SceneObject Class Reference

#include <SceneObject.h>

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List of all members.

Public Member Functions

 SceneObject ()
 SceneObject (Object &obj_in)
 ~SceneObject ()
void calculateBoneMap (BoneSet *bones)
void calculateBoneMap ()
void control (int controllerId, int motionId, float value)
float read_control (int controllerId, int motionId)
std::vector< SectorLoc > & getSectorRef ()
void bind (Object &obj_in)
void bindChild (SceneObject &sceneobj_in)
void bindParent (SceneObject &sceneObj_in)
bool hasParent ()
virtual void render (Shader &renderer, int stage, bool initShadowMatrix=false, bool no_pivot=false, bool no_scale=false)
virtual void calcVisibility (const XYZ &camPosition, FRUSTUM &frustum)
void transformBegin ()
void transformEnd ()
void transformReverseBegin ()
void transformReverseEnd ()
ObjectControllercontroller ()
void shadowSelf (bool state)
bool shadowSelf ()
void shadowCast (bool state)
bool shadowCast ()
void shadowReceive (bool state)
bool shadowReceive ()
void visible (bool state)
bool visible ()
void setCollisionMap (Object *objMap=NULL)
void compileSphereMap (float nominal_rad)
void buildVertexLightMap ()
void calcVertexLightMap (Shader &renderer)
bool aabbIntersect (XYZ &aabbMin1_in, XYZ &aabbMax1_in, XYZ &aabbMin2_in, XYZ &aabbMax2_in, XYZ &aabbMinI_out, XYZ &aabbMaxI_out)
bool getAABB (XYZ &aabbMin_out, XYZ &aabbMax_out)
void getLastAABB (XYZ &aabbMin_out, XYZ &aabbMax_out)

Public Attributes

ObjectController objController
std::vector< SceneObject * > children
std::vector< SectorLocsectorRef
SceneObjectparent
CollisionMapcmap
Objectobj
BoneSetbones
BITSETsegmentMask
std::map< cvrIndex, std::map
< cvrIndex, std::set< cvrIndex >
,ltindex >, ltindex
bone_map
bool shadow_self
bool shadow_cast
bool shadow_receive
bool isvisible
bool active
XYZ center
bool trans_init
bool hasVisibility
XYZ aabbMin
XYZ aabbMax
XYZ aabbMin_last
XYZ aabbMax_last
ParticleSystempsys
std::vector< ParticleEmitter * > psys_emitters
va_rgbdynamic_colors


Constructor & Destructor Documentation

SceneObject::SceneObject (  ) 

SceneObject::SceneObject ( Object obj_in  ) 

SceneObject::~SceneObject (  ) 


Member Function Documentation

void SceneObject::calculateBoneMap ( BoneSet bones  ) 

void SceneObject::calculateBoneMap (  )  [inline]

void SceneObject::control ( int  controllerId,
int  motionId,
float  value 
) [virtual]

Implements Controllable.

float SceneObject::read_control ( int  controllerId,
int  motionId 
) [virtual]

Reimplemented from Controllable.

std::vector<SectorLoc>& SceneObject::getSectorRef (  ) 

void SceneObject::bind ( Object obj_in  ) 

Reimplemented in SoftSceneObject.

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void SceneObject::bindChild ( SceneObject sceneobj_in  ) 

Reimplemented in RigidSceneObject.

void SceneObject::bindParent ( SceneObject sceneObj_in  ) 

Reimplemented in RigidSceneObject.

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bool SceneObject::hasParent (  ) 

Reimplemented in RigidSceneObject.

void SceneObject::render ( Shader renderer,
int  stage,
bool  initShadowMatrix = false,
bool  no_pivot = false,
bool  no_scale = false 
) [virtual]

Reimplemented in RigidSceneObject, SoftSceneObject, and Vehicle.

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void SceneObject::calcVisibility ( const XYZ camPosition,
FRUSTUM frustum 
) [virtual]

Reimplemented from SceneObjectCore.

Reimplemented in BSPSceneObject.

void SceneObject::transformBegin (  ) 

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void SceneObject::transformEnd (  ) 

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void SceneObject::transformReverseBegin (  ) 

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void SceneObject::transformReverseEnd (  ) 

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ObjectController & SceneObject::controller (  ) 

void SceneObject::shadowSelf ( bool  state  )  [inline]

bool SceneObject::shadowSelf (  )  [inline]

void SceneObject::shadowCast ( bool  state  )  [inline]

bool SceneObject::shadowCast (  )  [inline]

void SceneObject::shadowReceive ( bool  state  )  [inline]

bool SceneObject::shadowReceive (  )  [inline]

void SceneObject::visible ( bool  state  )  [inline]

bool SceneObject::visible (  )  [inline]

void SceneObject::setCollisionMap ( Object objMap = NULL  ) 

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void SceneObject::compileSphereMap ( float  nominal_rad  ) 

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void SceneObject::buildVertexLightMap (  ) 

void SceneObject::calcVertexLightMap ( Shader renderer  ) 

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bool SceneObject::aabbIntersect ( XYZ aabbMin1_in,
XYZ aabbMax1_in,
XYZ aabbMin2_in,
XYZ aabbMax2_in,
XYZ aabbMinI_out,
XYZ aabbMaxI_out 
)

bool SceneObject::getAABB ( XYZ aabbMin_out,
XYZ aabbMax_out 
)

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void SceneObject::getLastAABB ( XYZ aabbMin_out,
XYZ aabbMax_out 
) [inline]


Member Data Documentation

std::map<cvrIndex, std::map<cvrIndex, std::set<cvrIndex> ,ltindex>, ltindex> SceneObject::bone_map


The documentation for this class was generated from the following files:

Generated on Thu Mar 19 19:35:48 2009 for CubicVR by  doxygen 1.5.6