Node Class Reference

#include <Node.h>

Inheritance diagram for Node:

LowMemLight Object3d SkyBox

List of all members.

Public Member Functions

 Node (void)
 ~Node (void)
virtual void setRenderer (SPTR< Renderer > &_myRenderer)
virtual void removeRenderer ()
virtual SPTR< RenderergetRenderer ()
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 ()
NodegetFather ()
std::list< SPTR
< Node > > * 
getChildren ()
bool isA (int _nodeType)

Public Attributes

ScenemyScene
Vector myPosition
Vector myRotation
bool testAgainstFrustum

Friends

class Scene
class ResourceManager


Detailed Description

Node class

Constructor & Destructor Documentation

Node::Node ( void   ) 

Constructor for node object

Node::~Node ( void   ) 

Destructor for node object


Member Function Documentation

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

std::list< SPTR< Node > >::iterator Node::addChild ( SPTR< Node _child  ) 

Adds a child node

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


Member Data Documentation

Scene* Node::myScene

The scene the node belongs to

Vector Node::myPosition

position vector for this node

Vector Node::myRotation

rotation vector for this node

bool Node::testAgainstFrustum

defines whether this node should be frustum culled


The documentation for this class was generated from the following files:
Generated on Sun Oct 7 01:15:32 2007 for Adaptive Soft Shadows by  doxygen 1.5.3