#include <GSceneManager.h>
Public Member Functions | |
vector< GModel * > | GetModels (void) |
GHud * | GetHud () |
obtain vector of all registered models | |
GSkyBox * | GetSkyBox () |
obtain pointer to active hud | |
GCamera * | GetActiveCamera () |
obtain pointer to active skybox | |
void | SetActiveCamera (const int newActiveCam) |
obtain pointer to currently active camera | |
void | SetActiveCamera (GCamera *cam) |
set an existing camera active | |
int | AddCamera (GCamera *cam) |
add new camera to the scene and make it the active one | |
int | RemoveCamera (unsigned int i) |
add a new camera to the scene | |
int | ProcessStateMachine (GModel *Model) |
remove a camera from the scene | |
int | InitializeAnimationManagers (double now) |
process state machine for models (e.g. switch between states) | |
int | Draw (double time, double dtime, int FLAGS) |
for each model, initialize animationmanager with new start time | |
int | AddModel (GModel *Model, int FLAGS) |
Display scene. | |
vector< GModel * > | GetModelsByTag (char *Tag) |
Add a model to the scene. | |
int | UpdateModels (double time, double dtime, int FLAGS) |
Obtain a std::vector with all registered models that posess a certain tag in their property-list. | |
int | LoadScene (std::string scene) |
Update alll registered Models' animations. | |
int | Dispose (int FLAGS) |
Load a file in scg-format and setup the scene. | |
int | UpdateControllers (double time, double dt, int FLAGS) |
Kill the scene. | |
int | UpdateCameras (double time, double dt, int FLAGS) |
Update all registered controllers in respect to their position, rotations, etc. | |
int | UpdatePortals (double time, double dt, int FLAGS) |
update registered cameras | |
vector< GModel * > | GetModelsByTagValue (char *Tag, char *Value) |
int | RegisterBullet (Bullet *_bullet, int FLAGS) |
Obtain a std::vector with all registered models that posess a certain tag in their property-list and that tag matches a given criteria. | |
int | RegisterPortal (Portal *_portal, int FLAGS) |
register a new bullet to the scene | |
int | DrawGrid (GMatrix16 *viewmatrix, int FLAGS) |
int | CleanUp (int FLAGS) |
Draw a grid in the XZ-plane. | |
int | MarkModelForRemoval (GModel *_Model) |
Cleanup "dead" models (Bullets, particles, ...). | |
int | MarkBulletForRemoval (Bullet *Bullet) |
Mark a "dead" model for removal. | |
int | RemoveDeadModels (int FLAGS) |
Mark a "dead" bullet for removal. | |
int | RemoveModel (GModel *_model) |
Remove "dead" models from the scene. | |
int | RemoveDeadBullets (int FLAGS) |
Remove a model from the scene. | |
int | RemoveBullet (Bullet *_bullet) |
Remove "dead" bullet objects from the scene. | |
int | HandleBullets (double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS) |
Remove a bullet object from the scene. | |
int | UpdateSpawnPoints (double time, double dt, int FLAGS) |
calculate bullet trajectories and update controllers | |
Protected Attributes | |
unsigned int | ActiveCamera |
vector< GCamera * > | Cameras |
index of currently active camera | |
vector< GLightSource * > | LightSources |
vector< GModel * > | Models |
vector< GModel * > | ModelsToDelete |
vector< Bullet * > | BulletsToDelete |
vector< GMesh * > | StaticMeshes |
vector< Bullet * > | Bullets |
vector< SpawnPoint * > | SpawnPoints |
vector< Portal * > | Portals |
GSkyBox * | SkyBox |
GHud * | Hud |
int GSceneManager::AddCamera | ( | GCamera * | cam | ) |
add new camera to the scene and make it the active one
int GSceneManager::AddModel | ( | GModel * | Model, | |
int | FLAGS | |||
) |
Display scene.
Add a model to the scene.
int GSceneManager::CleanUp | ( | int | FLAGS | ) |
Draw a grid in the XZ-plane.
int GSceneManager::Dispose | ( | int | FLAGS | ) |
Load a file in scg-format and setup the scene.
int GSceneManager::Draw | ( | double | time, | |
double | dtime, | |||
int | FLAGS | |||
) |
for each model, initialize animationmanager with new start time
Display scene.
int GSceneManager::DrawGrid | ( | GMatrix16 * | viewmatrix, | |
int | FLAGS | |||
) |
GCamera * GSceneManager::GetActiveCamera | ( | ) |
obtain pointer to active skybox
GHud * GSceneManager::GetHud | ( | ) |
obtain vector of all registered models
vector< GModel * > GSceneManager::GetModels | ( | void | ) |
vector< GModel * > GSceneManager::GetModelsByTag | ( | char * | Tag | ) |
Add a model to the scene.
vector< GModel * > GSceneManager::GetModelsByTagValue | ( | char * | Tag, | |
char * | Value | |||
) |
GSkyBox * GSceneManager::GetSkyBox | ( | ) |
obtain pointer to active hud
int GSceneManager::HandleBullets | ( | double | time, | |
double | dtime, | |||
GMatrix16 * | viewmatrix, | |||
GMatrix16 * | worldmatrix, | |||
int | FLAGS | |||
) |
Remove a bullet object from the scene.
int GSceneManager::InitializeAnimationManagers | ( | double | now | ) |
process state machine for models (e.g. switch between states)
int GSceneManager::LoadScene | ( | std::string | scene | ) |
Update alll registered Models' animations.
int GSceneManager::MarkBulletForRemoval | ( | Bullet * | Bullet | ) |
Mark a "dead" model for removal.
int GSceneManager::MarkModelForRemoval | ( | GModel * | _Model | ) |
Cleanup "dead" models (Bullets, particles, ...).
int GSceneManager::ProcessStateMachine | ( | GModel * | Model | ) |
remove a camera from the scene
int GSceneManager::RegisterBullet | ( | Bullet * | _bullet, | |
int | FLAGS | |||
) |
Obtain a std::vector with all registered models that posess a certain tag in their property-list and that tag matches a given criteria.
int GSceneManager::RegisterPortal | ( | Portal * | _portal, | |
int | FLAGS | |||
) |
register a new bullet to the scene
int GSceneManager::RemoveBullet | ( | Bullet * | _bullet | ) |
Remove "dead" bullet objects from the scene.
int GSceneManager::RemoveCamera | ( | unsigned int | i | ) |
add a new camera to the scene
int GSceneManager::RemoveDeadBullets | ( | int | FLAGS | ) |
Remove a model from the scene.
int GSceneManager::RemoveDeadModels | ( | int | FLAGS | ) |
Mark a "dead" bullet for removal.
int GSceneManager::RemoveModel | ( | GModel * | _model | ) |
Remove "dead" models from the scene.
void GSceneManager::SetActiveCamera | ( | const int | newActiveCam | ) |
obtain pointer to currently active camera
void GSceneManager::SetActiveCamera | ( | GCamera * | cam | ) |
set an existing camera active
int GSceneManager::UpdateCameras | ( | double | time, | |
double | dt, | |||
int | FLAGS | |||
) |
Update all registered controllers in respect to their position, rotations, etc.
int GSceneManager::UpdateControllers | ( | double | time, | |
double | dt, | |||
int | FLAGS | |||
) |
Kill the scene.
int GSceneManager::UpdateModels | ( | double | time, | |
double | dtime, | |||
int | FLAGS | |||
) |
Obtain a std::vector with all registered models that posess a certain tag in their property-list.
int GSceneManager::UpdatePortals | ( | double | time, | |
double | dt, | |||
int | FLAGS | |||
) |
update registered cameras
int GSceneManager::UpdateSpawnPoints | ( | double | time, | |
double | dt, | |||
int | FLAGS | |||
) |
calculate bullet trajectories and update controllers
unsigned int GSceneManager::ActiveCamera [protected] |
vector<Bullet*> GSceneManager::Bullets [protected] |
vector<Bullet*> GSceneManager::BulletsToDelete [protected] |
vector<GCamera*> GSceneManager::Cameras [protected] |
index of currently active camera
GHud* GSceneManager::Hud [protected] |
vector<GLightSource*> GSceneManager::LightSources [protected] |
vector<GModel*> GSceneManager::Models [protected] |
vector<GModel*> GSceneManager::ModelsToDelete [protected] |
vector<Portal*> GSceneManager::Portals [protected] |
GSkyBox* GSceneManager::SkyBox [protected] |
vector<SpawnPoint*> GSceneManager::SpawnPoints [protected] |
vector<GMesh*> GSceneManager::StaticMeshes [protected] |