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| FadeModel (const Common::UString &name) |
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| ~FadeModel () |
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void | fadeIn (uint32 length) |
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void | fadeOut (uint32 length) |
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void | render (Graphics::RenderPass pass) |
| Render the object. More...
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| Model_NWN (const Common::UString &name, ModelType type=kModelTypeObject, const Common::UString &texture="", ModelCache *modelCache=0) |
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| ~Model_NWN () |
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| Model (ModelType type=kModelTypeObject) |
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| ~Model () |
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void | show () |
| Show the object. More...
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void | hide () |
| Hide the object. More...
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ModelType | getType () const |
| Return the model's type. More...
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const Common::UString & | getName () const |
| Get the model's name. More...
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float | getWidth () const |
| Get the width of the model's bounding box. More...
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float | getHeight () const |
| Get the height of the model's bounding box. More...
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float | getDepth () const |
| Get the depth of the model's bounding box. More...
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void | drawBound (bool enabled) |
| Should a bounding box be drawn around this model? More...
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void | drawSkeleton (bool enabled, bool showInvisible) |
| Should a skeleton showing the nodes and their relation be drawn inside the model? More...
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void | setEnvironmentMap (const Common::UString &environmentMap="") |
| Change the environment map on this model. More...
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void | setSkinned (bool skinned) |
| Set the flag if the model has skinned animations. More...
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bool | isIn (float x, float y) const |
| Is that point within the model's bounding box? More...
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bool | isIn (float x, float y, float z) const |
| Is that point within the model's bounding box? More...
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bool | isIn (float x1, float y1, float z1, float x2, float y2, float z2) const |
| Does the line from x1.y1.z1 to x2.y2.z2 intersect with model's bounding box? More...
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void | getScale (float &x, float &y, float &z) const |
| Get the current scale of the model. More...
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void | getOrientation (float &x, float &y, float &z, float &angle) const |
| Get the current orientation of the model. More...
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void | getPosition (float &x, float &y, float &z) const |
| Get the current position of the model. More...
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void | getAbsolutePosition (float &x, float &y, float &z) const |
| Get the position of the node after translate/rotate. More...
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void | setScale (float x, float y, float z) |
| Set the current scale of the model. More...
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void | setOrientation (float x, float y, float z, float angle) |
| Set the current orientation of the model. More...
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void | setPosition (float x, float y, float z) |
| Set the current position of the model. More...
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void | scale (float x, float y, float z) |
| Scale the model, relative to its current scale. More...
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void | rotate (float x, float y, float z, float angle) |
| Rotate the model, relative to its current orientation. More...
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void | move (float x, float y, float z) |
| Move the model, relative to its current position. More...
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void | getTooltipAnchor (float &x, float &y, float &z) const |
| Get the point where the feedback tooltip is anchored. More...
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const std::list< Common::UString > & | getStates () const |
| Return a list of all animation state names. More...
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void | setState (const Common::UString &name="") |
| Set the current animation state. More...
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const Common::UString & | getState () const |
| Return the name of the current state. More...
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bool | hasNode (const Common::UString &node) const |
| Does the specified node exist in the current state? More...
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ModelNode * | getNode (const Common::UString &node) |
| Get the specified node, from the current state. More...
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const ModelNode * | getNode (const Common::UString &node) const |
| Get the specified node, from the current state. More...
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ModelNode * | getNode (const Common::UString &stateName, const Common::UString &node) |
| Get the specified node, from the named state, if it exists. More...
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const ModelNode * | getNode (const Common::UString &stateName, const Common::UString &node) const |
| Get the specified node, from the named state, if it exists. More...
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ModelNode * | getNode (uint16 nodeNumber) |
| Get node by node number. More...
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const ModelNode * | getNode (uint16 nodeNumber) const |
| Get node by node number. More...
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const std::list< ModelNode * > & | getNodes () |
| Get all nodes in the current state. More...
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void | attachModel (const Common::UString &nodeName, Model *model) |
| Add another model as a child to the named node. More...
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bool | hasAnimation (const Common::UString &anim) const |
| Does this model have this named animation? More...
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float | getAnimationScale (const Common::UString &anim) |
| Determine what animation scaling applies. More...
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void | addAnimationChannel (AnimationChannelName name) |
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AnimationChannel * | getAnimationChannel (AnimationChannelName name) |
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void | clearDefaultAnimations () |
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void | addDefaultAnimation (const Common::UString &anim, uint8 probability) |
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void | playDefaultAnimation () |
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void | playAnimation (const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f) |
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void | calculateDistance () |
| Calculate the object's distance. More...
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void | render (RenderPass pass) |
| Render the object. More...
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void | renderImmediate (const glm::mat4 &parentTransform) |
| For shader based systems, don't sort anything, render this right_now. More...
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void | queueRender (const glm::mat4 &parentTransform) |
| Queue the object for later rendering. More...
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void | advanceTime (float dt) |
| Advance time (used by renderables with animations). More...
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void | flushNodeBuffers () |
| Apply buffered changes to model nodes position and geometry. More...
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Model * | getAttachedModel (const Common::UString &node) |
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| GLContainer () |
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| ~GLContainer () |
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void | rebuild () |
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void | destroy () |
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| Queueable () |
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virtual | ~Queueable () |
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| Renderable (RenderableType type) |
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| ~Renderable () |
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bool | operator< (const Queueable &q) const |
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double | getDistance () const |
| Get the distance of the object from the viewer. More...
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uint32 | getID () const |
| Get the object's unique ID. More...
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bool | isClickable () const |
| Is the object clickable? More...
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void | setClickable (bool clickable) |
| Set the object's clickable state. More...
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const Common::UString & | getTag () const |
| Get the object's tag. More...
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void | setTag (const Common::UString &tag) |
| Set the object's tag. More...
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bool | isVisible () const |
| Is the object visible? More...
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static void | readValue (Common::SeekableReadStream &stream, uint32 &value) |
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static void | readValue (Common::SeekableReadStream &stream, float &value) |
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static void | readArrayDef (Common::SeekableReadStream &stream, uint32 &offset, uint32 &count) |
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template<typename T > |
static void | readArray (Common::SeekableReadStream &stream, uint32 offset, uint32 count, std::vector< T > &values) |
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typedef std::list< ModelNode * > | NodeList |
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typedef std::map< Common::UString, ModelNode *, Common::UString::iless > | NodeMap |
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typedef std::map< Common::UString, Animation *, Common::UString::iless > | AnimationMap |
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typedef std::map< AnimationChannelName, AnimationChannel * > | AnimationChannelMap |
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typedef std::list< State * > | StateList |
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typedef std::map< Common::UString, State * > | StateMap |
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void | queueDrawBound () |
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void | doDrawBound () |
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void | doDrawSkeleton () |
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Animation * | getAnimation (const Common::UString &anim) |
| Get the animation from its name. More...
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void | finalize () |
| Finalize the loading procedure. More...
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void | doRebuild () |
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void | doDestroy () |
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bool | isInQueue (QueueType queue) const |
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void | addToQueue (QueueType queue) |
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void | removeFromQueue (QueueType queue) |
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void | lockQueue (QueueType queue) |
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void | unlockQueue (QueueType queue) |
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void | sortQueue (QueueType queue) |
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void | resort () |
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void | lockFrame () |
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void | unlockFrame () |
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void | lockFrameIfVisible () |
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void | unlockFrameIfVisible () |
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ModelType | _type |
| The model's type. More...
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Common::UString | _fileName |
| The model's file name. More...
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Common::UString | _name |
| The model's name. More...
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Common::UString | _superModelName |
| Name of the super model. More...
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Model * | _superModel |
| The actual super model. More...
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StateList | _stateList |
| All states within this model. More...
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StateMap | _stateMap |
| All states within this model, index by name. More...
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State * | _currentState |
| The current state. More...
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std::list< Common::UString > | _stateNames |
| All state names. More...
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AnimationMap | _animationMap |
| Map of all animations in this model. More...
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AnimationChannelMap | _animationChannels |
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float | _animationScale |
| The scale of the animation. More...
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float | _scale [3] |
| Model's scale. More...
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float | _orientation [4] |
| Model's orientation. More...
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float | _position [3] |
| Model's position. More...
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float | _center [3] |
| Model's center. More...
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glm::mat4 | _absolutePosition |
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Common::BoundingBox | _boundBox |
| The model's bounding box. More...
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Common::BoundingBox | _absoluteBoundBox |
| The model's box after translate/rotate. More...
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bool | _skinned |
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bool | _positionRelative |
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Shader::ShaderRenderable | _boundRenderable |
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glm::mat4 | _boundTransform |
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QueueType | _queueExists |
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QueueType | _queueVisible |
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uint32 | _id |
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bool | _clickable |
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Common::UString | _tag |
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double | _distance |
| The distance of the object from the viewer. More...
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Definition at line 43 of file legal.cpp.