Data Structures | Typedefs | Variables

Nytro::Scene Namespace Reference

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

Detailed Description

This namespace holds the scene related classes, scene nodes, scene graph.


Typedef Documentation

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.


Variable Documentation

Definition at line 27 of file nyParticleSystem.h.

Definition at line 28 of file nyParticleSystem.h.

used internally to set textures

Definition at line 26 of file nySceneGraph.h.

Definition at line 46 of file nyTerrain.h.

Definition at line 47 of file nyTerrain.h.


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