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| IBillboardSceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0)) |
| Constructor.
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virtual void | setSize (const core::dimension2d< f32 > &size)=0 |
| Sets the size of the billboard, making it rectangular.
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virtual void | setSize (f32 height, f32 bottomEdgeWidth, f32 topEdgeWidth)=0 |
| Sets the size of the billboard with independent widths of the bottom and top edges.
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virtual const core::dimension2d< f32 > & | getSize () const =0 |
| Returns the size of the billboard.
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virtual void | getSize (f32 &height, f32 &bottomEdgeWidth, f32 &topEdgeWidth) const =0 |
| Gets the size of the the billboard and handles independent top and bottom edge widths correctly.
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virtual void | setColor (const video::SColor &overallColor)=0 |
| Set the color of all vertices of the billboard.
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virtual void | setColor (const video::SColor &topColor, const video::SColor &bottomColor)=0 |
| Set the color of the top and bottom vertices of the billboard.
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virtual void | getColor (video::SColor &topColor, video::SColor &bottomColor) const =0 |
| Gets the color of the top and bottom vertices of the billboard.
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virtual const core::aabbox3d< f32 > & | getTransformedBillboardBoundingBox (const jpp::scene::ICameraSceneNode *camera)=0 |
| Get the real boundingbox used by the billboard, which can depend on the active camera.
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virtual u32 | getMeshBufferCount () const =0 |
| Get the amount of mesh buffers.
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virtual IMeshBuffer * | getMeshBuffer (u32 nr) const =0 |
| Get pointer to a mesh buffer.
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| ISceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f)) |
| Constructor.
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virtual | ~ISceneNode () |
| Destructor.
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virtual void | OnRegisterSceneNode () |
| This method is called just before the rendering process of the whole scene.
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virtual void | OnAnimate (u32 timeMs) |
| OnAnimate() is called just before rendering the whole scene.
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virtual void | render ()=0 |
| Renders the node.
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virtual const c8 * | getName () const |
| Returns the name of the node.
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virtual void | setName (const c8 *name) |
| Sets the name of the node.
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virtual void | setName (const core::stringc &name) |
| Sets the name of the node.
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virtual const core::aabbox3d< f32 > & | getBoundingBox () const =0 |
| Get the axis aligned, not transformed bounding box of this node.
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virtual const core::aabbox3d< f32 > | getTransformedBoundingBox () const |
| Get the axis aligned, transformed and animated absolute bounding box of this node.
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virtual void | getTransformedBoundingBoxEdges (core::array< core::vector3d< f32 > > &edges) const |
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virtual const core::matrix4 & | getAbsoluteTransformation () const |
| Get the absolute transformation of the node. Is recalculated every OnAnimate()-call.
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virtual core::matrix4 | getRelativeTransformation () const |
| Returns the relative transformation of the scene node.
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virtual bool | isVisible () const |
| Returns whether the node should be visible (if all of its parents are visible).
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virtual bool | isTrulyVisible () const |
| Check whether the node is truly visible, taking into accounts its parents' visibility.
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virtual void | setVisible (bool isVisible) |
| Sets if the node should be visible or not.
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virtual s32 | getID () const |
| Get the id of the scene node.
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virtual void | setID (s32 id) |
| Sets the id of the scene node.
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virtual void | addChild (ISceneNode *child) |
| Adds a child to this scene node.
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virtual bool | removeChild (ISceneNode *child) |
| Removes a child from this scene node.
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virtual void | removeAll () |
| Removes all children of this scene node.
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virtual void | remove () |
| Removes this scene node from the scene.
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virtual void | addAnimator (ISceneNodeAnimator *animator) |
| Adds an animator which should animate this node.
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const core::list< ISceneNodeAnimator * > & | getAnimators () const |
| Get a list of all scene node animators.
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virtual void | removeAnimator (ISceneNodeAnimator *animator) |
| Removes an animator from this scene node.
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virtual void | removeAnimators () |
| Removes all animators from this scene node.
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virtual video::SMaterial & | getMaterial (u32 num) |
| Returns the material based on the zero based index i.
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virtual u32 | getMaterialCount () const |
| Get amount of materials used by this scene node.
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void | setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue) |
| Sets all material flags at once to a new value.
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void | setMaterialTexture (u32 textureLayer, video::ITexture *texture) |
| Sets the texture of the specified layer in all materials of this scene node to the new texture.
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void | setMaterialType (video::E_MATERIAL_TYPE newType) |
| Sets the material type of all materials in this scene node to a new material type.
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virtual const core::vector3df & | getScale () const |
| Gets the scale of the scene node relative to its parent.
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virtual void | setScale (const core::vector3df &scale) |
| Sets the relative scale of the scene node.
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virtual const core::vector3df & | getRotation () const |
| Gets the rotation of the node relative to its parent.
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virtual void | setRotation (const core::vector3df &rotation) |
| Sets the rotation of the node relative to its parent.
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virtual const core::vector3df & | getPosition () const |
| Gets the position of the node relative to its parent.
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virtual void | setPosition (const core::vector3df &newpos) |
| Sets the position of the node relative to its parent.
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virtual core::vector3df | getAbsolutePosition () const |
| Gets the absolute position of the node in world coordinates.
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void | setAutomaticCulling (u32 state) |
| Set a culling style or disable culling completely.
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u32 | getAutomaticCulling () const |
| Gets the automatic culling state.
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void | setUpdateAbsolutePosBehavior (ESCENE_NODE_UPDATE_ABS behavior) |
| Set how updateAbsolutePosition calculates the absolute transformation matrix.
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ESCENE_NODE_UPDATE_ABS | getUpdateAbsolutePosBehavior () const |
| Get how updateAbsolutePosition calculates the absolute transformation matrix.
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virtual void | setDebugDataVisible (u32 state) |
| Sets if debug data like bounding boxes should be drawn.
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u32 | isDebugDataVisible () const |
| Returns if debug data like bounding boxes are drawn.
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void | setIsDebugObject (bool debugObject) |
| Sets if this scene node is a debug object.
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bool | isDebugObject () const |
| Returns if this scene node is a debug object.
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const core::list< ISceneNode * > & | getChildren () const |
| Returns a const reference to the list of all children.
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virtual void | setParent (ISceneNode *newParent) |
| Changes the parent of the scene node.
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virtual ITriangleSelector * | getTriangleSelector () const |
| Returns the triangle selector attached to this scene node.
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virtual void | setTriangleSelector (ITriangleSelector *selector) |
| Sets the triangle selector of the scene node.
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virtual void | updateAbsolutePosition () |
| Updates the absolute tranformation or position based on the relative and the parents transformation.
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scene::ISceneNode * | getParent () const |
| Returns the parent of this scene node.
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virtual ESCENE_NODE_TYPE | getType () const |
| Returns type of the scene node.
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virtual void | serializeAttributes (io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const override |
| Writes attributes of the scene node.
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virtual void | deserializeAttributes (io::IAttributes *in, io::SAttributeReadWriteOptions *options=0) override |
| Reads attributes of the scene node.
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virtual ISceneNode * | clone (ISceneNode *newParent=0, ISceneManager *newManager=0) |
| Creates a clone of this scene node and its children.
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virtual ISceneManager * | getSceneManager (void) const |
| Retrieve the scene manager for this node.
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| IReferenceCounted () |
| Constructor.
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virtual | ~IReferenceCounted () |
| Destructor.
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void | grab () const |
| Grabs the object. Increments the reference counter by one.
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bool | drop () const |
| Drops the object. Decrements the reference counter by one.
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s32 | getReferenceCount () const |
| Get the reference count.
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const c8 * | getDebugName () const |
| Returns the debug name of the object.
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A billboard scene node.
A billboard is like a 3d sprite: A 2d element, which always looks to the camera. It is usually used for explosions, fire, lensflares, particles and things like that.