a certain implemntation of the Scene Manager class, and may (and probably
|
1367
|
+
will) not exist across different implementations.
|
1368
|
+
@param
|
1369
|
+
strKey The name of the option to set
|
1370
|
+
@param
|
1371
|
+
pValue A pointer to the value - the size should be calculated by the scene manager
|
1372
|
+
based on the key
|
1373
|
+
@return
|
1374
|
+
On success, true is returned.
|
1375
|
+
@par
|
1376
|
+
On failiure, false is returned.
|
1377
|
+
*/
|
1378
|
+
virtual bool setOption( const String& strKey, const void* pValue ) { return false; }
|
1379
|
+
|
1380
|
+
/** Method for getting the value of an implementation-specific Scene Manager option.
|
1381
|
+
@param
|
1382
|
+
strKey The name of the option
|
1383
|
+
@param
|
1384
|
+
pDestValue A pointer to a memory location where the value will
|
1385
|
+
be copied. Currently, the memory will be allocated by the
|
1386
|
+
scene manager, but this may change
|
1387
|
+
@return
|
1388
|
+
On success, true is returned and pDestValue points to the value of the given
|
1389
|
+
option.
|
1390
|
+
@par
|
1391
|
+
On failiure, false is returned and pDestValue is set to NULL.
|
1392
|
+
*/
|
1393
|
+
virtual bool getOption( const String& strKey, void* pDestValue ) { return false; }
|
1394
|
+
|
1395
|
+
/** Method for verifying wether the scene manager has an implementation-specific
|
1396
|
+
option.
|
1397
|
+
@param
|
1398
|
+
strKey The name of the option to check for.
|
1399
|
+
@return
|
1400
|
+
If the scene manager contains the given option, true is returned.
|
1401
|
+
@remarks
|
1402
|
+
If it does not, false is returned.
|
1403
|
+
*/
|
1404
|
+
virtual bool hasOption( const String& strKey ) const { return false; }
|
1405
|
+
/** Method for getting all possible values for a specific option. When this list is too large
|
1406
|
+
(i.e. the option expects, for example, a float), the return value will be true, but the
|
1407
|
+
list will contain just one element whose size will be set to 0.
|
1408
|
+
Otherwise, the list will be filled with all the possible values the option can
|
1409
|
+
accept.
|
1410
|
+
@param
|
1411
|
+
strKey The name of the option to get the values for.
|
1412
|
+
@param
|
1413
|
+
refValueList A reference to a list that will be filled with the available values.
|
1414
|
+
@return
|
1415
|
+
On success (the option exists), true is returned.
|
1416
|
+
@par
|
1417
|
+
On failure, false is returned.
|
1418
|
+
*/
|
1419
|
+
virtual bool getOptionValues( const String& strKey, StringVector& refValueList ) { return false; }
|
1420
|
+
|
1421
|
+
/** Method for getting all the implementation-specific options of the scene manager.
|
1422
|
+
@param
|
1423
|
+
refKeys A reference to a list that will be filled with all the available options.
|
1424
|
+
@return
|
1425
|
+
On success, true is returned. On failiure, false is returned.
|
1426
|
+
*/
|
1427
|
+
virtual bool getOptionKeys( StringVector& refKeys ) { return false; }
|
1428
|
+
|
1429
|
+
/** Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.
|
1430
|
+
@remarks
|
1431
|
+
This must be done before issuing objects to the rendering pipeline, since derived transformations from
|
1432
|
+
parent nodes are not updated until required. This SceneManager is a basic implementation which simply
|
1433
|
+
updates all nodes from the root. This ensures the scene is up to date but requires all the nodes
|
1434
|
+
to be updated even if they are not visible. Subclasses could trim this such that only potentially visible
|
1435
|
+
nodes are updated.
|
1436
|
+
*/
|
1437
|
+
virtual void _updateSceneGraph(Camera* cam);
|
1438
|
+
|
1439
|
+
/** Internal method which parses the scene to find visible objects to render.
|
1440
|
+
@remarks
|
1441
|
+
If you're implementing a custom scene manager, this is the most important method to
|
1442
|
+
override since it's here you can apply your custom world partitioning scheme. Once you
|
1443
|
+
have added the appropriate objects to the render queue, you can let the default
|
1444
|
+
SceneManager objects _renderVisibleObjects handle the actual rendering of the objects
|
1445
|
+
you pick.
|
1446
|
+
@par
|
1447
|
+
Any visible objects will be added to a rendering queue, which is indexed by material in order
|
1448
|
+
to ensure objects with the same material are rendered together to minimise render state changes.
|
1449
|
+
*/
|
1450
|
+
virtual void _findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters);
|
1451
|
+
|
1452
|
+
/** Internal method for applying animations to scene nodes.
|
1453
|
+
@remarks
|
1454
|
+
Uses the internally stored AnimationState objects to apply animation to SceneNodes.
|
1455
|
+
*/
|
1456
|
+
virtual void _applySceneAnimations(void);
|
1457
|
+
|
1458
|
+
/** Sends visible objects found in _findVisibleObjects to the rendering engine.
|
1459
|
+
*/
|
1460
|
+
virtual void _renderVisibleObjects(void);
|
1461
|
+
|
1462
|
+
/** Prompts the class to send its contents to the renderer.
|
1463
|
+
@remarks
|
1464
|
+
This method prompts the scene manager to send the
|
1465
|
+
contents of the scene it manages to the rendering
|
1466
|
+
pipeline, possibly preceded by some sorting, culling
|
1467
|
+
or other scene management tasks. Note that this method is not normally called
|
1468
|
+
directly by the user application; it is called automatically
|
1469
|
+
by the Ogre rendering loop.
|
1470
|
+
@param camera Pointer to a camera from whose viewpoint the scene is to
|
1471
|
+
be rendered.
|
1472
|
+
@param vp The target viewport
|
1473
|
+
@param includeOverlays Whether or not overlay objects should be rendered
|
1474
|
+
*/
|
1475
|
+
virtual void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays);
|
1476
|
+
|
1477
|
+
/** Internal method for queueing the sky objects with the params as
|
1478
|
+
previously set through setSkyBox, setSkyPlane and setSkyDome.
|
1479
|
+
*/
|
1480
|
+
virtual void _queueSkiesForRendering(Camera* cam);
|
1481
|
+
|
1482
|
+
|
1483
|
+
|
1484
|
+
/** Notifies the scene manager of its destination render system
|
1485
|
+
@remarks
|
1486
|
+
Called automatically by RenderSystem::addSceneManager
|
1487
|
+
this method simply notifies the manager of the render
|
1488
|
+
system to which its output must be directed.
|
1489
|
+
@param
|
1490
|
+
sys Pointer to the RenderSystem subclass to be used as a render target.
|
1491
|
+
*/
|
1492
|
+
virtual void _setDestinationRenderSystem(RenderSystem* sys);
|
1493
|
+
|
1494
|
+
/** Enables / disables a 'sky plane' i.e. a plane at constant
|
1495
|
+
distance from the camera representing the sky.
|
1496
|
+
@remarks
|
1497
|
+
You can create sky planes yourself using the standard mesh and
|
1498
|
+
entity methods, but this creates a plane which the camera can
|
1499
|
+
never get closer or further away from - it moves with the camera.
|
1500
|
+
(NB you could create this effect by creating a world plane which
|
1501
|
+
was attached to the same SceneNode as the Camera too, but this
|
1502
|
+
would only apply to a single camera whereas this plane applies to
|
1503
|
+
any camera using this scene manager).
|
1504
|
+
@note
|
1505
|
+
To apply scaling, scrolls etc to the sky texture(s) you
|
1506
|
+
should use the TextureUnitState class methods.
|
1507
|
+
@param
|
1508
|
+
enable True to enable the plane, false to disable it
|
1509
|
+
@param
|
1510
|
+
plane Details of the plane, i.e. it's normal and it's
|
1511
|
+
distance from the camera.
|
1512
|
+
@param
|
1513
|
+
materialName The name of the material the plane will use
|
1514
|
+
@param
|
1515
|
+
scale The scaling applied to the sky plane - higher values
|
1516
|
+
mean a bigger sky plane - you may want to tweak this
|
1517
|
+
depending on the size of plane.d and the other
|
1518
|
+
characteristics of your scene
|
1519
|
+
@param
|
1520
|
+
tiling How many times to tile the texture across the sky.
|
1521
|
+
Applies to all texture layers. If you need finer control use
|
1522
|
+
the TextureUnitState texture coordinate transformation methods.
|
1523
|
+
@param
|
1524
|
+
drawFirst If true, the plane is drawn before all other
|
1525
|
+
geometry in the scene, without updating the depth buffer.
|
1526
|
+
This is the safest rendering method since all other objects
|
1527
|
+
will always appear in front of the sky. However this is not
|
1528
|
+
the most efficient way if most of the sky is often occluded
|
1529
|
+
by other objects. If this is the case, you can set this
|
1530
|
+
parameter to false meaning it draws <em>after</em> all other
|
1531
|
+
geometry which can be an optimisation - however you must
|
1532
|
+
ensure that the plane.d value is large enough that no objects
|
1533
|
+
will 'poke through' the sky plane when it is rendered.
|
1534
|
+
@param
|
1535
|
+
bow If zero, the plane will be completely flat (like previous
|
1536
|
+
versions. If above zero, the plane will be curved, allowing
|
1537
|
+
the sky to appear below camera level. Curved sky planes are
|
1538
|
+
simular to skydomes, but are more compatable with fog.
|
1539
|
+
@param xsegments, ysegments
|
1540
|
+
Determines the number of segments the plane will have to it. This
|
1541
|
+
is most important when you are bowing the plane, but may also be useful
|
1542
|
+
if you need tesselation on the plane to perform per-vertex effects.
|
1543
|
+
@param groupName
|
1544
|
+
The name of the resource group to which to assign the plane mesh.
|
1545
|
+
*/
|
1546
|
+
virtual void setSkyPlane(
|
1547
|
+
bool enable,
|
1548
|
+
const Plane& plane, const String& materialName, Real scale = 1000,
|
1549
|
+
Real tiling = 10, bool drawFirst = true, Real bow = 0,
|
1550
|
+
int xsegments = 1, int ysegments = 1,
|
1551
|
+
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1552
|
+
|
1553
|
+
/** Return whether a key plane is enabled */
|
1554
|
+
virtual bool isSkyPlaneEnabled(void) const { return mSkyPlaneEnabled; }
|
1555
|
+
|
1556
|
+
/** Get the sky plane node, if enabled. */
|
1557
|
+
virtual SceneNode* getSkyPlaneNode(void) const { return mSkyPlaneNode; }
|
1558
|
+
|
1559
|
+
/** Get the parameters used to construct the SkyPlane, if any **/
|
1560
|
+
virtual const SkyPlaneGenParameters& getSkyPlaneGenParameters(void) const { return mSkyPlaneGenParameters; }
|
1561
|
+
|
1562
|
+
/** Enables / disables a 'sky box' i.e. a 6-sided box at constant
|
1563
|
+
distance from the camera representing the sky.
|
1564
|
+
@remarks
|
1565
|
+
You could create a sky box yourself using the standard mesh and
|
1566
|
+
entity methods, but this creates a plane which the camera can
|
1567
|
+
never get closer or further away from - it moves with the camera.
|
1568
|
+
(NB you could create this effect by creating a world box which
|
1569
|
+
was attached to the same SceneNode as the Camera too, but this
|
1570
|
+
would only apply to a single camera whereas this skybox applies
|
1571
|
+
to any camera using this scene manager).
|
1572
|
+
@par
|
1573
|
+
The material you use for the skybox can either contain layers
|
1574
|
+
which are single textures, or they can be cubic textures, i.e.
|
1575
|
+
made up of 6 images, one for each plane of the cube. See the
|
1576
|
+
TextureUnitState class for more information.
|
1577
|
+
@param
|
1578
|
+
enable True to enable the skybox, false to disable it
|
1579
|
+
@param
|
1580
|
+
materialName The name of the material the box will use
|
1581
|
+
@param
|
1582
|
+
distance Distance in world coorinates from the camera to
|
1583
|
+
each plane of the box. The default is normally OK.
|
1584
|
+
@param
|
1585
|
+
drawFirst If true, the box is drawn before all other
|
1586
|
+
geometry in the scene, without updating the depth buffer.
|
1587
|
+
This is the safest rendering method since all other objects
|
1588
|
+
will always appear in front of the sky. However this is not
|
1589
|
+
the most efficient way if most of the sky is often occluded
|
1590
|
+
by other objects. If this is the case, you can set this
|
1591
|
+
parameter to false meaning it draws <em>after</em> all other
|
1592
|
+
geometry which can be an optimisation - however you must
|
1593
|
+
ensure that the distance value is large enough that no
|
1594
|
+
objects will 'poke through' the sky box when it is rendered.
|
1595
|
+
@param
|
1596
|
+
orientation Optional parameter to specify the orientation
|
1597
|
+
of the box. By default the 'top' of the box is deemed to be
|
1598
|
+
in the +y direction, and the 'front' at the -z direction.
|
1599
|
+
You can use this parameter to rotate the sky if you want.
|
1600
|
+
@param groupName
|
1601
|
+
The name of the resource group to which to assign the plane mesh.
|
1602
|
+
*/
|
1603
|
+
virtual void setSkyBox(
|
1604
|
+
bool enable, const String& materialName, Real distance = 5000,
|
1605
|
+
bool drawFirst = true, const Quaternion& orientation = Quaternion::IDENTITY,
|
1606
|
+
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1607
|
+
|
1608
|
+
/** Return whether a skybox is enabled */
|
1609
|
+
virtual bool isSkyBoxEnabled(void) const { return mSkyBoxEnabled; }
|
1610
|
+
|
1611
|
+
/** Get the skybox node, if enabled. */
|
1612
|
+
virtual SceneNode* getSkyBoxNode(void) const { return mSkyBoxNode; }
|
1613
|
+
|
1614
|
+
/** Get the parameters used to generate the current SkyBox, if any */
|
1615
|
+
virtual const SkyBoxGenParameters& getSkyBoxGenParameters(void) const { return mSkyBoxGenParameters; }
|
1616
|
+
|
1617
|
+
/** Enables / disables a 'sky dome' i.e. an illusion of a curved sky.
|
1618
|
+
@remarks
|
1619
|
+
A sky dome is actually formed by 5 sides of a cube, but with
|
1620
|
+
texture coordinates generated such that the surface appears
|
1621
|
+
curved like a dome. Sky domes are appropriate where you need a
|
1622
|
+
realistic looking sky where the scene is not going to be
|
1623
|
+
'fogged', and there is always a 'floor' of some sort to prevent
|
1624
|
+
the viewer looking below the horizon (the distortion effect below
|
1625
|
+
the horizon can be pretty horrible, and there is never anyhting
|
1626
|
+
directly below the viewer). If you need a complete wrap-around
|
1627
|
+
background, use the setSkyBox method instead. You can actually
|
1628
|
+
combine a sky box and a sky dome if you want, to give a positional
|
1629
|
+
backdrop with an overlayed curved cloud layer.
|
1630
|
+
@par
|
1631
|
+
Sky domes work well with 2D repeating textures like clouds. You
|
1632
|
+
can change the apparant 'curvature' of the sky depending on how
|
1633
|
+
your scene is viewed - lower curvatures are better for 'open'
|
1634
|
+
scenes like landscapes, whilst higher curvatures are better for
|
1635
|
+
say FPS levels where you don't see a lot of the sky at once and
|
1636
|
+
the exaggerated curve looks good.
|
1637
|
+
@param
|
1638
|
+
enable True to enable the skydome, false to disable it
|
1639
|
+
@param
|
1640
|
+
materialName The name of the material the dome will use
|
1641
|
+
@param
|
1642
|
+
curvature The curvature of the dome. Good values are
|
1643
|
+
between 2 and 65. Higher values are more curved leading to
|
1644
|
+
a smoother effect, lower values are less curved meaning
|
1645
|
+
more distortion at the horizons but a better distance effect.
|
1646
|
+
@param
|
1647
|
+
tiling How many times to tile the texture(s) across the
|
1648
|
+
dome.
|
1649
|
+
@param
|
1650
|
+
distance Distance in world coorinates from the camera to
|
1651
|
+
each plane of the box the dome is rendered on. The default
|
1652
|
+
is normally OK.
|
1653
|
+
@param
|
1654
|
+
drawFirst If true, the dome is drawn before all other
|
1655
|
+
geometry in the scene, without updating the depth buffer.
|
1656
|
+
This is the safest rendering method since all other objects
|
1657
|
+
will always appear in front of the sky. However this is not
|
1658
|
+
the most efficient way if most of the sky is often occluded
|
1659
|
+
by other objects. If this is the case, you can set this
|
1660
|
+
parameter to false meaning it draws <em>after</em> all other
|
1661
|
+
geometry which can be an optimisation - however you must
|
1662
|
+
ensure that the distance value is large enough that no
|
1663
|
+
objects will 'poke through' the sky when it is rendered.
|
1664
|
+
@param
|
1665
|
+
orientation Optional parameter to specify the orientation
|
1666
|
+
of the dome. By default the 'top' of the dome is deemed to
|
1667
|
+
be in the +y direction, and the 'front' at the -z direction.
|
1668
|
+
You can use this parameter to rotate the sky if you want.
|
1669
|
+
@param groupName
|
1670
|
+
The name of the resource group to which to assign the plane mesh.
|
1671
|
+
*/
|
1672
|
+
virtual void setSkyDome(
|
1673
|
+
bool enable, const String& materialName, Real curvature = 10,
|
1674
|
+
Real tiling = 8, Real distance = 4000, bool drawFirst = true,
|
1675
|
+
const Quaternion& orientation = Quaternion::IDENTITY,
|
1676
|
+
int xsegments = 16, int ysegments = 16, int ysegments_keep = -1,
|
1677
|
+
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1678
|
+
|
1679
|
+
/** Return whether a skydome is enabled */
|
1680
|
+
virtual bool isSkyDomeEnabled(void) const { return mSkyDomeEnabled; }
|
1681
|
+
|
1682
|
+
/** Get the sky dome node, if enabled. */
|
1683
|
+
virtual SceneNode* getSkyDomeNode(void) const { return mSkyDomeNode; }
|
1684
|
+
|
1685
|
+
/** Get the parameters used to generate the current SkyDome, if any */
|
1686
|
+
virtual const SkyDomeGenParameters& getSkyDomeGenParameters(void) const { return mSkyDomeGenParameters; }
|
1687
|
+
|
1688
|
+
/** Sets the fogging mode applied to the scene.
|
1689
|
+
@remarks
|
1690
|
+
This method sets up the scene-wide fogging effect. These settings
|
1691
|
+
apply to all geometry rendered, UNLESS the material with which it
|
1692
|
+
is rendered has it's own fog settings (see Material::setFog).
|
1693
|
+
@param
|
1694
|
+
mode Set up the mode of fog as described in the FogMode
|
1695
|
+
enum, or set to FOG_NONE to turn off.
|
1696
|
+
@param
|
1697
|
+
colour The colour of the fog. Either set this to the same
|
1698
|
+
as your viewport background colour, or to blend in with a
|
1699
|
+
skydome or skybox.
|
1700
|
+
@param
|
1701
|
+
expDensity The density of the fog in FOG_EXP or FOG_EXP2
|
1702
|
+
mode, as a value between 0 and 1. The default is 0.001.
|
1703
|
+
@param
|
1704
|
+
linearStart Distance in world units at which linear fog starts to
|
1705
|
+
encroach. Only applicable if mode is
|
1706
|
+
FOG_LINEAR.
|
1707
|
+
@param
|
1708
|
+
linearEnd Distance in world units at which linear fog becomes completely
|
1709
|
+
opaque. Only applicable if mode is
|
1710
|
+
FOG_LINEAR.
|
1711
|
+
*/
|
1712
|
+
void setFog(
|
1713
|
+
FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White,
|
1714
|
+
Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0);
|
1715
|
+
|
1716
|
+
/** Returns the fog mode for the scene.
|
1717
|
+
*/
|
1718
|
+
virtual FogMode getFogMode(void) const;
|
1719
|
+
|
1720
|
+
/** Returns the fog colour for the scene.
|
1721
|
+
*/
|
1722
|
+
virtual const ColourValue& getFogColour(void) const;
|
1723
|
+
|
1724
|
+
/** Returns the fog start distance for the scene.
|
1725
|
+
*/
|
1726
|
+
virtual Real getFogStart(void) const;
|
1727
|
+
|
1728
|
+
/** Returns the fog end distance for the scene.
|
1729
|
+
*/
|
1730
|
+
virtual Real getFogEnd(void) const;
|
1731
|
+
|
1732
|
+
/** Returns the fog density for the scene.
|
1733
|
+
*/
|
1734
|
+
virtual Real getFogDensity(void) const;
|
1735
|
+
|
1736
|
+
|
1737
|
+
/** Creates a new BillboardSet for use with this scene manager.
|
1738
|
+
@remarks
|
1739
|
+
This method creates a new BillboardSet which is registered with
|
1740
|
+
the SceneManager. The SceneManager will destroy this object when
|
1741
|
+
it shuts down or when the SceneManager::clearScene method is
|
1742
|
+
called, so the caller does not have to worry about destroying
|
1743
|
+
this object (in fact, it definitely should not do this).
|
1744
|
+
@par
|
1745
|
+
See the BillboardSet documentations for full details of the
|
1746
|
+
returned class.
|
1747
|
+
@param
|
1748
|
+
name The name to give to this billboard set. Must be unique.
|
1749
|
+
@param
|
1750
|
+
poolSize The initial size of the pool of billboards (see BillboardSet for more information)
|
1751
|
+
@see
|
1752
|
+
BillboardSet
|
1753
|
+
*/
|
1754
|
+
virtual BillboardSet* createBillboardSet(const String& name, unsigned int poolSize = 20);
|
1755
|
+
|
1756
|
+
/** Retrieves a pointer to the named BillboardSet.
|
1757
|
+
@note Throws an exception if the named instance does not exist
|
1758
|
+
*/
|
1759
|
+
virtual BillboardSet* getBillboardSet(const String& name) const;
|
1760
|
+
/** Returns whether a billboardset with the given name exists.
|
1761
|
+
*/
|
1762
|
+
virtual bool hasBillboardSet(const String& name) const;
|
1763
|
+
|
1764
|
+
/** Removes & destroys an BillboardSet from the SceneManager.
|
1765
|
+
@warning
|
1766
|
+
Must only be done if the BillboardSet is not attached
|
1767
|
+
to a SceneNode. It may be safer to wait to clear the whole
|
1768
|
+
scene. If you are unsure, use clearScene.
|
1769
|
+
*/
|
1770
|
+
virtual void destroyBillboardSet(BillboardSet* set);
|
1771
|
+
|
1772
|
+
/** Removes & destroys an BillboardSet from the SceneManager by name.
|
1773
|
+
@warning
|
1774
|
+
Must only be done if the BillboardSet is not attached
|
1775
|
+
to a SceneNode. It may be safer to wait to clear the whole
|
1776
|
+
scene. If you are unsure, use clearScene.
|
1777
|
+
*/
|
1778
|
+
virtual void destroyBillboardSet(const String& name);
|
1779
|
+
|
1780
|
+
/** Removes & destroys all BillboardSets.
|
1781
|
+
@warning
|
1782
|
+
Again, use caution since no BillboardSet must be referred to
|
1783
|
+
elsewhere e.g. attached to a SceneNode otherwise a crash
|
1784
|
+
is likely. Use clearScene if you are unsure (it clears SceneNode
|
1785
|
+
entries too.)
|
1786
|
+
@see
|
1787
|
+
SceneManager::clearScene
|
1788
|
+
*/
|
1789
|
+
virtual void destroyAllBillboardSets(void);
|
1790
|
+
|
1791
|
+
/** Tells the SceneManager whether it should render the SceneNodes which
|
1792
|
+
make up the scene as well as the objects in the scene.
|
1793
|
+
@remarks
|
1794
|
+
This method is mainly for debugging purposes. If you set this to 'true',
|
1795
|
+
each node will be rendered as a set of 3 axes to allow you to easily see
|
1796
|
+
the orientation of the nodes.
|
1797
|
+
*/
|
1798
|
+
virtual void setDisplaySceneNodes(bool display);
|
1799
|
+
/** Returns true if all scene nodes axis are to be displayed */
|
1800
|
+
virtual bool getDisplaySceneNodes(void) const {return mDisplayNodes;}
|
1801
|
+
|
1802
|
+
/** Creates an animation which can be used to animate scene nodes.
|
1803
|
+
@remarks
|
1804
|
+
An animation is a collection of 'tracks' which over time change the position / orientation
|
1805
|
+
of Node objects. In this case, the animation will likely have tracks to modify the position
|
1806
|
+
/ orientation of SceneNode objects, e.g. to make objects move along a path.
|
1807
|
+
@par
|
1808
|
+
You don't need to use an Animation object to move objects around - you can do it yourself
|
1809
|
+
using the methods of the Node in your FrameListener class. However, when you need relatively
|
1810
|
+
complex scripted animation, this is the class to use since it will interpolate between
|
1811
|
+
keyframes for you and generally make the whole process easier to manage.
|
1812
|
+
@par
|
1813
|
+
A single animation can affect multiple Node objects (each AnimationTrack affects a single Node).
|
1814
|
+
In addition, through animation blending a single Node can be affected by multiple animations,
|
1815
|
+
athough this is more useful when performing skeletal animation (see Skeleton::createAnimation).
|
1816
|
+
@par
|
1817
|
+
Note that whilst it uses the same classes, the animations created here are kept separate from the
|
1818
|
+
skeletal animations of meshes (each Skeleton owns those animations).
|
1819
|
+
@param name The name of the animation, must be unique within this SceneManager.
|
1820
|
+
@param length The total length of the animation.
|
1821
|
+
*/
|
1822
|
+
virtual Animation* createAnimation(const String& name, Real length);
|
1823
|
+
|
1824
|
+
/** Looks up an Animation object previously created with createAnimation.
|
1825
|
+
@note Throws an exception if the named instance does not exist
|
1826
|
+
*/
|
1827
|
+
virtual Animation* getAnimation(const String& name) const;
|
1828
|
+
/** Returns whether an animation with the given name exists.
|
1829
|
+
*/
|
1830
|
+
virtual bool hasAnimation(const String& name) const;
|
1831
|
+
|
1832
|
+
/** Destroys an Animation.
|
1833
|
+
@remarks
|
1834
|
+
You should ensure that none of your code is referencing this animation objects since the
|
1835
|
+
memory will be freed.
|
1836
|
+
*/
|
1837
|
+
virtual void destroyAnimation(const String& name);
|
1838
|
+
|
1839
|
+
/** Removes all animations created using this SceneManager. */
|
1840
|
+
virtual void destroyAllAnimations(void);
|
1841
|
+
|
1842
|
+
/** Create an AnimationState object for managing application of animations.
|
1843
|
+
@remarks
|
1844
|
+
You can create Animation objects for animating SceneNode obejcts using the
|
1845
|
+
createAnimation method. However, in order to actually apply those animations
|
1846
|
+
you have to call methods on Node and Animation in a particular order (namely
|
1847
|
+
Node::resetToInitialState and Animation::apply). To make this easier and to
|
1848
|
+
help track the current time position of animations, the AnimationState object
|
1849
|
+
is provided. </p>
|
1850
|
+
So if you don't want to control animation application manually, call this method,
|
1851
|
+
update the returned object as you like every frame and let SceneManager apply
|
1852
|
+
the animation state for you.
|
1853
|
+
@par
|
1854
|
+
Remember, AnimationState objects are disabled by default at creation time.
|
1855
|
+
Turn them on when you want them using their setEnabled method.
|
1856
|
+
@par
|
1857
|
+
Note that any SceneNode affected by this automatic animation will have it's state
|
1858
|
+
reset to it's initial position before application of the animation. Unless specifically
|
1859
|
+
modified using Node::setInitialState the Node assumes it's initial state is at the
|
1860
|
+
origin. If you want the base state of the SceneNode to be elsewhere, make your changes
|
1861
|
+
to the node using the standard transform methods, then call setInitialState to
|
1862
|
+
'bake' this reference position into the node.
|
1863
|
+
@par
|
1864
|
+
If the target of your animation is to be a generic AnimableValue, you
|
1865
|
+
should ensure that it has a base value set (unlike nodes this has no
|
1866
|
+
default). @see AnimableValue::setAsBaseValue.
|
1867
|
+
@param animName The name of an animation created already with createAnimation.
|
1868
|
+
*/
|
1869
|
+
virtual AnimationState* createAnimationState(const String& animName);
|
1870
|
+
|
1871
|
+
/** Retrieves animation state as previously created using createAnimationState.
|
1872
|
+
@note Throws an exception if the named instance does not exist
|
1873
|
+
*/
|
1874
|
+
virtual AnimationState* getAnimationState(const String& animName) const;
|
1875
|
+
/** Returns whether an animation state with the given name exists.
|
1876
|
+
*/
|
1877
|
+
virtual bool hasAnimationState(const String& name) const;
|
1878
|
+
|
1879
|
+
/** Destroys an AnimationState.
|
1880
|
+
@remarks
|
1881
|
+
You should ensure that none of your code is referencing this animation
|
1882
|
+
state object since the memory will be freed.
|
1883
|
+
*/
|
1884
|
+
virtual void destroyAnimationState(const String& name);
|
1885
|
+
|
1886
|
+
/** Removes all animation states created using this SceneManager. */
|
1887
|
+
virtual void destroyAllAnimationStates(void);
|
1888
|
+
|
1889
|
+
/** Manual rendering method, for advanced users only.
|
1890
|
+
@remarks
|
1891
|
+
This method allows you to send rendering commands through the pipeline on
|
1892
|
+
demand, bypassing OGRE's normal world processing. You should only use this if you
|
1893
|
+
really know what you're doing; OGRE does lots of things for you that you really should
|
1894
|
+
let it do. However, there are times where it may be useful to have this manual interface,
|
1895
|
+
for example overlaying something on top of the scene rendered by OGRE.
|
1896
|
+
@par
|
1897
|
+
Because this is an instant rendering method, timing is important. The best
|
1898
|
+
time to call it is from a RenderTargetListener event handler.
|
1899
|
+
@par
|
1900
|
+
Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use.
|
1901
|
+
Calling it regularly per frame will cause frame rate drops!
|
1902
|
+
@param rend A RenderOperation object describing the rendering op
|
1903
|
+
@param pass The Pass to use for this render
|
1904
|
+
@param vp Pointer to the viewport to render to
|
1905
|
+
@param worldMatrix The transform to apply from object to world space
|
1906
|
+
@param viewMatrix The transform to apply from world to view space
|
1907
|
+
@param projMatrix The transform to apply from view to screen space
|
1908
|
+
@param doBeginEndFrame If true, beginFrame() and endFrame() are called,
|
1909
|
+
otherwise not. You should leave this as false if you are calling
|
1910
|
+
this within the main render loop.
|
1911
|
+
*/
|
1912
|
+
virtual void manualRender(RenderOperation* rend, Pass* pass, Viewport* vp,
|
1913
|
+
const Matrix4& worldMatrix, const Matrix4& viewMatrix, const Matrix4& projMatrix,
|
1914
|
+
bool doBeginEndFrame = false) ;
|
1915
|
+
|
1916
|
+
/** Retrieves the internal render queue, for advanced users only.
|
1917
|
+
@remarks
|
1918
|
+
The render queue is mainly used internally to manage the scene object
|
1919
|
+
rendering queue, it also exports some methods to allow advanced users
|
1920
|
+
to configure the behavior of rendering process.
|
1921
|
+
Most methods provided by RenderQueue are supposed to be used
|
1922
|
+
internally only, you should reference to the RenderQueue API for
|
1923
|
+
more information. Do not access this directly unless you know what
|
1924
|
+
you are doing.
|
1925
|
+
*/
|
1926
|
+
virtual RenderQueue* getRenderQueue(void);
|
1927
|
+
|
1928
|
+
/** Registers a new RenderQueueListener which will be notified when render queues
|
1929
|
+
are processed.
|
1930
|
+
*/
|
1931
|
+
virtual void addRenderQueueListener(RenderQueueListener* newListener);
|
1932
|
+
|
1933
|
+
/** Removes a listener previously added with addRenderQueueListener. */
|
1934
|
+
virtual void removeRenderQueueListener(RenderQueueListener* delListener);
|
1935
|
+
|
1936
|
+
/** Adds an item to the 'special case' render queue list.
|
1937
|
+
@remarks
|
1938
|
+
Normally all render queues are rendered, in their usual sequence,
|
1939
|
+
only varying if a RenderQueueListener nominates for the queue to be
|
1940
|
+
repeated or skipped. This method allows you to add a render queue to
|
1941
|
+
a 'special case' list, which varies the behaviour. The effect of this
|
1942
|
+
list depends on the 'mode' in which this list is in, which might be
|
1943
|
+
to exclude these render queues, or to include them alone (excluding
|
1944
|
+
all other queues). This allows you to perform broad selective
|
1945
|
+
rendering without requiring a RenderQueueListener.
|
1946
|
+
@param qid The identifier of the queue which should be added to the
|
1947
|
+
special case list. Nothing happens if the queue is already in the list.
|
1948
|
+
*/
|
1949
|
+
virtual void addSpecialCaseRenderQueue(uint8 qid);
|
1950
|
+
/** Removes an item to the 'special case' render queue list.
|
1951
|
+
@see SceneManager::addSpecialCaseRenderQueue
|
1952
|
+
@param qid The identifier of the queue which should be removed from the
|
1953
|
+
special case list. Nothing happens if the queue is not in the list.
|
1954
|
+
*/
|
1955
|
+
virtual void removeSpecialCaseRenderQueue(uint8 qid);
|
1956
|
+
/** Clears the 'special case' render queue list.
|
1957
|
+
@see SceneManager::addSpecialCaseRenderQueue
|
1958
|
+
*/
|
1959
|
+
virtual void clearSpecialCaseRenderQueues(void);
|
1960
|
+
/** Sets the way the special case render queue list is processed.
|
1961
|
+
@see SceneManager::addSpecialCaseRenderQueue
|
1962
|
+
@param mode The mode of processing
|
1963
|
+
*/
|
1964
|
+
virtual void setSpecialCaseRenderQueueMode(SpecialCaseRenderQueueMode mode);
|
1965
|
+
/** Gets the way the special case render queue list is processed. */
|
1966
|
+
virtual SpecialCaseRenderQueueMode getSpecialCaseRenderQueueMode(void);
|
1967
|
+
/** Returns whether or not the named queue will be rendered based on the
|
1968
|
+
current 'special case' render queue list and mode.
|
1969
|
+
@see SceneManager::addSpecialCaseRenderQueue
|
1970
|
+
@param qid The identifier of the queue which should be tested
|
1971
|
+
@returns true if the queue will be rendered, false otherwise
|
1972
|
+
*/
|
1973
|
+
virtual bool isRenderQueueToBeProcessed(uint8 qid);
|
1974
|
+
|
1975
|
+
/** Sets the render queue that the world geometry (if any) this SceneManager
|
1976
|
+
renders will be associated with.
|
1977
|
+
@remarks
|
1978
|
+
SceneManagers which provide 'world geometry' should place it in a
|
1979
|
+
specialised render queue in order to make it possible to enable /
|
1980
|
+
disable it easily using the addSpecialCaseRenderQueue method. Even
|
1981
|
+
if the SceneManager does not use the render queues to render the
|
1982
|
+
world geometry, it should still pick a queue to represent it's manual
|
1983
|
+
rendering, and check isRenderQueueToBeProcessed before rendering.
|
1984
|
+
@note
|
1985
|
+
Setting this may not affect the actual ordering of rendering the
|
1986
|
+
world geometry, if the world geometry is being rendered manually
|
1987
|
+
by the SceneManager. If the SceneManager feeds world geometry into
|
1988
|
+
the queues, however, the ordering will be affected.
|
1989
|
+
*/
|
1990
|
+
virtual void setWorldGeometryRenderQueue(uint8 qid);
|
1991
|
+
/** Gets the render queue that the world geometry (if any) this SceneManager
|
1992
|
+
renders will be associated with.
|
1993
|
+
@remarks
|
1994
|
+
SceneManagers which provide 'world geometry' should place it in a
|
1995
|
+
specialised render queue in order to make it possible to enable /
|
1996
|
+
disable it easily using the addSpecialCaseRenderQueue method. Even
|
1997
|
+
if the SceneManager does not use the render queues to render the
|
1998
|
+
world geometry, it should still pick a queue to represent it's manual
|
1999
|
+
rendering, and check isRenderQueueToBeProcessed before rendering.
|
2000
|
+
*/
|
2001
|
+
virtual uint8 getWorldGeometryRenderQueue(void);
|
2002
|
+
|
2003
|
+
/** Allows all bounding boxes of scene nodes to be displayed. */
|
2004
|
+
virtual void showBoundingBoxes(bool bShow);
|
2005
|
+
|
2006
|
+
/** Returns if all bounding boxes of scene nodes are to be displayed */
|
2007
|
+
virtual bool getShowBoundingBoxes() const;
|
2008
|
+
|
2009
|
+
/** Internal method for notifying the manager that a SceneNode is autotracking. */
|
2010
|
+
virtual void _notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack);
|
2011
|
+
|
2012
|
+
|
2013
|
+
/** Creates an AxisAlignedBoxSceneQuery for this scene manager.
|
2014
|
+
@remarks
|
2015
|
+
This method creates a new instance of a query object for this scene manager,
|
2016
|
+
for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery
|
2017
|
+
for full details.
|
2018
|
+
@par
|
2019
|
+
The instance returned from this method must be destroyed by calling
|
2020
|
+
SceneManager::destroyQuery when it is no longer required.
|
2021
|
+
@param box Details of the box which describes the region for this query.
|
2022
|
+
@param mask The query mask to apply to this query; can be used to filter out
|
2023
|
+
certain objects; see SceneQuery for details.
|
2024
|
+
*/
|
2025
|
+
virtual AxisAlignedBoxSceneQuery*
|
2026
|
+
createAABBQuery(const AxisAlignedBox& box, unsigned long mask = 0xFFFFFFFF);
|
2027
|
+
/** Creates a SphereSceneQuery for this scene manager.
|
2028
|
+
@remarks
|
2029
|
+
This method creates a new instance of a query object for this scene manager,
|
2030
|
+
for a spherical region. See SceneQuery and SphereSceneQuery
|
2031
|
+
for full details.
|
2032
|
+
@par
|
2033
|
+
The instance returned from this method must be destroyed by calling
|
2034
|
+
SceneManager::destroyQuery when it is no longer required.
|
2035
|
+
@param sphere Details of the sphere which describes the region for this query.
|
2036
|
+
@param mask The query mask to apply to this query; can be used to filter out
|
2037
|
+
certain objects; see SceneQuery for details.
|
2038
|
+
*/
|
2039
|
+
virtual SphereSceneQuery*
|
2040
|
+
createSphereQuery(const Sphere& sphere, unsigned long mask = 0xFFFFFFFF);
|
2041
|
+
/** Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.
|
2042
|
+
@remarks
|
2043
|
+
This method creates a new instance of a query object for this scene manager,
|
2044
|
+
for a region enclosed by a set of planes (normals pointing inwards).
|
2045
|
+
See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details.
|
2046
|
+
@par
|
2047
|
+
The instance returned from this method must be destroyed by calling
|
2048
|
+
SceneManager::destroyQuery when it is no longer required.
|
2049
|
+
@param volumes Details of the volumes which describe the region for this query.
|
2050
|
+
@param mask The query mask to apply to this query; can be used to filter out
|
2051
|
+
certain objects; see SceneQuery for details.
|
2052
|
+
*/
|
2053
|
+
virtual PlaneBoundedVolumeListSceneQuery*
|
2054
|
+
createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes, unsigned long mask = 0xFFFFFFFF);
|
2055
|
+
|
2056
|
+
|
2057
|
+
/** Creates a RaySceneQuery for this scene manager.
|
2058
|
+
@remarks
|
2059
|
+
This method creates a new instance of a query object for this scene manager,
|
2060
|
+
looking for objects which fall along a ray. See SceneQuery and RaySceneQuery
|
2061
|
+
for full details.
|
2062
|
+
@par
|
2063
|
+
The instance returned from this method must be destroyed by calling
|
2064
|
+
SceneManager::destroyQuery when it is no longer required.
|
2065
|
+
@param ray Details of the ray which describes the region for this query.
|
2066
|
+
@param mask The query mask to apply to this query; can be used to filter out
|
2067
|
+
certain objects; see SceneQuery for details.
|
2068
|
+
*/
|
2069
|
+
virtual RaySceneQuery*
|
2070
|
+
createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF);
|
2071
|
+
//PyramidSceneQuery* createPyramidQuery(const Pyramid& p, unsigned long mask = 0xFFFFFFFF);
|
2072
|
+
/** Creates an IntersectionSceneQuery for this scene manager.
|
2073
|
+
@remarks
|
2074
|
+
This method creates a new instance of a query object for locating
|
2075
|
+
intersecting objects. See SceneQuery and IntersectionSceneQuery
|
2076
|
+
for full details.
|
2077
|
+
@par
|
2078
|
+
The instance returned from this method must be destroyed by calling
|
2079
|
+
SceneManager::destroyQuery when it is no longer required.
|
2080
|
+
@param mask The query mask to apply to this query; can be used to filter out
|
2081
|
+
certain objects; see SceneQuery for details.
|
2082
|
+
*/
|
2083
|
+
virtual IntersectionSceneQuery*
|
2084
|
+
createIntersectionQuery(unsigned long mask = 0xFFFFFFFF);
|
2085
|
+
|
2086
|
+
/** Destroys a scene query of any type. */
|
2087
|
+
virtual void destroyQuery(SceneQuery* query);
|
2088
|
+
|
2089
|
+
typedef MapIterator<CameraList> CameraIterator;
|
2090
|
+
typedef MapIterator<AnimationList> AnimationIterator;
|
2091
|
+
|
2092
|
+
/** Returns a specialised MapIterator over all cameras in the scene.
|
2093
|
+
*/
|
2094
|
+
CameraIterator getCameraIterator(void) {
|
2095
|
+
return CameraIterator(mCameras.begin(), mCameras.end());
|
2096
|
+
}
|
2097
|
+
/** Returns a specialised MapIterator over all animations in the scene. */
|
2098
|
+
AnimationIterator getAnimationIterator(void) {
|
2099
|
+
return AnimationIterator(mAnimationsList.begin(), mAnimationsList.end());
|
2100
|
+
}
|
2101
|
+
/** Returns a specialised MapIterator over all animation states in the scene. */
|
2102
|
+
AnimationStateIterator getAnimationStateIterator(void) {
|
2103
|
+
return mAnimationStates.getAnimationStateIterator();
|
2104
|
+
}
|
2105
|
+
|
2106
|
+
/** Sets the general shadow technique to be used in this scene.
|
2107
|
+
@remarks
|
2108
|
+
There are multiple ways to generate shadows in a scene, and each has
|
2109
|
+
strengths and weaknesses.
|
2110
|
+
<ul><li>Stencil-based approaches can be used to
|
2111
|
+
draw very long, extreme shadows without loss of precision and the 'additive'
|
2112
|
+
version can correctly show the shadowing of complex effects like bump mapping
|
2113
|
+
because they physically exclude the light from those areas. However, the edges
|
2114
|
+
are very sharp and stencils cannot handle transparency, and they involve a
|
2115
|
+
fair amount of CPU work in order to calculate the shadow volumes, especially
|
2116
|
+
when animated objects are involved.</li>
|
2117
|
+
<li>Texture-based approaches are good for handling transparency (they can, for
|
2118
|
+
example, correctly shadow a mesh which uses alpha to represent holes), and they
|
2119
|
+
require little CPU overhead, and can happily shadow geometry which is deformed
|
2120
|
+
by a vertex program, unlike stencil shadows. However, they have a fixed precision
|
2121
|
+
which can introduce 'jaggies' at long range and have fillrate issues of their own.</li>
|
2122
|
+
</ul>
|
2123
|
+
@par
|
2124
|
+
We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one
|
2125
|
+
simple decal approach. The 2 stencil approaches differ in the amount of multipass work
|
2126
|
+
that is required - the modulative approach simply 'darkens' areas in shadow after the
|
2127
|
+
main render, which is the least expensive, whilst the additive approach has to perform
|
2128
|
+
a render per light and adds the cumulative effect, whcih is more expensive but more
|
2129
|
+
accurate. The texture based shadows both work in roughly the same way, the only difference is
|
2130
|
+
that the shadowmap approach is slightly more accurate, but requires a more recent
|
2131
|
+
graphics card.
|
2132
|
+
@par
|
2133
|
+
Note that because mixing many shadow techniques can cause problems, only one technique
|
2134
|
+
is supported at once. Also, you should call this method at the start of the
|
2135
|
+
scene setup.
|
2136
|
+
@param technique The shadowing technique to use for the scene.
|
2137
|
+
*/
|
2138
|
+
virtual void setShadowTechnique(ShadowTechnique technique);
|
2139
|
+
|
2140
|
+
/** Gets the current shadow technique. */
|
2141
|
+
virtual ShadowTechnique getShadowTechnique(void) const { return mShadowTechnique; }
|
2142
|
+
|
2143
|
+
/** Enables / disables the rendering of debug information for shadows. */
|
2144
|
+
virtual void setShowDebugShadows(bool debug) { mDebugShadows = debug; }
|
2145
|
+
/** Are debug shadows shown? */
|
2146
|
+
virtual bool getShowDebugShadows(void ) const { return mDebugShadows; }
|
2147
|
+
|
2148
|
+
/** Set the colour used to modulate areas in shadow.
|
2149
|
+
@remarks This is only applicable for shadow techniques which involve
|
2150
|
+
darkening the area in shadow, as opposed to masking out the light.
|
2151
|
+
This colour provided is used as a modulative value to darken the
|
2152
|
+
areas.
|
2153
|
+
*/
|
2154
|
+
virtual void setShadowColour(const ColourValue& colour);
|
2155
|
+
/** Get the colour used to modulate areas in shadow.
|
2156
|
+
@remarks This is only applicable for shadow techniques which involve
|
2157
|
+
darkening the area in shadow, as opposed to masking out the light.
|
2158
|
+
This colour provided is used as a modulative value to darken the
|
2159
|
+
areas.
|
2160
|
+
*/
|
2161
|
+
virtual const ColourValue& getShadowColour(void) const;
|
2162
|
+
/** Sets the distance a shadow volume is extruded for a directional light.
|
2163
|
+
@remarks
|
2164
|
+
Although directional lights are essentially infinite, there are many
|
2165
|
+
reasons to limit the shadow extrusion distance to a finite number,
|
2166
|
+
not least of which is compatibility with older cards (which do not
|
2167
|
+
support infinite positions), and shadow caster elimination.
|
2168
|
+
@par
|
2169
|
+
The default value is 10,000 world units. This does not apply to
|
2170
|
+
point lights or spotlights, since they extrude up to their
|
2171
|
+
attenuation range.
|
2172
|
+
*/
|
2173
|
+
virtual void setShadowDirectionalLightExtrusionDistance(Real dist);
|
2174
|
+
/** Gets the distance a shadow volume is extruded for a directional light.
|
2175
|
+
*/
|
2176
|
+
virtual Real getShadowDirectionalLightExtrusionDistance(void) const;
|
2177
|
+
/** Sets the maximum distance away from the camera that shadows
|
2178
|
+
will be visible.
|
2179
|
+
@remarks
|
2180
|
+
Shadow techniques can be expensive, therefore it is a good idea
|
2181
|
+
to limit them to being rendered close to the camera if possible,
|
2182
|
+
and to skip the expense of rendering shadows for distance objects.
|
2183
|
+
This method allows you to set the distance at which shadows will no
|
2184
|
+
longer be rendered.
|
2185
|
+
@note
|
2186
|
+
Each shadow technique can interpret this subtely differently.
|
2187
|
+
For example, one technique may use this to eliminate casters,
|
2188
|
+
another might use it to attenuate the shadows themselves.
|
2189
|
+
You should tweak this value to suit your chosen shadow technique
|
2190
|
+
and scene setup.
|
2191
|
+
*/
|
2192
|
+
virtual void setShadowFarDistance(Real distance);
|
2193
|
+
/** Gets the maximum distance away from the camera that shadows
|
2194
|
+
will be visible.
|
2195
|
+
*/
|
2196
|
+
virtual Real getShadowFarDistance(void) const
|
2197
|
+
{ return mShadowFarDist; }
|
2198
|
+
|
2199
|
+
/** Sets the maximum size of the index buffer used to render shadow
|
2200
|
+
primitives.
|
2201
|
+
@remarks
|
2202
|
+
This method allows you to tweak the size of the index buffer used
|
2203
|
+
to render shadow primitives (including stencil shadow volumes). The
|
2204
|
+
default size is 51,200 entries, which is 100k of GPU memory, or
|
2205
|
+
enough to render approximately 17,000 triangles. You can reduce this
|
2206
|
+
as long as you do not have any models / world geometry chunks which
|
2207
|
+
could require more than the amount you set.
|
2208
|
+
@par
|
2209
|
+
The maximum number of triangles required to render a single shadow
|
2210
|
+
volume (including light and dark caps when needed) will be 3x the
|
2211
|
+
number of edges on the light silhouette, plus the number of
|
2212
|
+
light-facing triangles. On average, half the
|
2213
|
+
triangles will be facing toward the light, but the number of
|
2214
|
+
triangles in the silhouette entirely depends on the mesh -
|
2215
|
+
angular meshes will have a higher silhouette tris/mesh tris
|
2216
|
+
ratio than a smooth mesh. You can estimate the requirements for
|
2217
|
+
your particular mesh by rendering it alone in a scene with shadows
|
2218
|
+
enabled and a single light - rotate it or the light and make a note
|
2219
|
+
of how high the triangle count goes (remembering to subtract the
|
2220
|
+
mesh triangle count)
|
2221
|
+
@param size The number of indexes; divide this by 3 to determine the
|
2222
|
+
number of triangles.
|
2223
|
+
*/
|
2224
|
+
virtual void setShadowIndexBufferSize(size_t size);
|
2225
|
+
/// Get the size of the shadow index buffer
|
2226
|
+
virtual size_t getShadowIndexBufferSize(void) const
|
2227
|
+
{ return mShadowIndexBufferSize; }
|
2228
|
+
/** Set the size of the texture used for all texture-based shadows.
|
2229
|
+
@remarks
|
2230
|
+
The larger the shadow texture, the better the detail on
|
2231
|
+
texture based shadows, but obviously this takes more memory.
|
2232
|
+
The default size is 512. Sizes must be a power of 2.
|
2233
|
+
@note This is the simple form, see setShadowTextureConfig for the more
|
2234
|
+
complex form.
|
2235
|
+
*/
|
2236
|
+
virtual void setShadowTextureSize(unsigned short size);
|
2237
|
+
|
2238
|
+
/** Set the detailed configuration for a shadow texture.
|
2239
|
+
@param shadowIndex The index of the texture to configure, must be < the
|
2240
|
+
number of shadow textures setting
|
2241
|
+
@param width, height The dimensions of the texture
|
2242
|
+
@param format The pixel format of the texture
|
2243
|
+
*/
|
2244
|
+
virtual void setShadowTextureConfig(size_t shadowIndex, unsigned short width,
|
2245
|
+
unsigned short height, PixelFormat format);
|
2246
|
+
/** Set the detailed configuration for a shadow texture.
|
2247
|
+
@param shadowIndex The index of the texture to configure, must be < the
|
2248
|
+
number of shadow textures setting
|
2249
|
+
@param config Configuration structure
|
2250
|
+
*/
|
2251
|
+
virtual void setShadowTextureConfig(size_t shadowIndex,
|
2252
|
+
const ShadowTextureConfig& config);
|
2253
|
+
|
2254
|
+
/** Get an iterator over the current shadow texture settings. */
|
2255
|
+
ConstShadowTextureConfigIterator getShadowTextureConfigIterator() const;
|
2256
|
+
|
2257
|
+
/** Set the pixel format of the textures used for texture-based shadows.
|
2258
|
+
@remarks
|
2259
|
+
By default, a colour texture is used (PF_X8R8G8B8) for texture shadows,
|
2260
|
+
but if you want to use more advanced texture shadow types you can
|
2261
|
+
alter this. If you do, you will have to also call
|
2262
|
+
setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
|
2263
|
+
to provide shader-based materials to use these customised shadow
|
2264
|
+
texture formats.
|
2265
|
+
@note This is the simple form, see setShadowTextureConfig for the more
|
2266
|
+
complex form.
|
2267
|
+
*/
|
2268
|
+
virtual void setShadowTexturePixelFormat(PixelFormat fmt);
|
2269
|
+
/** Set the number of textures allocated for texture-based shadows.
|
2270
|
+
@remarks
|
2271
|
+
The default number of textures assigned to deal with texture based
|
2272
|
+
shadows is 1; however this means you can only have one light casting
|
2273
|
+
shadows at the same time. You can increase this number in order to
|
2274
|
+
make this more flexible, but be aware of the texture memory it will use.
|
2275
|
+
*/
|
2276
|
+
virtual void setShadowTextureCount(size_t count);
|
2277
|
+
/// Get the number of the textures allocated for texture based shadows
|
2278
|
+
size_t getShadowTextureCount(void) const {return mShadowTextureConfigList.size(); }
|
2279
|
+
/** Sets the size and count of textures used in texture-based shadows.
|
2280
|
+
@remarks
|
2281
|
+
@see setShadowTextureSize and setShadowTextureCount for details, this
|
2282
|
+
method just allows you to change both at once, which can save on
|
2283
|
+
reallocation if the textures have already been created.
|
2284
|
+
@note This is the simple form, see setShadowTextureConfig for the more
|
2285
|
+
complex form.
|
2286
|
+
*/
|
2287
|
+
virtual void setShadowTextureSettings(unsigned short size, unsigned short count,
|
2288
|
+
PixelFormat fmt = PF_X8R8G8B8);
|
2289
|
+
|
2290
|
+
/** Get a reference to the shadow texture currently in use at the given index.
|
2291
|
+
@note
|
2292
|
+
If you change shadow settings, this reference may no longer
|
2293
|
+
be correct, so be sure not to hold the returned reference over
|
2294
|
+
texture shadow configuration changes.
|
2295
|
+
*/
|
2296
|
+
virtual const TexturePtr& getShadowTexture(size_t shadowIndex);
|
2297
|
+
|
2298
|
+
/** Sets the proportional distance which a texture shadow which is generated from a
|
2299
|
+
directional light will be offset into the camera view to make best use of texture space.
|
2300
|
+
@remarks
|
2301
|
+
When generating a shadow texture from a directional light, an approximation is used
|
2302
|
+
since it is not possible to render the entire scene to one texture.
|
2303
|
+
The texture is projected onto an area centred on the camera, and is
|
2304
|
+
the shadow far distance * 2 in length (it is square). This wastes
|
2305
|
+
a lot of texture space outside the frustum though, so this offset allows
|
2306
|
+
you to move the texture in front of the camera more. However, be aware
|
2307
|
+
that this can cause a little shadow 'jittering' during rotation, and
|
2308
|
+
that if you move it too far then you'll start to get artefacts close
|
2309
|
+
to the camera. The value is represented as a proportion of the shadow
|
2310
|
+
far distance, and the default is 0.6.
|
2311
|
+
*/
|
2312
|
+
virtual void setShadowDirLightTextureOffset(Real offset) { mShadowTextureOffset = offset;}
|
2313
|
+
/** Gets the proportional distance which a texture shadow which is generated from a
|
2314
|
+
directional light will be offset into the camera view to make best use of texture space.
|
2315
|
+
*/
|
2316
|
+
virtual Real getShadowDirLightTextureOffset(void) const { return mShadowTextureOffset; }
|
2317
|
+
/** Sets the proportional distance at which texture shadows begin to fade out.
|
2318
|
+
@remarks
|
2319
|
+
To hide the edges where texture shadows end (in directional lights)
|
2320
|
+
Ogre will fade out the shadow in the distance. This value is a proportional
|
2321
|
+
distance of the entire shadow visibility distance at which the shadow
|
2322
|
+
begins to fade out. The default is 0.7
|
2323
|
+
*/
|
2324
|
+
virtual void setShadowTextureFadeStart(Real fadeStart)
|
2325
|
+
{ mShadowTextureFadeStart = fadeStart; }
|
2326
|
+
/** Sets the proportional distance at which texture shadows finish to fading out.
|
2327
|
+
@remarks
|
2328
|
+
To hide the edges where texture shadows end (in directional lights)
|
2329
|
+
Ogre will fade out the shadow in the distance. This value is a proportional
|
2330
|
+
distance of the entire shadow visibility distance at which the shadow
|
2331
|
+
is completely invisible. The default is 0.9.
|
2332
|
+
*/
|
2333
|
+
virtual void setShadowTextureFadeEnd(Real fadeEnd)
|
2334
|
+
{ mShadowTextureFadeEnd = fadeEnd; }
|
2335
|
+
|
2336
|
+
/** Sets whether or not texture shadows should attempt to self-shadow.
|
2337
|
+
@remarks
|
2338
|
+
The default implementation of texture shadows uses a fixed-function
|
2339
|
+
colour texture projection approach for maximum compatibility, and
|
2340
|
+
as such cannot support self-shadowing. However, if you decide to
|
2341
|
+
implement a more complex shadowing technique using the
|
2342
|
+
setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
|
2343
|
+
there is a possibility you may be able to support
|
2344
|
+
self-shadowing (e.g by implementing a shader-based shadow map). In
|
2345
|
+
this case you might want to enable this option.
|
2346
|
+
@param selfShadow Whether to attempt self-shadowing with texture shadows
|
2347
|
+
*/
|
2348
|
+
virtual void setShadowTextureSelfShadow(bool selfShadow);
|
2349
|
+
|
2350
|
+
/// Gets whether or not texture shadows attempt to self-shadow.
|
2351
|
+
virtual bool getShadowTextureSelfShadow(void) const
|
2352
|
+
{ return mShadowTextureSelfShadow; }
|
2353
|
+
/** Sets the default material to use for rendering shadow casters.
|
2354
|
+
@remarks
|
2355
|
+
By default shadow casters are rendered into the shadow texture using
|
2356
|
+
an automatically generated fixed-function pass. This allows basic
|
2357
|
+
projective texture shadows, but it's possible to use more advanced
|
2358
|
+
shadow techniques by overriding the caster and receiver materials, for
|
2359
|
+
example providing vertex and fragment programs to implement shadow
|
2360
|
+
maps.
|
2361
|
+
@par
|
2362
|
+
You can rely on the ambient light in the scene being set to the
|
2363
|
+
requested texture shadow colour, if that's useful.
|
2364
|
+
@note
|
2365
|
+
Individual objects may also override the vertex program in
|
2366
|
+
your default material if their materials include
|
2367
|
+
shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref
|
2368
|
+
entries, so if you use both make sure they are compatible.
|
2369
|
+
@note
|
2370
|
+
Only a single pass is allowed in your material, although multiple
|
2371
|
+
techniques may be used for hardware fallback.
|
2372
|
+
*/
|
2373
|
+
virtual void setShadowTextureCasterMaterial(const String& name);
|
2374
|
+
/** Sets the default material to use for rendering shadow receivers.
|
2375
|
+
@remarks
|
2376
|
+
By default shadow receivers are rendered as a post-pass using basic
|
2377
|
+
modulation. This allows basic projective texture shadows, but it's
|
2378
|
+
possible to use more advanced shadow techniques by overriding the
|
2379
|
+
caster and receiver materials, for example providing vertex and
|
2380
|
+
fragment programs to implement shadow maps.
|
2381
|
+
@par
|
2382
|
+
You can rely on texture unit 0 containing the shadow texture, and
|
2383
|
+
for the unit to be set to use projective texturing from the light
|
2384
|
+
(only useful if you're using fixed-function, which is unlikely;
|
2385
|
+
otherwise you should rely on the texture_viewproj_matrix auto binding)
|
2386
|
+
@note
|
2387
|
+
Individual objects may also override the vertex program in
|
2388
|
+
your default material if their materials include
|
2389
|
+
shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref
|
2390
|
+
entries, so if you use both make sure they are compatible.
|
2391
|
+
@note
|
2392
|
+
Only a single pass is allowed in your material, although multiple
|
2393
|
+
techniques may be used for hardware fallback.
|
2394
|
+
*/
|
2395
|
+
virtual void setShadowTextureReceiverMaterial(const String& name);
|
2396
|
+
|
2397
|
+
/** Sets whether or not shadow casters should be rendered into shadow
|
2398
|
+
textures using their back faces rather than their front faces.
|
2399
|
+
@remarks
|
2400
|
+
Rendering back faces rather than front faces into a shadow texture
|
2401
|
+
can help minimise depth comparison issues, if you're using depth
|
2402
|
+
shadowmapping. You will probably still need some biasing but you
|
2403
|
+
won't need as much. For solid objects the result is the same anyway,
|
2404
|
+
if you have objects with holes you may want to turn this option off.
|
2405
|
+
The default is to enable this option.
|
2406
|
+
*/
|
2407
|
+
virtual void setShadowCasterRenderBackFaces(bool bf) { mShadowCasterRenderBackFaces = bf; }
|
2408
|
+
|
2409
|
+
/** Gets whether or not shadow casters should be rendered into shadow
|
2410
|
+
textures using their back faces rather than their front faces.
|
2411
|
+
*/
|
2412
|
+
virtual bool getShadowCasterRenderBackFaces() const { return mShadowCasterRenderBackFaces; }
|
2413
|
+
|
2414
|
+
/** Set the shadow camera setup to use for all lights which don't have
|
2415
|
+
their own shadow camera setup.
|
2416
|
+
@see ShadowCameraSetup
|
2417
|
+
*/
|
2418
|
+
virtual void setShadowCameraSetup(const ShadowCameraSetupPtr& shadowSetup);
|
2419
|
+
|
2420
|
+
/** Get the shadow camera setup in use for all lights which don't have
|
2421
|
+
their own shadow camera setup.
|
2422
|
+
@see ShadowCameraSetup
|
2423
|
+
*/
|
2424
|
+
virtual const ShadowCameraSetupPtr& getShadowCameraSetup() const;
|
2425
|
+
|
2426
|
+
/** Sets whether we should use an inifinite camera far plane
|
2427
|
+
when rendering stencil shadows.
|
2428
|
+
@remarks
|
2429
|
+
Stencil shadow coherency is very reliant on the shadow volume
|
2430
|
+
not being clipped by the far plane. If this clipping happens, you
|
2431
|
+
get a kind of 'negative' shadow effect. The best way to achieve
|
2432
|
+
coherency is to move the far plane of the camera out to infinity,
|
2433
|
+
thus preventing the far plane from clipping the shadow volumes.
|
2434
|
+
When combined with vertex program extrusion of the volume to
|
2435
|
+
infinity, which Ogre does when available, this results in very
|
2436
|
+
robust shadow volumes. For this reason, when you enable stencil
|
2437
|
+
shadows, Ogre automatically changes your camera settings to
|
2438
|
+
project to infinity if the card supports it. You can disable this
|
2439
|
+
behaviour if you like by calling this method; although you can
|
2440
|
+
never enable infinite projection if the card does not support it.
|
2441
|
+
@par
|
2442
|
+
If you disable infinite projection, or it is not available,
|
2443
|
+
you need to be far more careful with your light attenuation /
|
2444
|
+
directional light extrusion distances to avoid clipping artefacts
|
2445
|
+
at the far plane.
|
2446
|
+
@note
|
2447
|
+
Recent cards will generally support infinite far plane projection.
|
2448
|
+
However, we have found some cases where they do not, especially
|
2449
|
+
on Direct3D. There is no standard capability we can check to
|
2450
|
+
validate this, so we use some heuristics based on experience:
|
2451
|
+
<UL>
|
2452
|
+
<LI>OpenGL always seems to support it no matter what the card</LI>
|
2453
|
+
<LI>Direct3D on non-vertex program capable systems (including
|
2454
|
+
vertex program capable cards on Direct3D7) does not
|
2455
|
+
support it</LI>
|
2456
|
+
<LI>Direct3D on GeForce3 and GeForce4 Ti does not seem to support
|
2457
|
+
infinite projection<LI>
|
2458
|
+
</UL>
|
2459
|
+
Therefore in the RenderSystem implementation, we may veto the use
|
2460
|
+
of an infinite far plane based on these heuristics.
|
2461
|
+
*/
|
2462
|
+
virtual void setShadowUseInfiniteFarPlane(bool enable) {
|
2463
|
+
mShadowUseInfiniteFarPlane = enable; }
|
2464
|
+
|
2465
|
+
/** Is there a stencil shadow based shadowing technique in use? */
|
2466
|
+
virtual bool isShadowTechniqueStencilBased(void) const
|
2467
|
+
{ return (mShadowTechnique & SHADOWDETAILTYPE_STENCIL) != 0; }
|
2468
|
+
/** Is there a texture shadow based shadowing technique in use? */
|
2469
|
+
virtual bool isShadowTechniqueTextureBased(void) const
|
2470
|
+
{ return (mShadowTechnique & SHADOWDETAILTYPE_TEXTURE) != 0; }
|
2471
|
+
/** Is there a modulative shadowing technique in use? */
|
2472
|
+
virtual bool isShadowTechniqueModulative(void) const
|
2473
|
+
{ return (mShadowTechnique & SHADOWDETAILTYPE_MODULATIVE) != 0; }
|
2474
|
+
/** Is there an additive shadowing technique in use? */
|
2475
|
+
virtual bool isShadowTechniqueAdditive(void) const
|
2476
|
+
{ return (mShadowTechnique & SHADOWDETAILTYPE_ADDITIVE) != 0; }
|
2477
|
+
/** Is the shadow technique integrated into primary materials? */
|
2478
|
+
virtual bool isShadowTechniqueIntegrated(void) const
|
2479
|
+
{ return (mShadowTechnique & SHADOWDETAILTYPE_INTEGRATED) != 0; }
|
2480
|
+
/** Is there any shadowing technique in use? */
|
2481
|
+
virtual bool isShadowTechniqueInUse(void) const
|
2482
|
+
{ return mShadowTechnique != SHADOWTYPE_NONE; }
|
2483
|
+
|
2484
|
+
/** Add a shadow listener which will get called back on shadow
|
2485
|
+
events.
|
2486
|
+
*/
|
2487
|
+
virtual void addShadowListener(ShadowListener* s);
|
2488
|
+
/** Remove a shadow listener
|
2489
|
+
*/
|
2490
|
+
virtual void removeShadowListener(ShadowListener* s);
|
2491
|
+
|
2492
|
+
/** Creates a StaticGeometry instance suitable for use with this
|
2493
|
+
SceneManager.
|
2494
|
+
@remarks
|
2495
|
+
StaticGeometry is a way of batching up geometry into a more
|
2496
|
+
efficient form at the expense of being able to move it. Please
|
2497
|
+
read the StaticGeometry class documentation for full information.
|
2498
|
+
@param name The name to give the new object
|
2499
|
+
@returns The new StaticGeometry instance
|
2500
|
+
*/
|
2501
|
+
virtual StaticGeometry* createStaticGeometry(const String& name);
|
2502
|
+
/** Retrieve a previously created StaticGeometry instance.
|
2503
|
+
@note Throws an exception if the named instance does not exist
|
2504
|
+
*/
|
2505
|
+
virtual StaticGeometry* getStaticGeometry(const String& name) const;
|
2506
|
+
/** Returns whether a static geometry instance with the given name exists. */
|
2507
|
+
virtual bool hasStaticGeometry(const String& name) const;
|
2508
|
+
/** Remove & destroy a StaticGeometry instance. */
|
2509
|
+
virtual void destroyStaticGeometry(StaticGeometry* geom);
|
2510
|
+
/** Remove & destroy a StaticGeometry instance. */
|
2511
|
+
virtual void destroyStaticGeometry(const String& name);
|
2512
|
+
/** Remove & destroy all StaticGeometry instances. */
|
2513
|
+
virtual void destroyAllStaticGeometry(void);
|
2514
|
+
|
2515
|
+
/** Creates a InstancedGeometry instance suitable for use with this
|
2516
|
+
SceneManager.
|
2517
|
+
@remarks
|
2518
|
+
InstancedGeometry is a way of batching up geometry into a more
|
2519
|
+
efficient form, and still be able to move it. Please
|
2520
|
+
read the InstancedGeometry class documentation for full information.
|
2521
|
+
@param name The name to give the new object
|
2522
|
+
@returns The new InstancedGeometry instance
|
2523
|
+
*/
|
2524
|
+
virtual InstancedGeometry* createInstancedGeometry(const String& name);
|
2525
|
+
/** Retrieve a previously created InstancedGeometry instance. */
|
2526
|
+
virtual InstancedGeometry* getInstancedGeometry(const String& name) const;
|
2527
|
+
/** Remove & destroy a InstancedGeometry instance. */
|
2528
|
+
virtual void destroyInstancedGeometry(InstancedGeometry* geom);
|
2529
|
+
/** Remove & destroy a InstancedGeometry instance. */
|
2530
|
+
virtual void destroyInstancedGeometry(const String& name);
|
2531
|
+
/** Remove & destroy all InstancedGeometry instances. */
|
2532
|
+
virtual void destroyAllInstancedGeometry(void);
|
2533
|
+
|
2534
|
+
|
2535
|
+
/** Create a movable object of the type specified.
|
2536
|
+
@remarks
|
2537
|
+
This is the generalised form of MovableObject creation where you can
|
2538
|
+
create a MovableObject of any specialised type generically, including
|
2539
|
+
any new types registered using plugins.
|
2540
|
+
@param name The name to give the object. Must be unique within type.
|
2541
|
+
@param typeName The type of object to create
|
2542
|
+
@param params Optional name/value pair list to give extra parameters to
|
2543
|
+
the created object.
|
2544
|
+
*/
|
2545
|
+
virtual MovableObject* createMovableObject(const String& name,
|
2546
|
+
const String& typeName, const NameValuePairList* params = 0);
|
2547
|
+
/** Destroys a MovableObject with the name specified, of the type specified.
|
2548
|
+
@remarks
|
2549
|
+
The MovableObject will automatically detach itself from any nodes
|
2550
|
+
on destruction.
|
2551
|
+
*/
|
2552
|
+
virtual void destroyMovableObject(const String& name, const String& typeName);
|
2553
|
+
/** Destroys a MovableObject.
|
2554
|
+
@remarks
|
2555
|
+
The MovableObject will automatically detach itself from any nodes
|
2556
|
+
on destruction.
|
2557
|
+
*/
|
2558
|
+
virtual void destroyMovableObject(MovableObject* m);
|
2559
|
+
/** Destroy all MovableObjects of a given type. */
|
2560
|
+
virtual void destroyAllMovableObjectsByType(const String& typeName);
|
2561
|
+
/** Destroy all MovableObjects. */
|
2562
|
+
virtual void destroyAllMovableObjects(void);
|
2563
|
+
/** Get a reference to a previously created MovableObject.
|
2564
|
+
@note Throws an exception if the named instance does not exist
|
2565
|
+
*/
|
2566
|
+
virtual MovableObject* getMovableObject(const String& name, const String& typeName) const;
|
2567
|
+
/** Returns whether a movable object instance with the given name exists. */
|
2568
|
+
virtual bool hasMovableObject(const String& name, const String& typeName) const;
|
2569
|
+
typedef MapIterator<MovableObjectMap> MovableObjectIterator;
|
2570
|
+
/** Get an iterator over all MovableObect instances of a given type.
|
2571
|
+
@note
|
2572
|
+
The iterator returned from this method is not thread safe, do not use this
|
2573
|
+
if you are creating or deleting objects of this type in another thread.
|
2574
|
+
*/
|
2575
|
+
virtual MovableObjectIterator getMovableObjectIterator(const String& typeName);
|
2576
|
+
/** Inject a MovableObject instance created externally.
|
2577
|
+
@remarks
|
2578
|
+
This method 'injects' a MovableObject instance created externally into
|
2579
|
+
the MovableObject instance registry held in the SceneManager. You
|
2580
|
+
might want to use this if you have a MovableObject which you don't
|
2581
|
+
want to register a factory for; for example a MovableObject which
|
2582
|
+
cannot be generally constructed by clients.
|
2583
|
+
@note
|
2584
|
+
It is important that the MovableObject has a unique name for the type,
|
2585
|
+
and that its getMovableType() method returns a proper type name.
|
2586
|
+
*/
|
2587
|
+
virtual void injectMovableObject(MovableObject* m);
|
2588
|
+
/** Extract a previously injected MovableObject.
|
2589
|
+
@remarks
|
2590
|
+
Essentially this does the same as destroyMovableObject, but only
|
2591
|
+
removes the instance from the internal lists, it does not attempt
|
2592
|
+
to destroy it.
|
2593
|
+
*/
|
2594
|
+
virtual void extractMovableObject(const String& name, const String& typeName);
|
2595
|
+
/** Extract a previously injected MovableObject.
|
2596
|
+
@remarks
|
2597
|
+
Essentially this does the same as destroyMovableObject, but only
|
2598
|
+
removes the instance from the internal lists, it does not attempt
|
2599
|
+
to destroy it.
|
2600
|
+
*/
|
2601
|
+
virtual void extractMovableObject(MovableObject* m);
|
2602
|
+
/** Extract all injected MovableObjects of a given type.
|
2603
|
+
@remarks
|
2604
|
+
Essentially this does the same as destroyAllMovableObjectsByType,
|
2605
|
+
but only removes the instances from the internal lists, it does not
|
2606
|
+
attempt to destroy them.
|
2607
|
+
*/
|
2608
|
+
virtual void extractAllMovableObjectsByType(const String& typeName);
|
2609
|
+
|
2610
|
+
/** Sets a mask which is bitwise 'and'ed with objects own visibility masks
|
2611
|
+
to determine if the object is visible.
|
2612
|
+
@remarks
|
2613
|
+
Note that this is combined with any per-viewport visibility mask
|
2614
|
+
through an 'and' operation. @see Viewport::setVisibilityMask
|
2615
|
+
*/
|
2616
|
+
virtual void setVisibilityMask(uint32 vmask) { mVisibilityMask = vmask; }
|
2617
|
+
|
2618
|
+
/** Gets a mask which is bitwise 'and'ed with objects own visibility masks
|
2619
|
+
to determine if the object is visible.
|
2620
|
+
*/
|
2621
|
+
virtual uint32 getVisibilityMask(void) { return mVisibilityMask; }
|
2622
|
+
|
2623
|
+
/** Internal method for getting the combination between the global visibility
|
2624
|
+
mask and the per-viewport visibility mask.
|
2625
|
+
*/
|
2626
|
+
uint32 _getCombinedVisibilityMask(void) const;
|
2627
|
+
|
2628
|
+
/** Sets whether the SceneManager should search for visible objects, or
|
2629
|
+
whether they are being manually handled.
|
2630
|
+
@remarks
|
2631
|
+
This is an advanced function, you should not use this unless you know
|
2632
|
+
what you are doing.
|
2633
|
+
*/
|
2634
|
+
virtual void setFindVisibleObjects(bool find) { mFindVisibleObjects = find; }
|
2635
|
+
|
2636
|
+
/** Gets whether the SceneManager should search for visible objects, or
|
2637
|
+
whether they are being manually handled.
|
2638
|
+
*/
|
2639
|
+
virtual bool getFindVisibleObjects(void) { return mFindVisibleObjects; }
|
2640
|
+
|
2641
|
+
/** Render something as if it came from the current queue.
|
2642
|
+
@param pass Material pass to use for setting up this quad.
|
2643
|
+
@param rend Renderable to render
|
2644
|
+
@param shadowDerivation Whether passes should be replaced with shadow caster / receiver passes
|
2645
|
+
*/
|
2646
|
+
virtual void _injectRenderWithPass(Pass *pass, Renderable *rend, bool shadowDerivation = true);
|
2647
|
+
|
2648
|
+
/** Indicates to the SceneManager whether it should suppress changing
|
2649
|
+
the RenderSystem states when rendering objects.
|
2650
|
+
@remarks
|
2651
|
+
This method allows you to tell the SceneManager not to change any
|
2652
|
+
RenderSystem state until you tell it to. This method is only
|
2653
|
+
intended for advanced use, don't use it if you're unsure of the
|
2654
|
+
effect. The only RenderSystems calls made are to set the world
|
2655
|
+
matrix for each object (note - view an projection matrices are NOT
|
2656
|
+
SET - they are under your control) and to render the object; it is up to
|
2657
|
+
the caller to do everything else, including enabling any vertex /
|
2658
|
+
fragment programs and updating their parameter state, and binding
|
2659
|
+
parameters to the RenderSystem.
|
2660
|
+
@note
|
2661
|
+
Calling this implicitly disables shadow processing since no shadows
|
2662
|
+
can be rendered without changing state.
|
2663
|
+
@param suppress If true, no RenderSystem state changes will be issued
|
2664
|
+
until this method is called again with a parameter of false.
|
2665
|
+
*/
|
2666
|
+
virtual void _suppressRenderStateChanges(bool suppress);
|
2667
|
+
|
2668
|
+
/** Are render state changes suppressed?
|
2669
|
+
@see _suppressRenderStateChanges
|
2670
|
+
*/
|
2671
|
+
virtual bool _areRenderStateChangesSuppressed(void) const
|
2672
|
+
{ return mSuppressRenderStateChanges; }
|
2673
|
+
|
2674
|
+
/** Internal method for setting up the renderstate for a rendering pass.
|
2675
|
+
@param pass The Pass details to set.
|
2676
|
+
@param evenIfSuppressed Sets the pass details even if render state
|
2677
|
+
changes are suppressed; if you are using this to manually set state
|
2678
|
+
when render state changes are suppressed, you should set this to
|
2679
|
+
true.
|
2680
|
+
@param shadowDerivation If false, disables the derivation of shadow
|
2681
|
+
passes from original passes
|
2682
|
+
@returns
|
2683
|
+
A Pass object that was used instead of the one passed in, can
|
2684
|
+
happen when rendering shadow passes
|
2685
|
+
*/
|
2686
|
+
virtual const Pass* _setPass(const Pass* pass,
|
2687
|
+
bool evenIfSuppressed = false, bool shadowDerivation = true);
|
2688
|
+
|
2689
|
+
|
2690
|
+
/** Indicates to the SceneManager whether it should suppress the
|
2691
|
+
active shadow rendering technique until told otherwise.
|
2692
|
+
@remarks
|
2693
|
+
This is a temporary alternative to setShadowTechnique to suppress
|
2694
|
+
the rendering of shadows and forcing all processing down the
|
2695
|
+
standard rendering path. This is intended for internal use only.
|
2696
|
+
@param suppress If true, no shadow rendering will occur until this
|
2697
|
+
method is called again with a parameter of false.
|
2698
|
+
*/
|
2699
|
+
virtual void _suppressShadows(bool suppress);
|
2700
|
+
|
2701
|
+
/** Are shadows suppressed?
|
2702
|
+
@see _suppressShadows
|
2703
|
+
*/
|
2704
|
+
virtual bool _areShadowsSuppressed(void) const
|
2705
|
+
{ return mSuppressShadows; }
|
2706
|
+
|
2707
|
+
/** Render the objects in a given queue group
|
2708
|
+
@remarks You should only call this from a RenderQueueInvocation implementation
|
2709
|
+
*/
|
2710
|
+
virtual void _renderQueueGroupObjects(RenderQueueGroup* group,
|
2711
|
+
QueuedRenderableCollection::OrganisationMode om);
|
2712
|
+
|
2713
|
+
/** Advanced method for supplying an alternative visitor, used for parsing the
|
2714
|
+
render queues and sending the results to the renderer.
|
2715
|
+
@remarks
|
2716
|
+
You can use this method to insert your own implementation of the
|
2717
|
+
QueuedRenderableVisitor interface, which receives calls as the queued
|
2718
|
+
renderables are parsed in a given order (determined by RenderQueueInvocationSequence)
|
2719
|
+
and are sent to the renderer. If you provide your own implementation of
|
2720
|
+
this visitor, you are responsible for either calling the rendersystem,
|
2721
|
+
or passing the calls on to the base class implementation.
|
2722
|
+
@note
|
2723
|
+
Ownership is not taken of this pointer, you are still required to
|
2724
|
+
delete it yourself once you're finished.
|
2725
|
+
@param visitor Your implementation of SceneMgrQueuedRenderableVisitor.
|
2726
|
+
If you pass 0, the default implementation will be used.
|
2727
|
+
*/
|
2728
|
+
void setQueuedRenderableVisitor(SceneMgrQueuedRenderableVisitor* visitor);
|
2729
|
+
|
2730
|
+
/** Gets the current visitor object which processes queued renderables. */
|
2731
|
+
SceneMgrQueuedRenderableVisitor* getQueuedRenderableVisitor(void) const;
|
2732
|
+
|
2733
|
+
|
2734
|
+
/** Get the rendersystem subclass to which the output of this Scene Manager
|
2735
|
+
gets sent
|
2736
|
+
*/
|
2737
|
+
RenderSystem *getDestinationRenderSystem();
|
2738
|
+
|
2739
|
+
/** Gets the current viewport being rendered (advanced use only, only
|
2740
|
+
valid during viewport update. */
|
2741
|
+
Viewport* getCurrentViewport(void) const { return mCurrentViewport; }
|
2742
|
+
|
2743
|
+
/** Returns a visibility boundary box for a specific camera. */
|
2744
|
+
const VisibleObjectsBoundsInfo& getVisibleObjectsBoundsInfo(const Camera* cam) const;
|
2745
|
+
|
2746
|
+
/** Returns the shadow caster AAB for a specific light-camera combination */
|
2747
|
+
const VisibleObjectsBoundsInfo& getShadowCasterBoundsInfo(const Light* light) const;
|
2748
|
+
};
|
2749
|
+
|
2750
|
+
/** Default implementation of IntersectionSceneQuery. */
|
2751
|
+
class _OgreExport DefaultIntersectionSceneQuery :
|
2752
|
+
public IntersectionSceneQuery
|
2753
|
+
{
|
2754
|
+
public:
|
2755
|
+
DefaultIntersectionSceneQuery(SceneManager* creator);
|
2756
|
+
~DefaultIntersectionSceneQuery();
|
2757
|
+
|
2758
|
+
/** See IntersectionSceneQuery. */
|
2759
|
+
void execute(IntersectionSceneQueryListener* listener);
|
2760
|
+
};
|
2761
|
+
|
2762
|
+
/** Default implementation of RaySceneQuery. */
|
2763
|
+
class _OgreExport DefaultRaySceneQuery : public RaySceneQuery
|
2764
|
+
{
|
2765
|
+
public:
|
2766
|
+
DefaultRaySceneQuery(SceneManager* creator);
|
2767
|
+
~DefaultRaySceneQuery();
|
2768
|
+
|
2769
|
+
/** See RayScenQuery. */
|
2770
|
+
void execute(RaySceneQueryListener* listener);
|
2771
|
+
};
|
2772
|
+
/** Default implementation of SphereSceneQuery. */
|
2773
|
+
class _OgreExport DefaultSphereSceneQuery : public SphereSceneQuery
|
2774
|
+
{
|
2775
|
+
public:
|
2776
|
+
DefaultSphereSceneQuery(SceneManager* creator);
|
2777
|
+
~DefaultSphereSceneQuery();
|
2778
|
+
|
2779
|
+
/** See SceneQuery. */
|
2780
|
+
void execute(SceneQueryListener* listener);
|
2781
|
+
};
|
2782
|
+
/** Default implementation of PlaneBoundedVolumeListSceneQuery. */
|
2783
|
+
class _OgreExport DefaultPlaneBoundedVolumeListSceneQuery : public PlaneBoundedVolumeListSceneQuery
|
2784
|
+
{
|
2785
|
+
public:
|
2786
|
+
DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator);
|
2787
|
+
~DefaultPlaneBoundedVolumeListSceneQuery();
|
2788
|
+
|
2789
|
+
/** See SceneQuery. */
|
2790
|
+
void execute(SceneQueryListener* listener);
|
2791
|
+
};
|
2792
|
+
/** Default implementation of AxisAlignedBoxSceneQuery. */
|
2793
|
+
class _OgreExport DefaultAxisAlignedBoxSceneQuery : public AxisAlignedBoxSceneQuery
|
2794
|
+
{
|
2795
|
+
public:
|
2796
|
+
DefaultAxisAlignedBoxSceneQuery(SceneManager* creator);
|
2797
|
+
~DefaultAxisAlignedBoxSceneQuery();
|
2798
|
+
|
2799
|
+
/** See RayScenQuery. */
|
2800
|
+
void execute(SceneQueryListener* listener);
|
2801
|
+
};
|
2802
|
+
|
2803
|
+
|
2804
|
+
/// Bitmask containing scene types
|
2805
|
+
typedef uint16 SceneTypeMask;
|
2806
|
+
|
2807
|
+
/** Classification of a scene to allow a decision of what type of
|
2808
|
+
SceenManager to provide back to the application.
|
2809
|
+
*/
|
2810
|
+
enum SceneType
|
2811
|
+
{
|
2812
|
+
ST_GENERIC = 1,
|
2813
|
+
ST_EXTERIOR_CLOSE = 2,
|
2814
|
+
ST_EXTERIOR_FAR = 4,
|
2815
|
+
ST_EXTERIOR_REAL_FAR = 8,
|
2816
|
+
ST_INTERIOR = 16
|
2817
|
+
};
|
2818
|
+
|
2819
|
+
/** Structure containing information about a scene manager. */
|
2820
|
+
struct SceneManagerMetaData
|
2821
|
+
{
|
2822
|
+
/// A globally unique string identifying the scene manager type
|
2823
|
+
String typeName;
|
2824
|
+
/// A text description of the scene manager
|
2825
|
+
String description;
|
2826
|
+
/// A mask describing which sorts of scenes this manager can handle
|
2827
|
+
SceneTypeMask sceneTypeMask;
|
2828
|
+
/// Flag indicating whether world geometry is supported
|
2829
|
+
bool worldGeometrySupported;
|
2830
|
+
};
|
2831
|
+
|
2832
|
+
|
2833
|
+
|
2834
|
+
/** Class which will create instances of a given SceneManager. */
|
2835
|
+
class _OgreExport SceneManagerFactory
|
2836
|
+
{
|
2837
|
+
protected:
|
2838
|
+
mutable SceneManagerMetaData mMetaData;
|
2839
|
+
mutable bool mMetaDataInit;
|
2840
|
+
/// Internal method to initialise the metadata, must be implemented
|
2841
|
+
virtual void initMetaData(void) const = 0;
|
2842
|
+
public:
|
2843
|
+
SceneManagerFactory() : mMetaDataInit(true) {}
|
2844
|
+
virtual ~SceneManagerFactory() {}
|
2845
|
+
/** Get information about the SceneManager type created by this factory. */
|
2846
|
+
virtual const SceneManagerMetaData& getMetaData(void) const
|
2847
|
+
{
|
2848
|
+
if (mMetaDataInit)
|
2849
|
+
{
|
2850
|
+
initMetaData();
|
2851
|
+
mMetaDataInit = false;
|
2852
|
+
}
|
2853
|
+
return mMetaData;
|
2854
|
+
}
|
2855
|
+
/** Create a new instance of a SceneManager.
|
2856
|
+
@remarks
|
2857
|
+
Don't call directly, use SceneManagerEnumerator::createSceneManager.
|
2858
|
+
*/
|
2859
|
+
virtual SceneManager* createInstance(const String& instanceName) = 0;
|
2860
|
+
/** Destroy an instance of a SceneManager. */
|
2861
|
+
virtual void destroyInstance(SceneManager* instance) = 0;
|
2862
|
+
|
2863
|
+
};
|
2864
|
+
|
2865
|
+
|
2866
|
+
|
2867
|
+
} // Namespace
|
2868
|
+
|
2869
|
+
|
2870
|
+
|
2871
|
+
#endif
|