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| SLTransformNode (SLSceneView *sv, SLNode *targetNode, SLstring shaderDir) |
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| ~SLTransformNode () override |
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virtual SLbool | onMouseDown (SLMouseButton button, SLint x, SLint y, SLKey mod) override |
| onMouseDown event handler during editing interaction More...
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virtual SLbool | onMouseUp (SLMouseButton button, SLint x, SLint y, SLKey mod) override |
| onMouseUp event handler during editing interaction More...
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virtual SLbool | onMouseMove (SLMouseButton button, SLint x, SLint y, SLKey mod) override |
| onMouseMove event handler during editing interaction More...
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virtual void | editMode (SLNodeEditMode editMode) |
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SLNode * | targetNode () |
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SLNodeEditMode | editMode () |
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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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Class that holds all visible gizmo node during mouse transforms.
An SLTransformNode is added to the scenegraph during edit mode. Depending on the transform type (translation, rotation or scaling) arrows or disks and circles get shown or hidden. The transform node gets added and removed on the fly. So the assets have to be delete in the destructor.