#include <mesh.h>
Inheritance diagram for MeshEntity:
Public Member Functions | |
DefineVisitable () public | |
Mesh flags. | |
MeshEntity (const MeshPtr &pkMesh) | |
MeshEntity (MeshEntity &rkMesh) | |
virtual | ~MeshEntity () |
virtual bool | Render (Frustum *pkFrustum=0, bool bForce=false) |
virtual void | Update (float fDeltaTime) |
virtual SceneEntity * | Duplicate () |
virtual bool | Intersection (BoundingVolume *pkObj, ContactSet *pkContactSet=0, bool bInvertNormal=false) |
virtual bool | Intersection (const Ray &rkRay, ContactSet *pkContactSet=0) |
void | SetSubMeshAnimation (const HashString &rstrAnimation) |
void | SetSubMeshAnimation (unsigned int uiAnimation) |
virtual void | SetFlags (unsigned int uiFlags) |
virtual void | ResetFlags (unsigned int uiFlags) |
const std::vector< SubMesh * > & | GetSubMeshes () const |
Skeleton * | GetSkeleton () |
MeshPtr | GetMesh () |
void | GenerateBoundingVolume () |
SceneNode * | GetSceneNode () |
BoundingVolume * | GetBoundingVolume () |
void | SetBoundingVolume (BoundingVolume *pkBoundingVolume) |
bool | IsActive () const |
virtual void | Activate () |
virtual void | Deactivate () |
bool | Toggle () |
virtual void | Accept (BaseVisitor &rkVisitor)=0 |
Public Attributes | |
unsigned int | m_uiLastFrame |
Static Public Attributes | |
unsigned int | s_uiFrameCount |
Protected Member Functions | |
virtual void | SetNode () |
Static Protected Member Functions | |
template<class NodeType> void | AcceptImpl (NodeType &rkVisited, BaseVisitor &rkVisitor) |
Protected Attributes | |
MeshPtr | m_pkMesh |
Skeleton * | m_pkSkeleton |
std::vector< SubMesh * > | m_vpkSubMeshes |
unsigned int | m_uiFlags |
SceneNode * | m_pkNode |
BoundingVolume * | m_pkBoundingVolume |
bool | m_bActive |
|
|
|
|
|
|
|
Mesh flags.
Use only bounding volume for intersection tests Automatically re-generate bounding volume when submeshes change Reimplemented from SceneEntity. |
|
Called by scene node when we have been set to a node Reimplemented from SceneEntity. |
|
Render this mesh instance
Reimplemented from RenderEntity. |
|
Update this mesh instance
Reimplemented from UpdateEntity. |
|
Duplicate mesh (create new entity based on mesh)
Reimplemented from SceneEntity. |
|
Intersection test with unknown object type
Reimplemented from SceneEntity. |
|
Intersection test with ray
Reimplemented from SceneEntity. |
|
Set animation on all animated submeshes
|
|
Set animation on all animated submeshes
|
|
Set flags
|
|
Reset flags
|
|
|
|
|
|
|
|
Generate bounding volume from submesh vertices |
|
|
|
|
|
Set new bounding volume object. Old bounding volume object will be deleted. The new bounding volume SRT data should be in LOCAL space, the world space SRT data will be calculated internally
|
|
Query state of object
|
|
Activate object |
|
Deactivate object |
|
Toggle active state. This method does not need to be overloaded, it is only a wrapper to Activate and Deactivate
|
|
Accept visitors if implementation available
|
|
Accept a visitor
|
|
Mesh blueprint this object instantiates |
|
|
Sub meshes |
|
Flags |
|
Parent scene node object |
|
Bounding volume for this entity |
|
Active flag |
|
Frame counter (at 500 frames per second, can be active ~100 days continously before loop, and then it will just skip one frame -> safe enough) |
|
Last frame count we were rendered |