Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
▼Nignition | |
►Nrendering | Rendering classes and function useful in robot applications |
CArrowVisual | Represents a arrow composite visual |
CAxisVisual | Represents a axis composite visual |
CBaseArrowVisual | |
CBaseAxisVisual | |
CBaseCamera | |
CBaseCompositeStore | |
CBaseDepthCamera | |
CBaseDirectionalLight | |
CBaseGaussianNoisePass | Base Gaussian noise render pass |
CBaseGeometry | |
CBaseGeometryStore | |
CBaseGizmoVisual | A base implementation of the GizmoVisual class |
CBaseGpuRays | |
CBaseGrid | Base implementation of a grid geometry |
CBaseLight | |
CBaseLightStore | |
CBaseMap | |
CBaseMarker | Base implementation of a Marker geometry |
CBaseMaterial | |
CBaseMaterialMap | |
CBaseMesh | |
CBaseNode | |
CBaseNodeCompositeStore | |
CBaseNodeStore | |
CBaseObject | |
CBasePointLight | |
CBaseRayQuery | A Ray Query class used for computing ray object intersections |
CBaseRenderEngine | |
CBaseRenderPass | Base render pass that can be applied to a render target |
CBaseRenderTarget | |
CBaseRenderTexture | |
CBaseRenderWindow | |
CBaseScene | |
CBaseSceneStore | |
CBaseSensor | |
CBaseSensorStore | |
CBaseSpotLight | |
CBaseStore | |
CBaseStoreWrapper | |
CBaseSubMesh | |
CBaseSubMeshStore | |
CBaseText | Base implementation of a text geometry |
CBaseThermalCamera | Base implementation of the ThermalCamera class |
CBaseVisual | |
CBaseVisualStore | |
CCamera | Posable camera used for rendering the scene graph |
CCompositeStore | Represents a collection of Store objects, collectively working as a single composite store |
CCompositeVisual | Represents a predefined collection of geometries and visuals |
CDepthCamera | |
CDirectionalLight | Represents a infinite directional light |
CGaussianNoisePass | A render pass that applies Gaussian noise to the render target |
CGeometry | Represents a geometric shape to be rendered |
CGizmoVisual | A gizmo that contains rotate, translate, and scale visuals |
CGpuRays | Generate depth ray data |
CGrid | Represents a grid geometry drawn along the XY plane. If vertical cell count is specified then the grid becomes 3D |
CImage | Encapsulates a raw image buffer and relevant properties |
CLight | Represents a light source in the scene graph |
CMap | Storage map from std::string to template class T |
CMarker | A marker geometry class. The marker's visual appearance is based on the marker type specified |
CMaterial | Represents a surface material of a Geometry |
CMesh | Represents a collection of mesh geometries |
CMeshDescriptor | Describes how a Mesh should be loaded |
CMoveToHelper | Helper class for animating a user camera to move to a target entity |
CNode | Represents a single posable node in the scene graph |
CObject | Represents an object present in the scene graph. This includes sub-meshes, materials, render targets, as well as posable nodes |
COgre2ArrowVisual | |
COgre2AxisVisual | |
COgre2Camera | Ogre2.x implementation of the camera class |
COgre2Conversions | Conversions Conversions.hh rendering/Conversions.hh |
COgre2DepthCamera | Depth camera used to render depth data into an image buffer |
COgre2DirectionalLight | Ogre 2.x implementation of the directional light class |
COgre2DynamicRenderable | Dynamic renderable class that manages hardware buffers for a dynamic geometry |
COgre2GaussianNoisePass | Ogre2 Implementation of a Gaussian noise render pass |
COgre2Geometry | Ogre2.x implementation of the geometry class |
COgre2GizmoVisual | |
COgre2GpuRays | Gpu Rays used to render range data into an image buffer The ogre2 implementation takes a 2 pass process to generate the final range data. 1st Pass: Creates a cubemap of range data. The cubemap is created from six cameras looking in all directions. Depending on the min/max angles specified, not all cameras need to be created. Internally in the 1st pass shaders, we reconstruct 3d viewspace pos from depth buffer data then convert them into ranges, i.e. length(pos.xyz). 2nd Pass: Samples range data from cubemap using predefined rays. The rays are generated based on the specified vertical and horizontal min/max angles and no. of samples. Each ray is a direction vector that is used to sample/lookup the range data stored in the faces of the cubemap |
COgre2Grid | Ogre2 implementation of a grid geometry |
COgre2Light | Ogre 2.x implementation of the light class |
COgre2Marker | Ogre 2.x implementation of a marker geometry |
COgre2Material | Ogre 2.x implementation of the material class |
COgre2MaterialSwitcher | Helper class to assign unique colors to renderables |
COgre2Mesh | Ogre2.x implementation of the mesh class |
COgre2MeshFactory | Ogre2.x implementation of the mesh factory class |
COgre2Node | Ogre2.x implementation of the Node class |
COgre2Object | Ogre2.x implementation of the Object class |
COgre2PointLight | Ogre 2.x implementation of the point light class |
COgre2RayQuery | A Ray Query class used for computing ray object intersections |
COgre2RenderEngine | Ogre2 render engine class. A singleton class that manages the underlying ogre2 render engine, loads its plugins, and creates resources needed for the engine to run |
COgre2RenderEnginePlugin | Plugin for loading ogre render engine |
COgre2RenderPass | Ogre2 Implementation of a render pass |
COgre2RenderTarget | Ogre2.x implementation of the render target class |
COgre2RenderTargetMaterial | Causes all objects in a scene to be rendered with the same material when rendered by a given RenderTarget |
COgre2RenderTexture | Ogre2.x implementation of the render texture class |
COgre2RenderWindow | Ogre2.x implementation of the render window class |
COgre2Scene | Ogre2.x implementation of the scene class |
COgre2SelectionBuffer | Generates a selection buffer object for a given camera. The selection buffer is used of entity selection. On setup, a unique color is assigned to each entity. Whenever a selection request is made, the selection buffer camera renders to a 1x1 sized offscreen buffer. The color value of that pixel gives the identity of the entity |
COgre2Sensor | Ogre2.x implementation of the sensor classs |
COgre2SpotLight | Ogre 2.x implementation of the spot light class |
COgre2SubMesh | Ogre2.x implementation of the submesh class |
COgre2SubMeshStoreFactory | Ogre2.x implementation of a submesh store factory class |
COgre2ThermalCamera | Thermal camera used to render thermal data into an image buffer |
COgre2Visual | Ogre2.x implementation of the visual class |
COgreArrowVisual | |
COgreAxisVisual | |
COgreCamera | |
COgreConversions | Conversions Conversions.hh rendering/Conversions.hh |
COgreDepthCamera | Depth camera used to render depth data into an image buffer |
COgreDirectionalLight | |
COgreDynamicLines | Class for drawing lines that can change |
COgreDynamicRenderable | Abstract base class providing mechanisms for dynamically growing hardware buffers |
COgreGaussianNoisePass | Ogre implementation of the GaussianNoisePass class |
COgreGeometry | |
COgreGizmoVisual | |
COgreGpuRays | Gpu Rays used to render depth data into an image buffer |
COgreGrid | Ogre implementation of a grid geometry |
COgreLight | |
COgreMarker | Ogre implementation of a marker geometry |
COgreMaterial | |
COgreMaterialSwitcher | Helper class to assign unique colors to renderables |
COgreMesh | |
COgreMeshFactory | |
COgreNode | |
COgreObject | |
COgrePointLight | |
COgreRayQuery | A Ray Query class used for computing ray object intersections |
COgreRenderEngine | |
COgreRenderEnginePlugin | Plugin for loading ogre render engine |
COgreRenderPass | Ogre implementation of the RenderPass class |
COgreRenderTarget | |
COgreRenderTargetMaterial | Causes all objects in a scene to be rendered with the same material when rendered by a given RenderTarget |
COgreRenderTexture | |
COgreRenderWindow | |
COgreRTShaderSystem | Implements Ogre's Run-Time Shader system |
COgreScene | |
COgreSelectionBuffer | Generates a selection buffer object for a given camera. The selection buffer is used of entity selection. On setup, a unique color is assigned to each entity. Whenever a selection request is made, the selection buffer camera renders to a 1x1 sized offscreen buffer. The color value of that pixel gives the identity of the entity |
COgreSensor | |
COgreSpotLight | |
COgreSubMesh | |
COgreSubMeshStoreFactory | |
COgreText | Ogre implementation of text geometry |
COgreThermalCamera | Depth camera used to render thermal data into an image buffer |
COgreVisual | |
COrbitViewController | A camera view controller |
CPixelUtil | Provides supporting functions for PixelFormat enum |
CPointLight | Represents a point light |
CRayQuery | A Ray Query class used for computing ray object intersections |
CRayQueryResult | A class that stores ray query intersection results |
CRenderEngine | An abstract interface to a concrete render-engine. A RenderEngine is responsible for initializing a render-engine as well as creating, storing, and destroying scenes |
CRenderEngineManager | Collection of render-engines. This provides access to all the render-engines available at runtime. RenderEngine objects should not be access directly, but instead via the RenderEngineManager to maintain a flexible render-engine agnostic design |
CRenderEnginePlugin | Base plugin class for render engines |
CRenderPass | A render pass can be added to a camera to affect how the scene is rendered. It can be used to add post-processing effects. Multiple passes can be chained together |
CRenderPassFactory | A factory interface for creating render passes |
CRenderPassSystem | A class for creating and managing render passes |
CRenderTarget | Represents a render-target to which cameras can render images |
CRenderTexture | Represents a off-screen render-texture to which cameras can render images |
CRenderWindow | Represents a on-screen render-window to which cameras can render images |
CScene | Manages a single scene-graph. This class updates scene-wide properties and holds the root scene node. A Scene also serves as a factory for all scene objects |
CSensor | Represents a scene sensor. The most obvious example is a camera, but it can be anything that generates output from the scene |
CShaderParam | Variant type that holds params that can be passed to a shader |
CShaderParams | Map that holds params to be passed to a shader |
CShaderUtil | Provides supporting functions for ShaderType enum |
CSpotLight | Represents a spotlight |
CStore | Multi-access storage structure of template class T. Template class T is expected to have functions GetId, GetName(), Destroy() which return unsigned int, std::string, and void respectively. This store will ensure that each element's name and ID are unique |
CStoreWrapper | Simple wrapper class that allows a Store of type Derived to be treated as a Store of type Base, where Derived is some class derived from Base. This is useful in storing Stores of different derived types in a single CompositeStore instance |
CSubMesh | Represents a single mesh geometry |
CText | Represents a billboard text geometry that is always facing the camera |
CThermalCamera | Thermal camera that produces temperature data. An object's temperature can be set through the Visual class using SetUserData with the key "temperature". Ambient temperature is returned for object that do not have this property set. Note that temperature variations for the environment and objects can be set using the Set*Range functions in this class. For simplicity, the variations are modeled as a function of depth (which is not how a real thermal sensor works). Ideally we support heatmaps for visuals in order to produce more realistic temperature output |
CTransformController | An transform tool for translating, rotating, and scaling objects |
CViewController | A camera view controller |
CVisual | Represents a visual node in a scene graph. A Visual is the only node that can have Geometry and other Visual children |
▼NOgre |