#include <Modelx.h>
Public Member Functions | |
| Modelx () | |
| virtual | ~Modelx () |
| ES3Denum | initx (ModelCorex ¤tModelCore) |
| GLvoid | updatex (GLuint time) |
| GLvoid | renderx (GLvoid) const |
| GLvoid | createDefaultAnimationx (GLvoid) |
| GLshort | getCurrentAnimationx (GLvoid) |
| GLvoid | setNextAnimationx (GLshort next, GLboolean loop, GLboolean wait) |
| GLboolean | isAnimationRunningx (GLvoid) |
| GLuint | getElapsedTimex (GLvoid) |
| GLvoid | setElapsedTimex (GLuint time) |
| GLvoid | setElapsedTimeByFramex (GLuint frame) |
| GLvoid | resetx (GLvoid) |
| GLvoid | createBoundingSpherex (GLbyte level) |
| GLboolean | collidesBoundingSpherex (GLbyte *search, GLubyte searchSize, GLbyte *hitJoint, Modelx &model, GLbyte *searchModel, GLubyte searchSizeModel, GLbyte *hitJointModel, GLboolean exact, GLbyte stopAtLevel) |
| GLboolean | intersectsBoundingSpherex (GLbyte *search, GLubyte searchSize, GLbyte *hitJoint, FixedPointx hitPoint[3], FixedPointx start[3], FixedPointx point[3], GLboolean exact, GLbyte stopAtLevel) |
Public Attributes | |
| FixedPointx | position [3] |
| FixedPointx | orientation [3] |
| FixedPointx | scale [3] |
| GLboolean | useQuaternion |
| DynamicBoundingSpherex * | dynamicBoundingSphere |
| ES3D::Modelx::Modelx | ( | ) |
Constructor
| ES3D::Modelx::~Modelx | ( | ) | [virtual] |
Destructor
| GLboolean ES3D::Modelx::collidesBoundingSpherex | ( | GLbyte * | search, | |
| GLubyte | searchSize, | |||
| GLbyte * | hitJoint, | |||
| Modelx & | model, | |||
| GLbyte * | searchModel, | |||
| GLubyte | searchSizeModel, | |||
| GLbyte * | hitJointModel, | |||
| GLboolean | exact, | |||
| GLbyte | stopAtLevel | |||
| ) |
Intersection method using bounding spheres between this and another model.
| search | array of joints which should be considered in this search | |
| searchSize | size of this array | |
| hitJoint | if a collision occurs, the hit hoint is stored here | |
| model | the model to check against | |
| searchModel | array of joints which should be considered in this search from the other model | |
| searchSizeModel | size of this array | |
| hitJointModel | if a collision occurs, the hit hoint of the other model is stored here | |
| exact | flag, if intersection should be exact (triangle-triangle) or not (sphere-sphere) | |
| stopAtLevel | level of the hierarchy to stop the search, if -1 one all spheres are considered; ignored, when exact is true |
| GLvoid ES3D::Modelx::createBoundingSpherex | ( | GLbyte | level | ) |
Creates the dynamic bounding sphere with its bounding sphere hierarchy.
| level | deepness of the hierarchy tree |
| GLvoid ES3D::Modelx::createDefaultAnimationx | ( | GLvoid | ) |
Creates the default animation if one exists.
| GLshort ES3D::Modelx::getCurrentAnimationx | ( | GLvoid | ) |
Returns the current animation.
| GLuint ES3D::Modelx::getElapsedTimex | ( | GLvoid | ) |
Returns the absolute elapsed time.
| ES3Denum ES3D::Modelx::initx | ( | ModelCorex & | currentModelCore | ) |
Init the given model with the core model.
| currentModelCore | the core model |
| GLboolean ES3D::Modelx::intersectsBoundingSpherex | ( | GLbyte * | search, | |
| GLubyte | searchSize, | |||
| GLbyte * | hitJoint, | |||
| FixedPointx | hitPoint[3], | |||
| FixedPointx | start[3], | |||
| FixedPointx | point[3], | |||
| GLboolean | exact, | |||
| GLbyte | stopAtLevel | |||
| ) |
Intersection of a ray with a model.
| search | array of joints which should be considered in this search | |
| searchSize | size of this array | |
| hitJoint | if a collision occurs, the hit joint is stored here | |
| hitPoint | if a collision occurs, the hit point is stored here | |
| start | the origin of the ray | |
| point | any point of the ray | |
| exact | flag, if intersection should be exact (triangle-triangle) or not (sphere-sphere) | |
| stopAtLevel | level of the hierarchy to stop the search, if -1 one all spheres are considered; ignored, when exact is true, -2 only the dynamic bounding sphere is considered |
| GLboolean ES3D::Modelx::isAnimationRunningx | ( | GLvoid | ) |
Returns if an animation is current running.
| GLvoid ES3D::Modelx::renderx | ( | GLvoid | ) | const |
Renders the given model.
| GLvoid ES3D::Modelx::resetx | ( | GLvoid | ) |
Resets and cleans up the model.
| GLvoid ES3D::Modelx::setElapsedTimeByFramex | ( | GLuint | frame | ) |
Sets the elapsed time by frame.
| frame | the frame |
| GLvoid ES3D::Modelx::setElapsedTimex | ( | GLuint | time | ) |
Sets the elapsed time. Time is clamped between the current animation time.
| time | the new elapsed time |
| GLvoid ES3D::Modelx::setNextAnimationx | ( | GLshort | next, | |
| GLboolean | loop, | |||
| GLboolean | wait | |||
| ) |
Sets the next animation.
| next | index of the next animation | |
| loop | flag, if animation should be looped | |
| wait | flag, if next animation should wait until current animation is finished |
| GLvoid ES3D::Modelx::updatex | ( | GLuint | time | ) |
Updates the given model by time.
| time | the elapsed time by one frame |
The dynamic bounding sphere of tis model.
Orientation of the model in world space.
Position of the model in world space.
Scaling of the model.
| GLboolean ES3D::Modelx::useQuaternion |
Flag, if quaternions should be used. By default on.
1.4.7