SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneErlebARAugustaTmpTht Class Reference

Class for ErlebAR model for Augusta Raurica Tempel & Theater. More...

#include <AppDemoSceneErlebARAugustaTmpTht.h>

Inheritance diagram for AppDemoSceneErlebARAugustaTmpTht:
[legend]

Public Member Functions

 AppDemoSceneErlebARAugustaTmpTht ()
 
void registerAssetsToLoad (SLAssetLoader &al) override
 All scene specific assets have to be registered for async loading in here. More...
 
void assemble (SLAssetManager *am, SLSceneView *sv) override
 After parallel loading of the assets the scene gets assembled in here. More...
 
- Public Member Functions inherited from SLScene
 SLScene (const SLstring &name)
 
 ~SLScene () override
 
void initOculus (SLstring shaderDir)
 
void root3D (SLNode *root3D)
 
void root2D (SLNode *root2D)
 
void skybox (SLSkybox *skybox)
 
void stopAnimations (SLbool stop)
 
void info (SLstring i)
 
void loadTimeMS (SLfloat loadTimeMS)
 
SLAnimManageranimManager ()
 
SLAssetManagerassetManager ()
 
SLNoderoot3D ()
 
SLNoderoot2D ()
 
SLSkyboxskybox ()
 
SLstringinfo ()
 
SLfloat elapsedTimeMS () const
 
SLfloat elapsedTimeSec () const
 
SLVEventHandlereventHandlers ()
 
SLfloat loadTimeMS () const
 
SLVLightlights ()
 
SLfloat fps () const
 
AvgFloatframeTimesMS ()
 
AvgFloatupdateTimesMS ()
 
AvgFloatupdateAnimTimesMS ()
 
AvgFloatupdateAABBTimesMS ()
 
AvgFloatupdateDODTimesMS ()
 
SLNodesingleNodeSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLMeshsingleMeshFullSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLVNodeselectedNodes ()
 
SLVMeshselectedMeshes ()
 
SLbool stopAnimations () const
 
SLint numSceneCameras ()
 Returns the number of camera nodes in the scene. More...
 
SLCameranextCameraInScene (SLCamera *activeSVCam)
 Returns the next camera in the scene if there is one. More...
 
bool onUpdate (bool renderTypeIsRT, bool voxelsAreShown, bool forceCPUSkinning)
 Updates animations and AABBs. More...
 
void init (SLAssetManager *am)
 
virtual void unInit ()
 
void selectNodeMesh (SLNode *nodeToSelect, SLMesh *meshToSelect)
 Handles the full mesh selection from double-clicks. More...
 
void deselectAllNodesAndMeshes ()
 Deselects all nodes and its meshes. More...
 
SLGLOculusoculus ()
 
- Public Member Functions inherited from SLObject
 SLObject (const SLstring &Name="", const SLstring &url="")
 
virtual ~SLObject ()
 
void name (const SLstring &Name)
 
void url (const SLstring &url)
 
const SLstringname () const
 
const SLstringurl () const
 

Private Attributes

SLNode_thtAndTmp
 
SLGLTexture_cubemap
 
SLGLProgram_spRefl
 

Additional Inherited Members

- Protected Attributes inherited from SLScene
SLVLight _lights
 Vector of all lights. More...
 
SLVEventHandler _eventHandlers
 Vector of all event handler. More...
 
SLAnimManager _animManager
 Animation manager instance. More...
 
SLAssetManager_assetManager
 Pointer to the external assetManager. More...
 
SLNode_root3D
 Root node for 3D scene. More...
 
SLNode_root2D
 Root node for 2D scene displayed in ortho projection. More...
 
SLSkybox_skybox
 pointer to skybox More...
 
SLstring _info
 scene info string More...
 
SLVNode _selectedNodes
 Vector of selected nodes. See SLMesh::selectNodeMesh. More...
 
SLVMesh _selectedMeshes
 Vector of selected meshes. See SLMesh::selectNodeMesh. More...
 
SLfloat _loadTimeMS
 time to load scene in ms More...
 
SLfloat _frameTimeMS
 Last frame time in ms. More...
 
SLfloat _lastUpdateTimeMS
 Last time after update in ms. More...
 
SLfloat _fps
 Averaged no. of frames per second. More...
 
AvgFloat _frameTimesMS
 Averaged total time per frame in ms. More...
 
AvgFloat _updateTimesMS
 Averaged time for update in ms. More...
 
AvgFloat _updateAABBTimesMS
 Averaged time for update the nodes AABB in ms. More...
 
AvgFloat _updateAnimTimesMS
 Averaged time for update the animations in ms. More...
 
AvgFloat _updateDODTimesMS
 Averaged time for update the SLEntities graph. More...
 
SLbool _stopAnimations
 Global flag for stopping all animations. More...
 
std::unique_ptr< SLGLOculus_oculus
 Oculus Rift interface. More...
 
- Protected Attributes inherited from SLObject
SLstring _name
 name of an object More...
 
SLstring _url
 uniform resource locator More...
 

Detailed Description

Class for ErlebAR model for Augusta Raurica Tempel & Theater.

Definition at line 20 of file AppDemoSceneErlebARAugustaTmpTht.h.

Constructor & Destructor Documentation

◆ AppDemoSceneErlebARAugustaTmpTht()

AppDemoSceneErlebARAugustaTmpTht::AppDemoSceneErlebARAugustaTmpTht ( )

Definition at line 24 of file AppDemoSceneErlebARAugustaTmpTht.cpp.

25  : SLScene("Augusta Raurica Temple and Theatre AR")
26 {
27  info("Augusta Raurica Temple AR and Theatre");
28 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneErlebARAugustaTmpTht::assemble ( SLAssetManager am,
SLSceneView sv 
)
overridevirtual

After parallel loading of the assets the scene gets assembled in here.

Remarks
All scene-specific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread. It is important that all object instantiations within SLScene::assemble do NOT call any OpenGL functions (gl*) because they happen in a parallel thread. All objects that get rendered have to do their initialization when they are used the first time during rendering in the main thread.

Reimplemented from SLScene.

Definition at line 113 of file AppDemoSceneErlebARAugustaTmpTht.cpp.

115 {
117 
118  // Create see through video background material without shadow mapping
119  SLMaterial* matVideoBkgd = new SLMaterial(am,
120  "matVideoBkgd",
121  gVideoTexture);
122  matVideoBkgd->reflectionModel(RM_Custom);
123 
124  // Create see through video background material with shadow mapping
125  SLMaterial* matVideoBkgdSM = new SLMaterial(am,
126  "matVideoBkgdSM",
127  gVideoTexture);
128  matVideoBkgdSM->reflectionModel(RM_Custom);
129  matVideoBkgdSM->ambient(SLCol4f(0.6f, 0.6f, 0.6f));
130  matVideoBkgdSM->getsShadows(true);
131 
132  // Setup the camera
133  SLCamera* cam1 = new SLCamera("Camera 1");
134  cam1->translation(0, 50, -150);
135  cam1->lookAt(0, 0, 0);
136  cam1->clipNear(1);
137  cam1->clipFar(400);
138  cam1->focalDist(150);
141 
142  // Turn on main video
144 
145  // Create directional light for the sunlight
146  SLLightDirect* sunLight = new SLLightDirect(am, this, 1.0f);
147  sunLight->translate(-42, 10, 13);
148  sunLight->powers(1.0f, 1.5f, 1.0f);
149  sunLight->attenuation(1, 0, 0);
150  sunLight->doSunPowerAdaptation(true);
151  sunLight->createsShadows(true);
152  sunLight->createShadowMapAutoSize(cam1, SLVec2i(2048, 2048), 4);
153  sunLight->shadowMap()->cascadesFactor(3.0);
154  // Old stanard single map shadow map
155  // sunLight->createShadowMap(-100, 250, SLVec2f(210, 180), SLVec2i(4096, 4096));
156  sunLight->doSmoothShadows(true);
157  sunLight->castsShadows(false);
158  sunLight->shadowMinBias(0.001f);
159  sunLight->shadowMaxBias(0.001f);
160 
161  // Let the sun be rotated by time and location
162  AppCommon::devLoc.sunLightNode(sunLight);
164  std::time(nullptr));
165 
166  // Rotate to the true geographic rotation
167  _thtAndTmp->rotate(16.7f, 0, 1, 0, TS_parent);
168 
169  // Let the video shine through on some objects without shadow mapping
170  SLNode* tmpUnderground = _thtAndTmp->findChild<SLNode>("TmpUnderground");
171  if (tmpUnderground) tmpUnderground->setMeshMat(matVideoBkgd, true);
172  SLNode* thtUnderground = _thtAndTmp->findChild<SLNode>("ThtUnderground");
173  if (thtUnderground) thtUnderground->setMeshMat(matVideoBkgd, true);
174 
175  // Let the video shine through on some objects with shadow mapping
176  SLNode* tmpFloor = _thtAndTmp->findChild<SLNode>("TmpFloor");
177  if (tmpFloor) tmpFloor->setMeshMat(matVideoBkgdSM, true);
178 
179  SLNode* terrain = _thtAndTmp->findChild<SLNode>("Terrain");
180  if (terrain)
181  {
182  terrain->setMeshMat(matVideoBkgdSM, true);
183  terrain->castsShadows(false);
184  }
185  SLNode* thtFrontTerrain = _thtAndTmp->findChild<SLNode>("ThtFrontTerrain");
186  if (thtFrontTerrain)
187  {
188  thtFrontTerrain->setMeshMat(matVideoBkgdSM, true);
189  thtFrontTerrain->castsShadows(false);
190  }
191 
192  // Add axis object a world origin
193  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
194  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
195  axis->rotate(-90, 1, 0, 0);
196  axis->castsShadows(false);
197 
198  // Set some ambient light
200  { m->ambient(SLCol4f(.25f, .25f, .25f)); },
201  true);
202  SLNode* scene = new SLNode("Scene");
203  root3D(scene);
204  scene->addChild(sunLight);
205  scene->addChild(axis);
206  scene->addChild(_thtAndTmp);
207  scene->addChild(cam1);
208 
209  // Level of Detail switch for Temple and Theater
210  SLNode* tmpAltar = _thtAndTmp->findChild<SLNode>("TmpAltar");
211  SLNode* tmpL1 = _thtAndTmp->findChild<SLNode>("Tmp-L1");
212  SLNode* tmpL2 = _thtAndTmp->findChild<SLNode>("Tmp-L2");
213  SLNode* thtL1 = _thtAndTmp->findChild<SLNode>("Tht-L1");
214  SLNode* thtL2 = _thtAndTmp->findChild<SLNode>("Tht-L2");
215  thtL1->drawBits()->set(SL_DB_HIDDEN, false);
216  thtL2->drawBits()->set(SL_DB_HIDDEN, true);
217  tmpL1->drawBits()->set(SL_DB_HIDDEN, false);
218  tmpL2->drawBits()->set(SL_DB_HIDDEN, true);
219 
220  // Add level of detail switch callback lambda
221  cam1->onCamUpdateCB([=](SLSceneView* sv)
222  {
223  SLVec3f posCam = sv->camera()->updateAndGetWM().translation();
224  SLVec3f posAlt = tmpAltar->updateAndGetWM().translation();
225  SLVec3f distCamAlt = posCam - posAlt;
226  float tmpDist = distCamAlt.length();
227  float thtDist = posCam.length();
228 
229  // If the temple is closer than the theater activate level 1 and deactivate level 2
230  if (tmpDist < thtDist)
231  {
232  thtL1->drawBits()->set(SL_DB_HIDDEN, true);
233  thtL2->drawBits()->set(SL_DB_HIDDEN, false);
234  tmpL1->drawBits()->set(SL_DB_HIDDEN, false);
235  tmpL2->drawBits()->set(SL_DB_HIDDEN, true);
236  }
237  else
238  {
239  thtL1->drawBits()->set(SL_DB_HIDDEN, false);
240  thtL2->drawBits()->set(SL_DB_HIDDEN, true);
241  tmpL1->drawBits()->set(SL_DB_HIDDEN, true);
242  tmpL2->drawBits()->set(SL_DB_HIDDEN, false);
243  } });
244 
245 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
249 #else
250  AppCommon::devLoc.isUsed(false);
251  AppCommon::devRot.isUsed(false);
253  SLVec3f pos_f((SLfloat)pos_d.x, (SLfloat)pos_d.y, (SLfloat)pos_d.z);
254  cam1->translation(pos_f);
255  cam1->focalDist(pos_f.length());
256  cam1->lookAt(SLVec3f::ZERO);
258 #endif
259 
260  sv->doWaitOnIdle(false); // for constant video feed
261  sv->camera(cam1);
262 }
SLGLTexture * gVideoTexture
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
float SLfloat
Definition: SL.h:173
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
#define SL_DB_HIDDEN
Flags an object as hidden.
Definition: SLDrawBits.h:20
@ CA_turntableYUp
Orbiting around central object w. turntable rotation around y & right axis.
Definition: SLEnums.h:122
@ CA_deviceRotLocYUp
The device rotation controls the camera rotation and the GPS controls the Camera Translation.
Definition: SLEnums.h:128
@ TS_parent
Definition: SLEnums.h:209
@ RM_Custom
Definition: SLEnums.h:292
@ TT_videoBkgd
Definition: SLGLTexture.h:94
SLVec2< SLint > SLVec2i
Definition: SLVec2.h:140
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
void videoType(CVVideoType vt)
Setter for video type also sets the active calibration.
Definition: CVCapture.cpp:866
static CVCapture * instance()
Public static instance getter for singleton pattern.
Definition: CVCapture.h:65
void texture(SLGLTexture *backgroundTexture, bool fixAspectRatio=false)
If flag _repeatBlurred is true the texture is not distorted if its size does not fit to screen aspect...
Active or visible camera node class.
Definition: SLCamera.h:54
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void clipNear(const SLfloat cNear)
Definition: SLCamera.h:108
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
void onCamUpdateCB(function< void(SLSceneView *sv)> callbackFunc)
Definition: SLCamera.h:128
SLBackground & background()
Definition: SLCamera.h:165
void camAnim(SLCamAnim ca)
Definition: SLCamera.h:103
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
SLbool calculateSolarAngles(SLVec3d locationLatLonAlt, std::time_t time)
Calculates the solar angles at origin at local time.
SLVec3d defaultENU() const
void sunLightNode(SLLightDirect *sln)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
SLVec3d originENU() const
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
void set(SLuint bit, SLbool state)
Sets the specified bit to the passed state.
Definition: SLDrawBits.h:57
void texType(SLTextureType bt)
Definition: SLGLTexture.h:200
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void doSunPowerAdaptation(SLbool enabled)
Definition: SLLightDirect.h:82
void createShadowMapAutoSize(SLCamera *camera, SLVec2i texSize=SLVec2i(1024, 1024), int numCascades=4) override
void createsShadows(SLbool createsShadows)
Definition: SLLight.cpp:98
void shadowMaxBias(SLfloat maxBias)
Definition: SLLight.h:129
void shadowMap(SLShadowMap *shadowMap)
Definition: SLLight.h:125
void doSmoothShadows(SLbool doSS)
Definition: SLLight.h:126
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
Definition: SLLight.h:74
void shadowMinBias(SLfloat minBias)
Definition: SLLight.h:128
SLVec3< T > translation() const
Definition: SLMat4.h:184
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
void reflectionModel(SLReflectionModel rm)
Definition: SLMaterial.h:169
void ambient(const SLCol4f &ambi)
Definition: SLMaterial.h:170
void getsShadows(SLbool receivesShadows)
Definition: SLMaterial.h:204
SLNode represents a node in a hierarchical scene graph.
Definition: SLNode.h:147
void addChild(SLNode *child)
Definition: SLNode.cpp:207
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
Definition: SLNode.cpp:828
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
const SLMat4f & updateAndGetWM() const
Definition: SLNode.cpp:703
void castsShadows(SLbool castsShadows)
Definition: SLNode.h:282
T * findChild(const SLstring &name="", SLbool findRecursive=true)
Definition: SLNode.h:388
void setMeshMat(SLMaterial *mat, bool recursive)
Set the mesh material recursively.
Definition: SLNode.cpp:1172
SLDrawBits * drawBits()
Definition: SLNode.h:299
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
Definition: SLNode.h:652
void updateMeshMat(std::function< void(SLMaterial *m)> setMat, bool recursive)
Updates the mesh material recursively with a material lambda.
Definition: SLNode.cpp:1161
void setDrawBitsRec(SLuint bit, SLbool state)
Definition: SLNode.cpp:804
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69
void camera(SLCamera *camera)
Definition: SLSceneView.h:145
void doWaitOnIdle(SLbool doWI)
Definition: SLSceneView.h:149
T y
Definition: SLVec3.h:43
T x
Definition: SLVec3.h:43
T length() const
Definition: SLVec3.h:122
T z
Definition: SLVec3.h:43
static SLVec3 ZERO
Definition: SLVec3.h:285

◆ registerAssetsToLoad()

void AppDemoSceneErlebARAugustaTmpTht::registerAssetsToLoad ( SLAssetLoader al)
overridevirtual

All scene specific assets have to be registered for async loading in here.

All assets the should be loaded in parallel must be registered in here.

Remarks
All scene sspecific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread.

Reimplemented from SLScene.

Definition at line 31 of file AppDemoSceneErlebARAugustaTmpTht.cpp.

32 {
33  // Create video texture on global pointer updated in AppDemoVideo
35  AppCommon::texturePath + "LiveVideoError.png",
36  GL_LINEAR,
37  GL_LINEAR);
38 
41  "erleb-AR/models/augst/augst-thtL1L2-tmpL1L2.gltf");
42 
44  AppCommon::shaderPath + "Reflect.vert",
45  AppCommon::shaderPath + "Reflect.frag");
46 
47  // initialize sensor stuff before loading geotiff
49  AppCommon::devLoc.nameLocations().push_back(SLLocation("Center of theatre, Origin",
50  47,
51  31,
52  59.461,
53  7,
54  43,
55  19.446,
56  282.6));
57  AppCommon::devLoc.nameLocations().push_back(SLLocation("Treppe Tempel",
58  47,
59  31,
60  58.933,
61  7,
62  43,
63  16.799,
64  290.5 + 1.7));
65  AppCommon::devLoc.nameLocations().push_back(SLLocation("Abzweigung (Dolendeckel)",
66  47,
67  31,
68  57.969,
69  7,
70  43,
71  17.946,
72  286.5 + 1.7));
73  AppCommon::devLoc.nameLocations().push_back(SLLocation("Marker bei Tempel",
74  47,
75  31,
76  59.235,
77  7,
78  43,
79  15.161,
80  293.1 + 1.7));
81  AppCommon::devLoc.nameLocations().push_back(SLLocation("Theater 1. Rang Zugang Ost",
82  47,
83  31,
84  59.698,
85  7,
86  43,
87  20.518,
88  291.0 + 1.7));
89  AppCommon::devLoc.nameLocations().push_back(SLLocation("Theater 1. Rang Nord",
90  47,
91  32,
92  0.216,
93  7,
94  43,
95  19.173,
96  291.0 + 1.7));
97  AppCommon::devLoc.originLatLonAlt(AppCommon::devLoc.nameLocations()[0].posWGS84LatLonAlt);
98  AppCommon::devLoc.activeNamedLocation(1); // This sets the location 1 as defaultENU
99  AppCommon::devLoc.locMaxDistanceM(1000.0f); // Max. allowed distance to origin
100  AppCommon::devLoc.improveOrigin(false); // No autom. origin improvement
105 
106  // This loads the DEM file and overwrites the altitude of originLatLonAlt and defaultLatLonAlt
109  "erleb-AR/models/augst/DTM-Theater-Tempel-WGS84.tif");
110 }
@ LOM_twoFingerY
@ ROM_oneFingerX
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
static SLstring shaderPath
Path to GLSL shader programs.
Definition: AppCommon.h:84
static SLstring dataPath
Path to data directory (it is set platform dependent)
Definition: AppCommon.h:83
void addProgramToLoad(SLGLProgram *&program, const SLstring &vertShaderFile, const SLstring &fragShaderFile)
Add generic GLSL program with shader files to load.
void addGeoTiffToLoad(SLDeviceLocation &devLoc, const SLstring &imageFileWithPath)
Add GeoTiff file to load for the SLDevLocation.
void addTextureToLoad(SLGLTexture *&texture, const SLstring &path, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)
Add 2D textures with internal image allocation.
void addNodeToLoad(SLNode *&node, const SLstring &modelPath, SLSkybox *skybox=nullptr, SLbool deleteTexImgAfterBuild=false, SLbool loadMeshesOnly=true, SLMaterial *overrideMat=nullptr, float ambientFactor=0.5f, SLbool forceCookTorranceRM=false, SLuint flags=SLProcess_Triangulate|SLProcess_JoinIdenticalVertices|SLProcess_RemoveRedundantMaterials|SLProcess_FindDegenerates|SLProcess_FindInvalidData|SLProcess_SplitLargeMeshes)
Add mesh from file to load via assimp loader.
void useOriginAltitude(SLbool useGLA)
void improveOrigin(SLbool impO)
void originLatLonAlt(int degreesLat, int minutesLat, double secondsLat, int degreesLon, int minutesLon, double secondsLon, double altitudeM)
Origin coordinate setter in WGS84 Lat-Lon in degrees, minutes and seconds.
void activeNamedLocation(SLint locIndex)
SLVLocation & nameLocations()
void locMaxDistanceM(SLfloat maxDist)
void offsetMode(SLLocOffsetMode lom)
void hasOrigin(SLbool hasOL)
void offsetMode(SLRotOffsetMode rom)
void zeroYawAtStart(SLbool zeroYaw)
class for a named location with lat-lon-Alt WGS84 position

Member Data Documentation

◆ _cubemap

SLGLTexture* AppDemoSceneErlebARAugustaTmpTht::_cubemap
private

Definition at line 46 of file AppDemoSceneErlebARAugustaTmpTht.h.

◆ _spRefl

SLGLProgram* AppDemoSceneErlebARAugustaTmpTht::_spRefl
private

Definition at line 47 of file AppDemoSceneErlebARAugustaTmpTht.h.

◆ _thtAndTmp

SLNode* AppDemoSceneErlebARAugustaTmpTht::_thtAndTmp
private

Definition at line 45 of file AppDemoSceneErlebARAugustaTmpTht.h.


The documentation for this class was generated from the following files: