#include <glfxscene.h>
Inheritance diagram for GLFX::Scene::Node:
Public Types | |
enum | { TYPE_NODE = 0, TYPE_STATIC_MESH, TYPE_CAMERA, TYPE_LIGHT, TYPE_USER_NODE = 1024 } |
Public Member Functions | |
Node (const Node &node) | |
virtual Node * | Clone () |
virtual int | GetType () |
virtual void | UpdateTM (bool clearDirty) |
unsigned long | GetChildCount () const |
Node * | GetChild (unsigned long num) const |
void | RemoveChild (unsigned long num) |
Node * | DetachChild (unsigned long num) |
unsigned long | AddChild (Node *node) |
const char * | GetName () const |
void | SetName (const char *name) |
Matrix4 & | GetTM () |
const Matrix4 & | GetTM () const |
void | SetTM (const Matrix4 &tm) |
void | ResetLocalTM () |
const Matrix4 & | GetWorldTM () const |
bool | IsDirty () const |
void | SetDirty () |
bool | IsDisabled () const |
void | SetDisabled (bool disabled) |
Node * | GetParent () |
Protected Member Functions | |
void | SetParent (Node *node) |
anonymous enum |
GLFX::Scene::Node::Node | ( | const Node & | node | ) | [inline] |
Construct node from other one.
virtual Node* GLFX::Scene::Node::Clone | ( | ) | [inline, virtual] |
Clone this node.
Reimplemented in GLFX::Scene::MeshNode, GLFX::Scene::CameraNode, and GLFX::Scene::LightNode.
virtual int GLFX::Scene::Node::GetType | ( | ) | [inline, virtual] |
Get node type.
Reimplemented in GLFX::Scene::MeshNode, GLFX::Scene::CameraNode, and GLFX::Scene::LightNode.
virtual void GLFX::Scene::Node::UpdateTM | ( | bool | clearDirty | ) | [inline, virtual] |
Update world TM and bounding sphere of this node.
clearDirty | clear dirty flag |
unsigned long GLFX::Scene::Node::GetChildCount | ( | ) | const [inline] |
Gets number of children.
Node* GLFX::Scene::Node::GetChild | ( | unsigned long | num | ) | const [inline] |
Gets node.
num | node number |
void GLFX::Scene::Node::RemoveChild | ( | unsigned long | num | ) | [inline] |
Removes a node.
num | node number |
Node* GLFX::Scene::Node::DetachChild | ( | unsigned long | num | ) | [inline] |
Detaches a child from this node.
num | node number |
unsigned long GLFX::Scene::Node::AddChild | ( | Node * | node | ) | [inline] |
Adds a child node.
node | new child node |
const char* GLFX::Scene::Node::GetName | ( | ) | const [inline] |
Gets node name.
void GLFX::Scene::Node::SetName | ( | const char * | name | ) | [inline] |
Sets node name.
Matrix4& GLFX::Scene::Node::GetTM | ( | ) | [inline] |
Gets local transform.
const Matrix4& GLFX::Scene::Node::GetTM | ( | ) | const [inline] |
Gets local transform.
void GLFX::Scene::Node::SetTM | ( | const Matrix4 & | tm | ) | [inline] |
Sets local transform.
void GLFX::Scene::Node::ResetLocalTM | ( | ) | [inline] |
Resets local transform setting it to identity matrix.
const Matrix4& GLFX::Scene::Node::GetWorldTM | ( | ) | const [inline] |
Gets world transform.
bool GLFX::Scene::Node::IsDirty | ( | ) | const [inline] |
Check if node is dirty i.e. it's world matrix is out-of-date.
void GLFX::Scene::Node::SetDirty | ( | ) | [inline] |
Sets dirty flag. See IsDirty for details.
bool GLFX::Scene::Node::IsDisabled | ( | ) | const [inline] |
Checks if node is disabled.
void GLFX::Scene::Node::SetDisabled | ( | bool | disabled | ) | [inline] |
Enables or disables a node.
Node* GLFX::Scene::Node::GetParent | ( | ) | [inline] |
Gets node parent.
void GLFX::Scene::Node::SetParent | ( | Node * | node | ) | [inline, protected] |
Sets node parent.