Rigs of Rods 2023.09
Soft-body Physics Simulation
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AngelOgre_Entity.h
Go to the documentation of this file.
1
2namespace AngelOgre { // Dummy namespace, just to distinguish AngelScript from C++
3
24 class Entity: public MovableObject
25 {
26
27 public:
31
34 // const MeshPtr& getMesh(void) const;
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44 void setMaterialName( const string& name, const string& groupName = "OgreAutodetect" );
45
48 // const AxisAlignedBox& getBoundingBox(void) const;
49
51 // AxisAlignedBox getChildObjectsBoundingBox(void) const;
52
54 const string& getMovableType(void) const;
55
62 AnimationState@ getAnimationState(const string& name);
63
74
77 void setDisplaySkeleton(bool display);
78
81 bool getDisplaySkeleton(void) const;
82
88 uint64 getNumManualLodLevels(void) const;
89
93
99 Entity* getManualLodLevel(uint64 index) const;
100
130 void setMeshLodBias(float factor, uint16 maxDetailIndex = 0, uint16 minDetailIndex = 99);
131
161 void setMaterialLodBias(float factor, uint16 maxDetailIndex = 0, uint16 minDetailIndex = 99);
162
164 bool hasSkeleton(void) const;
165 };
166
169
170} // namespace AngelOgre (dummy, just to distinguish AngelScript from C++)
Represents a single named skeletal animation track present in the mesh.
A manager for skeletal animation tracks in the entity.
Defines an instance of a discrete, movable object based on a Mesh.
const string & getMovableType(void) const
void setDisplaySkeleton(bool display)
Tells the Entity whether or not it should display it's skeleton, if it has one.
void setMaterialLodBias(float factor, uint16 maxDetailIndex=0, uint16 minDetailIndex=99)
Sets a level-of-detail bias for the material detail of this entity.
Entity * getManualLodLevel(uint64 index) const
Gets a pointer to the entity representing the numbered manual level of detail.
void setMeshLodBias(float factor, uint16 maxDetailIndex=0, uint16 minDetailIndex=99)
Sets a level-of-detail bias for the mesh detail of this entity.
~Entity()
Default destructor.
AnimationStateSet getAllAnimationStates(void)
For entities based on animated meshes, gets the AnimationState objects for all animations.
AnimationState getAnimationState(const string &name)
For entities based on animated meshes, gets the AnimationState object for a single animation.
void setMaterialName(const string &name, const string &groupName="OgreAutodetect")
Gets the Mesh that this Entity is based on.
uint16 getCurrentLodIndex()
Returns the current LOD used to render.
bool getDisplaySkeleton(void) const
Returns whether or not the entity is currently displaying its skeleton.
uint64 getNumManualLodLevels(void) const
Returns the number of manual levels of detail that this entity supports.
bool hasSkeleton(void) const
Returns whether or not this entity is skeletally animated.
Abstract class defining a movable object in a scene.
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...