#include <sceneentity.h>
Inheritance diagram for SceneEntity:
Public Member Functions | |
SceneEntity () | |
virtual | ~SceneEntity () |
SceneNode * | GetSceneNode () |
BoundingVolume * | GetBoundingVolume () |
void | SetBoundingVolume (BoundingVolume *pkBoundingVolume) |
virtual SceneEntity * | Duplicate () |
virtual bool | Intersection (BoundingVolume *pkObj, ContactSet *pkContactSet=0, bool bInvertNormal=false) |
virtual bool | Intersection (const Ray &rkRay, ContactSet *pkContactSet=0) |
virtual void | Update (float fDeltaTime) |
bool | IsActive () const |
virtual void | Activate () |
virtual void | Deactivate () |
bool | Toggle () |
virtual bool | Render (Frustum *pkFrustum=0, bool bForce=false) |
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 | |
SceneNode * | m_pkNode |
BoundingVolume * | m_pkBoundingVolume |
bool | m_bActive |
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Called by scene node when entity has been set to a node Reimplemented in MeshEntity. |
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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
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Duplicate entity
Reimplemented in MeshEntity. |
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Intersection test with unknown object type
Reimplemented in MeshEntity. |
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Intersection test with ray
Reimplemented in MeshEntity. |
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Update object
Reimplemented in AnimatedNode, AnimatedSubMesh, Animation, AnimatorController, MassParticle, MeshEntity, NodeAnimatorController, ParticleSystem, PhysicsManager, PhysicsNode, RigidBody, SceneNode, Skeleton, SkeletalSubMesh, SubMesh, SubMeshAnimatorController, Animation< SubMeshKeyframe >, Animation< NodeKeyframe >, AnimatorController< SubMeshAnimation >, AnimatorController< NodeAnimation >, and AnimatorController< SkeletonAnimation >. |
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Query state of object
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Activate object |
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Deactivate object |
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Toggle active state. This method does not need to be overloaded, it is only a wrapper to Activate and Deactivate
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Render object
Reimplemented in Camera, Console, Light, MeshEntity, ProfileManager, Room, SceneNode, Skeleton, SkyBox, SkyDome, and Sprite. |
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Accept visitors if implementation available
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Accept a visitor
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Parent scene node object |
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Bounding volume for this entity |
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Active flag |
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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) |
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Last frame count we were rendered |