44 void setMaterialName(
const string& name,
const string& groupName =
"OgreAutodetect" );
130 void setMeshLodBias(
float factor, uint16 maxDetailIndex = 0, uint16 minDetailIndex = 99);
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...