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status_t | setAppearance (Appearance &appearance) |
| Sets the Appearance of the MeshNode. More...
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status_t | setGeometryBinding (GeometryBinding &geometry) |
| Sets the GeometryBinding of the MeshNode. More...
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status_t | setStartIndex (uint32_t startIndex) |
| Sets the first index of indices array that will be used for rendering. More...
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uint32_t | getStartIndex () const |
| Gets the first index of indices array that will be used for rendering. More...
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status_t | setStartVertex (uint32_t startVertex) |
| Sets the offset of the first vertex to use from each vertex array that will be used for rendering the mesh. More...
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uint32_t | getStartVertex () const |
| Gets the first vertex of vertex arrays that will be used for rendering. More...
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status_t | setIndexCount (uint32_t indexCount) |
| Sets the number of indices that will be used for rendering. More...
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uint32_t | getIndexCount () const |
| Gets the number of indices that will be used for rendering. More...
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const Appearance * | getAppearance () const |
| Returns the appearance. More...
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status_t | removeAppearanceAndGeometry () |
| Removes the Appearance and GeometryBinding previously set to the MeshNode. More...
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Appearance * | getAppearance () |
| Returns the appearance. More...
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const GeometryBinding * | getGeometryBinding () const |
| Returns the geometry binding. More...
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GeometryBinding * | getGeometryBinding () |
| Returns the geometry binding. More...
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status_t | setInstanceCount (uint32_t instanceCount) |
| Sets the number of instances that will be drawn for this mesh by the renderer. More...
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uint32_t | getInstanceCount () const |
| Gets the number of instance that will be drawn for this mesh by the renderer. More...
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bool | hasChild () const |
| Returns if node has at least one child Node. More...
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uint32_t | getChildCount () const |
| Gets the number of child Nodes of this node. More...
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Node * | getChild (uint32_t index) |
| Gets child node at provided index. More...
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const Node * | getChild (uint32_t index) const |
| Gets child node at provided index. More...
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status_t | addChild (Node &node) |
| Adds child Node to this node. More...
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status_t | removeChild (Node &node) |
| Removes a child Node from this node. More...
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status_t | removeAllChildren () |
| Removes all child Nodes from this node. More...
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bool | hasParent () const |
| Returns if Node has a parent Node. More...
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Node * | getParent () |
| Gets parent Node of this Node. More...
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const Node * | getParent () const |
| Gets parent Node of this Node. More...
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status_t | setParent (Node &node) |
| Sets parent Node for this node. More...
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status_t | removeParent () |
| Removes the parent Node from this Node. More...
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status_t | getModelMatrix (float(&modelMatrix)[16]) const |
| Gets model (world in scene space) matrix computed from the scene graph. Performance note: this call will cause computation of a transformation chain, however the result is cached therefore subsequent calls will have little to none performance overhead as long as topology or transformation in the chain does not change. More...
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status_t | getInverseModelMatrix (float(&inverseModelMatrix)[16]) const |
| Gets inverse model (world in scene space) matrix computed from the scene graph. Performance note: this call will cause computation of a transformation chain, however the result is cached therefore subsequent calls will have little to none performance overhead as long as topology or transformation in the chain does not change. More...
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status_t | rotate (float x, float y, float z) |
| Rotates in all three directions with the given values without affecting the currently set rotation convention. More...
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status_t | setRotation (float x, float y, float z) |
| Sets the absolute rotation in all three directions for left-handed rotation using Euler ZYX rotation convention. If this function is used to set, then only ramses::Node::getRotation(float&,float&,float&)const can be used to get node rotation, which implicitly uses left-handed Euler ZYX rotation convention. More...
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status_t | setRotation (float x, float y, float z, ERotationConvention rotationConvention) |
| Sets the absolute rotation in all three directions for right-handed rotation using the chosen Euler angles rotation convention. If this function is used to set, then only ramses::Node::getRotation(float&,float&,float&,ERotationConvention&)const can be used to get node rotation. More...
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status_t | getRotation (float &x, float &y, float &z) const |
| Retrieves the absolute rotation for left-handed rotation using Euler ZYX rotation convention. More...
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status_t | getRotation (float &x, float &y, float &z, ERotationConvention &rotationConvention) const |
| Retrieves the absolute rotation for right-handed rotation in all three directions and the used Euler angles rotation convention. This function can be used only if ramses::Node::setRotation(float,float,float,ERotationConvention) is used to set node rotation. More...
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status_t | translate (float x, float y, float z) |
| Translates in all three directions with the given values. More...
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status_t | setTranslation (float x, float y, float z) |
| Sets the absolute translation the absolute values. More...
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status_t | getTranslation (float &x, float &y, float &z) const |
| Retrieves the current absolute translation. More...
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status_t | scale (float x, float y, float z) |
| Scales in all three directions with the given values. More...
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status_t | setScaling (float x, float y, float z) |
| Sets the absolute scale in all three dimensions. More...
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status_t | getScaling (float &x, float &y, float &z) const |
| Retrieves the current absolute scale in all three dimensions. More...
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status_t | setVisibility (EVisibilityMode mode) |
| Sets the visibility of the Node. Visibility of a node determines if a renderable is rendered or not and if its resources are loaded. See EVisibilityMode for more details. Those attributes are propagated down to the node's children recursively. A node can only be rendered, if none of its parents are Invisible or Off, the node's resources are only loaded if none of its parents are Off. More...
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EVisibilityMode | getVisibility () const |
| Gets the visibility property of the Node. This is just the visibility state of this node object, NOT the hierarchically accumulated visibility of its parents. More...
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sceneObjectId_t | getSceneObjectId () const |
| Returns scene object id which is automatically assigned at creation time of object and is unique within scope of one scene. More...
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sceneId_t | getSceneId () const |
| Returns sceneid to which this object belongs to. More...
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const char * | getName () const |
| Returns the name of the object. More...
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status_t | setName (const char *name) |
| Changes the name of the object. More...
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ERamsesObjectType | getType () const |
| Gets type of the object. More...
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bool | isOfType (ERamsesObjectType type) const |
| Checks if the object is of given type. More...
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status_t | validate () const |
| Generates verbose validation of the object. More...
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const char * | getValidationReport (EValidationSeverity minSeverity=EValidationSeverity_Info) const |
| Provides verbose report in human readable form generated by validate. More...
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const char * | getStatusMessage (status_t status) const |
| Get the string description for a status provided by a RAMSES API function. More...
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| StatusObject (const StatusObject &other)=delete |
| Deleted copy constructor. More...
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StatusObject & | operator= (const StatusObject &other)=delete |
| Deleted copy assignment. More...
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