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nge::engine::IRegionLevelNode Class Reference

#include <IRegionLevelNode.hpp>

Inheritance diagram for nge::engine::IRegionLevelNode:

nge::engine::ILevelNode irr::IReferenceCounted nge::engine::IWorldLevelNode nge::engine::IZoneGroupLevelNode nge::engine::IZoneLevelNode

List of all members.

Public Member Functions

virtual GridSceneNodeaddGridSceneNode (ISceneNode *parent=0, ISceneManager *smgr=0, s32 id=-1, s32 spacing=8, s32 size=1024, SColor gridcolor=SColor(255, 128, 128, 128), s32 accentlineoffset=8, SColor accentgridcolor=SColor(255, 192, 192, 192), bool axislinestate=false)
 Adds a grid scene node to the scene graph.
virtual NUSoftwareIntroSceneNodeaddNUSoftwareIntroSceneNode (ISceneNode *parent=0, ISceneManager *smgr=0, s32 id=-1, vector3df pos=vector3df(0.f, 0.f, 0.f), vector3df rot=vector3df(-90.f, 0.f, 0.f), vector3df scale=vector3df(60.f, 60.f, 60.f))
virtual ISoundEmitterSceneNodeaddSoundEmitterSceneNode (ISceneNode *parent=0, ISceneManager *smgr=0, s32 id=-1)
virtual void drawDebugData ()
 Draws the node's debug data based on its DebugDataVisible member.
virtual E_LEVEL_NODE_TYPE getType () const
 Returns type of the level node.
 IRegionLevelNode (IRegionLevelNode *parent, ILevelManager *lmgr, s32 id)
 Constructor.
virtual void OnRegisterLevelNode ()
 This method is called just before the processing of the node.
virtual ISceneNodeSceneNode ()
 Returns the root scene node of this level node.
virtual void setIdle (bool isIdle)
 Sets if the node should be idle or not. All children of this node won't be processed too if this node is idle.
virtual ~IRegionLevelNode ()
 Destructor.

Protected Attributes

array< ISoundEmitterSceneNode * > m_aSoundEmitters
ISceneNodem_pRootSceneNode


Detailed Description

Definition at line 20 of file IRegionLevelNode.hpp.


Constructor & Destructor Documentation

nge::engine::IRegionLevelNode::IRegionLevelNode ( IRegionLevelNode parent,
ILevelManager lmgr,
s32  id 
) [inline]

Constructor.

Definition at line 24 of file IRegionLevelNode.hpp.

References nge::engine::ILevelManager::getSceneManager(), and m_pRootSceneNode.

virtual nge::engine::IRegionLevelNode::~IRegionLevelNode (  )  [inline, virtual]

Destructor.

Definition at line 31 of file IRegionLevelNode.hpp.

References m_aSoundEmitters, m_pRootSceneNode, and nge::engine::ILevelNode::Parent.


Member Function Documentation

virtual GridSceneNode* nge::engine::IRegionLevelNode::addGridSceneNode ( ISceneNode parent = 0,
ISceneManager *  smgr = 0,
s32  id = -1,
s32  spacing = 8,
s32  size = 1024,
SColor  gridcolor = SColor(255,128,128,128),
s32  accentlineoffset = 8,
SColor  accentgridcolor = SColor(255,192,192,192),
bool  axislinestate = false 
) [inline, virtual]

Adds a grid scene node to the scene graph.

Setting accentlineoffset to 0 causes accentlines to not be rendered.
Thanks to Dark_Kilauea for creating this class.

Definition at line 107 of file IRegionLevelNode.hpp.

References nge::engine::ILevelManager::getSceneManager(), nge::engine::ILevelNode::LevelManager, and SceneNode().

virtual NUSoftwareIntroSceneNode* nge::engine::IRegionLevelNode::addNUSoftwareIntroSceneNode ( ISceneNode parent = 0,
ISceneManager *  smgr = 0,
s32  id = -1,
vector3df  pos = vector3df(0.f,0.f,0.f),
vector3df  rot = vector3df(-90.f,0.f,0.f),
vector3df  scale = vector3df(60.f,60.f,60.f) 
) [inline, virtual]

virtual ISoundEmitterSceneNode* nge::engine::IRegionLevelNode::addSoundEmitterSceneNode ( ISceneNode parent = 0,
ISceneManager *  smgr = 0,
s32  id = -1 
) [inline, virtual]

virtual void nge::engine::IRegionLevelNode::drawDebugData (  )  [inline, virtual]

virtual E_LEVEL_NODE_TYPE nge::engine::IRegionLevelNode::getType (  )  const [inline, virtual]

Returns type of the level node.

Reimplemented from nge::engine::ILevelNode.

Definition at line 42 of file IRegionLevelNode.hpp.

References nge::engine::ELNT_REGION.

virtual void nge::engine::IRegionLevelNode::OnRegisterLevelNode (  )  [inline, virtual]

This method is called just before the processing of the node.

Nodes may register themselves in the process pipeline during this call, precalculate everything that should be processed, and prevent their children from being able to register themselves if they are idle by simply not calling their OnRegisterLevelNode() method. If you are implementing your own level node, you should override this method with an implementtion code looking like this:

                        if(!IsIdle)
                        LevelManager->registerNodeForProcessing(this, pass);

                        ILevelNode::OnRegisterLevelNode();

Reimplemented from nge::engine::ILevelNode.

Definition at line 47 of file IRegionLevelNode.hpp.

References nge::engine::ILevelNode::isIdle(), m_pRootSceneNode, and nge::engine::ILevelNode::OnRegisterLevelNode().

virtual ISceneNode* nge::engine::IRegionLevelNode::SceneNode (  )  [inline, virtual]

Returns the root scene node of this level node.

Definition at line 88 of file IRegionLevelNode.hpp.

References m_pRootSceneNode.

Referenced by addGridSceneNode(), addNUSoftwareIntroSceneNode(), and addSoundEmitterSceneNode().

virtual void nge::engine::IRegionLevelNode::setIdle ( bool  isIdle  )  [inline, virtual]

Sets if the node should be idle or not. All children of this node won't be processed too if this node is idle.

Reimplemented from nge::engine::ILevelNode.

Definition at line 93 of file IRegionLevelNode.hpp.

References nge::engine::ILevelNode::Children, nge::engine::ILevelNode::getChildren(), and nge::engine::ILevelNode::setIdle().


Member Data Documentation

Definition at line 155 of file IRegionLevelNode.hpp.

Referenced by addSoundEmitterSceneNode(), and ~IRegionLevelNode().


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

The NUSoftware Game Engine
The NUSoftware Game Engine Documentation © 2007-2008 by Tomer Nosrati. Generated on Sat Apr 26 16:52:35 2008 by Doxygen (1.5.5)