#include <SceneObject.h>


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 () |
| ObjectController & | controller () |
| 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< SectorLoc > | sectorRef |
| SceneObject * | parent |
| CollisionMap * | cmap |
| Object * | obj |
| BoneSet * | bones |
| BITSET * | segmentMask |
| 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 |
| ParticleSystem * | psys |
| std::vector< ParticleEmitter * > | psys_emitters |
| va_rgb * | dynamic_colors |
| SceneObject::SceneObject | ( | ) |
| SceneObject::SceneObject | ( | Object & | obj_in | ) |
| SceneObject::~SceneObject | ( | ) |
| 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 | ) |
| void SceneObject::bindChild | ( | SceneObject & | sceneobj_in | ) |
Reimplemented in RigidSceneObject.
| void SceneObject::bindParent | ( | SceneObject & | sceneObj_in | ) |
| 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.

| void SceneObject::transformBegin | ( | ) |

| void SceneObject::transformEnd | ( | ) |

| void SceneObject::transformReverseBegin | ( | ) |

| void SceneObject::transformReverseEnd | ( | ) |

| 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 |
) |

| void SceneObject::compileSphereMap | ( | float | nominal_rad | ) |

| void SceneObject::buildVertexLightMap | ( | ) |
| void SceneObject::calcVertexLightMap | ( | Shader & | renderer | ) |

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

| std::vector<SceneObject *> SceneObject::children |
| std::vector<SectorLoc> SceneObject::sectorRef |
| std::map<cvrIndex, std::map<cvrIndex, std::set<cvrIndex> ,ltindex>, ltindex> SceneObject::bone_map |
| bool SceneObject::active |
| std::vector<ParticleEmitter *> SceneObject::psys_emitters |
1.5.6