This namespace holds the scene related classes, scene nodes, scene graph. More...
Data Structures | |
| class | Billboard |
| A billboard scene node, a quad always facing the camera. More... | |
| class | Camera |
| A camera scene node, is the camera through where all scene is viewed. More... | |
| class | HashSpaceCell |
| A hash space cell, used by a hash space (HashSpace class), used for culling scene nodes, AI and other culling needs. More... | |
| class | HashSpace |
| A hash space, a 3D matrix of side by side boxes, used for culling scene nodes, AI and other culling needs. More... | |
| class | Light |
| A light scene node. More... | |
| class | MeshLevelOfDetail |
| A mesh level of detail (LOD). More... | |
| class | Bone |
| A joint or bone, from the skinned mesh skeleton. More... | |
| class | SkeletonAnimation |
| Skinned model skeleton animation. More... | |
| class | SkeletonAnimationSet |
| An animation set for a skeleton. More... | |
| class | MeshData |
| The mesh data retains only the actual mesh / submeshes data. More... | |
| class | ModelData |
| Model resource data has info on submesh shader and textures. More... | |
| class | Model |
| A model node, scene node that renders a mesh with its submeshes. More... | |
| class | ModelInstancer |
| A model instancer node will render instances of a model resource. More... | |
| class | OctTreeCell |
| class | OctTree |
| class | Particle |
| A particle class, holding info about a particle. More... | |
| class | ParticleSystemController |
| A particle System controller controls a particle attribute. More... | |
| class | ParticleSystem |
| A particle System node, renders a fountain of particles in various ways. More... | |
| class | ParticleSystemData |
| The particle System definition resource data (.psys.xml files). More... | |
| class | ParticleSystemCtrlInitialPosition |
| Initial particle position controller. More... | |
| class | ParticleSystemCtrlInitialVelocity |
| Initial particle velocity controller. More... | |
| class | ParticleSystemCtrlInitialSpeed |
| Initial particle speed controller. More... | |
| class | ParticleSystemCtrlColor |
| Particle color controller. More... | |
| class | ParticleSystemCtrlSize |
| Particle size controller. More... | |
| class | ParticleSystemCtrlSpin |
| Particle spin controller. More... | |
| class | ParticleSystemCtrlEmission |
| Particle emission rate controller. More... | |
| class | ParticleSystemCtrlLife |
| Particle life span controller. More... | |
| class | ParticleSystemCtrlShading |
| Particle shading controller. More... | |
| class | ParticleSystemCtrlForce |
| Particle force controller. More... | |
| class | ParticleSystemCtrlEvent |
| Particle event controller. More... | |
| class | QuadTreeCell |
| class | QuadTree |
| class | RenderPipelineMap |
| A texture map used in the rendering pipeline, can be for example the depth buffer map, or the shadow map, scene map, HDR/LDR blur maps etc. More... | |
| class | RenderPipelineStageCommand |
| The render pipeline stage command, a command executed in a rendering stage by the scene graph that loaded the pipeline. More... | |
| class | RenderPipelineStage |
| The render pipeline stage object holds the commands executed in this render stage. More... | |
| class | RenderPipeline |
| The render pipeline tells the scene graph or other rendering entity how the scene will be rendered, the steps to follow. More... | |
| class | SceneGraph |
| The scene graph is the high level core of the rendering process It stores a tree of scene nodes, in a hierarchy, and each frame it gathers the render packets from the visible scene nodes, sort the packets by their properties (shader, render layer), and then renders them. More... | |
| class | SceneNodeHitInfo |
| This class is used in conjunction with SceneGraph::traceRay or SceneNode::traceRay method, to find the nodes that are intersected by the given ray. More... | |
| class | RenderPacket |
| A render packet is the rendering atom which holds a vertex buffer pointer and settings on how to render that vertex buffer: transform, shader, shader preset, textures. More... | |
| class | SceneNode |
| A scene nodes is a part of a scene graph, used to render scene elements. More... | |
| class | SpecialEffect |
| A special effect node, one or more particle systems, sounds, lights. More... | |
| class | SpecialEffectData |
| Special effect node data resource. More... | |
| class | TerrainThreadBuffer |
| Data buffer computed by the terrain thread, ready to be uploaded to a vertex buffer. More... | |
| class | TerrainHeightData |
| class | TerrainPatch |
| A terrain patch is the primitive of the landscape. More... | |
| class | TerrainDataStream |
| The terrain data stream, from which the terrain patches are loaded/streamed. More... | |
| class | TerrainPatchLevelOfDetail |
| The terrain patch level of detail. More... | |
| class | TerrainPatchBuildThread |
| The terrain builder thread, works in background to create new requested terrain patch data. More... | |
| class | VegetationInstance |
| class | VegetationLayer |
| This holds the instanced objects per patch. More... | |
| class | Terrain |
| The terrain scene node. More... | |
Typedefs | |
| typedef vector< Table < HashSpaceCell * > > | THashSpaceCells |
| typedef bool(* | TOcttreeSplitTestCallback )(const Box &rBox, uint32 aLevels) |
| this callback is used when creating an octtree, it will return false when no further split of cells must be done | |
Variables | |
| const uint32 | kDefaultMaxParticles = 1000 |
| const uint32 | kParticleCountIncrement = 1000 |
| const uint32 | kSceneGraphMaxTextureCount = 128 |
| used internally to set textures | |
| const float32 | kTerrainHeightHoleValueFloat32 = FLT_MIN |
| const float32 | kTerrainHeightHoleValueInt16 = -32768 |
This namespace holds the scene related classes, scene nodes, scene graph.
| typedef vector<Table<HashSpaceCell*> > Nytro::Scene::THashSpaceCells |
Definition at line 19 of file nyHashSpace.h.
| typedef bool(* Nytro::Scene::TOcttreeSplitTestCallback)(const Box &rBox, uint32 aLevels) |
this callback is used when creating an octtree, it will return false when no further split of cells must be done
Definition at line 21 of file nyOctTree.h.
| const uint32 Nytro::Scene::kDefaultMaxParticles = 1000 |
Definition at line 27 of file nyParticleSystem.h.
| const uint32 Nytro::Scene::kParticleCountIncrement = 1000 |
Definition at line 28 of file nyParticleSystem.h.
| const uint32 Nytro::Scene::kSceneGraphMaxTextureCount = 128 |
used internally to set textures
Definition at line 26 of file nySceneGraph.h.
| const float32 Nytro::Scene::kTerrainHeightHoleValueFloat32 = FLT_MIN |
Definition at line 46 of file nyTerrain.h.
| const float32 Nytro::Scene::kTerrainHeightHoleValueInt16 = -32768 |
Definition at line 47 of file nyTerrain.h.