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Rigs of Rods 2026.01
Soft-body Physics Simulation
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SkyX class Create simple and beautiful skies!
Inheritance diagram for SkyX::SkyX:Data Structures | |
| struct | RenderQueueGroups |
Public Types | |
| enum | LightingMode |
Public Member Functions | |
| SkyX (Ogre::SceneManager *sm, Controller *c) | |
| ~SkyX () | |
| void | create () |
| void | remove () |
| void | update (const Ogre::Real &timeSinceLastFrame) |
| void | notifyCameraRender (Ogre::Camera *c) |
| const bool | isCreated () const |
| void | setVisible (const bool &visible) |
| const bool & | isVisible () const |
| void | setTimeMultiplier (const Ogre::Real &TimeMultiplier) |
| const Ogre::Real & | getTimeMultiplier () const |
| MeshManager * | getMeshManager () |
| AtmosphereManager * | getAtmosphereManager () |
| GPUManager * | getGPUManager () |
| MoonManager * | getMoonManager () |
| CloudsManager * | getCloudsManager () |
| VCloudsManager * | getVCloudsManager () |
| void | setController (Controller *c) |
| Controller * | getController () const |
| void | setRenderQueueGroups (const RenderQueueGroups &rqg) |
| const RenderQueueGroups & | getRenderQueueGroups () const |
| void | setLightingMode (const LightingMode &lm) |
| const LightingMode & | getLightingMode () const |
| void | setStarfieldEnabled (const bool &Enabled) |
| const bool & | isStarfieldEnabled () const |
| void | setInfiniteCameraFarClipDistance (const Ogre::Real &d) |
| const Ogre::Real & | getInfiniteCameraFarClipDistance () const |
| Ogre::SceneManager * | getSceneManager () |
| Ogre::Camera * | getCamera () |
| bool | frameStarted (const Ogre::FrameEvent &evt) |
| void | preViewportUpdate (const Ogre::RenderTargetViewportEvent &evt) |
| const Ogre::Real & | _getTimeOffset () const |
| CfgFileManager * | getCfgFileManager () |
| const bool | loadCfg (const Ogre::String &File) const |
Private Attributes | |
| bool | mCreated |
| MeshManager * | mMeshManager |
| AtmosphereManager * | mAtmosphereManager |
| GPUManager * | mGPUManager |
| MoonManager * | mMoonManager |
| CloudsManager * | mCloudsManager |
| VCloudsManager * | mVCloudsManager |
| Controller * | mController |
| RenderQueueGroups | mRenderQueueGroups |
| Ogre::SceneManager * | mSceneManager |
| Ogre::Camera * | mCamera |
| Ogre::Vector3 | mLastCameraPosition |
| Ogre::Real | mLastCameraFarClipDistance |
| Ogre::Real | mInfiniteCameraFarClipDistance |
| bool | mVisible |
| LightingMode | mLightingMode |
| bool | mStarfield |
| Ogre::Real | mTimeMultiplier |
| Ogre::Real | mTimeOffset |
| CfgFileManager * | mCfgFileManager |
Lighting mode enumeration SkyX is designed for true HDR rendering, but there is a big number of applications which don't use HDR rendering, due to this fact a little exponential tone-mapping algoritm is applied to SkyX materials if LM_LDR is selected.
(See: AtmosphereManager::Options::Exposure) Select LM_HDR if your app is designed for true HDR rendering. In HDR mode, we assume you're ussing a full linear rendering pipeline, so all textures are gamma corrected if needed.
| Enumerator | |
|---|---|
| LM_LDR | Low dynamic range. |
| LM_HDR | High dynamic range. |
| SkyX::SkyX::SkyX | ( | Ogre::SceneManager * | sm, |
| Controller * | c | ||
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| bool SkyX::SkyX::frameStarted | ( | const Ogre::FrameEvent & | evt | ) |
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| void SkyX::SkyX::notifyCameraRender | ( | Ogre::Camera * | c | ) |
Notify camera render (to be invoked per camera and per frame)
| c | Camera |
| void SkyX::SkyX::preViewportUpdate | ( | const Ogre::RenderTargetViewportEvent & | evt | ) |
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Set infinite camera far clip distance.
| d | Infinite camera far clip distance |
| void SkyX::SkyX::setLightingMode | ( | const LightingMode & | lm | ) |
Set lighting mode.
| lm | Lighting mode |
| void SkyX::SkyX::setRenderQueueGroups | ( | const RenderQueueGroups & | rqg | ) |
| void SkyX::SkyX::setStarfieldEnabled | ( | const bool & | Enabled | ) |
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| void SkyX::SkyX::setVisible | ( | const bool & | visible | ) |
| void SkyX::SkyX::update | ( | const Ogre::Real & | timeSinceLastFrame | ) |
Update (to be invoked per frame)
| timeSinceLastFrame | Time elapsed since last frame |
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