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| U4DModel () |
| Constructor for the class.
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| ~U4DModel () |
| Destructor for the class.
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| U4DModel (const U4DModel &value) |
| Copy constructor for the class.
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U4DModel & | operator= (const U4DModel &value) |
| Copy constructor for the class. More...
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virtual void | update (double dt) |
| Method which updates the state of the 3D model. More...
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void | updateAllUniforms () |
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void | render (id< MTLRenderCommandEncoder > uRenderEncoder) |
| Renders the current entity. More...
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bool | getBoneRestPose (std::string uBoneName, U4DMatrix4n &uBoneRestPoseMatrix) |
| returns the rest pose of the bone. Note, an armature must be present More...
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bool | getBoneAnimationPose (std::string uBoneName, U4DAnimation *uAnimation, U4DMatrix4n &uBoneAnimationPoseMatrix) |
| returns the animation pose of the bone. Note, an armature must be present and an animation must currently be playing. More...
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bool | loadModel (const char *uModelName) |
| Method which loads Digital Asset data into the game character. Note, the mesh asset binary data must be loaded before calling this method. More...
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bool | loadAnimationToModel (U4DAnimation *uAnimation, const char *uAnimationName) |
| Method which loads Animation data into the game character. Note, the animation asset binary data must be loaded before calling this method. More...
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void | loadIntoVisibilityManager (U4DEntityManager *uEntityManager) |
| self load 3d model into the visibility manager More...
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U4DVector3n | getModelDimensions () |
| Get the 3D dimensions. More...
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void | setNormalMapTexture (std::string uTexture) |
| sets the Normal Map texture used for the 3d model More...
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void | setEnableNormalMap (bool uValue) |
| enable Normal Map rendering More...
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bool | getEnableNormalMap () |
| gets if Normal Map rendering is enabled More...
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void | setHasNormalMap (bool uValue) |
| Informs the engine that the 3d model contains Normal Map texture. More...
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bool | getHasNormalMap () |
| returns true if the 3D model has Normal Map texture More...
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void | computeNormalMapTangent () |
| computes the Normal map tangent vectors More...
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void | setHasMaterial (bool uValue) |
| Informs the engine that the 3D model contains material color information. More...
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void | setHasTexture (bool uValue) |
| Informs the engine that the 3D model contains texture information. More...
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void | setHasAnimation (bool uValue) |
| Method to inform the engine that the 3D model contains animation information. More...
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void | setHasArmature (bool uValue) |
| Method to inform the engine that the 3D model contains armature information. More...
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bool | getHasMaterial () |
| Method which returns true if the 3D model has material color information. More...
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bool | getHasTexture () |
| Method which returns true if the 3D model has texture information. More...
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bool | getHasAnimation () |
| Method which returns true if the 3D model has animation information. More...
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bool | getHasArmature () |
| Method which returns true if the 3D model has armature information. More...
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U4DVector3n | getViewInDirection () |
| Method which returns a 3D vector representing the current view-direction of the 3D model. More...
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void | viewInDirection (U4DVector3n &uDestinationPoint) |
| Method which sets the view-direction of the 3D model. More...
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U4DDualQuaternion | getBoneAnimationSpace (std::string uName) |
| Gets the pose animation space of the bone. More...
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void | setModelVisibility (bool uValue) |
| set if the model should be rendered or not depending if it lies within frustum
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void | initCullingBoundingVolume () |
| Method which initialized the boundary volume used for frustum culling. More...
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void | setCullingPhaseBoundingVolumeVisibility (bool uValue) |
| Methods which sets the visibility of the Culling-Phase bounding volume. More...
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void | updateCullingPhaseBoundingVolumeSpace () |
| Method which updates the culling-phase bounding volume space.
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U4DBoundingVolume * | getCullingPhaseBoundingVolume () |
| Method which returns the culling-phase bounding volume. More...
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bool | getCullingPhaseBoundingVolumeVisibility () |
| Method which returns if the engine should render the culling-phase bounding volume. More...
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void | updateShaderParameterContainer (int uPosition, U4DVector4n &uParamater) |
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std::vector< U4DVector4n > | getModelShaderParameterContainer () |
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void | setTexture0 (std::string uTexture0) |
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void | setTexture1 (std::string uTexture1) |
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void | setRawImageData (std::vector< unsigned char > uRawImageData) |
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void | setImageWidth (unsigned int uImageWidth) |
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void | setImageHeight (unsigned int uImageHeight) |
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void | enableMeshManager (int uSubDivisions) |
| Enables the mesh manager to build an octree. More...
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U4DMeshOctreeManager * | getMeshOctreeManager () |
| gets a pointer to the mesh manager in charge of building an octree
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| U4DVisibleEntity () |
| Constructor for the class.
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virtual | ~U4DVisibleEntity () |
| Destructor for the class.
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| U4DVisibleEntity (const U4DVisibleEntity &value) |
| Copy constructor for the visible entity.
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U4DVisibleEntity & | operator= (const U4DVisibleEntity &value) |
| Copy constructor for the visible entity. More...
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void | loadRenderingInformation () |
| Method which loads all rendering information for the entiy.
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std::string | getFragmentShader () |
| get the name of the fragment shader More...
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U4DRenderEntity * | getRenderEntity () |
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void | setPipelineForPass (std::string uPipelineName, int uRenderPassKey) |
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void | setPipeline (std::string uPipelineName) |
| sets the pipeline for the default final pass More...
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| U4DEntity () |
| Entity Constructor. It creates the entity with the local orientation set to zero and local position set to the origin. The forwad vector is set to (0.0,0.0,-1.0). Parent and Next pointer set to null.
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| ~U4DEntity () |
| Entity Destructor.
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| U4DEntity (const U4DEntity &value) |
| Entity Copy Constructor.
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U4DEntity & | operator= (const U4DEntity &value) |
| Entity Copy Constructor. More...
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void | setName (std::string uName) |
| Method which sets the name of the Entity. More...
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std::string | getName () |
| Method which returns the name of the Entity. More...
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void | setEntityType (ENTITYTYPE uType) |
| Method which sets the type of the Entity. More...
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ENTITYTYPE | getEntityType () |
| Method which returns the type of the Entity. More...
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void | setLocalSpace (U4DDualQuaternion &uLocalSpace) |
| Method which sets the local space of the Entity. More...
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void | setLocalSpace (U4DMatrix4n &uMatrix) |
| Method which sets the local space of the Entity. More...
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U4DDualQuaternion | getLocalSpace () |
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U4DDualQuaternion | getAbsoluteSpace () |
| Method which returns the absolute space of the Entity. More...
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U4DQuaternion | getLocalSpaceOrientation () |
| Method which returns the local orientation space of the Entity. More...
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U4DQuaternion | getLocalSpacePosition () |
| Method which returns the local position space of the Entity. More...
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U4DQuaternion | getAbsoluteSpaceOrientation () |
| Method which returns the absolute orientation space of the Entity. More...
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U4DQuaternion | getAbsoluteSpacePosition () |
| Method which returns the absolute position space of the Entity. More...
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void | setLocalSpaceOrientation (U4DQuaternion &uOrientation) |
| Method which sets the local space orientation of the Entity. More...
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void | setLocalSpacePosition (U4DQuaternion &uPosition) |
| Method which sets the local space position of the Entity. More...
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U4DVector3n | getLocalOrientation () |
| Method which returns the Local orientation of the Entity. More...
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U4DVector3n | getLocalPosition () |
| Method which returns the local position of the Entity. More...
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U4DVector3n | getAbsoluteOrientation () |
| Method which returns the absolute orientation of the Entity. More...
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U4DVector3n | getAbsolutePosition () |
| Method which returns the absolute position of the Entity. More...
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U4DVector3n | getEntityForwardVector () |
| Method which returns the forwad vector of the Entity. More...
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void | setEntityForwardVector (U4DVector3n &uForwardVector) |
| Method which sets the forward vectof of the Entity. The default value is (0.0,0.0,-1.0) More...
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U4DMatrix3n | getAbsoluteMatrixOrientation () |
| Method which returns the absolute orientation of the Entity. More...
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U4DMatrix3n | getLocalMatrixOrientation () |
| Method which returns the local orientation of the Entity. More...
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void | translateTo (U4DVector3n &translation) |
| Method which translates entity to a new position. More...
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void | translateTo (float x, float y, float z) |
| Method which translates entity to a new position. More...
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void | translateTo (U4DVector2n &translation) |
| Method which translates entity to a new position. More...
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void | translateBy (float x, float y, float z) |
| Method which translates entity by certain amount. More...
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void | translateBy (U4DVector3n &translation) |
| Method which translates entity by a certain amount. More...
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void | rotateTo (U4DQuaternion &rotation) |
| Method which rotates entity to a new orientation. More...
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void | rotateBy (U4DQuaternion &rotation) |
| Method which rotates entity by a certain amount. More...
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void | rotateTo (float angle, U4DVector3n &axis) |
| Method which rotates entity to a new orientation. More...
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void | rotateBy (float angle, U4DVector3n &axis) |
| Method which rotates entity by certain amount. More...
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void | rotateTo (float angleX, float angleY, float angleZ) |
| Method which rotates entity to a new orientation. More...
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void | rotateBy (float angleX, float angleY, float angleZ) |
| Method which rotates entity by a certain amount. More...
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void | rotateAboutAxis (float angle, U4DVector3n &axisOrientation, U4DVector3n &axisPosition) |
| Method which rotates entity about an axis. More...
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void | rotateAboutAxis (U4DQuaternion &uOrientation, U4DVector3n &axisPosition) |
| Method which rotates entity about an axis. More...
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void | setZDepth (int uZDepth) |
| Loads all rendering information for the entiy / virtual void loadRenderingInformation(){};. More...
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int | getZDepth () |
| Gets the z-depth value used for rendering ordering. More...
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virtual bool | changeState (INPUTELEMENTACTION uInputAction, U4DVector2n uPosition) |
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| U4DEntityNode () |
| Constructor for the class.
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| U4DEntityNode (std::string uNodeName) |
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| ~U4DEntityNode () |
| Destructor for the class.
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void | addChild (U4DEntity *uChild) |
| Method which adds a child node to a scenegraph. More...
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void | addChild (U4DEntity *uChild, U4DEntity *uNext) |
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void | addChild (U4DEntity *uChild, int uZDepth) |
| Method which adds a child entity to a scenegraph at a particular location. More...
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void | removeChild (U4DEntity *uChild) |
| Method which removes a child node from the scenegraph. More...
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void | changeLastDescendant (U4DEntity *uNewLastDescendant) |
| Method which changes the node's last descendant in the scenegraph. More...
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U4DEntity * | getFirstChild () |
| Method which returns the node's first child in the scenegraph. More...
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U4DEntity * | getLastChild () |
| Method which returns the node's last child in the scenegraph. More...
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U4DEntity * | getNextSibling () |
| Method which returns the node's next sibling in the scenegraph. More...
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U4DEntity * | getPrevSibling () |
| Method which returns the node's previous sibling in the scenegraph. More...
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U4DEntity * | prevInPreOrderTraversal () |
| Method which returns the node's previous sibling in pre-order traversal order. More...
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U4DEntity * | nextInPreOrderTraversal () |
| Method which returns the node's next pointer in pre-order traversal order. More...
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bool | isLeaf () |
| Method which returns true if the node represents a leaf node in the scenegraph. More...
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bool | isRoot () |
| Method which returns true if the node represents a root node in the scenegraph. More...
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U4DEntity * | getParent () |
| Gets the parent to the entity. More...
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U4DEntity * | getRootParent () |
| Gets the root parent (top parent in the scenegraph) of the entity. More...
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U4DEntity * | searchChild (std::string uName) |
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