#include <Node.h>
Public Member Functions | |
Node (void) | |
~Node (void) | |
virtual void | setRenderer (SPTR< Renderer > &_myRenderer) |
virtual void | removeRenderer () |
virtual SPTR< Renderer > | getRenderer () |
bool | hasRenderer () |
void | setEnableMatrixCalculation (bool _enableMatrixCalculation) |
virtual void | translate (float dx, float dy, float dz) |
virtual void | translate (Vector &tv) |
virtual void | rotate (float dalpha, float dbeta, float dgamma) |
virtual void | setPosition (float x, float y, float z) |
virtual void | setPosition (Vector &p) |
virtual void | setRotation (float alpha, float beta, float gamma) |
virtual void | setRotation (Vector &r) |
Vector | getPosition () |
float | getRotationX () |
float | getRotationY () |
float | getRotationZ () |
std::list< SPTR < Node > >::iterator | addChild (SPTR< Node > _child) |
virtual void | removeChild (std::list< SPTR< Node > >::iterator _it) |
virtual void | removeChild (SPTR< Node > _child) |
virtual void | removeAllChildren () |
virtual void | killMe () |
virtual void | update (float dt) |
virtual void | calcWorldMatrix (D3DXMATRIX &pMatWorld) |
void | setWorldMatrix (D3DXMATRIXA16 &worldMatrix) |
D3DXMATRIXA16 * | getWorldMatrix () |
virtual void | getAbsoluteVector (Vector &pOut, Vector &pin) |
virtual void | getAbsoluteDirectionVector (Vector &dirOut, Vector &dirIn) |
Vector | getAbsolutePosition () |
Vector * | getAbsMinBBox () |
Vector * | getAbsMaxBBox () |
Vector | getAbsBoxCenter () |
virtual void | updateBBox () |
void | setScene (Scene &scene) |
void | setVisible (bool _visible) |
bool | isVisible () |
void | setStandBy (bool _standBy) |
bool | onStandBy () |
Node * | getFather () |
std::list< SPTR < Node > > * | getChildren () |
bool | isA (int _nodeType) |
Public Attributes | |
Scene * | myScene |
Vector | myPosition |
Vector | myRotation |
bool | testAgainstFrustum |
Friends | |
class | Scene |
class | ResourceManager |
Node::Node | ( | void | ) |
Constructor for node object
Node::~Node | ( | void | ) |
Destructor for node object
void Node::setRenderer | ( | SPTR< Renderer > & | _myRenderer | ) | [virtual] |
Set the renderer for this node
void Node::removeRenderer | ( | ) | [virtual] |
remove the renderer for this node
SPTR< Renderer > Node::getRenderer | ( | ) | [virtual] |
Returns the set renderer
bool Node::hasRenderer | ( | ) |
Returns true if the Node has a renderer set
void Node::setEnableMatrixCalculation | ( | bool | _enableMatrixCalculation | ) |
enables Matrix Calculation
void Node::translate | ( | float | dx, | |
float | dy, | |||
float | dz | |||
) | [virtual] |
Translate node
void Node::translate | ( | Vector & | tv | ) | [virtual] |
Translate node
void Node::rotate | ( | float | dalpha, | |
float | dbeta, | |||
float | dgamma | |||
) | [virtual] |
Rotate node
void Node::setPosition | ( | float | x, | |
float | y, | |||
float | z | |||
) | [virtual] |
Set node position
void Node::setPosition | ( | Vector & | p | ) | [virtual] |
Set node position
void Node::setRotation | ( | float | alpha, | |
float | beta, | |||
float | gamma | |||
) | [virtual] |
Set node rotation
void Node::setRotation | ( | Vector & | r | ) | [virtual] |
Set node rotation
Vector Node::getPosition | ( | ) |
Returns node position
float Node::getRotationX | ( | ) |
Returns node X rotation
float Node::getRotationY | ( | ) |
Returns node Y rotation
float Node::getRotationZ | ( | ) |
Returns node Z rotation
void Node::removeChild | ( | std::list< SPTR< Node > >::iterator | _it | ) | [virtual] |
Removes a child node
void Node::removeChild | ( | SPTR< Node > | _child | ) | [virtual] |
Removes a child node
void Node::removeAllChildren | ( | ) | [virtual] |
Removes all child nodes
void Node::killMe | ( | ) | [virtual] |
Kills a node
void Node::update | ( | float | dt | ) | [virtual] |
update the node
void Node::calcWorldMatrix | ( | D3DXMATRIX & | pMatWorld | ) | [virtual] |
calculate world matrix for this node
Reimplemented in LowMemLight.
void Node::setWorldMatrix | ( | D3DXMATRIXA16 & | worldMatrix | ) |
Set world matrix for this node
D3DXMATRIXA16 * Node::getWorldMatrix | ( | ) |
Returns the world matrix for this node
void Node::getAbsoluteVector | ( | Vector & | pOut, | |
Vector & | pin | |||
) | [virtual] |
Returns the absolute vector for this node
Reimplemented in LowMemLight.
void Node::getAbsoluteDirectionVector | ( | Vector & | dirOut, | |
Vector & | dirIn | |||
) | [virtual] |
Returns the absolute direction vector for this node
Vector Node::getAbsolutePosition | ( | ) |
Returns the absolute position vector for this node
Vector * Node::getAbsMinBBox | ( | ) |
Returns the absolute coordinates of the corner with the lowest values of the bounding box
Vector * Node::getAbsMaxBBox | ( | ) |
Returns the absolute coordinates of the corner with the highest values of the bounding box
Vector Node::getAbsBoxCenter | ( | ) |
Returns the absolute coordinates of the center of the bounding box
void Node::updateBBox | ( | ) | [virtual] |
Update the bounding box
void Node::setScene | ( | Scene & | scene | ) |
Set the scene for this node
void Node::setVisible | ( | bool | _visible | ) |
Set the visibility value for this node
bool Node::isVisible | ( | ) |
Returns whether the node is visible or not
void Node::setStandBy | ( | bool | _standBy | ) |
Sets the node on standy node
bool Node::onStandBy | ( | ) |
Returns whether the node is on standby or not
Node * Node::getFather | ( | ) |
Returns the father of this node
std::list< SPTR< Node > > * Node::getChildren | ( | ) |
Returns a list with cildren of this node
bool Node::isA | ( | int | _nodeType | ) |
Returns whether this node is of the given type
The scene the node belongs to
Vector Node::myPosition |
position vector for this node
Vector Node::myRotation |
rotation vector for this node
defines whether this node should be frustum culled