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This file was automatically generated from diguySceneObject.h. Do not edit this file directly; the changes will be lost.Includes: declspec_diguy.h | diguy_constants.h
Contents:
Alphabetical IndexLink against: libdiguy
class diguySceneObject
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class BDI_DECLSPEC_diguy diguySceneObject { public: const char* get_name(); int set_name(const char* name); long get_uid(); const char* get_filename(); const char* get_nodename(); const char* get_alternate_filename(); const char* get_fully_resolved_filename(); int show(); int hide(); int add_vertex_to_user_defined(float x, float y, float z); int add_triangle_to_user_defined(int index0, int index1, int index2); #ifdef CPLUSPLUS_ONLY int add_vertex_array_to_user_defined(const float* const vertices, int num_vertices, int skipBytes = 12); int add_triangle_array_to_user_defined(const int* const indices, int num_indices); int add_triangle_to_user_defined(const float* const pos0, const float* const pos1, const float* const pos2); #endif int build_user_defined(); int set_render_mode_shader(const char* shader_name, const char* render_mode = NULL); void reset_render_mode_shader_to_default(const char* render_mode = NULL); const char* get_render_mode_shader(const char* render_mode = NULL); diguyGraphicsShaderProgram* get_shader_program(); diguyGraphicsShaderTechnique* get_shader_technique(); int set_temporary_current_shader(const char* shader_name); void reset_current_shader_to_default(); diguyGraphicsShaderInstance* get_shader_instance(); void reset_shader_instance_variables_to_initial_values(); void reset_shader_instance_variables_to_program_defaults(); int set_switch_state(const char* switch_name, int state); int get_switch_state(const char* switch_name); int set_dof_state(const char* dof_name, float tx, float ty, float tz, float rz, float rx, float ry); int set_dof_state_flt(const char* dof_name, float tx, float ty, float tz, float rx, float ry, float rz); int get_dof_state(const char* dof_name, float* tx, float* ty, float* tz, float* rz, float* rx, float* ry); int get_dof_state_flt(const char* dof_name, float* tx, float* ty, float* tz, float* rx, float* ry, float* rz); int add_switch_target(const char* switch_name, int state, float t); int abort_all_switch_targets(const char* switch_name); int add_dof_target(const char* dof_name, float tx, float ty, float tz, float rz, float rx, float ry, float blend_tin, float blend_tout, const char* blend_function_name = 0); int add_dof_target_flt(const char* dof_name, float tx, float ty, float tz, float rx, float ry, float rz, float blend_tin, float blend_tout, const char* blend_function_name = 0); int abort_all_dof_targets(const char* dof_name); int set_shader_program(const char* shader_name); int set_position(float x, float y, float z); int get_position(float* x, float* y, float* z); int set_orientation(float rz, float rx, float ry); int get_orientation(float* rz, float* rx, float* ry); int set_scale(float sx, float sy, float sz); int get_scale(float* sx, float* sy, float* sz); int set_filename(const char* file_name); int get_is_sky_box(); int set_is_sky_box(int skybox); static int set_texture_load_behavior(diguyGraphicsTextureLoadingBehavior mode); static diguyGraphicsTextureLoadingBehavior get_texture_load_behavior(); #ifdef CPLUSPLUS_ONLY int draw_visual(); #endif int get_include_in_octtree(); int set_include_in_octtree(int val); int set_include_in_physics_sim_scene(int include_in_simulation_terrain); int get_include_in_physics_sim_scene(); int set_physics_collision_group(diguyPhysicsCollisionGroup collision_group); diguyPhysicsCollisionGroup get_physics_collision_group(); int get_min(float* x, float* y, float* z); int get_max(float* x, float* y, float* z); void set_scene_graph_mask(unsigned int mask); unsigned int get_scene_graph_mask(); int get_enabled(); int set_enabled(int enabled); int get_visible(); int set_visible(int visible);
function diguySceneObject::get_name |
Prototype:
Description:const char* get_name();
Returns the name of the scene object. This pointer will never be NULL.Returns:
name of the scene objectCallable From:
- C++
- Script
function diguySceneObject::set_name |
Prototype:
Description:int set_name(const char* name);
This function sets the name of this object.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::get_uid |
Prototype:
Description:long get_uid();
All scene objects are assigned a unique identifier, or uid. This function returns this scene object's uid.
Note: unique identifiers will change between DI-Guy runs!Returns:
unique identifier of objectCallable From:
- C++
- Script
function diguySceneObject::get_filename |
Prototype:
Description:const char* get_filename();
Returns the filename of the scene object. This pointer will never be NULL.
The returned filename may be relative to another directory, such as $DIGUYgeometrysets. Call get_fully_resolved_filename() to have DI-Guy search for the fully resolved filename.Returns:
filename of the scene objectCallable From:
- C++
- Script
function diguySceneObject::get_nodename |
Prototype:
Returns:const char* get_nodename();
node within the scene object file; returned string is 0 length if contents of entire file should be usedCallable From:
- C++
- Script
function diguySceneObject::get_alternate_filename |
Prototype:
Returns:const char* get_alternate_filename();
alternate filename of the scene objectCallable From:
- C++
- Script
function diguySceneObject::get_fully_resolved_filename |
Prototype:
Description:const char* get_fully_resolved_filename();
Returns the fully resolved filename of the scene object. Returns NULL if the file cannot be found.Returns:
fully resolved filename of the scene object; NULL if not foundCallable From:
- C++
- Script
function diguySceneObject::show |
Prototype:
Description:int show();
Attempts to load the file returned by get_filename() and construct an object that can be rendered in the current graphics environment by the call draw_visual().Returns:
0 on success, -1 on failureOpenGL Version:
Function will create OpenGL display lists.Direct3D Version:
Function will have no effect. User must load and display object.Callable From:
- C++
- Script
function diguySceneObject::hide |
Prototype:
Description:int hide();
Hides the scene object. See show() for notes on which platforms do not yet display scene objects.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::add_vertex_to_user_defined |
Prototype:
Description:int add_vertex_to_user_defined(float x, float y, float z);
Adds a vertex to a user defined scene object.Returns:
0 on success, -1 on failure
function diguySceneObject::add_triangle_to_user_defined |
Prototype:
Description:int add_triangle_to_user_defined(int index0, int index1, int index2);
Adds a triangle to a user defined scene object. Indices refer to vertices added with a add_vertex_* call.Returns:
0 on success, -1 on failure
function diguySceneObject::add_vertex_array_to_user_defined |
Prototype:
Description:int add_vertex_array_to_user_defined(const float* const vertices, int num_vertices, int skipBytes = 12);
Adds an array of vertices to a user defined scene object.Arguments:
Returns:
skipBytes bytes between vertex position information
0 on success, -1 on failure
function diguySceneObject::add_triangle_array_to_user_defined |
Prototype:
Description:int add_triangle_array_to_user_defined(const int* const indices, int num_indices);
Adds an array of triangles to a user defined scene object. The array should contain indices to vertices added with add_vertex_* calls.Arguments:
Returns:
num_indices Number of indices (3 indices per triangle).
0 on success, -1 on failure
function diguySceneObject::add_triangle_to_user_defined |
Prototype:
Description:int add_triangle_to_user_defined(const float* const pos0, const float* const pos1, const float* const pos2);
Adds a triangle to a user defined object. Positions are expected to be float[3].Returns:
0 on success, -1 on failure
function diguySceneObject::build_user_defined |
Prototype:
Description:int build_user_defined();
Builds the geometry of the user defined scene object from data passed via add_vertex_ and add_triangle_ calls.Returns:
0 on success, -1 on failure
| Shader Functions |
function diguySceneObject::set_render_mode_shader |
Prototype:
Description:int set_render_mode_shader(const char* shader_name, const char* render_mode = NULL);
This function is essentially the same as the function diguyCharacter::set_render_mode_shader(), but applies to this scene object.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::reset_render_mode_shader_to_default |
Prototype:
Description:void reset_render_mode_shader_to_default(const char* render_mode = NULL);
This function is essentially the same as the function diguyCharacter::reset_render_mode_shader_to_default(), but applies to this scene object.Callable From:
- C++
- Script
function diguySceneObject::get_render_mode_shader |
Prototype:
Description:const char* get_render_mode_shader(const char* render_mode = NULL);
This function is essentially the same as the function diguyCharacter::get_render_mode_shader(), but applies to this to this scene object.Returns:
name of shader program; NULL if noneCallable From:
- C++
- Script
function diguySceneObject::get_shader_program |
Prototype:
Description:diguyGraphicsShaderProgram* get_shader_program();
This function is essentially the same as the function diguyCharacter::get_shader_program(), but applies to this to this scene object. It's here for backwards compatibility DI-Guy 12 now uses shader techniques as wrappers for shader programs.Returns:
object of type diguyGraphicsShaderProgram; NULL if noneCallable From:
- C++
- Script
function diguySceneObject::get_shader_technique |
Prototype:
Description:diguyGraphicsShaderTechnique* get_shader_technique();
This function is essentially the same as the function diguyCharacter::get_shader_technique(), but applies to this to this scene object.Returns:
object of type diguyGraphicsShaderTechnique; NULL if noneCallable From:
- C++
- Script
function diguySceneObject::set_temporary_current_shader |
Prototype:
Description:int set_temporary_current_shader(const char* shader_name);
This function is essentially the same as the function diguyCharacter::set_temporary_current_shader_program(), but applies to this to this scene object.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::reset_current_shader_to_default |
Prototype:
Description:void reset_current_shader_to_default();
This function is essentially the same as the function diguyCharacter::reset_current_shader_to_default(), but applies to this to this scene object.Callable From:
- C++
- Script
function diguySceneObject::get_shader_instance |
Prototype:
Description:diguyGraphicsShaderInstance* get_shader_instance();
This function is essentially the same as the function diguyCharacter::get_shader_instance(), but applies to this to this scene object.
Note that the shader instance of a scene object can change over the lifetime of the scene object. Therefore the returned pointer should not be stored, but should be re-read each time it is needed.Returns:
object of type diguyGraphicsShaderInstance; NULL if noneCallable From:
- C++
- Script
function diguySceneObject::reset_shader_instance_variables_to_initial_values |
Prototype:
Description:void reset_shader_instance_variables_to_initial_values();
This function is essentially the same as the function diguyCharacter::reset_shader_instance_variables_to_initial_values(), but applies to this scene object.Callable From:
- C++
- Script
function diguySceneObject::reset_shader_instance_variables_to_program_defaults |
Prototype:
Description:void reset_shader_instance_variables_to_program_defaults();
This function is essentially the same as the function diguyCharacter::reset_shader_instance_variables_to_program_defaults(), but applies to this scene object.Callable From:
- C++
- Script
| Deprecated Functions |
function diguySceneObject::set_switch_state |
Prototype:
Description:int set_switch_state(const char* switch_name, int state);
Set the state of a switch belonging to this scene object. Currently only supported on OpenGL platform.Arguments:
Returns:
switch_name the name of the switch element state the state, i.e. active sub-element, of the switch
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::get_switch_state |
Prototype:
Description:int get_switch_state(const char* switch_name);
Get the state of a switch belonging to this scene object. Currently only supported on OpenGL platform.Arguments:
Returns:
switch_name the name of the switch element
The state of the switch, -1 if fails.Callable From:
- C++
- Script
function diguySceneObject::set_dof_state |
Prototype:
Description:int set_dof_state(const char* dof_name, float tx, float ty, float tz, float rz, float rx, float ry);
Set the state of a DOF element belonging to this scene object. Currently only supported on OpenGL platform.Arguments:
dof_name the name of the DOF element tx, ty, tz the x, y, and z displacements of the DOF rz, rx, ry the rotation of the DOF about the z, x, and y axes The DOF will be rotated in ZXY order. For rotation in XYZ order, use set_dof_state_flt().Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::set_dof_state_flt |
Prototype:
Description:int set_dof_state_flt(const char* dof_name, float tx, float ty, float tz, float rx, float ry, float rz);
Set the state of a DOF element belonging to this scene object. Currently only supported on OpenGL platform.Arguments:
dof_name the name of the DOF element tx, ty, tz the x, y, and z displacements of the DOF rz, rx, ry the rotation of the DOF about the z, x, and y axes The DOF will be rotated in XYZ order. For rotation in ZXY order, use set_dof_state().Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::get_dof_state |
Prototype:
Description:int get_dof_state(const char* dof_name, float* tx, float* ty, float* tz, float* rz, float* rx, float* ry);
Get the state of a DOF element belonging to this scene object. Currently only supported on OpenGL platform.Arguments:
dof_name the name of the DOF element tx, ty, tz the x, y, and z displacements of the DOF rz, rx, ry the rotation of the DOF about the z-, x-, and y-axes The returned rotation values assume ZXY order. For XYZ order, use get_dof_state_flt().Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::get_dof_state_flt |
Prototype:
Description:int get_dof_state_flt(const char* dof_name, float* tx, float* ty, float* tz, float* rx, float* ry, float* rz);
Get the state of a DOF element belonging to this scene object. Currently only supported on OpenGL platform.Arguments:
dof_name the name of the DOF element tx, ty, tz the x, y, and z displacements of the DOF rx, ry, rz the rotation of the DOF about the z-, x-, and y-axes The returned rotation values assume ZXY order. For XYZ order, use get_dof_state_flt().Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::add_switch_target |
Prototype:
Description:int add_switch_target(const char* switch_name, int state, float t);
Set a trigger to change the state of a switch at a given time. Currently only supported on OpenGL platform.Arguments:
Returns:
switch_name the name of the switch to be triggered state the state the switch should be in after time t t the time at which the switch should switch
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::abort_all_switch_targets |
Prototype:
Description:int abort_all_switch_targets(const char* switch_name);
Abort all the targets states for a given switch which have been set either using the DI-Guy function, add_dof_target() or using a behavior file. Currently only supported on OpenGL platform.Arguments:
Returns:
switch_name the name of the switch whose targets are to be aborted
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::add_dof_target |
Prototype:
Description:int add_dof_target(const char* dof_name, float tx, float ty, float tz, float rz, float rx, float ry, float blend_tin, float blend_tout, const char* blend_function_name = 0);
Set a trigger to change the state of a DOF at a given time. Currently only supported on OpenGL platform.Arguments:
dof_name the name of the DOF element tx, ty, tz the x, y, and z displacements of the DOF rz, rx, ry the rotation of the DOF about the z-, x-, and y-axes blend_tin the time at which the DOF should begin changing states blend_tout the time at which the DOF should stop changing states blend_function_name the type of interpolation to be used between the current and desired DOF states Currently, valid function names are "Linear", "HalfSine", and "QuarterSine".
The DOF will be rotated in ZXY order. For rotation in XYZ order, use set_dof_state_flt().Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::add_dof_target_flt |
Prototype:
Description:int add_dof_target_flt(const char* dof_name, float tx, float ty, float tz, float rx, float ry, float rz, float blend_tin, float blend_tout, const char* blend_function_name = 0);
Set a trigger to change the state of a DOF at a given time. Currently only supported on OpenGL platform.Arguments:
dof_name the name of the DOF element tx, ty, tz the x, y, and z displacements of the DOF rx, ry, rz the rotation of the DOF about the z-, x-, and y-axes The DOF will be rotated in XYZ order. For rotation in ZXY order, use add_dof_target(). blend_tin the time at which the DOF should begin changing states blend_tout the time at which the DOF should stop changing states blend_function_name the type of interpolation to be used between the current and desired DOF states Currently, valid function names are "Linear", "HalfSine", and "QuarterSine".
The DOF will be rotated in XYZ order. For rotation in ZXY order, use set_dof_state_flt().Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::abort_all_dof_targets |
Prototype:
Description:int abort_all_dof_targets(const char* dof_name);
Abort all the targets states for a given DOF which have been set either using the DI-Guy function, add_dof_target() or using a behavior file. Currently only supported on OpenGL platform.Arguments:
Returns:
dof_name the name of the DOF whose targets are to be aborted
0 on success, -1 on failureCallable From:
- C++
- Script
function diguySceneObject::set_shader_program |
Prototype:
int set_shader_program(const char* shader_name);Deprecated as of 10.5.2. Use set_shader_program_name() instead.
| Experimental Functions |
The following functions are experimental and may change or disappear with no warning.
function diguySceneObject::set_position |
Prototype:
Description:int set_position(float x, float y, float z);
This function allows the a master flight file xrefs with large offsets from the origin to be untranslated. The offset can then be added to the XYZ position of the Scene Object. This is sometimes necessary to overcome far position rendering issues.
function diguySceneObject::get_position |
Prototype:
int get_position(float* x, float* y, float* z);
function diguySceneObject::set_orientation |
Prototype:
int set_orientation(float rz, float rx, float ry);
function diguySceneObject::get_orientation |
Prototype:
int get_orientation(float* rz, float* rx, float* ry);
function diguySceneObject::set_scale |
Prototype:
int set_scale(float sx, float sy, float sz);
function diguySceneObject::get_scale |
Prototype:
int get_scale(float* sx, float* sy, float* sz);
function diguySceneObject::set_filename |
Prototype:
int set_filename(const char* file_name);
function diguySceneObject::get_is_sky_box |
Prototype:
int get_is_sky_box();
function diguySceneObject::set_is_sky_box |
Prototype:
int set_is_sky_box(int skybox);
function diguySceneObject::set_texture_load_behavior |
Prototype:
static int set_texture_load_behavior(diguyGraphicsTextureLoadingBehavior mode);
function diguySceneObject::get_texture_load_behavior |
Prototype:
static diguyGraphicsTextureLoadingBehavior get_texture_load_behavior();
function diguySceneObject::draw_visual |
Prototype:
Description:int draw_visual();
Draws the scene object.Currently OpenGL only.
Returns:
0 on success, -1 on failureCallable From:
- C++
function diguySceneObject::get_include_in_octtree |
Prototype:
int get_include_in_octtree();
function diguySceneObject::set_include_in_octtree |
Prototype:
int set_include_in_octtree(int val);
function diguySceneObject::set_include_in_physics_sim_scene |
Prototype:
int set_include_in_physics_sim_scene(int include_in_simulation_terrain);
function diguySceneObject::get_include_in_physics_sim_scene |
Prototype:
int get_include_in_physics_sim_scene();
function diguySceneObject::set_physics_collision_group |
Prototype:
int set_physics_collision_group(diguyPhysicsCollisionGroup collision_group);
function diguySceneObject::get_physics_collision_group |
Prototype:
diguyPhysicsCollisionGroup get_physics_collision_group();
function diguySceneObject::get_min |
Prototype:
int get_min(float* x, float* y, float* z);
function diguySceneObject::get_max |
Prototype:
int get_max(float* x, float* y, float* z);
function diguySceneObject::set_scene_graph_mask |
Prototype:
void set_scene_graph_mask(unsigned int mask);
function diguySceneObject::get_enabled |
Prototype:
int get_enabled();
function diguySceneObject::set_enabled |
Prototype:
int set_enabled(int enabled);
function diguySceneObject::get_visible |
Prototype:
int get_visible();
function diguySceneObject::set_visible |
Prototype:
int set_visible(int visible);
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