#include <SceneGraph.h>
Data structure to hold the data and implementations for a Node inside the SceneGraph.
◆ SceneNode() [1/4]
Scene::SceneNode::SceneNode |
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| ) |
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One of the constructors for a Node of the SceneGraph. Creates an Empty Node.
◆ SceneNode() [2/4]
Scene::SceneNode::SceneNode |
( |
Entity * |
entity | ) |
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One of the constructors for a Node of the SceneGraph.Creates a Node for the enity provided.
- Parameters
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[in] | Pointer | to the entity. |
◆ SceneNode() [3/4]
Scene::SceneNode::SceneNode |
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SceneNode * |
parent | ) |
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One of the constructors for a Node of the SceneGraph. Creates an empty childnode for the parent node provided.
- Parameters
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[in] | The | pointer to the parent node. |
◆ SceneNode() [4/4]
Scene::SceneNode::SceneNode |
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SceneNode ** |
childArray, |
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unsigned int |
size |
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) |
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One of the constructors for a Node of the SceneGraph. Creates a node that becomes a praent to all the nodes in the provided node array.
- Parameters
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[in] | The | pointer to array of Nodes. |
[in] | The | size of the array. |
◆ ~SceneNode()
Scene::SceneNode::~SceneNode |
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◆ AddChild()
void Scene::SceneNode::AddChild |
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SceneNode * |
node | ) |
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Function that adds the node provided as a child to this Scene node.
- Parameters
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[in] | Pointer | to the node to be added as a child. |
◆ GetChildByIndex()
SceneNode* Scene::SceneNode::GetChildByIndex |
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unsigned int |
index | ) |
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inline |
◆ GetChildren()
◆ GetEntity()
Entity* Scene::SceneNode::GetEntity |
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| ) |
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inline |
◆ GetParent()
◆ GetWM()
glm::mat4 Scene::SceneNode::GetWM |
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| ) |
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inline |
◆ RemoveChild() [1/2]
void Scene::SceneNode::RemoveChild |
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SceneNode * |
node | ) |
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Removes the provided node from the list of child nodes of this scene node.
- Parameters
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[in] | Pointer | to the node to be removed as a child. |
◆ RemoveChild() [2/2]
void Scene::SceneNode::RemoveChild |
( |
unsigned int |
index | ) |
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Removes the node at the provided index in the child array as a child.
- Parameters
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[in] | The | index of the child to be discarded in the child array. |
◆ SetEntity()
void Scene::SceneNode::SetEntity |
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Entity * |
node | ) |
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inline |
◆ SetParent()
void Scene::SceneNode::SetParent |
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SceneNode * |
node | ) |
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inline |
◆ SetStatus()
void Scene::SceneNode::SetStatus |
( |
Status |
status | ) |
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Function that assigns the provided status to the node.
◆ SetUpdateFlag()
void Scene::SceneNode::SetUpdateFlag |
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bool |
value | ) |
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inline |
◆ UpdateEntity()
void Scene::SceneNode::UpdateEntity |
( |
entityVector & |
vector | ) |
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Function that Updates the node and calls update on each childnode if needed. It primarily checks for any updates in the transformation matrix of its parent node as well as the entity of this node and updates based on that.
- Parameters
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[in] | a | vector that holds all the entities that were updated during the current loop by the scenegraph and also need to be rendered. Required for processing the octree update. |
The documentation for this class was generated from the following files: