| Command object for ParticleEmitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for particle emitter - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| Command object for OverlayElement - see ParamCommand | |
| CG Language program processor class | |
| CG target language writer implementation | |
| Helper template which is the base for our ConstParameters | |
| A class that represents a shader based program function | |
| A class that represents an atomic code section of shader based program function | |
| A class that represents function invocation code from shader based program function | |
| Comparator function to be used for comparisons | |
| Comparator function to be used for sorting | |
| GLSL ES Language program processor class | |
| GLSL ES target language writer implementation | |
| GLSL Language program processor class | |
| GLSL target language writer implementation | |
| CG Language program processor class | |
| HLSL target language writer implementation | |
| A class that represents a function operand (its the combination of a parameter the in/out semantic and the used fields) | |
| A class that represents a shader based program parameter | |
| Helper utility class that creates common parameters | |
| A class that represents a shader based program | |
| A singleton manager class that manages shader based programs | |
| A class that provides extra processing services on CPU based programs | |
| Container class for shader based programs | |
| Base class interface for shader program writers | |
| Interface definition for factories of ShaderProgramWriter | |
| This is a container class for sub render state class | |
| This class responsible for translating core features of the RT Shader System for Ogre material scripts | |
| This class responsible for translating core features of the RT Shader System for Ogre material scripts | |
| Shader generator system main interface | |
| Shader generator material wrapper class | |
| Shader generator pass wrapper class | |
| Shader generator RenderObjectListener sub class | |
| Shader generator scene manager sub class | |
| Shader generator scheme class | |
| Shader generator ScriptTranslatorManager sub class | |
| Shader generator technique wrapper class | |
| CG program writer factory implementation | |
| GLSL ES program writer factory implementation | |
| GLSL program writer factory implementation | |
| HLSL program writer factory implementation | |
| This class is the base interface of sub part from a shader based rendering pipeline | |
| This class uses as accessor from a template SubRenderState to all of its instances that created based on it | |
| Abstract factory interface for creating SubRenderState implementation instances | |
| This is the target render state | |
| Uniform parameter class | |
| A caching Source | |
| A single volume chunk mesh | |
| Handles the WorkQueue management of the chunks | |
| Parameters for loading the volume | |
| Data being passed around while loading | |
| Internal shared values of the chunks which are equal in the whole tree | |
| A not rotated cube | |
| Builds the difference between two sources | |
| Builds the intersection between two sources | |
| Negates the given volume | |
| Abstract operation volume source holding two sources as operants | |
| A plane | |
| Scales the given volume source | |
| A sphere | |
| Source which does a unary operation to another one | |
| Builds the union between two sources | |
| To store the generated dual cells in a vector | |
| Class for the generation of the DualGrid | |
| A volume source from a discrete 3d grid | |
| A volume source from a 16 Bit float 3D grid capable of loading volume serializations | |
| Abstract IsoSurface | |
| Marching Cubes implementation like at http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/ | |
| Class to build up a mesh with vertices and indices | |
| Callback class when the user needs information about the triangles of chunks of a LOD level | |
| A node in the volume octree | |
| The class deciding on whether to split an octree node or not when building the octree | |
| Simplex Noise ported from public domain Java Implementation http://webstaff.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java Thanks Stefan Gustavson! | |
| Abstract class defining the density function | |
| A volume source from a 3D texture | |
| Lightweight struct to represent a mesh vertex | |
| Packages the details of a configuration option | |
| Class to provide aligned memory allocate functionality | |
| Superclass for all objects that wish to use custom memory allocators when their new / delete operators are called | |
| Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit | |
| Defines an interface to classes which have one or more AnimableValue instances to expose | |
| Defines an object property which is animable, i.e | |
| An animation sequence | |
| An animation container interface, which allows generic access to sibling animations | |
| Predefined controller function for dealing with animation | |
| Represents the state of an animation and the weight of its influence | |
| ControllerValue wrapper class for AnimationState | |
| Class encapsulating a set of AnimationState objects | |
| A 'track' in an animation sequence, i.e | |
| Listener allowing you to override certain behaviour of a track, for example to drive animation procedurally | |
| Variant type that can hold Any other type | |
| Specialised Any class which has built in arithmetic operators, but can hold only types which support operator +,-,* and / | |
| Archive-handling class | |
| Abstract factory class, archive codec plugins can register concrete subclasses of this | |
| This class manages the available ArchiveFactory plugins | |
| This is an abstract node which cannot be broken down further | |
| This utility class is used to hold the information used to generate the matrices and other information required to automatically populate GpuProgramParameters | |
| A 3D box aligned with the x/y/z axes | |
| Specialises the SceneQuery class for querying within an axis aligned box | |
| Encapsulates the result of a background queue request | |
| Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) This implementation has the following advantages: Supports huge amount of instances per batch Supports skinning even with huge ammounts of instances per batch Doesn't need shader constants registers | |
| A billboard is a primitive which always faces the camera in every frame | |
| Allows the rendering of a chain of connected billboards | |
| Simple struct defining a chain segment by referencing a subset of the preallocated buffer (which will be mMaxElementsPerChain * mChainCount long), by it's chain index, and a head and tail value which describe the current chain | |
| Contains the data of an element of the BillboardChain | |
| Factory object for creating BillboardChain instances | |
| Specialisation of ParticleSystemRenderer to render particles using a BillboardSet | |
| Command object for accurate facing(see ParamCommand) | |
| Command object for billboard origin (see ParamCommand) | |
| Command object for billboard rotation type (see ParamCommand) | |
| Command object for billboard type (see ParamCommand) | |
| Command object for common direction (see ParamCommand) | |
| Command object for common up-vector (see ParamCommand) | |
| Command object for point rendering (see ParamCommand) | |
| Factory class for BillboardParticleRenderer | |
| A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other | |
| Sort by direction functor | |
| Sort by distance functor | |
| Factory object for creating BillboardSet instances | |
| Class for manipulating bit patterns | |
| A bone in a skeleton | |
| A specialisation of the PanelOverlayElement to provide a panel with a border | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Command object for specifying the Material for the border (see ParamCommand) | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Command object for specifying border sizes (see ParamCommand) | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Command object for specifying texture coordinates for the border (see ParamCommand) | |
| Factory for creating BorderPanelOverlayElement instances | |
| Class for rendering the border of a BorderPanelOverlayElement | |
| Structure used to define a box in a 3-D integer space | |
| This class manages the builtin translators | |
| A viewpoint from which the scene will be rendered | |
| Listener interface so you can be notified of Camera events | |
| Abstract class that defines a 'codec' | |
| Class representing colour | |
| Object representing one pass or operation in a composition sequence | |
| Inputs (for material used for rendering the quad) | |
| Object representing one render to a RenderTarget or Viewport in the Ogre Composition framework | |
| Base composition technique, can be subclassed in plugins | |
| Local texture definition | |
| Class representing a Compositor object | |
| Chain of compositor effects applying to one viewport | |
| Render queue listener used to set up rendering events | |
| An instance of a Compositor object for one Viewport | |
| Provides an interface to "listen in" to to render system operations executed by this CompositorInstance | |
| Specific render system operation | |
| Operation setup for a RenderTarget (collected) | |
| Interface for compositor logics, which can be automatically binded to compositors, allowing per-compositor logic (such as attaching a relevant listener) to happen automatically | |
| Class for managing Compositor settings for Ogre | |
| Defines the behaviour of an automatic renderer configuration dialog | |
| Class for quickly loading settings from a text file | |
| Concrete IteratorWrapper for const access to the underlying key-value container | |
| Predefined type | |
| Concrete IteratorWrapper for const access to the underlying container | |
| Predefined type | |
| Instances of this class 'control' the value of another object in the system | |
| Subclasses of this class are responsible for performing a function on an input value for a Controller | |
| Class for managing Controller instances | |
| Can either be used as an input or output value | |
| Holds a solid representation of a convex body | |
| Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes | |
| General purpose class used for encapsulating the reading and writing of data | |
| Codec specialized in loading DDS (Direct Draw Surface) images | |
| Default implementation of AxisAlignedBoxSceneQuery | |
| DefaultHardwareBufferManager as a Singleton | |
| Specialisation of HardwareBufferManagerBase to emulate hardware buffers | |
| Specialisation of HardwareCounterBuffer for emulation | |
| Specialisation of HardwareIndexBuffer for emulation | |
| Specialisation of HardwareUniformBuffer for emulation | |
| Specialisation of HardwareVertexBuffer for emulation | |
| Default implementation of IntersectionSceneQuery | |
| Default implementation of PlaneBoundedVolumeListSceneQuery | |
| Default implementation of RaySceneQuery | |
| Default scene manager | |
| Factory for default scene manager | |
| Implements default shadow camera setup | |
| Default implementation of SphereSceneQuery | |
| Implementation of a general purpose request / response style background work queue | |
| Base for a general purpose request / response style background work queue | |
| Thread function | |
| Intermediate structure to hold a pointer to a request handler which provides insurance against the handler itself being disconnected while the list remains unchanged | |
| Stream which compresses / uncompresses data using the 'deflate' compression algorithm | |
| Wrapper class which indicates a given angle value is in Degrees | |
| An abstract class that contains a depth/stencil buffer | |
| Level of detail strategy based on distance from camera to an object's bounding box | |
| Level of detail strategy based on distance from camera to an object's bounding sphere | |
| Level of detail strategy based on distance from camera | |
| DriverVersion is used by RenderSystemCapabilities and both GL and D3D9 to store the version of the current GPU driver | |
| Implementation of a dual quaternion, i.e | |
| Resource holding data about a dynamic library | |
| Manager for Dynamic-loading Libraries | |
| This class contains the information required to describe the edge connectivity of a given set of vertices and indexes | |
| Edge data | |
| A group of edges sharing the same vertex data | |
| Basic triangle structure | |
| General utility class for building edge lists for geometry | |
| A vertex can actually represent several vertices in the final model, because vertices along texture seams etc will have been duplicated | |
| A set of indexed geometry data | |
| Comparator for sorting geometries by vertex set | |
| Comparator for unique vertex list | |
| Specialisation of ZipArchiveFactory for embedded Zip files | |
| Defines an instance of a discrete, movable object based on a Mesh | |
| Nested class to allow entity shadows | |
| Factory object for creating Entity instances | |
| Struct containing information about a material LOD change event for entities | |
| Struct containing information about a mesh LOD change event for entities | |
| Class for displaying the error dialog if Ogre fails badly | |
| Codec specialized in loading ETC (Ericsson Texture Compression) images | |
| When thrown, provides information about an error that has occurred inside the engine | |
| Template struct which creates a distinct type for each exception code | |
| Class implementing dispatch methods in order to construct by-value exceptions of a derived type based just on an exception code | |
| IMPORTANT: Plugins must override default dictionary name! Base class that texture plugins derive from | |
| Singleton Class which handles the registering and control of texture plugins | |
| Abstract factory class | |
| Common subclass of DataStream for handling data from C-style file handles | |
| Information about a file/directory within the archive will be returned using a FileInfo struct | |
| Common subclass of DataStream for handling data from std::basic_istream | |
| Specialisation of the Archive class to allow reading of files from filesystem folders / directories | |
| Specialisation of ArchiveFactory for FileSystem files | |
| Provides methods to find out where the Ogre config files are stored and where logs and settings files should be written to | |
| Predefined controller value for setting a single floating- point value in a constant parameter of a vertex or fragment program | |
| Implements the uniform shadow mapping algorithm in focused mode | |
| Internal class holding a point list representation of a convex body | |
| Class representing a font in the system | |
| Command object for Font - see ParamCommand | |
| Command object for Font - see ParamCommand | |
| Command object for Font - see ParamCommand | |
| Command object for Font - see ParamCommand | |
| Command object for Font - see ParamCommand | |
| Information about the position and size of a glyph in a texture | |
| Manages Font resources, parsing .fontdef files and generally organising them | |
| Struct containing information about a frame event | |
| A interface class defining a listener which can be used to receive notifications of frame events | |
| Predefined controller value for getting the latest frame time | |
| Codec specialized in images loaded using FreeImage | |
| A frustum represents a pyramid, capped at the near and far end which is used to represent either a visible area or a projection area | |
| Information about predefined program constants | |
| Container struct to allow params to safely & update shared list of logical buffer assignments | |
| Structure recording the use of a physical buffer by a logical parameter index | |
| Struct collecting together the information for named constants | |
| Simple class for loading / saving GpuNamedConstants | |
| Defines a program which runs on the GPU such as a vertex or fragment program | |
| Command object - see ParamCommand | |
| Collects together the program parameters used for a GpuProgram | |
| Structure defining an auto constant that's available for use in a parameters object | |
| Structure recording the use of an automatic parameter | |
| This class makes the usage of a vertex and fragment programs (low-level or high-level), with a given set of parameters, explicit | |
| A group of manually updated parameters that are shared between many parameter sets | |
| This class records the usage of a set of shared parameters in a concrete set of GpuProgramParameters | |
| Page strategy which loads new pages based on a regular 2D grid | |
| Specialisation of PageStrategyData for Grid2DPageStrategy | |
| Page strategy which loads new pages based on a regular 3D grid | |
| Specialisation of PageStrategyData for Grid3DPageStrategy | |
| Abstract class defining common features of hardware buffers | |
| Abstract interface representing a 'licensee' of a hardware buffer copy | |
| Locking helper | |
| Singleton wrapper for hardware buffer manager | |
| Base definition of a hardware buffer manager | |
| Struct holding details of a license to use a temporary shared buffer | |
| Specialisation of HardwareBuffer for a counter buffer | |
| Shared pointer implementation used to share counter buffers | |
| Specialisation of HardwareBuffer for vertex index buffers, still abstract | |
| Shared pointer implementation used to share index buffers | |
| This is a abstract class that that provides the interface for the query class for hardware occlusion | |
| Specialisation of HardwareBuffer for a pixel buffer | |
| Shared pointer implementation used to share pixel buffers | |
| Specialisation of HardwareBuffer for a uniform buffer | |
| Shared pointer implementation used to share uniform buffers | |
| Specialisation of HardwareBuffer for a vertex buffer | |
| Shared pointer implementation used to share vertex buffers | |
| A hashed vector | |
| Abstract base class representing a high-level program (a vertex or fragment program) | |
| Interface definition for factories of HighLevelGpuProgram | |
| This ResourceManager manages high-level vertex and fragment programs | |
| Struct recording a pass which can be used for a specific illumination stage | |
| Class representing an image file | |
| Codec specialized in images | |
| Codec return class for images | |
| This abstract node represents an import statement | |
| Summary class collecting together index data source information | |
| InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived to implement different instancing techniques ( | |
| This is technique requires true instancing hardware support | |
| Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) and hardware instancing | |
| This is the same technique the old "InstancedGeometry" implementation used (with improvements) | |
| Pre-transforms and batches up meshes for efficient use as instanced geometry in a scene | |
| The details of a topological BatchInstance which is the highest level of partitioning for this class | |
| A GeometryBucket is a the lowest level bucket where geometry with the same vertex & index format is stored | |
| A LODBucket is a collection of smaller buckets with the same LOD | |
| A MaterialBucket is a collection of smaller buckets with the same Material (and implicitly the same LOD) | |
| Struct holding geometry optimised per SubMesh / LOD level, ready for copying to instances | |
| Structure recording a queued geometry for low level builds | |
| Structure recording a queued submesh for the build | |
| Saved link between SubMesh at a LOD and vertex/index data May point to original or optimised geometry | |
| This is the main starting point for the new instancing system | |
| Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another | |
| Alternative listener class for dealing with IntersectionSceneQuery | |
| Holds the results of an intersection scene query (pair values) | |
| Base for an iterator_range | |
| Basefunctionality for IteratorWrappers | |
| A key frame in an animation sequence defined by an AnimationTrack | |
| Class which manages blending of both colour and alpha components | |
| Representation of a dynamic light source in the scene | |
| Factory object for creating Light instances | |
| Link to another skeleton to share animations | |
| Implements the Light Space Perspective Shadow Mapping Algorithm | |
| Structure for automatic LOD configuration | |
| A interface class defining a listener which can be used to receive notifications of LOD events | |
| Strategy for determining level of detail | |
| Manager for LOD strategies | |
| Stream object which targets a log | |
| Simple type to indicate a flush of the stream to the log | |
| The log manager handles the creation and retrieval of logs for the application | |
| Class providing a much simplified interface to generating manual objects with custom geometry | |
| Built, renderable section of geometry | |
| Nested class to allow shadows | |
| Temporary vertex structure | |
| Factory object for creating ManualObject instances | |
| Interface describing a manual resource loader | |
| Concrete IteratorWrapper for nonconst access to the underlying key-value container | |
| Prepared IteratorWrapper for key-value container | |
| Predefined type | |
| Class encapsulates rendering properties of an object | |
| Class for managing Material settings for Ogre | |
| Listener on any general material events | |
| Struct for holding the script context while parsing | |
| Struct for holding a program definition which is in progress | |
| Class for serializing Materials to / from a .material script | |
| Class that allows listening in on the various stages of material serialization process | |
| Class to provide access to common mathematical functions | |
| This class is used to provide an external random value provider | |
| A 3x3 matrix which can represent rotations around axes | |
| Class encapsulating a standard 4x4 homogeneous matrix | |
| Common subclass of DataStream for handling data from chunks of memory | |
| Resource holding data about 3D mesh | |
| A way of recording the way each LODs is recorded this Mesh | |
| Handles the management of mesh resources | |
| Saved parameters used to (re)build a manual mesh built by this class | |
| Class for serialising mesh data to/from an OGRE .mesh file | |
| Internal implementation of Mesh reading / writing for the latest version of the .mesh format | |
| Class for providing backwards-compatibility for loading version 1.1 of the .mesh format | |
| Class for providing backwards-compatibility for loading version 1.2 of the .mesh format | |
| Class for providing backwards-compatibility for loading version 1.3 of the .mesh format | |
| Class for providing backwards-compatibility for loading version 1.4 of the .mesh format | |
| Class for providing backwards-compatibility for loading version 1.41 of the .mesh format | |
| Abstract class defining a movable object in a scene | |
| Listener which gets called back on MovableObject events | |
| Interface definition for a factory class which produces a certain kind of MovableObject, and can be registered with Root in order to allow all clients to produce new instances of this object, integrated with the standard Ogre processing | |
| Struct containing information about a LOD change event for movable objects | |
| Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply | |
| This class represents a render target that renders to multiple RenderTextures at once | |
| Utility class to generate a sequentially numbered series of names | |
| An allocation policy for use with AllocatedObject and STLAllocator, which aligns memory at a given boundary (which should be a power of 2) | |
| Non-templated utility class just to hide nedmalloc | |
| An allocation policy for use with AllocatedObject and STLAllocator | |
| An allocation policy for use with AllocatedObject and STLAllocator, which aligns memory at a given boundary (which should be a power of 2) | |
| Non-templated utility class just to hide nedmalloc | |
| An allocation policy for use with AllocatedObject and STLAllocator | |
| Class representing a general-purpose node an articulated scene graph | |
| Inner class for displaying debug renderable for Node | |
| Listener which gets called back on Node events | |
| Specialised AnimationTrack for dealing with node transforms | |
| Specialised AnimationTrack for dealing with generic animable values | |
| Specialised KeyFrame which stores any numeric value | |
| Provides numeric solvers for Ogre | |
| This specific abstract node represents a script object | |
| Utility class for provides optimised functions | |
| Represents a layer which is rendered on top of the 'normal' scene contents | |
| A 2D element which contains other OverlayElement instances | |
| Abstract definition of a 2D element to be displayed in an Overlay | |
| Defines the interface which all components wishing to supply OverlayElement subclasses must implement | |
| Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them | |
| Concrete impl | |
| This class simplify initialization / finalization of the overlay system | |
| Page class | |
| Structure for holding background page requests | |
| Interface definition for a unit of content within a page | |
| Definition of the interface for a collection of PageContent instances | |
| Define the interface to a factory class that will create subclasses of PageContentCollection | |
| Define the interface to a factory class that will create subclasses of PageContent | |
| This class represents a collection of pages which make up a world | |
| Represents a section of the PagedWorld which uses a given PageStrategy, and which is made up of a generally localised set of Page instances | |
| A factory class for creating types of world section | |
| The PageManager is the entry point through which you load all PagedWorld instances, and the place where PageStrategy instances and factory classes are registered to customise the paging behaviour | |
| Abstract class that can be implemented by the user application to provide a way to retrieve or generate page data from a source of their choosing | |
| Defines the interface to a strategy class which is responsible for deciding when Page instances are requested for addition and removal from the paging system | |
| Abstract marker class representing the data held against the PagedWorldSection which is specifically used by the PageStrategy | |
| OverlayElement representing a flat, single-material (or transparent) panel which can contain other elements | |
| Command object for specifying tiling (see ParamCommand) | |
| Command object for specifying transparency (see ParamCommand) | |
| Command object for specifying UV coordinates (see ParamCommand) | |
| Factory for creating PanelOverlayElement instances | |
| Abstract class which is command object which gets/sets parameters | |
| Class to hold a dictionary of parameters for a single class | |
| Definition of a parameter supported by a StringInterface class, for introspection | |
| Class representing a single particle instance | |
| Abstract class defining the interface to be implemented by particle affectors | |
| Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses | |
| Abstract class defining the interface to be implemented by particle emitters | |
| Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses | |
| Convenience class to make it easy to step through all particles in a ParticleSystem | |
| Class defining particle system based special effects | |
| Command object for cull_each (see ParamCommand) | |
| Command object for emittedEmitterQuota (see ParamCommand) | |
| Command object for particle_height (see ParamCommand) | |
| Command object for iteration interval(see ParamCommand) | |
| Command object for local space (see ParamCommand) | |
| Command object for material (see ParamCommand) | |
| Command object for nonvisible timeout (see ParamCommand) | |
| Command object for quota (see ParamCommand) | |
| Command object for renderer (see ParamCommand) | |
| Command object for sorting (see ParamCommand) | |
| Command object for particle_width (see ParamCommand) | |
| Sort by direction functor | |
| Sort by distance functor | |
| Factory object for creating ParticleSystem instances | |
| Manages particle systems, particle system scripts (templates) and the available emitter & affector factories | |
| Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances | |
| Abstract class definition of a factory object for ParticleSystemRenderer | |
| Abstract class containing any additional data required to be associated with a particle to perform the required rendering | |
| Class defining a single pass of a Technique (of a Material), i.e | |
| Definition of a functor for calculating the hashcode of a Pass | |
| Predefined controller function which just passes through the original source directly to dest | |
| Patch specialisation of Mesh | |
| A surface which is defined by curves of some kind to form a patch, e.g | |
| A primitive describing a volume (3D), image (2D) or line (1D) of pixels in memory | |
| Abstract base class for level of detail strategy based on pixel count approximations from bounding sphere projection | |
| A record that describes a pixel format in detail | |
| Some utility functions for packing and unpacking pixel data | |
| Defines a plane in 3D space | |
| Represents a convex volume bounded by planes | |
| Specialises the SceneQuery class for querying within a plane-bounded volume | |
| Implements the plane optimal shadow camera algorithm | |
| Class which provides the run-time platform information Ogre runs on | |
| Class defining a generic OGRE plugin | |
| Request data structure | |
| Injects the output of a request to the mesh in a thread safe way | |
| Processes requests | |
| The class represents a polygon in 3D space | |
| Template class describing a simple pool of items | |
| A pose is a linked set of vertex offsets applying to one set of vertex data | |
| A factory class that can create various mesh prefabs | |
| An individual profile that will be processed by the Profiler | |
| Represents the total timing information of a profile since profiles can be called more than once each frame | |
| Represents a history of each profile during the duration of the app | |
| Represents an individual profile call | |
| The profiler allows you to measure the performance of your code | |
| ProfileSessionListener should be used to visualize profile results | |
| Improved version of ProgressiveMesh | |
| Property instance with passthrough calls to a given object | |
| This abstract node represents a script property | |
| Base interface for an instance of a property | |
| Definition of a property of an object | |
| Defines a complete set of properties for a single object instance | |
| A simple structure designed just as a holder of property values between the instances of objects they might target | |
| Parallel Split Shadow Map (PSSM) shadow camera setup | |
| Codec specialized in loading PVRTC (PowerVR) images | |
| Implementation of a Quaternion, i.e | |
| Creates a request for the worker | |
| Lowest level collection of renderables | |
| Comparator to order objects by descending camera distance | |
| Comparator to order pass groups | |
| Functor for descending sort value 2 for radix sort (distance) | |
| Functor for accessing sort value 1 for radix sort (Pass) | |
| Visitor interface for items in a QueuedRenderableCollection | |
| Wrapper class which indicates a given angle value is in Radians | |
| Class for performing a radix sort (fast comparison-less sort based on byte value) on various standard STL containers | |
| Representation of a ray in space, i.e | |
| Specialises the SceneQuery class for querying along a ray | |
| Alternative listener class for dealing with RaySceneQuery | |
| This struct allows a single comparison of result data no matter what the type | |
| Allows the rendering of a simple 2D rectangle This class renders a simple 2D rectangle; this rectangle has no depth and therefore is best used with specific render queue and depth settings, like RENDER_QUEUE_BACKGROUND and 'depth_write off' for backdrops, and RENDER_QUEUE_OVERLAY and 'depth_check off' for fullscreen quads | |
| Abstract class defining a query which returns single results from a region | |
| Abstract class defining the interface all renderable objects must implement | |
| An internal class that should be used only by a render system for internal use | |
| Visitor object that can be used to iterate over a collection of Renderable instances abstractly | |
| Struct associating a single Pass with a single Renderable | |
| Abstract interface which classes must implement if they wish to receive events from the scene manager when single object is about to be rendered | |
| 'New' rendering operation using vertex buffers | |
| Collection of renderables by priority | |
| Class to manage the scene object rendering queue | |
| Class to listen in on items being added to the render queue | |
| A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer | |
| Class representing the invocation of queue groups in a RenderQueue | |
| Class to hold a linear sequence of RenderQueueInvocation objects | |
| Abstract interface which classes must implement if they wish to receive events from the render queue | |
| Defines the functionality of a 3D API | |
| Defines a listener on the custom events that this render system can raise | |
| Singleton class for storing the capabilities of the graphics card | |
| Class for managing RenderSystemCapabilities database for Ogre | |
| Class for serializing RenderSystemCapabilities to / from a .rendercaps script | |
| A 'canvas' which can receive the results of a rendering operation | |
| RenderSystem specific interface for a RenderTarget; this should be subclassed by RenderSystems | |
| Struct containing information about a RenderTarget event | |
| A interface class defining a listener which can be used to receive notifications of RenderTarget events | |
| Struct containing information about a RenderTarget Viewport-specific event | |
| This class represents a RenderTarget that renders to a Texture | |
| An object which renders geometry to a vertex | |
| Manages the target rendering window | |
| Render window creation parameters | |
| Abstract class representing a loadable resource (e.g | |
| This class is used to perform Resource operations in a background thread | |
| This abstract listener interface lets you get notifications of completed background processes instead of having to poll ticket statuses | |
| Encapsulates a queued request for the background queue | |
| Struct that holds details of queued notifications | |
| This abstract class defines an interface which is called back during resource group loading to indicate the progress of the load | |
| This singleton class manages the list of resource groups, and notifying the various resource managers of their obligations to load / unload resources in a group | |
| Nested struct defining a resource declaration | |
| Resource group entry | |
| Resource location entry | |
| Defines a generic resource handler | |
| Definition of a pool of resources, which users can use to reuse similar resources many times without destroying and recreating them | |
| Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances | |
| Factory object for creating RibbonTrail instances | |
| The root class of the Ogre system | |
| This class interpolates orientations (rotations) along a spline using derivatives of quaternions | |
| Predefined controller function which simply scales an input to an output value | |
| Manages the organisation and rendering of a 'scene' i.e | |
| Struct for caching light clipping information for re-use in a frame | |
| Cached light information, used to tracking light's changes | |
| Comparator for sorting lights relative to a point | |
| Default sorting routine which sorts lights which cast shadows to the front of a list, sub-sorting by distance | |
| Class that allows listening in on the various stages of SceneManager processing, so that custom behaviour can be implemented from outside | |
| Comparator for material map, for sorting materials into render order (e.g | |
| Simple structure to hold MovableObject map and a mutex to go with it | |
| Inner helper class to implement the visitor pattern for rendering objects in a queue | |
| Inner class to use as callback for shadow caster scene query | |
| Enumerates the SceneManager classes available to applications | |
| Class which will create instances of a given SceneManager | |
| Structure containing information about a scene manager | |
| Class representing a node in the scene graph | |
| A class for performing queries on a scene | |
| Represents part of the world geometry that is a result of a SceneQuery | |
| This optional class allows you to receive per-result callbacks from SceneQuery executions instead of a single set of consolidated results | |
| Holds the results of a scene query | |
| This is the main class for the compiler | |
| This struct is a base class for events which can be thrown by the compilers and caught by subscribers | |
| This is a listener for the compiler | |
| Manages threaded compilation of scripts | |
| Abstract class defining the interface used by classes which wish to perform script loading to define instances of whatever they manage | |
| This struct represents a token, which is an ID'd lexeme from the parsing input stream | |
| This class translates script AST (abstract syntax tree) into Ogre resources | |
| The ScriptTranslatorManager manages the lifetime and access to script translators | |
| Generic class for serialising data to / from binary stream-based files | |
| This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures | |
| This class defines the interface that must be implemented by shadow casters | |
| Class which represents the renderable aspects of a set of shadow volume faces | |
| Structure containing the configuration for one shadow texture | |
| Class to manage the available shadow textures which may be shared between many SceneManager instances if formats agree | |
| Static class containing source for vertex programs for extruding shadow volumes | |
| Reference-counted shared pointer, used for objects where implicit destruction is required | |
| Specialisation of PageContentCollection which just provides a simple list of PageContent instances | |
| Factory class for SimplePageContentCollection | |
| Simple implementation of MovableObject and Renderable for single-part custom objects | |
| A very simple spline class which implements the Catmull-Rom class of splines | |
| Template class for creating single-instance global classes | |
| A collection of Bone objects used to animate a skinned mesh | |
| A SkeletonInstance is a single instance of a Skeleton used by a world object | |
| Handles the management of skeleton resources | |
| Class for serialising skeleton data to/from an OGRE .skeleton file | |
| SmallVector - This is a 'vector' (really, a variable-sized array), optimized for the case when the array is small | |
| Specialize SmallVector at N=0 | |
| SmallVectorBase - This is all the non-templated stuff common to all SmallVectors | |
| SmallVectorImpl - This class consists of common code factored out of the SmallVector class to reduce code duplication based on the SmallVector 'N' template parameter | |
| SmallVectorTemplateBase<isPodLike = false> - This is where we put method implementations that are designed to work with non-POD-like T's | |
| SmallVectorTemplateBase<isPodLike = true> - This is where we put method implementations that are designed to work with POD-like T's | |
| A sphere primitive, mostly used for bounds checking | |
| Specialises the SceneQuery class for querying within a sphere | |
| Template version of cache based on static array | |
| Collects a group of static i.e | |
| Pre-transforms and batches up meshes for efficient use as static geometry in a scene | |
| A GeometryBucket is a the lowest level bucket where geometry with the same vertex & index format is stored | |
| A LODBucket is a collection of smaller buckets with the same LOD | |
| Nested class to allow shadows | |
| A MaterialBucket is a collection of smaller buckets with the same Material (and implicitly the same LOD) | |
| Struct holding geometry optimised per SubMesh / LOD level, ready for copying to instances | |
| Structure recording a queued geometry for low level builds | |
| Structure recording a queued submesh for the build | |
| The details of a topological region which is the highest level of partitioning for this class | |
| Saved link between SubMesh at a LOD and vertex/index data May point to original or optimised geometry | |
| A "standard" allocation policy for use with AllocatedObject and STLAllocator, which aligns memory at a given boundary (which should be a power of 2) | |
| A "standard" allocation policy for use with AllocatedObject and STLAllocator | |
| Standard rebind mechanism | |
| Wrapper class for operating as an STL container allocator | |
| Utility class providing helper methods for reading / writing structured data held in a DataStream | |
| Definition of a chunk of data in a file | |
| Class for converting the core Ogre data types to/from Strings | |
| Class defining the common interface which classes can use to present a reflection-style, self-defining parameter set to callers | |
| Utility class for manipulating Strings | |
| Utility class which defines the sub-parts of an Entity | |
| Defines a part of a complete mesh | |
| A tagged point on a skeleton, which can be used to attach entities to on specific other entities | |
| Class for calculating a tangent space basis | |
| Information about a remapped index | |
| The result of having built a tangent space basis | |
| Class representing an approach to rendering this particular Material | |
| Rule controlling whether technique is deemed supported based on GPU device name | |
| Rule controlling whether technique is deemed supported based on GPU vendor | |
| Structure for recording the use of temporary blend buffers | |
| The main containing class for a chunk of terrain | |
| Standard implementation of a buffer allocator which re-uses buffers | |
| A data holder for communicating with the background derived data update | |
| A data holder for communicating with the background derived data update | |
| A data holder for communicating with the background GetMaterial | |
| Interface used to by the Terrain instance to allocate GPU buffers | |
| Structure encapsulating import data that you may use to bootstrap the terrain without loading from a native data stream | |
| An instance of a layer, with specific texture names | |
| Terrain automatic LOD loading | |
| Class implementing TerrainAutoUpdateLod interface | |
| Options class which just stores default options for the terrain | |
| Helper class to assist you in managing multiple terrain instances that are connected to each other | |
| Structure for holding the load request | |
| Result from a terrain ray intersection with the terrain group | |
| Slot for a terrain instance, together with its definition | |
| Definition of how to populate a 'slot' in the terrain group | |
| Class exposing an interface to a blend map for a given layer | |
| The definition of the information each layer will contain in this terrain | |
| Description of a sampler that will be used with each layer | |
| Information about one element of a sampler / texture within a layer | |
| Terrain LOD data manager | |
| Class that provides functionality to generate materials for use with a terrain | |
| Inner class which should also be subclassed to provide profile-specific material generation | |
| A TerrainMaterialGenerator which can cope with normal mapped, specular mapped terrain | |
| Shader model 2 profile target | |
| Interface definition for helper class to generate shaders | |
| Utility class to help with generating shaders for Cg / HLSL | |
| Utility class to help with generating shaders for GLSL | |
| Utility class to help with generating shaders for GLSL ES | |
| A world section which includes paged terrain | |
| This class is the 'core' class for paging terrain, that will integrate with the larger paging system and provide the appropriate utility classes required | |
| A node in a quad tree used to store a patch of terrain | |
| MovableObject implementation to provide the hook to the scene | |
| Hook to the render queue | |
| Predefined controller value for getting / setting a texture coordinate modifications (scales and translates) | |
| This class implements an overlay element which contains simple unformatted text | |
| Command object for setting the alignment | |
| Command object for setting the caption | |
| Command object for setting the char height | |
| Command object for setting the constant colour | |
| Command object for setting the bottom colour | |
| Command object for setting the top colour | |
| Command object for setting the caption | |
| Command object for setting the width of a space | |
| Factory for creating TextAreaOverlayElement instances | |
| Abstract class representing a Texture resource | |
| Predefined controller value for getting / setting the frame number of a texture layer | |
| Class for loading & managing textures | |
| Class representing the state of a single texture unit during a Pass of a Technique, of a Material | |
| Internal structure defining a texture effect | |
| Texture addressing mode for each texture coordinate | |
| Time index object used to search keyframe at the given position | |
| Timer class | |
| Specialised KeyFrame which stores a full transform | |
| Specialisation of HighLevelGpuProgram which just delegates its implementation to one other high level program, allowing a single program definition to represent one supported program from a number of options | |
| Command object for setting delegate (can set more than once) | |
| Factory class for Unified programs | |
| Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes | |
| Internal class that uses as data storage container | |
| This abstract node represents a variable assignment | |
| Standard 2-dimensional vector | |
| Standard 3-dimensional vector | |
| 4-dimensional homogeneous vector | |
| Concrete IteratorWrapper for nonconst access to the underlying container | |
| Prepared IteratorWrapper for container like std::vector | |
| Predefined type | |
| Specialised AnimationTrack for dealing with changing vertex position information | |
| Records the assignment of a single vertex to a single bone with the corresponding weight | |
| Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements | |
| Vertex cache profiler | |
| Summary class collecting together vertex source information | |
| Struct used to hold hardware morph / pose vertex data information | |
| This class declares the format of a set of vertex inputs, which can be issued to the rendering API through a RenderOperation | |
| This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaration | |
| Specialised KeyFrame which stores absolute vertex positions for a complete buffer, designed to be interpolated with other keys in the same track | |
| Specialised KeyFrame which references a Mesh::Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose | |
| Reference to a pose at a given influence level | |
| Structure for holding a position & orientation pair | |
| An abstraction of a viewport, i.e | |
| Listener interface so you can be notified of Viewport changes | |
| Structure collecting together information about the visible objects that have been discovered in a scene | |
| Predefined controller function based on a waveform | |
| Allows the rendering of a wireframe bounding box | |
| Interface to a general purpose request / response style background work queue | |
| General purpose request structure | |
| Interface definition for a handler of requests | |
| General purpose response structure | |
| Interface definition for a handler of responses | |
| Specialisation of the Archive class to allow reading of files from a zip format source archive | |
| Specialisation of ArchiveFactory for Zip files | |
| Specialisation of DataStream to handle streaming data from zip archives | |
Copyright © 2012 Torus Knot Software Ltd

This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Fri Mar 28 2014 06:34:45