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graphics
Class CGameViewImpl

IJSObject
   |
   +--CJSObject, boost::noncopyable
         |
         +--CGameViewImpl

   in GameView.cpp

class CGameViewImpl
extends CJSObject, boost::noncopyable


Field Summary
 CLightEnv CachedLightEnv
          Cache global lighting environment.
 CVector3D CameraDelta
          
 CVector3D CameraPivot
          
 std::vector< CVector3D > CameraTargets
          
 CColladaManager ColladaManager
          
 CCamera CullCamera
          this camera controls the frustum that is used for culling and shadow calculations Note that all code that works with camera movements should only change m_ViewCamera.
 bool Culling
          When @c true, culling is enabled so that only models that have a chance of being visible are sent to the renderer.
 CGame* Game
          
 bool LockCullCamera
          When @c true, the cull camera is locked in place.
 CMeshManager MeshManager
          
 CObjectManager ObjectManager
          
 CSkeletonAnimManager SkeletonAnimManager
          
 CCinemaManager TrackManager
          Settings
 CEntity* UnitAttach
          
 CEntity* UnitView
          
 CModel* UnitViewProp
          
 CCamera ViewCamera
          this camera controls the eye position when rendering
 float ViewDragSensitivity
          
 float ViewRotateAboutTargetSensitivity
          
 float ViewRotateAboutTargetSensitivityKeyboard
          
 float ViewRotateSensitivity
          
 float ViewRotateSensitivityKeyboard
          
 float ViewScrollSpeed
          
 float ViewSnapSmoothness
          Camera Controls State
 float ViewZoomSensitivity
          
 float ViewZoomSensitivityWheel
          
 float ViewZoomSmoothness
          
 float ZoomDelta
          
   
Fields inherited from class CJSObject
m_NativeProperties, m_NonsharedProperties, m_ScriptProperties, m_EngineOwned, JSI_class
 
Constructor Summary
CGameViewImpl( CGame* game )
          
 
Method Summary
 bool JSI_EndCustomSelection( JSContext* cx, uintN argc, jsval* argv )
          
 bool JSI_EndCustomSelection( JSContext* UNUSED( context ), uint UNUSED( argc ), jsval* UNUSED( argv ) )
          
 bool JSI_StartCustomSelection( JSContext* UNUSED( context ), uint UNUSED( argc ), jsval* UNUSED( argv ) )
          
 bool JSI_StartCustomSelection( JSContext* cx, uintN argc, jsval* argv )
          
 static void ScriptingInit()
          
   
Methods inherited from class CJSObject
ScriptingInit, ScriptingShutdown, GetProperty, SetProperty, HasProperty, AddProperty, AddProperty, AddProperty, AddMethod, AddProperty, AddLocalProperty, GetScript, CreateScriptObject, ReleaseScriptObject, Shutdown
   
Methods inherited from class IJSObject
HasProperty, GetProperty, AddProperty, AddProperty
 

Field Detail

CachedLightEnv

public CLightEnv CachedLightEnv;
Cache global lighting environment. This is used to check whether the environment has changed during the last frame, so that vertex data can be updated etc.

CameraDelta

public CVector3D CameraDelta;

CameraPivot

public CVector3D CameraPivot;

CameraTargets

public std::vector< CVector3D > CameraTargets;

ColladaManager

public CColladaManager ColladaManager;

CullCamera

public CCamera CullCamera;
this camera controls the frustum that is used for culling and shadow calculations Note that all code that works with camera movements should only change m_ViewCamera. The render functions automatically sync the cull camera to the view camera depending on the value of m_LockCullCamera.

Culling

public bool Culling;
When @c true, culling is enabled so that only models that have a chance of being visible are sent to the renderer. Otherwise, the entire world is sent to the renderer. Exposed to JS as gameView.culling

Game

public CGame* Game;

LockCullCamera

public bool LockCullCamera;
When @c true, the cull camera is locked in place. When @c false, the cull camera follows the view camera. Exposed to JS as gameView.lockCullCamera

MeshManager

public CMeshManager MeshManager;

ObjectManager

public CObjectManager ObjectManager;

SkeletonAnimManager

public CSkeletonAnimManager SkeletonAnimManager;

TrackManager

public CCinemaManager TrackManager;
Settings

UnitAttach

public CEntity* UnitAttach;

UnitView

public CEntity* UnitView;

UnitViewProp

public CModel* UnitViewProp;

ViewCamera

public CCamera ViewCamera;
this camera controls the eye position when rendering

ViewDragSensitivity

public float ViewDragSensitivity;

ViewRotateAboutTargetSensitivity

public float ViewRotateAboutTargetSensitivity;

ViewRotateAboutTargetSensitivityKeyboard

public float ViewRotateAboutTargetSensitivityKeyboard;

ViewRotateSensitivity

public float ViewRotateSensitivity;

ViewRotateSensitivityKeyboard

public float ViewRotateSensitivityKeyboard;

ViewScrollSpeed

public float ViewScrollSpeed;

ViewSnapSmoothness

public float ViewSnapSmoothness;
Camera Controls State

ViewZoomSensitivity

public float ViewZoomSensitivity;

ViewZoomSensitivityWheel

public float ViewZoomSensitivityWheel;

ViewZoomSmoothness

public float ViewZoomSmoothness;

ZoomDelta

public float ZoomDelta;


Constructor Detail

CGameViewImpl

public CGameViewImpl( CGame* game );


Method Detail

JSI_EndCustomSelection

public bool JSI_EndCustomSelection( JSContext* cx, uintN argc, jsval* argv );

JSI_EndCustomSelection

 bool JSI_EndCustomSelection( JSContext* UNUSED( context ), uint UNUSED( argc ), jsval* UNUSED( argv ) );

JSI_StartCustomSelection

 bool JSI_StartCustomSelection( JSContext* UNUSED( context ), uint UNUSED( argc ), jsval* UNUSED( argv ) );

JSI_StartCustomSelection

public bool JSI_StartCustomSelection( JSContext* cx, uintN argc, jsval* argv );

ScriptingInit

public static void ScriptingInit();

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