#include <sprite.h>
Inheritance diagram for Sprite:
Public Member Functions | |
Sprite (const MaterialPtr &pkMaterial, float fSizeX=0.0f, float fSizeY=0.0f, const VertexDeclaration *pkFormat=&TexVertex::s_kDecl) | |
virtual | ~Sprite () |
virtual bool | Render (Frustum *pkFrustum=0, bool bForce=false) |
void | SetSize (float fSizeX, float fSizeY, bool bSetDefaultTexCoords=false) |
void | SetRotation (float fRot) |
void | Rotate (float fRot) |
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 void | Accept (BaseVisitor &rkVisitor)=0 |
Public Attributes | |
VertexBufferPtr | m_pkVertexBuffer |
PolygonStripBufferPtr | m_pkPolygonBuffer |
MaterialPtr | m_pkMaterial |
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 | |
float | m_afSize [2] |
float | m_fRotation |
SceneNode * | m_pkNode |
BoundingVolume * | m_pkBoundingVolume |
bool | m_bActive |
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Create vertex and polygon buffers, setup position (and optionally default texture) data in vertex buffer |
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Render the sprite
Reimplemented from RenderEntity. |
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Set sprite size
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Set rotation around view axis
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Rotate sprite around view axis
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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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Accept visitors if implementation available
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Accept a visitor
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Size |
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Rotation around viewing axis |
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Vertex buffer |
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Polygon buffer |
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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 |