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CRenderableObject, boost::noncopyable
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+--CModel
in Model.h
| Inner Classes, Typedefs, and Enums | |
struct |
CModel::Prop
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| Field Summary | |
private CSkeletonAnim* |
m_Anim
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private float |
m_AnimSpeed
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private float |
m_AnimTime
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private CMatrix3D* |
m_BoneMatrices
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private u32 |
m_Flags
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private CMatrix3D* |
m_InverseBindBoneMatrices
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private CMaterial |
m_Material
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private CSkeletonAnim* |
m_NextAnim
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private CBound |
m_ObjectBounds
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private CModel* |
m_Parent
If non-null, m_Parent points to the model that we are attached to. |
private CModelDefPtr |
m_pModelDef
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private bool |
m_PositionValid
true if both transform and and bone matrices are valid. |
private std::vector< CModel::Prop > |
m_Props
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private CColor |
m_ShadingColor
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private CSkeletonAnimManager& |
m_SkeletonAnimManager
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private CTexture |
m_Texture
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| Fields inherited from class CRenderableObject |
m_Bounds, m_Transform, m_InvTransform, m_RenderData |
| Constructor Summary | |
CModel( CSkeletonAnimManager& skeletonAnimManager )
Destructor |
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~CModel()
ReleaseData: delete anything allocated by the model |
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| Method Summary | |
void |
AddProp( SPropPoint* point, CModel* model, CObjectEntry* objectentry )
RemoveProp: remove a prop from the given point |
CSkeletonAnim* |
BuildAnimation( const char* filename, const char* name, float speed, double actionpos, double actionpos2 )
Update: update this model by the given time, in seconds |
void |
CalcAnimatedObjectBound( CSkeletonAnimDef* anim, CBound& result )
BuildAnimation: load raw animation frame animation from given file, and build a animation specific to this model |
void |
CalcBounds()
CalcObjectBounds: calculate object space bounds of this model, based solely on vertex positions |
void |
CalcObjectBounds()
CalcAnimatedObjectBound: calculate bounds encompassing all vertex positions for given animation |
CModel* |
Clone() const
SetTransform: set the transform on this object, and reorientate props accordingly |
void |
CopyAnimationFrom( CModel* source )
AddProp: add a prop to the model on the given point |
const CMatrix3D* |
GetAnimatedBoneMatrices()
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CSkeletonAnim* |
GetAnimation() const
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u32 |
GetFlags() const
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const CMatrix3D* |
GetInverseBindBoneMatrices()
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CMaterial& |
GetMaterial()
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CModelDefPtr |
GetModelDef()
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const std::vector< CModel::Prop >& |
GetProps() const
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CColor |
GetShadingColor()
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CTexture* |
GetTexture()
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bool |
InitModel( CModelDefPtr modeldef )
CalcBound: calculate the world space bounds of this model |
private void |
InvalidatePosition()
ValidatePosition: ensure that current transform and bone matrices are both uptodate |
bool |
IsSkinned()
Return whether this is a skinned/skeletal model. |
bool |
NeedsNewAnim( float time ) const
InvalidatePosition |
private void |
ReleaseData()
InitModel: setup model from given geometry |
void |
RemoveProp( SPropPoint* point )
Clone: return a clone of this model |
bool |
SetAnimation( CSkeletonAnim* anim, bool once = false, float speed = 1000. 0f, CSkeletonAnim* next = NULL )
CopyAnimation |
void |
SetDirtyRec( u32 dirtyflags )
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void |
SetFlags( u32 flags )
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void |
SetMaterial( const CMaterial& material )
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void |
SetPlayerColor( CColor& colour )
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void |
SetPlayerID( int id )
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void |
SetShadingColor( CColor& colour )
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void |
SetTexture( const CTexture& tex )
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void |
SetTransform( const CMatrix3D& transform )
Set transform of this object. |
void |
Update( float time )
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void |
ValidatePosition()
SetAnimation: set the given animation as the current animation on this model; return false on error, else true |
| Methods inherited from class CRenderableObject |
SetTransform, GetTransform, GetInvTransform, SetDirty, CalcBounds, GetBounds, InvalidateBounds, SetRenderData, GetRenderData |
| Field Detail |
private CSkeletonAnim* m_Anim;
private float m_AnimSpeed;
private float m_AnimTime;
private CMatrix3D* m_BoneMatrices;
private u32 m_Flags;
private CMatrix3D* m_InverseBindBoneMatrices;
private CMaterial m_Material;
private CSkeletonAnim* m_NextAnim;
private CBound m_ObjectBounds;
private CModel* m_Parent;
private CModelDefPtr m_pModelDef;
private bool m_PositionValid;
private std::vector< CModel::Prop > m_Props;
private CColor m_ShadingColor;
private CSkeletonAnimManager& m_SkeletonAnimManager;
private CTexture m_Texture;
| Constructor Detail |
public CModel( CSkeletonAnimManager& skeletonAnimManager );
public ~CModel();
| Method Detail |
public void AddProp( SPropPoint* point, CModel* model, CObjectEntry* objectentry );
public CSkeletonAnim* BuildAnimation( const char* filename, const char* name, float speed, double actionpos, double actionpos2 );
public void CalcAnimatedObjectBound( CSkeletonAnimDef* anim, CBound& result );
public void CalcBounds();
public void CalcObjectBounds();
public CModel* Clone() const;
public void CopyAnimationFrom( CModel* source );
public const CMatrix3D* GetAnimatedBoneMatrices();
public CSkeletonAnim* GetAnimation() const;
public u32 GetFlags() const;
public const CMatrix3D* GetInverseBindBoneMatrices();
public CMaterial& GetMaterial();
public CModelDefPtr GetModelDef();
public const std::vector< CModel::Prop >& GetProps() const;
public CColor GetShadingColor();
public CTexture* GetTexture();
public bool InitModel( CModelDefPtr modeldef );
private void InvalidatePosition();
public bool IsSkinned();
public bool NeedsNewAnim( float time ) const;
private void ReleaseData();
public void RemoveProp( SPropPoint* point );
public bool SetAnimation( CSkeletonAnim* anim, bool once = false, float speed = 1000. 0f, CSkeletonAnim* next = NULL );
public void SetDirtyRec( u32 dirtyflags );
public void SetFlags( u32 flags );
public void SetMaterial( const CMaterial& material );
public void SetPlayerColor( CColor& colour );
public void SetPlayerID( int id );
public void SetShadingColor( CColor& colour );
public void SetTexture( const CTexture& tex );
public void SetTransform( const CMatrix3D& transform );
public void Update( float time );
public void ValidatePosition();
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0 A.D.
Generated on September 04, 2007 at 18:13 CppDoc v2.4.0 |
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| FRAMES NO FRAMES | ||||||||
| SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD | |||||||