RigsofRods
Soft-body Physics Simulation
AngelOgre_Entity.h
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1 
2 namespace AngelOgre { // Dummy namespace, just to distinguish AngelScript from C++
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24  class Entity: public MovableObject
25  {
26 
27  public:
30  ~Entity();
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34  // const MeshPtr& getMesh(void) const;
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44  void setMaterialName( const string& name, const string& groupName = "OgreAutodetect" );
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48  // const AxisAlignedBox& getBoundingBox(void) const;
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51  // AxisAlignedBox getChildObjectsBoundingBox(void) const;
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54  const string& getMovableType(void) const;
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62  AnimationState@ getAnimationState(const string& name);
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74 
77  void setDisplaySkeleton(bool display);
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81  bool getDisplaySkeleton(void) const;
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88  uint64 getNumManualLodLevels(void) const;
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92  uint16 getCurrentLodIndex();
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99  Entity* getManualLodLevel(uint64 index) const;
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130  void setMeshLodBias(float factor, uint16 maxDetailIndex = 0, uint16 minDetailIndex = 99);
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161  void setMaterialLodBias(float factor, uint16 maxDetailIndex = 0, uint16 minDetailIndex = 99);
162 
164  bool hasSkeleton(void) const;
165  };
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169 
170 } // namespace AngelOgre (dummy, just to distinguish AngelScript from C++)
AngelOgre::AnimationStateSet
A manager for skeletal animation tracks in the entity.
Definition: AngelOgre_AnimationStateSet.h:15
AngelOgre::Entity
Defines an instance of a discrete, movable object based on a Mesh.
Definition: AngelOgre_Entity.h:24
AngelOgre::Entity::getAllAnimationStates
AnimationStateSet getAllAnimationStates(void)
For entities based on animated meshes, gets the AnimationState objects for all animations.
AngelOgre::AnimationState
Represents a single named skeletal animation track present in the mesh.
Definition: AngelOgre_AnimationState.h:15
AngelOgre::Entity::getDisplaySkeleton
bool getDisplaySkeleton(void) const
Returns whether or not the entity is currently displaying its skeleton.
AngelOgre::Entity::~Entity
~Entity()
Default destructor.
AngelOgre::Entity::setDisplaySkeleton
void setDisplaySkeleton(bool display)
Tells the Entity whether or not it should display it's skeleton, if it has one.
AngelOgre::Entity::setMeshLodBias
void setMeshLodBias(float factor, uint16 maxDetailIndex=0, uint16 minDetailIndex=99)
Sets a level-of-detail bias for the mesh detail of this entity.
AngelOgre
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...
Definition: AngelOgre_AnimationState.h:2
AngelOgre::Entity::getNumManualLodLevels
uint64 getNumManualLodLevels(void) const
Returns the number of manual levels of detail that this entity supports.
AngelOgre::Entity::hasSkeleton
bool hasSkeleton(void) const
Returns whether or not this entity is skeletally animated.
AngelOgre::Entity::getMovableType
const string & getMovableType(void) const
AngelOgre::MovableObject
Abstract class defining a movable object in a scene.
Definition: AngelOgre_MovableObject.h:14
AngelOgre::Entity::setMaterialName
void setMaterialName(const string &name, const string &groupName="OgreAutodetect")
Gets the Mesh that this Entity is based on.
AngelOgre::Entity::getAnimationState
AnimationState getAnimationState(const string &name)
For entities based on animated meshes, gets the AnimationState object for a single animation.
AngelOgre::Entity::getManualLodLevel
Entity * getManualLodLevel(uint64 index) const
Gets a pointer to the entity representing the numbered manual level of detail.
AngelOgre::Entity::setMaterialLodBias
void setMaterialLodBias(float factor, uint16 maxDetailIndex=0, uint16 minDetailIndex=99)
Sets a level-of-detail bias for the material detail of this entity.
AngelOgre::Entity::getCurrentLodIndex
uint16 getCurrentLodIndex()
Returns the current LOD used to render.