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| SLJoint (SLuint handle, SLAnimSkeleton *creator) |
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| SLJoint (const SLstring &name, SLuint handle, SLAnimSkeleton *creator) |
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SLJoint * | createChild (SLuint id) |
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SLJoint * | createChild (const SLstring &name, SLuint id) |
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void | calcMaxRadius (const SLVec3f &vec) |
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SLMat4f | calcFinalMat () |
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void | needUpdate () |
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void | offsetMat (const SLMat4f &mat) |
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SLuint | id () const |
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const SLMat4f & | offsetMat () const |
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SLfloat | radius () const |
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| SLNode (const SLstring &name="Node") |
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| SLNode (SLMesh *mesh, const SLstring &name="Node") |
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| SLNode (SLMesh *mesh, const SLVec3f &translation, const SLstring &name) |
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| ~SLNode () override |
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virtual void | cull3DRec (SLSceneView *sv) |
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virtual void | cullChildren3D (SLSceneView *sv) |
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virtual void | cull2DRec (SLSceneView *sv) |
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virtual bool | hitRec (SLRay *ray) |
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virtual void | statsRec (SLNodeStats &stats) |
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virtual SLNode * | copyRec () |
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virtual SLAABBox & | updateAABBRec (SLbool updateAlsoAABBinOS) |
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virtual void | dumpRec () |
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void | setDrawBitsRec (SLuint bit, SLbool state) |
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void | setPrimitiveTypeRec (SLGLPrimitiveType primitiveType) |
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virtual void | addMesh (SLMesh *mesh) |
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virtual void | drawMesh (SLSceneView *sv) |
| Draws the single mesh. More...
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bool | removeMesh () |
| Returns true if a mesh was assigned and set it to nullptr. More...
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bool | removeMesh (SLMesh *mesh) |
| Returns true if the passed mesh was assigned and sets it to nullptr. More...
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SLint | numChildren () |
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void | addChild (SLNode *child) |
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bool | insertChild (SLNode *insertC, SLNode *afterC) |
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void | deleteChildren () |
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bool | deleteChild () |
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bool | deleteChild (SLNode *child) |
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bool | deleteChild (const SLstring &name) |
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bool | removeChild (SLNode *child) |
| remove child from vector of children. Removes false if not found, else true. More...
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template<typename T > |
T * | find (const SLstring &name="", SLbool findRecursive=true) |
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template<typename T > |
T * | findChild (const SLstring &name="", SLbool findRecursive=true) |
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template<typename T > |
deque< T * > | findChildren (const SLstring &name="", SLbool findRecursive=true, SLbool canContain=false) |
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deque< SLNode * > | findChildren (const SLMesh *mesh, SLbool findRecursive=true) |
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deque< SLNode * > | findChildren (SLuint drawbit, SLbool findRecursive=true) |
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SLVec3f | translationOS () const |
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SLVec3f | forwardOS () const |
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SLVec3f | rightOS () const |
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SLVec3f | upOS () const |
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SLVec3f | axisXOS () const |
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SLVec3f | axisYOS () const |
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SLVec3f | axisZOS () const |
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SLVec3f | translationWS () const |
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SLVec3f | forwardWS () const |
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SLVec3f | rightWS () const |
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SLVec3f | upWS () const |
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SLVec3f | axisXWS () const |
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SLVec3f | axisYWS () const |
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SLVec3f | axisZWS () const |
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void | translation (const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent) |
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void | translation (SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_parent) |
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void | rotation (const SLQuat4f &rot, SLTransformSpace relativeTo=TS_parent) |
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void | rotation (SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_parent) |
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void | scaling (SLfloat s) |
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void | scaling (SLfloat x, SLfloat y, SLfloat z) |
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void | scaling (const SLVec3f &scaling) |
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void | lookAt (SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world) |
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void | lookAt (const SLVec3f &target, const SLVec3f &up=SLVec3f::AXISY, SLTransformSpace relativeTo=TS_world) |
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void | translate (const SLVec3f &vec, SLTransformSpace relativeTo=TS_object) |
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void | translate (SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object) |
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void | rotate (const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object) |
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void | rotate (SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_object) |
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void | rotate (SLfloat angleDeg, SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object) |
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void | rotateAround (const SLVec3f &point, SLVec3f &axis, SLfloat angleDeg, SLTransformSpace relativeTo=TS_world) |
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void | scale (SLfloat s) |
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void | scale (SLfloat x, SLfloat y, SLfloat z) |
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void | scale (const SLVec3f &scale) |
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void | scaleToCenter (SLfloat maxDim) |
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void | setInitialState () |
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void | resetToInitialState () |
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void | parent (SLNode *p) |
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void | entityID (SLint entityID) |
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void | om (const SLMat4f &mat) |
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void | animation (SLAnimation *a) |
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void | castsShadows (SLbool castsShadows) |
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virtual void | needUpdate () |
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void | needWMUpdate () |
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void | needAABBUpdate () |
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void | isSelected (bool isSelected) |
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void | minLodCoverage (SLfloat minLodCoverage) |
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void | levelForSM (SLubyte lfsm) |
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void | onUpdateCB (function< void()> callbackFunc) |
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SLNode * | parent () |
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SLint | depth () const |
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SLint | entityID () const |
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const SLMat4f & | om () |
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const SLMat4f & | initialOM () |
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const SLMat4f & | updateAndGetWM () const |
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const SLMat4f & | updateAndGetWMI () const |
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SLDrawBits * | drawBits () |
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SLbool | drawBit (SLuint bit) |
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SLAABBox * | aabb () |
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SLAnimation * | animation () |
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SLbool | castsShadows () |
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SLMesh * | mesh () |
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SLVNode & | children () |
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const SLAnimSkeleton * | skeleton () |
| Returns the first skeleton found in the meshes. More...
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void | updateRec () |
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virtual void | doUpdate () |
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bool | updateMeshSkins (const std::function< void(SLMesh *)> &cbInformNodes) |
| Update all skinned meshes recursively. More...
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void | updateMeshAccelStructs () |
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void | updateMeshMat (std::function< void(SLMaterial *m)> setMat, bool recursive) |
| Updates the mesh material recursively with a material lambda. More...
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void | setMeshMat (SLMaterial *mat, bool recursive) |
| Set the mesh material recursively. More...
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bool | isSelected () |
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SLfloat | minLodCoverage () |
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SLubyte | levelForSM () |
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| SLObject (const SLstring &Name="", const SLstring &url="") |
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virtual | ~SLObject () |
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void | name (const SLstring &Name) |
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void | url (const SLstring &url) |
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const SLstring & | name () const |
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const SLstring & | url () const |
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Public Member Functions inherited from SLEventHandler |
| SLEventHandler () |
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virtual | ~SLEventHandler () |
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virtual SLbool | onMouseDown (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onMouseUp (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onMouseMove (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onDoubleClick (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onMouseWheel (const SLint delta, const SLKey mod) |
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virtual SLbool | onTouch2Down (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
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virtual SLbool | onTouch2Move (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
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virtual SLbool | onTouch2Up (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
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virtual SLbool | onTouch3Down (const SLint x1, const SLint y1) |
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virtual SLbool | onTouch3Move (const SLint x1, const SLint y1) |
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virtual SLbool | onTouch3Up (const SLint x1, const SLint y1) |
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virtual SLbool | onKeyPress (const SLKey key, const SLKey mod) |
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virtual SLbool | onKeyRelease (const SLKey key, const SLKey mod) |
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virtual SLbool | onRotationPYR (const SLfloat pitchRAD, const SLfloat yawRAD, const SLfloat rollRAD) |
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void | mouseRotationFactor (SLfloat rf) |
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SLfloat | mouseRotationFactor () |
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Specialized SLNode that represents a single joint (or bone) in a skeleton.
The main addition of SLJoint to the base SLNode is the offset matrix. The offset matrix is the inverse transformation of the joint's binding pose in mesh space. It is used to transform the vertices of a rigged mesh to the origin of the joint to be able to manipulate them in the join's space. The ID of the joint must be unique among all joints in the parent skeleton.