MODULE = Ogre PACKAGE = Ogre::SceneManager
String
SceneManager::getName()
String
SceneManager::getTypeName()
Camera *
SceneManager::createCamera(name)
String name
Camera *
SceneManager::getCamera(name)
String name
bool
SceneManager::hasCamera(name)
String name
## xxx: virtual void destroyCamera (Camera *cam)
void
SceneManager::destroyCamera(name)
String name
void
SceneManager::destroyAllCameras()
Light *
SceneManager::createLight(name)
String name
Light *
SceneManager::getLight(name)
String name
bool
SceneManager::hasLight(name)
String name
## xxx: virtual void destroyLight (Light *light)
void
SceneManager::destroyLight(name)
String name
void
SceneManager::destroyAllLights()
## xxx: virtual SceneNode * createSceneNode (void)
SceneNode *
SceneManager::createSceneNode(name)
String name
void
SceneManager::destroySceneNode(name)
String name
SceneNode *
SceneManager::getRootSceneNode()
SceneNode *
SceneManager::getSceneNode(name)
String name
bool
SceneManager::hasSceneNode(name)
String name
## xxx: also Entity * createEntity (const String &entityName, PrefabType ptype)
Entity *
SceneManager::createEntity(entityName, meshName)
String entityName
String meshName
Entity *
SceneManager::getEntity(name)
String name
bool
SceneManager::hasEntity(name)
String name
## xxx: virtual void destroyEntity (Entity *ent)
void
SceneManager::destroyEntity(name)
String name
void
SceneManager::destroyAllEntities()
ManualObject *
SceneManager::createManualObject(name)
String name
ManualObject *
SceneManager::getManualObject(name)
String name
bool
SceneManager::hasManualObject(name)
String name
## xxx: virtual void destroyManualObject (ManualObject *obj)
void
SceneManager::destroyManualObject(name)
String name
void
SceneManager::destroyAllManualObjects()
BillboardChain *
SceneManager::createBillboardChain(name)
String name
BillboardChain *
SceneManager::getBillboardChain(name)
String name
bool
SceneManager::hasBillboardChain(name)
String name
## xxx: void destroyBillboardChain (BillboardChain *obj)
void
SceneManager::destroyBillboardChain(name)
String name
void
SceneManager::destroyAllBillboardChains()
RibbonTrail *
SceneManager::createRibbonTrail(name)
String name
RibbonTrail *
SceneManager::getRibbonTrail(name)
String name
bool
SceneManager::hasRibbonTrail(name)
String name
## xxx: void destroyRibbonTrail (RibbonTrail *obj)
void
SceneManager::destroyRibbonTrail(name)
String name
void
SceneManager::destroyAllRibbonTrails()
## xxx: also ParticleSystem * createParticleSystem (const String &name, size_t quota=500, const String &resourceGroup=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
ParticleSystem *
SceneManager::createParticleSystem(name, templateName)
String name
String templateName
## xxx: this is a workaround; otherwise, for some reason,
## the ParticleSystem is returned attached by createParticleSystem
void
SceneManager::createAndAttachParticleSystem(name, templateName, node)
String name
String templateName
SceneNode * node
CODE:
node->attachObject( THIS->createParticleSystem(name, templateName) );
ParticleSystem *
SceneManager::getParticleSystem(name)
String name
bool
SceneManager::hasParticleSystem(name)
String name
## xxx: void destroyParticleSystem (ParticleSystem *obj)
void
SceneManager::destroyParticleSystem(name)
String name
void
SceneManager::destroyAllParticleSystems()
void
SceneManager::clearScene()
void
SceneManager::setAmbientLight(colour)
ColourValue * colour
C_ARGS:
*colour
## const ColourValue & getAmbientLight()
## xxx: void setWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
void
SceneManager::setWorldGeometry(filename)
String filename
## xxx: size_t estimateWorldGeometry (DataStreamPtr &stream, const String &typeName=StringUtil::BLANK)
size_t
SceneManager::estimateWorldGeometry(filename)
String filename
## ViewPoint is a struct with a Vector3 and Quaternion
## xxx: ViewPoint getSuggestedViewpoint (bool random=false)
## xxx: void*
## bool setOption (const String &strKey, const void *pValue)
## bool getOption (const String &strKey, void *pDestValue)
bool
SceneManager::hasOption(strKey)
String strKey
## xxx: std::vector<String>
## virtual bool getOptionValues (const String &strKey, StringVector &refValueList)
## virtual bool getOptionKeys (StringVector &refKeys)
void
SceneManager::setSkyPlane(enable, plane, materialName, scale=1000, tiling=10, drawFirst=true, bow=0, xsegments=1, ysegments=1, groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
bool enable
Plane * plane
String materialName
Real scale
Real tiling
bool drawFirst
Real bow
int xsegments
int ysegments
String groupName
C_ARGS:
enable, *plane, materialName, scale, tiling, drawFirst, bow, xsegments, ysegments, (const String)groupName
bool
SceneManager::isSkyPlaneEnabled()
SceneNode *
SceneManager::getSkyPlaneNode()
## xxx: this returns a struct; could return individual values instead
## virtual const SkyPlaneGenParameters & getSkyPlaneGenParameters (void) const
void
SceneManager::setSkyBox(enable, materialName, distance=5000, drawFirst=true, orientation=&Quaternion::IDENTITY, groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
bool enable
String materialName
Real distance
bool drawFirst
const Quaternion * orientation
String groupName
C_ARGS:
enable, materialName, distance, drawFirst, *orientation, groupName
bool
SceneManager::isSkyBoxEnabled()
SceneNode *
SceneManager::getSkyBoxNode()
## xxx: const SkyBoxGenParameters & getSkyBoxGenParameters (void) const
void
SceneManager::setSkyDome(enable, materialName, curvature=10, tiling=8, distance=4000, drawFirst=true, orientation=&Quaternion::IDENTITY, xsegments=16, ysegments=16, ysegments_keep=-1, groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
bool enable
String materialName
Real curvature
Real tiling
Real distance
bool drawFirst
const Quaternion * orientation
int xsegments
int ysegments
int ysegments_keep
String groupName
C_ARGS:
enable, materialName, curvature, tiling, distance, drawFirst, *orientation, xsegments, ysegments, ysegments_keep, groupName
bool
SceneManager::isSkyDomeEnabled()
SceneNode *
SceneManager::getSkyDomeNode()
## xxx: const SkyDomeGenParameters & getSkyDomeGenParameters (void) const
void
SceneManager::setFog(mode=FOG_NONE, colour=&ColourValue::White, expDensity=0.001, linearStart=0.0, linearEnd=1.0)
int mode
const ColourValue * colour
Real expDensity
Real linearStart
Real linearEnd
C_ARGS:
(FogMode)mode, *colour, expDensity, linearStart, linearEnd
int
SceneManager::getFogMode()
## xxx: const ColourValue & getFogColour (void) const
Real
SceneManager::getFogStart()
Real
SceneManager::getFogEnd()
Real
SceneManager::getFogDensity()
BillboardSet *
SceneManager::createBillboardSet(name, poolSize=20)
String name
unsigned int poolSize
BillboardSet *
SceneManager::getBillboardSet(name)
String name
bool
SceneManager::hasBillboardSet(name)
String name
## xxx: also void destroyBillboardSet (BillboardSet *set)
void
SceneManager::destroyBillboardSet(name)
String name
void
SceneManager::destroyAllBillboardSets()
void
SceneManager::setDisplaySceneNodes(display)
bool display
bool
SceneManager::getDisplaySceneNodes()
Animation *
SceneManager::createAnimation(name, length)
String name
Real length
Animation *
SceneManager::getAnimation(name)
String name
bool
SceneManager::hasAnimation(name)
String name
void
SceneManager::destroyAnimation(name)
String name
void
SceneManager::destroyAllAnimations()
AnimationState *
SceneManager::createAnimationState(name)
String name
AnimationState *
SceneManager::getAnimationState(name)
String name
bool
SceneManager::hasAnimationState(name)
String name
void
SceneManager::destroyAnimationState(name)
String name
void
SceneManager::destroyAllAnimationStates()
void
SceneManager::manualRender(rend, pass, vp, worldMatrix, viewMatrix, projMatrix, doBeginEndFrame=false)
RenderOperation * rend
Pass * pass
Viewport * vp
const Matrix4 * worldMatrix
const Matrix4 * viewMatrix
const Matrix4 * projMatrix
bool doBeginEndFrame
C_ARGS:
rend, pass, vp, *worldMatrix, *viewMatrix, *projMatrix, doBeginEndFrame
RenderQueue *
SceneManager::getRenderQueue()
## void addRenderQueueListener (RenderQueueListener *newListener)
## void removeRenderQueueListener (RenderQueueListener *delListener)
void
SceneManager::addSpecialCaseRenderQueue(uint8 qid)
void
SceneManager::removeSpecialCaseRenderQueue(uint8 qid)
void
SceneManager::clearSpecialCaseRenderQueues()
void
SceneManager::setSpecialCaseRenderQueueMode(int mode)
C_ARGS:
(Ogre::SceneManager::SpecialCaseRenderQueueMode)mode
int
SceneManager::getSpecialCaseRenderQueueMode()
bool
SceneManager::isRenderQueueToBeProcessed(uint8 qid)
void
SceneManager::setWorldGeometryRenderQueue(uint8 qid)
uint8
SceneManager::getWorldGeometryRenderQueue()
void
SceneManager::showBoundingBoxes(bShow)
bool bShow
bool
SceneManager::getShowBoundingBoxes()
## AxisAlignedBoxSceneQuery * createAABBQuery (const AxisAlignedBox &box, unsigned long mask=0xFFFFFFFF)
AxisAlignedBoxSceneQuery *
SceneManager::createAABBQuery(box, mask=0xFFFFFFFF)
AxisAlignedBox * box
unsigned long mask
C_ARGS:
*box, mask
SphereSceneQuery *
SceneManager::createSphereQuery(sphere, mask=0xFFFFFFFF)
Sphere * sphere
unsigned long mask
C_ARGS:
*sphere, mask
## PlaneBoundedVolumeListSceneQuery * createPlaneBoundedVolumeQuery (const PlaneBoundedVolumeList &volumes, unsigned long mask=0xFFFFFFFF)
## note: pass an aref instead of PlaneBoundedVolumeList
## xxx: this could be a little better, letting volumes be optional
PlaneBoundedVolumeListSceneQuery *
SceneManager::createPlaneBoundedVolumeQuery(SV *volumes_sv, unsigned long mask=0xFFFFFFFF)
CODE:
PlaneBoundedVolumeList *volumes = perlOGRE_aref2PBVL(volumes_sv,
"Ogre::SceneManager::createPlaneBoundedVolumeQuery");
RETVAL = THIS->createPlaneBoundedVolumeQuery(*volumes, mask);
delete volumes;
OUTPUT:
RETVAL
RaySceneQuery *
SceneManager::createRayQuery(ray, mask=0xFFFFFFFF)
Ray * ray
unsigned long mask
C_ARGS:
*ray, mask
IntersectionSceneQuery *
SceneManager::createIntersectionQuery(unsigned long mask=0xFFFFFFFF)
void
SceneManager::destroyQuery(query)
SceneQuery * query
## CameraIterator getCameraIterator (void)
## AnimationIterator getAnimationIterator (void)
## AnimationStateIterator getAnimationStateIterator (void)
void
SceneManager::setShadowTechnique(technique)
int technique
C_ARGS:
(ShadowTechnique)technique
int
SceneManager::getShadowTechnique()
void
SceneManager::setShowDebugShadows(debug)
bool debug
bool
SceneManager::getShowDebugShadows()
void
SceneManager::setShadowColour(colour)
ColourValue * colour
C_ARGS:
*colour
# xxx: const ColourValue & getShadowColour (void) const
void
SceneManager::setShadowDirectionalLightExtrusionDistance(dist)
Real dist
Real
SceneManager::getShadowDirectionalLightExtrusionDistance()
void
SceneManager::setShadowFarDistance(distance)
Real distance
Real
SceneManager::getShadowFarDistance()
void
SceneManager::setShadowIndexBufferSize(size)
size_t size
size_t
SceneManager::getShadowIndexBufferSize()
void
SceneManager::setShadowTextureSize(size)
unsigned short size
## there is also a struct version:
## void setShadowTextureConfig (size_t shadowIndex, const ShadowTextureConfig &config)
void
SceneManager::setShadowTextureConfig(size_t shadowIndex, unsigned short width, unsigned short height, int format)
C_ARGS:
shadowIndex, width, height, (PixelFormat)format
## ConstShadowTextureConfigIterator SceneManager::getShadowTextureConfigIterator()
void
SceneManager::setShadowTexturePixelFormat(int fmt)
C_ARGS:
(PixelFormat)fmt
void
SceneManager::setShadowTextureCount(size_t count)
size_t
SceneManager::getShadowTextureCount()
void
SceneManager::setShadowTextureSettings(unsigned short size, unsigned short count, int fmt=PF_X8R8G8B8)
C_ARGS:
size, count, (PixelFormat)fmt
## const TexturePtr & SceneManager::getShadowTexture(size_t shadowIndex)
void
SceneManager::setShadowDirLightTextureOffset(Real offset)
Real
SceneManager::getShadowDirLightTextureOffset()
void
SceneManager::setShadowTextureFadeStart(Real fadeStart)
void
SceneManager::setShadowTextureFadeEnd(Real fadeEnd)
void
SceneManager::setShadowTextureSelfShadow(bool selfShadow)
bool
SceneManager::getShadowTextureSelfShadow()
void
SceneManager::setShadowTextureCasterMaterial(name)
String name
void
SceneManager::setShadowTextureReceiverMaterial(name)
String name
void
SceneManager::setShadowCasterRenderBackFaces(bool bf)
bool
SceneManager::getShadowCasterRenderBackFaces()
## xxx: void SceneManager::setShadowCameraSetup(const ShadowCameraSetupPtr &shadowSetup)
## const ShadowCameraSetupPtr & SceneManager::getShadowCameraSetup()
void
SceneManager::setShadowUseInfiniteFarPlane(bool enable)
bool
SceneManager::isShadowTechniqueStencilBased()
bool
SceneManager::isShadowTechniqueTextureBased()
bool
SceneManager::isShadowTechniqueModulative()
bool
SceneManager::isShadowTechniqueAdditive()
bool
SceneManager::isShadowTechniqueIntegrated()
bool
SceneManager::isShadowTechniqueInUse()
## void SceneManager::addShadowListener(ShadowListener *s)
## void SceneManager::removeShadowListener(ShadowListener *s)
StaticGeometry *
SceneManager::createStaticGeometry(name)
String name
StaticGeometry *
SceneManager::getStaticGeometry(name)
String name
bool
SceneManager::hasStaticGeometry(name)
String name
## xxx: void destroyStaticGeometry (StaticGeometry *geom)
void
SceneManager::destroyStaticGeometry(name)
String name
void
SceneManager::destroyAllStaticGeometry()
InstancedGeometry *
SceneManager::createInstancedGeometry(name)
String name
InstancedGeometry *
SceneManager::getInstancedGeometry(name)
String name
## they should have this! :)
##bool
##SceneManager::hasInstancedGeometry(name)
## String name
## xxx: void destroyInstancedGeometry (InstancedGeometry *geom)
void
SceneManager::destroyInstancedGeometry(name)
String name
void
SceneManager::destroyAllInstancedGeometry()
## xxx: skipping params arg for now...
## not sure if this works even, in C++ you end up casting to a specific type,
## but those have their own methods like createRibbonTrail, etc.,
## so use those instead.
## MovableObject *createMovableObject(const String &name, const String &typeName, const NameValuePairList *params=0)
MovableObject *
SceneManager::createMovableObject(name, typeName)
String name
String typeName
## xxx: void destroyMovableObject (MovableObject *m)
void
SceneManager::destroyMovableObject(name, typeName)
String name
String typeName
void
SceneManager::destroyAllMovableObjectsByType(typeName)
String typeName
void
SceneManager::destroyAllMovableObjects()
MovableObject *
SceneManager::getMovableObject(name, typeName)
String name
String typeName
bool
SceneManager::hasMovableObject(name, typeName)
String name
String typeName
## MovableObjectIterator getMovableObjectIterator (const String &typeName)
void
SceneManager::injectMovableObject(m)
MovableObject * m
## xxx: void extractMovableObject (MovableObject *m)
void
SceneManager::extractMovableObject(name, typeName)
String name
String typeName
void
SceneManager::extractAllMovableObjectsByType(typeName)
String typeName
void
SceneManager::setVisibilityMask(uint32 vmask)
uint32
SceneManager::getVisibilityMask()
void
SceneManager::setFindVisibleObjects(bool find)
bool
SceneManager::getFindVisibleObjects()
## void setQueuedRenderableVisitor (SceneMgrQueuedRenderableVisitor *visitor)
## SceneMgrQueuedRenderableVisitor * getQueuedRenderableVisitor (void) const
RenderSystem *
SceneManager::getDestinationRenderSystem()
Viewport *
SceneManager::getCurrentViewport()
## xxx: these return a struct
## const VisibleObjectsBoundsInfo & getVisibleObjectsBoundsInfo (const Camera *cam) const
## const VisibleObjectsBoundsInfo & getShadowCasterBoundsInfo (const Light *light) const