Sophie

Sophie

distrib > Mandriva > 10.0-com > i586 > by-pkgid > 06719cf03808e17ae6f0852ca1052dc2 > files > 2841

libogre1-devel-0.13.0-1mdk.i586.rpm

<html>
<head>
<title>Ogre::Renderable class Reference - OGRE Documentation</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> 
<link type="text/css" rel="stylesheet" href="style.css">
</head>

<body>
<!-- Generated by Doxygen 1.2.16 -->
<center>
<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; </center>
<hr><h1>Ogre::Renderable  Class Reference</h1>Abstract class defining the interface all renderable objects must implement. 
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>&gt;</code>
<p>
Inheritance diagram for Ogre::Renderable:<p><center><img src="classOgre_1_1Renderable__inherit__graph.png" border="0" usemap="#Ogre_1_1Renderable__inherit__map" alt="Inheritance graph"></center>
<map name="Ogre_1_1Renderable__inherit__map">
<area href="classOgre_1_1BillboardSet.html" shape="rect" coords="199,24,319,5" alt="">
<area href="classOgre_1_1BorderRenderable.html" shape="rect" coords="181,67,336,48" alt="">
<area href="classOgre_1_1Frustum.html" shape="rect" coords="211,109,307,91" alt="">
<area href="classOgre_1_1GuiElement.html" shape="rect" coords="201,152,316,133" alt="">
<area href="classOgre_1_1Node.html" shape="rect" coords="220,195,297,176" alt="">
<area href="classOgre_1_1OctreeCamera.html" shape="rect" coords="191,237,327,219" alt="">
<area href="classOgre_1_1SimpleRenderable.html" shape="rect" coords="181,280,336,261" alt="">
<area href="classOgre_1_1SubEntity.html" shape="rect" coords="207,323,311,304" alt="">
<area href="classOgre_1_1TerrainRenderable.html" shape="rect" coords="180,365,337,347" alt="">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="classOgre_1_1Renderable-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="classOgre_1_1Material.html">Material</a> *&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1Renderablea0">getMaterial</a> (void) const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Retrieves a pointer to the material this renderable object uses.</em> <a href="#Ogre_1_1Renderablea0"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="classOgre_1_1Technique.html">Technique</a> *&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa33">getTechnique</a> (void) const</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Retrieves a pointer to the <a class="el" href="classOgre_1_1Material.html">Material</a> <a class="el" href="classOgre_1_1Technique.html">Technique</a> this renderable object uses.</em> <a href="#Ogre_1_1WireBoundingBoxa33"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1Renderablea2">getRenderOperation</a> (<a class="el" href="classOgre_1_1RenderOperation.html">RenderOperation</a> &amp;op)=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Gets the render operation required to send this object to the frame buffer.</em> <a href="#Ogre_1_1Renderablea2"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1Renderablea3">getWorldTransforms</a> (<a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> *xform) const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Gets the world transform matrix / matrices for this renderable object.</em> <a href="#Ogre_1_1Renderablea3"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual const <a class="el" href="classOgre_1_1Quaternion.html">Quaternion</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1Renderablea4">getWorldOrientation</a> (void) const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Gets the worldspace orientation of this renderable; this is used in order to more efficiently update parameters to vertex &amp; fragment programs, since inverting Quaterion and Vector in order to derive object-space positions / directions for cameras and lights is much more efficient than inverting a complete 4x4 matrix, and also eliminates problems introduced by scaling.</em> <a href="#Ogre_1_1Renderablea4"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual const <a class="el" href="classOgre_1_1Vector3.html">Vector3</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1Renderablea5">getWorldPosition</a> (void) const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Gets the worldspace orientation of this renderable; this is used in order to more efficiently update parameters to vertex &amp; fragment programs, since inverting Quaterion and Vector in order to derive object-space positions / directions for cameras and lights is much more efficient than inverting a complete 4x4 matrix, and also eliminates problems introduced by scaling.</em> <a href="#Ogre_1_1Renderablea5"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual unsigned short&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa34">getNumWorldTransforms</a> (void) const</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Returns the number of world transform matrices this renderable requires.</em> <a href="#Ogre_1_1WireBoundingBoxa34"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa35">useIdentityProjection</a> (void) const</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Returns whether or not to use an 'identity' projection.</em> <a href="#Ogre_1_1WireBoundingBoxa35"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa36">useIdentityView</a> (void) const</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Returns whether or not to use an 'identity' projection.</em> <a href="#Ogre_1_1WireBoundingBoxa36"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="namespaceOgre.html#a349">Real</a>&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1SimpleRenderablea38">getSquaredViewDepth</a> (const <a class="el" href="classOgre_1_1Camera.html">Camera</a> *cam) const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Returns the camera-relative squared depth of this renderable.</em> <a href="#Ogre_1_1SimpleRenderablea38"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="namespaceOgre.html#a622">SceneDetailLevel</a>&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa37">getRenderDetail</a> () const</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Returns the preferred rasterisation mode of this renderable.</em> <a href="#Ogre_1_1WireBoundingBoxa37"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa38">getNormaliseNormals</a> (void) const</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Returns whether or not this <a class="el" href="classOgre_1_1Renderable.html">Renderable</a> wishes the hardware to normalise normals.</em> <a href="#Ogre_1_1WireBoundingBoxa38"></a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual const <a class="el" href="namespaceOgre.html#a56">LightList</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1Renderablea12">getLights</a> (void) const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Gets a list of lights, ordered relative to how close they are to this renderable.</em> <a href="#Ogre_1_1Renderablea12"></a><em></em></font><br><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Abstract class defining the interface all renderable objects must implement.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 This interface abstracts renderable discrete objects which will be queued in the render pipeline, grouped by material. Classes implementing this interface must be based on a single material, a single world matrix (or a collection of world matrices which are blended by weights), and must be  renderable via a single render operation. 
<p>
 Note that deciding whether to put these objects in the rendering pipeline is done from the more specific classes e.g. entities. Only once it is decided that the specific class is to be rendered is the abstract version created (could be more than one per visible object) and pushed onto the rendering queue. </dl>
<p>

<p>
Definition at line <a class="el" href="OgreRenderable_8h-source.html#l00049">49</a> of file <a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>.<hr><h2>Member Function Documentation</h2>
<a name="Ogre_1_1Renderablea12" doxytag="Ogre::Renderable::getLights"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual const <a class="el" href="namespaceOgre.html#a56">LightList</a>&amp; Ogre::Renderable::getLights </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Gets a list of lights, ordered relative to how close they are to this renderable.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 Directional lights, which have no position, will always be first on this list. </dl>
<p>
Implemented in <a class="el" href="classOgre_1_1BillboardSet.html#Ogre_1_1ParticleSystema61">Ogre::BillboardSet</a>, <a class="el" href="classOgre_1_1Frustum.html#Ogre_1_1Frustuma29">Ogre::Frustum</a>, <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa77">Ogre::GuiElement</a>, <a class="el" href="classOgre_1_1Node.html#Ogre_1_1Nodea59">Ogre::Node</a>, <a class="el" href="classOgre_1_1SceneNode.html#Ogre_1_1SceneNodea26">Ogre::SceneNode</a>, <a class="el" href="classOgre_1_1SimpleRenderable.html#Ogre_1_1WireBoundingBoxa16">Ogre::SimpleRenderable</a>, <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya14">Ogre::SubEntity</a>, <a class="el" href="classOgre_1_1TagPoint.html#Ogre_1_1TagPointa11">Ogre::TagPoint</a>, <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea10">Ogre::BorderRenderable</a>, <a class="el" href="classOgre_1_1OctreeCamera.html#Ogre_1_1OctreeCameraa8">Ogre::OctreeCamera</a>, and <a class="el" href="classOgre_1_1TerrainRenderable.html#Ogre_1_1TerrainRenderablea29">Ogre::TerrainRenderable</a>.
<p>
Referenced by <a class="el" href="OgreSceneManager_8cpp-source.html#l01207">Ogre::SceneManager::renderSingleObject</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1Renderablea0" doxytag="Ogre::Renderable::getMaterial"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual <a class="el" href="classOgre_1_1Material.html">Material</a>* Ogre::Renderable::getMaterial </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Retrieves a pointer to the material this renderable object uses.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 Note that the <a class="el" href="classOgre_1_1Renderable.html">Renderable</a> also has the option to override the getTechnique method to specify a particular <a class="el" href="classOgre_1_1Technique.html">Technique</a> to use instead of the best one available. </dl>
<p>
Implemented in <a class="el" href="classOgre_1_1BillboardSet.html#Ogre_1_1ParticleSystema50">Ogre::BillboardSet</a>, <a class="el" href="classOgre_1_1Frustum.html#Ogre_1_1Frustuma23">Ogre::Frustum</a>, <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa48">Ogre::GuiElement</a>, <a class="el" href="classOgre_1_1Node.html#Ogre_1_1TagPointa60">Ogre::Node</a>, <a class="el" href="classOgre_1_1SimpleRenderable.html#Ogre_1_1WireBoundingBoxa6">Ogre::SimpleRenderable</a>, <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya3">Ogre::SubEntity</a>, <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea1">Ogre::BorderRenderable</a>, <a class="el" href="classOgre_1_1OctreeCamera.html#Ogre_1_1OctreeCameraa4">Ogre::OctreeCamera</a>, and <a class="el" href="classOgre_1_1TerrainRenderable.html#Ogre_1_1TerrainRenderablea10">Ogre::TerrainRenderable</a>.
<p>
Referenced by <a class="el" href="OgreRenderQueueSortingGrouping_8h-source.html#l00154">Ogre::RenderPriorityGroup::addRenderable</a>(), and <a class="el" href="OgreRenderQueue_8cpp-source.html#l00061">Ogre::RenderQueue::addRenderable</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1WireBoundingBoxa38" doxytag="Ogre::Renderable::getNormaliseNormals"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual bool Ogre::Renderable::getNormaliseNormals </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Returns whether or not this <a class="el" href="classOgre_1_1Renderable.html">Renderable</a> wishes the hardware to normalise normals.
<p>

<p>
Reimplemented in <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya9">Ogre::SubEntity</a>.
<p>
Definition at line <a class="el" href="OgreRenderable_8h-source.html#l00132">132</a> of file <a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>.
<p>
Referenced by <a class="el" href="OgreSceneManager_8cpp-source.html#l01207">Ogre::SceneManager::renderSingleObject</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1WireBoundingBoxa34" doxytag="Ogre::Renderable::getNumWorldTransforms"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual unsigned short Ogre::Renderable::getNumWorldTransforms </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Returns the number of world transform matrices this renderable requires.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 When a renderable uses vertex blending, it uses multiple world matrices instead of a single one. Each vertex sent to the pipeline can reference one or more matrices in this list with given weights. If a renderable does not use vertex blending this method returns 1, which is the default for  simplicity. </dl>
<p>
Reimplemented in <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya10">Ogre::SubEntity</a>, and <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea6">Ogre::BorderRenderable</a>.
<p>
Definition at line <a class="el" href="OgreRenderable_8h-source.html#l00098">98</a> of file <a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>.
<p>
Referenced by <a class="el" href="OgreSceneManager_8cpp-source.html#l01207">Ogre::SceneManager::renderSingleObject</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1WireBoundingBoxa37" doxytag="Ogre::Renderable::getRenderDetail"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual <a class="el" href="namespaceOgre.html#a622">SceneDetailLevel</a> Ogre::Renderable::getRenderDetail </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Returns the preferred rasterisation mode of this renderable.
<p>

<p>
Reimplemented in <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya13">Ogre::SubEntity</a>.
<p>
Definition at line <a class="el" href="OgreRenderable_8h-source.html#l00129">129</a> of file <a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>.
<p>
References <a class="el" href="OgreCommon_8h-source.html#l00159">Ogre::SceneDetailLevel</a>, and <a class="el" href="namespaceOgre.html#a622a99">Ogre::SDL_SOLID</a>.
<p>
Referenced by <a class="el" href="OgreSceneManager_8cpp-source.html#l01207">Ogre::SceneManager::renderSingleObject</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1Renderablea2" doxytag="Ogre::Renderable::getRenderOperation"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void Ogre::Renderable::getRenderOperation </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1RenderOperation.html">RenderOperation</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp; <em>op</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Gets the render operation required to send this object to the frame buffer.
<p>

<p>
Implemented in <a class="el" href="classOgre_1_1BillboardSet.html#Ogre_1_1ParticleSystema51">Ogre::BillboardSet</a>, <a class="el" href="classOgre_1_1Frustum.html#Ogre_1_1Frustuma24">Ogre::Frustum</a>, <a class="el" href="classOgre_1_1Node.html#Ogre_1_1TagPointa61">Ogre::Node</a>, <a class="el" href="classOgre_1_1SimpleRenderable.html#Ogre_1_1WireBoundingBoxa8">Ogre::SimpleRenderable</a>, <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya5">Ogre::SubEntity</a>, <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea2">Ogre::BorderRenderable</a>, <a class="el" href="classOgre_1_1PanelGuiElement.html#Ogre_1_1TextBoxGuiElementa18">Ogre::PanelGuiElement</a>, <a class="el" href="classOgre_1_1TextAreaGuiElement.html#Ogre_1_1TextAreaGuiElementa12">Ogre::TextAreaGuiElement</a>, <a class="el" href="classOgre_1_1TTYGuiElement.html#Ogre_1_1TTYGuiElementa21">Ogre::TTYGuiElement</a>, <a class="el" href="classOgre_1_1OctreeCamera.html#Ogre_1_1OctreeCameraa3">Ogre::OctreeCamera</a>, <a class="el" href="classOgre_1_1OctreeNode.html#Ogre_1_1OctreeNodea9">Ogre::OctreeNode</a>, and <a class="el" href="classOgre_1_1TerrainRenderable.html#Ogre_1_1TerrainRenderablea9">Ogre::TerrainRenderable</a>.
<p>
Referenced by <a class="el" href="OgreSceneManager_8cpp-source.html#l01207">Ogre::SceneManager::renderSingleObject</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1SimpleRenderablea38" doxytag="Ogre::Renderable::getSquaredViewDepth"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual <a class="el" href="namespaceOgre.html#a349">Real</a> Ogre::Renderable::getSquaredViewDepth </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Camera.html">Camera</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp; <em>cam</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Returns the camera-relative squared depth of this renderable.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 Used to sort transparent objects. Squared depth is used rather than actual depth to avoid having to perform a square root on the result. </dl>
<p>
Implemented in <a class="el" href="classOgre_1_1BillboardSet.html#Ogre_1_1ParticleSystema60">Ogre::BillboardSet</a>, <a class="el" href="classOgre_1_1Frustum.html#Ogre_1_1Frustuma28">Ogre::Frustum</a>, <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa76">Ogre::GuiElement</a>, <a class="el" href="classOgre_1_1Node.html#Ogre_1_1TagPointa71">Ogre::Node</a>, <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya11">Ogre::SubEntity</a>, <a class="el" href="classOgre_1_1WireBoundingBox.html#Ogre_1_1WireBoundingBoxa3">Ogre::WireBoundingBox</a>, <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea9">Ogre::BorderRenderable</a>, <a class="el" href="classOgre_1_1OctreeCamera.html#Ogre_1_1OctreeCameraa9">Ogre::OctreeCamera</a>, and <a class="el" href="classOgre_1_1TerrainRenderable.html#Ogre_1_1TerrainRenderablea27">Ogre::TerrainRenderable</a>.
<p>
Referenced by <a class="el" href="OgreRenderQueueSortingGrouping_8h-source.html#l00090">Ogre::RenderPriorityGroup::TransparentQueueItemLess::operator()</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1WireBoundingBoxa33" doxytag="Ogre::Renderable::getTechnique"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual <a class="el" href="classOgre_1_1Technique.html">Technique</a>* Ogre::Renderable::getTechnique </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Retrieves a pointer to the <a class="el" href="classOgre_1_1Material.html">Material</a> <a class="el" href="classOgre_1_1Technique.html">Technique</a> this renderable object uses.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 This is to allow Renderables to use a chosen <a class="el" href="classOgre_1_1Technique.html">Technique</a> if they wish, otherwise they will use the best <a class="el" href="classOgre_1_1Technique.html">Technique</a> available for the <a class="el" href="classOgre_1_1Material.html">Material</a> they are using. </dl>
<p>
Reimplemented in <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya4">Ogre::SubEntity</a>.
<p>
Definition at line <a class="el" href="OgreRenderable_8h-source.html#l00063">63</a> of file <a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>.
<p>
References <a class="el" href="OgreMaterial_8cpp-source.html#l00206">Ogre::Material::getBestTechnique</a>().
<p>
Referenced by <a class="el" href="OgreRenderQueueSortingGrouping_8h-source.html#l00154">Ogre::RenderPriorityGroup::addRenderable</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1Renderablea4" doxytag="Ogre::Renderable::getWorldOrientation"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual const <a class="el" href="classOgre_1_1Quaternion.html">Quaternion</a>&amp; Ogre::Renderable::getWorldOrientation </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Gets the worldspace orientation of this renderable; this is used in order to more efficiently update parameters to vertex &amp; fragment programs, since inverting Quaterion and Vector in order to derive object-space positions / directions for cameras and lights is much more efficient than inverting a complete 4x4 matrix, and also eliminates problems introduced by scaling.
<p>

<p>
Implemented in <a class="el" href="classOgre_1_1BillboardSet.html#Ogre_1_1BillboardSeta29">Ogre::BillboardSet</a>, <a class="el" href="classOgre_1_1Frustum.html#Ogre_1_1Frustuma26">Ogre::Frustum</a>, <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa50">Ogre::GuiElement</a>, <a class="el" href="classOgre_1_1Node.html#Ogre_1_1TagPointa63">Ogre::Node</a>, <a class="el" href="classOgre_1_1ParticleSystem.html#Ogre_1_1ParticleSystema21">Ogre::ParticleSystem</a>, <a class="el" href="classOgre_1_1SimpleRenderable.html#Ogre_1_1SimpleRenderablea7">Ogre::SimpleRenderable</a>, <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya7">Ogre::SubEntity</a>, <a class="el" href="classOgre_1_1WireBoundingBox.html#Ogre_1_1WireBoundingBoxb1">Ogre::WireBoundingBox</a>, <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea4">Ogre::BorderRenderable</a>, <a class="el" href="classOgre_1_1OctreeCamera.html#Ogre_1_1OctreeCameraa6">Ogre::OctreeCamera</a>, and <a class="el" href="classOgre_1_1TerrainRenderable.html#Ogre_1_1TerrainRenderablea12">Ogre::TerrainRenderable</a>.    </td>
  </tr>
</table>
<a name="Ogre_1_1Renderablea5" doxytag="Ogre::Renderable::getWorldPosition"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual const <a class="el" href="classOgre_1_1Vector3.html">Vector3</a>&amp; Ogre::Renderable::getWorldPosition </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Gets the worldspace orientation of this renderable; this is used in order to more efficiently update parameters to vertex &amp; fragment programs, since inverting Quaterion and Vector in order to derive object-space positions / directions for cameras and lights is much more efficient than inverting a complete 4x4 matrix, and also eliminates problems introduced by scaling.
<p>

<p>
Implemented in <a class="el" href="classOgre_1_1BillboardSet.html#Ogre_1_1BillboardSeta30">Ogre::BillboardSet</a>, <a class="el" href="classOgre_1_1Frustum.html#Ogre_1_1Frustuma27">Ogre::Frustum</a>, <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa51">Ogre::GuiElement</a>, <a class="el" href="classOgre_1_1Node.html#Ogre_1_1TagPointa64">Ogre::Node</a>, <a class="el" href="classOgre_1_1ParticleSystem.html#Ogre_1_1ParticleSystema22">Ogre::ParticleSystem</a>, <a class="el" href="classOgre_1_1SimpleRenderable.html#Ogre_1_1SimpleRenderablea8">Ogre::SimpleRenderable</a>, <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya8">Ogre::SubEntity</a>, <a class="el" href="classOgre_1_1WireBoundingBox.html#Ogre_1_1WireBoundingBoxb2">Ogre::WireBoundingBox</a>, <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea5">Ogre::BorderRenderable</a>, <a class="el" href="classOgre_1_1OctreeCamera.html#Ogre_1_1OctreeCameraa7">Ogre::OctreeCamera</a>, and <a class="el" href="classOgre_1_1TerrainRenderable.html#Ogre_1_1TerrainRenderablea13">Ogre::TerrainRenderable</a>.    </td>
  </tr>
</table>
<a name="Ogre_1_1Renderablea3" doxytag="Ogre::Renderable::getWorldTransforms"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void Ogre::Renderable::getWorldTransforms </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp; <em>xform</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Gets the world transform matrix / matrices for this renderable object.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 If the object has any derived transforms, these are expected to be up to date as long as all the <a class="el" href="classOgre_1_1SceneNode.html">SceneNode</a> structures have been updated before this is called. 
<p>
 This method will populate xform with 1 matrix if it does not use vertex blending. If it does use vertex blending it will fill the passed in pointer with an array of matrices, the length being the value returned from getNumWorldTransforms. </dl>
<p>
Implemented in <a class="el" href="classOgre_1_1BillboardSet.html#Ogre_1_1BillboardSeta28">Ogre::BillboardSet</a>, <a class="el" href="classOgre_1_1Frustum.html#Ogre_1_1Frustuma25">Ogre::Frustum</a>, <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa49">Ogre::GuiElement</a>, <a class="el" href="classOgre_1_1Node.html#Ogre_1_1TagPointa62">Ogre::Node</a>, <a class="el" href="classOgre_1_1ParticleSystem.html#Ogre_1_1ParticleSystema20">Ogre::ParticleSystem</a>, <a class="el" href="classOgre_1_1SimpleRenderable.html#Ogre_1_1SimpleRenderablea6">Ogre::SimpleRenderable</a>, <a class="el" href="classOgre_1_1SubEntity.html#Ogre_1_1SubEntitya6">Ogre::SubEntity</a>, <a class="el" href="classOgre_1_1WireBoundingBox.html#Ogre_1_1WireBoundingBoxb0">Ogre::WireBoundingBox</a>, <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea3">Ogre::BorderRenderable</a>, <a class="el" href="classOgre_1_1OctreeCamera.html#Ogre_1_1OctreeCameraa5">Ogre::OctreeCamera</a>, and <a class="el" href="classOgre_1_1TerrainRenderable.html#Ogre_1_1TerrainRenderablea11">Ogre::TerrainRenderable</a>.
<p>
Referenced by <a class="el" href="OgreAutoParamDataSource_8cpp-source.html#l00080">Ogre::AutoParamDataSource::getWorldMatrix</a>(), and <a class="el" href="OgreSceneManager_8cpp-source.html#l01207">Ogre::SceneManager::renderSingleObject</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1WireBoundingBoxa35" doxytag="Ogre::Renderable::useIdentityProjection"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual bool Ogre::Renderable::useIdentityProjection </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Returns whether or not to use an 'identity' projection.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 Usually <a class="el" href="classOgre_1_1Renderable.html">Renderable</a> objects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normal renderables need not override this. </dl>
<p>
Reimplemented in <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa52">Ogre::GuiElement</a>, and <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea7">Ogre::BorderRenderable</a>.
<p>
Definition at line <a class="el" href="OgreRenderable_8h-source.html#l00108">108</a> of file <a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>.
<p>
Referenced by <a class="el" href="OgreSceneManager_8cpp-source.html#l01718">Ogre::SceneManager::useRenderableViewProjMode</a>().    </td>
  </tr>
</table>
<a name="Ogre_1_1WireBoundingBoxa36" doxytag="Ogre::Renderable::useIdentityView"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual bool Ogre::Renderable::useIdentityView </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Returns whether or not to use an 'identity' projection.
<p>
<dl compact><dt><b>
Remarks: </b><dd>
 Usually <a class="el" href="classOgre_1_1Renderable.html">Renderable</a> objects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering.  Normal renderables need not override this. </dl>
<p>
Reimplemented in <a class="el" href="classOgre_1_1GuiElement.html#Ogre_1_1TTYGuiElementa53">Ogre::GuiElement</a>, and <a class="el" href="classOgre_1_1BorderRenderable.html#Ogre_1_1BorderRenderablea8">Ogre::BorderRenderable</a>.
<p>
Definition at line <a class="el" href="OgreRenderable_8h-source.html#l00118">118</a> of file <a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a>.
<p>
Referenced by <a class="el" href="OgreSceneManager_8cpp-source.html#l01718">Ogre::SceneManager::useRenderableViewProjMode</a>().    </td>
  </tr>
</table>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="OgreRenderable_8h-source.html">OgreRenderable.h</a></ul>
<p>
Copyright &copy; 2002-2003 by The OGRE Team<br />
Last modified Wed Jan 21 00:19:20 2004
</p>
</body>
</html>