Ignition Rendering

API Reference

0.1.0

#include <BaseScene.hh>

Public Member Functions

virtual ~BaseScene ()
 
virtual math::Color BackgroundColor () const
 Get the scene background color. More...
 
virtual void Clear ()
 Remove and destroy all objects from the scene graph. This does not completely destroy scene resources, so new objects can be created and added to the scene afterwards. More...
 
virtual ArrowVisualPtr CreateArrowVisual ()
 Create new arrow visual. A unique ID and name will automatically be assigned to the visual. More...
 
virtual ArrowVisualPtr CreateArrowVisual (unsigned int _id)
 Create new arrow visual with the given ID. A unique name will automatically be assigned to the visual. If the given ID is already in use, NULL will be returned. More...
 
virtual ArrowVisualPtr CreateArrowVisual (const std::string &_name)
 Create new arrow visual with the given name. A unique ID will automatically be assigned to the visual. If the given name is already in use, NULL will be returned. More...
 
virtual ArrowVisualPtr CreateArrowVisual (unsigned int _id, const std::string &_name)
 Create new arrow visual with the given name. If either the given ID or name is already in use, NULL will be returned. More...
 
virtual AxisVisualPtr CreateAxisVisual ()
 Create new axis visual. A unique ID and name will automatically be assigned to the visual. More...
 
virtual AxisVisualPtr CreateAxisVisual (unsigned int _id)
 Create new axis visual with the given ID. A unique name will automatically be assigned to the visual. If the given ID is already in use, NULL will be returned. More...
 
virtual AxisVisualPtr CreateAxisVisual (const std::string &_name)
 Create new axis visual with the given name. A unique ID will automatically be assigned to the visual. If the given name is already in use, NULL will be returned. More...
 
virtual AxisVisualPtr CreateAxisVisual (unsigned int _id, const std::string &_name)
 Create new axis visual with the given name. If either the given ID or name is already in use, NULL will be returned. More...
 
virtual GeometryPtr CreateBox ()
 Create new box geometry. More...
 
virtual CameraPtr CreateCamera ()
 Create new camera. A unique ID and name will automatically be assigned to the camera. More...
 
virtual CameraPtr CreateCamera (unsigned int _id)
 Create new camera with the given ID. A unique name will automatically be assigned to the camera. If the given ID is already in use, NULL will be returned. More...
 
virtual CameraPtr CreateCamera (const std::string &_name)
 Create new camera with the given name. A unique ID will automatically be assigned to the camera. If the given name is already in use, NULL will be returned. More...
 
virtual CameraPtr CreateCamera (unsigned int _id, const std::string &_name)
 Create new camera with the given name. If either the given ID or name is already in use, NULL will be returned. More...
 
virtual GeometryPtr CreateCone ()
 Create new cone geometry. More...
 
virtual GeometryPtr CreateCylinder ()
 Create new cylinder geometry. More...
 
virtual DirectionalLightPtr CreateDirectionalLight ()
 Create new directional light. A unique ID and name will automatically be assigned to the light. More...
 
virtual DirectionalLightPtr CreateDirectionalLight (unsigned int _id)
 Create new directional light with the given ID. A unique name will automatically be assigned to the light. If the given ID is already in use, NULL will be returned. More...
 
virtual DirectionalLightPtr CreateDirectionalLight (const std::string &_name)
 Create new directional light with the given name. A unique ID will automatically be assigned to the light. If the given name is already in use, NULL will be returned. More...
 
virtual DirectionalLightPtr CreateDirectionalLight (unsigned int _id, const std::string &_name)
 Create new directional light with the given name. If either the given ID or name is already in use, NULL will be returned. More...
 
virtual GridPtr CreateGrid ()
 Create new grid geometry. More...
 
virtual MaterialPtr CreateMaterial (const std::string &_name="")
 Create new material with the given name. Created material will have default properties. More...
 
virtual MaterialPtr CreateMaterial (const common::Material &_material)
 Create new material from the reference common::Material. More...
 
virtual MeshPtr CreateMesh (const std::string &_meshName)
 Create new mesh geomerty. The rendering::Mesh will be created from a common::Mesh retrieved from common::MeshManager using the given mesh name. If no mesh exists by this name, NULL will be returned. All sub-meshes will be loaded into the created mesh, uncentered. More...
 
virtual MeshPtr CreateMesh (const common::Mesh *_mesh)
 Create new mesh geomerty. The rendering::Mesh will be created from the given common::Mesh. All sub-meshes will be loaded into this created mesh, uncentered. More...
 
virtual MeshPtr CreateMesh (const MeshDescriptor &_desc)
 Create new mesh geometry. The rendering::Mesh will be created from the given common::Mesh specified in the MeshDescriptor. Sub-meshes will be loaded and centered according to the descriptor. More...
 
virtual GeometryPtr CreatePlane ()
 Create new plane geometry. More...
 
virtual PointLightPtr CreatePointLight ()
 Create new point light. A unique ID and name will automatically be assigned to the light. More...
 
virtual PointLightPtr CreatePointLight (unsigned int _id)
 Create new point light with the given ID. A unique name will automatically be assigned to the light. If the given ID is already in use, NULL will be returned. More...
 
virtual PointLightPtr CreatePointLight (const std::string &_name)
 Create new point light with the given name. A unique ID will automatically be assigned to the light. If the given name is already in use, NULL will be returned. More...
 
virtual PointLightPtr CreatePointLight (unsigned int _id, const std::string &_name)
 Create new point light with the given name. If either the given ID or name is already in use, NULL will be returned. More...
 
virtual RayQueryPtr CreateRayQuery ()
 Create new ray query. More...
 
virtual RenderTexturePtr CreateRenderTexture ()
 Create new render texture. More...
 
virtual RenderWindowPtr CreateRenderWindow ()
 Create new render window. This feature is render engine dependent. If the engine does not support attaching to a windowing system then it should behave as a a render texture. More...
 
virtual GeometryPtr CreateSphere ()
 Create new sphere geometry. More...
 
virtual SpotLightPtr CreateSpotLight ()
 Create new spotlight. A unique ID and name will automatically be assigned to the light. More...
 
virtual SpotLightPtr CreateSpotLight (unsigned int _id)
 Create new spotlight with the given ID. A unique name will automatically be assigned to the light. If the given ID is already in use, NULL will be returned. More...
 
virtual SpotLightPtr CreateSpotLight (const std::string &_name)
 Create new spotlight with the given name. A unique ID will automatically be assigned to the light. If the given name is already in use, NULL will be returned. More...
 
virtual SpotLightPtr CreateSpotLight (unsigned int _id, const std::string &_name)
 Create new spotlight with the given name. If either the given ID or name is already in use, NULL will be returned. More...
 
virtual VisualPtr CreateVisual ()
 Create new visual. A unique ID and name will automatically be assigned to the visual. More...
 
virtual VisualPtr CreateVisual (unsigned int _id)
 Create new visual with the given ID. A unique name will automatically be assigned to the visual. If the given ID is already in use, NULL will be returned. More...
 
virtual VisualPtr CreateVisual (const std::string &_name)
 Create new visual with the given name. A unique ID will automatically be assigned to the visual. If the given name is already in use, NULL will be returned. More...
 
virtual VisualPtr CreateVisual (unsigned int _id, const std::string &_name)
 Create new visual with the given name. If either the given ID or name is already in use, NULL will be returned. More...
 
virtual void Destroy ()
 Completely destroy the scene an all its resources. Continued use of this scene after its destruction will result in undefined behavior. More...
 
virtual void DestroyLight (LightPtr _light)
 Destroy given light. If the given light is not managed by this scene, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyLightById (unsigned int _id)
 Destroy light with the given id. If no light exists with the given id, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyLightByIndex (unsigned int _index)
 Destroy light at the given index. If no light exists at the given index, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyLightByName (const std::string &_name)
 Destroy light with the given name. If no light exists with the given name, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyLights ()
 Destroy all lights manages by this scene. More...
 
virtual void DestroyNode (NodePtr _node)
 Destroy given node. If the given node is not managed by this scene, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyNodeById (unsigned int _id)
 Destroy node with the given id. If no node exists with the given id, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyNodeByIndex (unsigned int _index)
 Destroy node at the given index. If no node exists at the given index, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyNodeByName (const std::string &_name)
 Destroy node with the given name. If no node exists with the given name, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyNodes ()
 Destroy all nodes manages by this scene. More...
 
virtual void DestroySensor (SensorPtr _sensor)
 Destroy given sensor. If the given sensor is not managed by this scene, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroySensorById (unsigned int _id)
 Destroy sensor with the given id. If no sensor exists with the given id, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroySensorByIndex (unsigned int _index)
 Destroy sensor at the given index. If no sensor exists at the given index, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroySensorByName (const std::string &_name)
 Destroy sensor with the given name. If no sensor exists with the given name, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroySensors ()
 Destroy all sensors manages by this scene. More...
 
virtual void DestroyVisual (VisualPtr _visual)
 Destroy given node. If the given node is not managed by this scene, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyVisualById (unsigned int _id)
 Destroy node with the given id. If no node exists with the given id, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyVisualByIndex (unsigned int _index)
 Destroy node at the given index. If no node exists at the given index, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyVisualByName (const std::string &_name)
 Destroy node with the given name. If no node exists with the given name, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed. More...
 
virtual void DestroyVisuals ()
 Destroy all nodes manages by this scene. More...
 
virtual void Fini ()
 
virtual bool HasLight (ConstLightPtr _light) const
 Determine if the given light is managed by this Scene. More...
 
virtual bool HasLightId (unsigned int _id) const
 Determine if a given light with the given id is managed by this Scene. More...
 
virtual bool HasLightName (const std::string &_name) const
 Determine if a given light with the given name is managed by this Scene. More...
 
virtual bool HasNode (ConstNodePtr _node) const
 Determine if the given node is managed by this Scene. More...
 
virtual bool HasNodeId (unsigned int _id) const
 Determine if a given node with the given id is managed by this Scene. More...
 
virtual bool HasNodeName (const std::string &_name) const
 Determine if a given node with the given name is managed by this Scene. More...
 
virtual bool HasSensor (ConstSensorPtr _sensor) const
 Determine if the given sensor is managed by this Scene. More...
 
virtual bool HasSensorId (unsigned int _id) const
 Determine if a given sensor with the given id is managed by this Scene. More...
 
virtual bool HasSensorName (const std::string &_name) const
 Determine if a given sensor with the given name is managed by this Scene. More...
 
virtual bool HasVisual (ConstVisualPtr _visual) const
 Determine if the given node is managed by this Scene. More...
 
virtual bool HasVisualId (unsigned int _id) const
 Determine if a given node with the given id is managed by this Scene. More...
 
virtual bool HasVisualName (const std::string &_name) const
 Determine if a given node with the given name is managed by this Scene. More...
 
virtual unsigned int Id () const
 Get the ID of the scene. More...
 
virtual void Init ()
 Initialize the scene. More...
 
virtual bool IsInitialized () const
 Determine if the scene is initialized. More...
 
virtual bool IsLoaded () const
 
virtual LightPtr LightById (unsigned int _id) const
 Get light with the given id. If no light exists with the given id, NULL will be returned. More...
 
virtual LightPtr LightByIndex (unsigned int _index) const
 Get light at the given index. If no light exists at the given index, NULL will be returned. More...
 
virtual LightPtr LightByName (const std::string &_name) const
 Get light with the given name. If no light exists with the given name, NULL will be returned. More...
 
virtual unsigned int LightCount () const
 Get the number of lights managed by this scene. Note these lights may not be directly or indirectly attached to the root light. More...
 
virtual void Load ()
 Load scene-specific resources. More...
 
virtual MaterialPtr Material (const std::string &_name) const
 Get material registered under the given name. If no material is registered under the given name, NULL will be returned. More...
 
virtual bool MaterialRegistered (const std::string &_name) const
 Determine if a material is registered under the given name. More...
 
virtual std::string Name () const
 Get the name of the scene. More...
 
virtual NodePtr NodeById (unsigned int _id) const
 Get node with the given id. If no node exists with the given id, NULL will be returned. More...
 
virtual NodePtr NodeByIndex (unsigned int _index) const
 Get node at the given index. If no node exists at the given index, NULL will be returned. More...
 
virtual NodePtr NodeByName (const std::string &_name) const
 Get node with the given name. If no node exists with the given name, NULL will be returned. More...
 
virtual unsigned int NodeCount () const
 Get the number of nodes managed by this scene. Note these nodes may not be directly or indirectly attached to the root node. More...
 
virtual void PreRender ()
 Prepare scene for rendering. The scene will flushing any scene changes by traversing scene-graph, calling PreRender on all objects. More...
 
virtual void RegisterMaterial (const std::string &_name, MaterialPtr _material)
 Register a new material under the given name. If the name is already in use, no work will be done. More...
 
virtual SensorPtr SensorById (unsigned int _id) const
 Get sensor with the given id. If no sensor exists with the given id, NULL will be returned. More...
 
virtual SensorPtr SensorByIndex (unsigned int _index) const
 Get sensor at the given index. If no sensor exists at the given index, NULL will be returned. More...
 
virtual SensorPtr SensorByName (const std::string &_name) const
 Get sensor with the given name. If no sensor exists with the given name, NULL will be returned. More...
 
virtual unsigned int SensorCount () const
 Get the number of sensors managed by this scene. Note these sensors may not be directly or indirectly attached to the root sensor. More...
 
virtual void SetAmbientLight (double _r, double _g, double _b, double _a=1.0)
 Set the scene ambient light color. More...
 
virtual void SetAmbientLight (const math::Color &_color)=0
 Set the scene ambient light color. More...
 
virtual void SetBackgroundColor (double _r, double _g, double _b, double _a=1.0)
 Set the scene background color. More...
 
virtual void SetBackgroundColor (const math::Color &_color)
 Set the scene background color. More...
 
virtual void SetSimTime (const common::Time &_time)
 Set the last simulation update time. More...
 
virtual common::Time SimTime () const
 Get the last simulation update time. More...
 
virtual void UnregisterMaterial (const std::string &_name)
 Unregister material registered under the given name. If no material is registered under this name, no work will be done. More...
 
virtual void UnregisterMaterials ()
 Unregister material all registered materials. More...
 
virtual VisualPtr VisualById (unsigned int _id) const
 Get node with the given id. If no node exists with the given id, NULL will be returned. More...
 
virtual VisualPtr VisualByIndex (unsigned int _index) const
 Get node at the given index. If no node exists at the given index, NULL will be returned. More...
 
virtual VisualPtr VisualByName (const std::string &_name) const
 Get node with the given name. If no node exists with the given name, NULL will be returned. More...
 
virtual unsigned int VisualCount () const
 Get the number of nodes managed by this scene. Note these nodes may not be directly or indirectly attached to the root node. More...
 
- Public Member Functions inherited from enable_shared_from_this< BaseScene >
enable_shared_from_this (T... args)
 
~enable_shared_from_this (T... args)
 
operator= (T... args)
 
shared_from_this (T... args)
 
- Public Member Functions inherited from Scene
virtual ~Scene ()
 Deconstructor. More...
 
virtual math::Color AmbientLight () const =0
 Get the scene ambient light color. More...
 
virtual RenderEngineEngine () const =0
 Get the creating render-engine of the scene. More...
 
virtual VisualPtr RootVisual () const =0
 Get root Visual node. All nodes that are desired to be rendered in a scene should be added to this Visual or one of its ancestors in the scene-graph. Nodes created by this Scene will not be added to the scene by default. More...
 

Protected Member Functions

 BaseScene (unsigned int _id, const std::string &_name)
 
virtual ArrowVisualPtr CreateArrowVisualImpl (unsigned int _id, const std::string &_name)=0
 
virtual AxisVisualPtr CreateAxisVisualImpl (unsigned int _id, const std::string &_name)=0
 
virtual GeometryPtr CreateBoxImpl (unsigned int _id, const std::string &_name)=0
 
virtual CameraPtr CreateCameraImpl (unsigned int _id, const std::string &_name)=0
 
virtual GeometryPtr CreateConeImpl (unsigned int _id, const std::string &_name)=0
 
virtual GeometryPtr CreateCylinderImpl (unsigned int _id, const std::string &_name)=0
 
virtual DirectionalLightPtr CreateDirectionalLightImpl (unsigned int _id, const std::string &_name)=0
 
virtual GridPtr CreateGridImpl (unsigned int _id, const std::string &_name)=0
 Implementation for creating a grid geometry object. More...
 
virtual MaterialPtr CreateMaterialImpl (unsigned int _id, const std::string &_name)=0
 
virtual MeshPtr CreateMeshImpl (unsigned int _id, const std::string &_name, const MeshDescriptor &_desc)=0
 
virtual unsigned int CreateObjectId ()
 
virtual std::string CreateObjectName (unsigned int _id, const std::string &_prefix)
 
virtual GeometryPtr CreatePlaneImpl (unsigned int _id, const std::string &_name)=0
 
virtual PointLightPtr CreatePointLightImpl (unsigned int _id, const std::string &_name)=0
 
virtual RayQueryPtr CreateRayQueryImpl (unsigned int _id, const std::string &_name)=0
 
virtual RenderTexturePtr CreateRenderTextureImpl (unsigned int _id, const std::string &_name)=0
 
virtual RenderWindowPtr CreateRenderWindowImpl (unsigned int _id, const std::string &_name)=0
 Render engine specific implementation for creating a render window. More...
 
virtual GeometryPtr CreateSphereImpl (unsigned int _id, const std::string &_name)=0
 
virtual SpotLightPtr CreateSpotLightImpl (unsigned int _id, const std::string &_name)=0
 
virtual VisualPtr CreateVisualImpl (unsigned int _id, const std::string &_name)=0
 
virtual bool InitImpl ()=0
 
virtual LightStorePtr Lights () const =0
 
virtual bool LoadImpl ()=0
 
virtual MaterialMapPtr Materials () const =0
 
virtual bool RegisterLight (LightPtr _light)
 
virtual bool RegisterSensor (SensorPtr _vensor)
 
virtual bool RegisterVisual (VisualPtr _visual)
 
virtual SensorStorePtr Sensors () const =0
 
virtual VisualStorePtr Visuals () const =0
 

Protected Attributes

math::Color backgroundColor
 Scene background color. Default should be black. More...
 
unsigned int id
 
bool initialized
 
bool loaded
 
std::string name
 
common::Time simTime
 

Constructor & Destructor Documentation

◆ BaseScene()

BaseScene ( unsigned int  _id,
const std::string _name 
)
protected

◆ ~BaseScene()

virtual ~BaseScene ( )
virtual

Member Function Documentation

◆ BackgroundColor()

virtual math::Color BackgroundColor ( ) const
virtual

Get the scene background color.

Returns
The scene background color

Implements Scene.

◆ Clear()

virtual void Clear ( )
virtual

Remove and destroy all objects from the scene graph. This does not completely destroy scene resources, so new objects can be created and added to the scene afterwards.

Implements Scene.

Reimplemented in OgreScene.

◆ CreateArrowVisual() [1/4]

virtual ArrowVisualPtr CreateArrowVisual ( )
virtual

Create new arrow visual. A unique ID and name will automatically be assigned to the visual.

Returns
The created arrow visual

Implements Scene.

◆ CreateArrowVisual() [2/4]

virtual ArrowVisualPtr CreateArrowVisual ( unsigned int  _id)
virtual

Create new arrow visual with the given ID. A unique name will automatically be assigned to the visual. If the given ID is already in use, NULL will be returned.

Parameters
[in]_idID of the new arrow visual
Returns
The created arrow visual

Implements Scene.

◆ CreateArrowVisual() [3/4]

virtual ArrowVisualPtr CreateArrowVisual ( const std::string _name)
virtual

Create new arrow visual with the given name. A unique ID will automatically be assigned to the visual. If the given name is already in use, NULL will be returned.

Parameters
[in]_nameName of the new arrow visual
Returns
The created arrow visual

Implements Scene.

◆ CreateArrowVisual() [4/4]

virtual ArrowVisualPtr CreateArrowVisual ( unsigned int  _id,
const std::string _name 
)
virtual

Create new arrow visual with the given name. If either the given ID or name is already in use, NULL will be returned.

Parameters
[in]_idID of the new arrow visual
[in]_nameName of the new arrow visual
Returns
The created arrow visual

Implements Scene.

◆ CreateArrowVisualImpl()

virtual ArrowVisualPtr CreateArrowVisualImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateAxisVisual() [1/4]

virtual AxisVisualPtr CreateAxisVisual ( )
virtual

Create new axis visual. A unique ID and name will automatically be assigned to the visual.

Returns
The created axis visual

Implements Scene.

◆ CreateAxisVisual() [2/4]

virtual AxisVisualPtr CreateAxisVisual ( unsigned int  _id)
virtual

Create new axis visual with the given ID. A unique name will automatically be assigned to the visual. If the given ID is already in use, NULL will be returned.

Parameters
[in]_idID of the new axis visual
Returns
The created axis visual

Implements Scene.

◆ CreateAxisVisual() [3/4]

virtual AxisVisualPtr CreateAxisVisual ( const std::string _name)
virtual

Create new axis visual with the given name. A unique ID will automatically be assigned to the visual. If the given name is already in use, NULL will be returned.

Parameters
[in]_nameName of the new axis visual
Returns
The created axis visual

Implements Scene.

◆ CreateAxisVisual() [4/4]

virtual AxisVisualPtr CreateAxisVisual ( unsigned int  _id,
const std::string _name 
)
virtual

Create new axis visual with the given name. If either the given ID or name is already in use, NULL will be returned.

Parameters
[in]_idID of the new axis visual
[in]_nameName of the new axis visual
Returns
The created axis visual

Implements Scene.

◆ CreateAxisVisualImpl()

virtual AxisVisualPtr CreateAxisVisualImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateBox()

virtual GeometryPtr CreateBox ( )
virtual

Create new box geometry.

Returns
The created box

Implements Scene.

◆ CreateBoxImpl()

virtual GeometryPtr CreateBoxImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateCamera() [1/4]

virtual CameraPtr CreateCamera ( )
virtual

Create new camera. A unique ID and name will automatically be assigned to the camera.

Returns
The created camera

Implements Scene.

◆ CreateCamera() [2/4]

virtual CameraPtr CreateCamera ( unsigned int  _id)
virtual

Create new camera with the given ID. A unique name will automatically be assigned to the camera. If the given ID is already in use, NULL will be returned.

Parameters
[in]_idID of the new camera
Returns
The created camera

Implements Scene.

◆ CreateCamera() [3/4]

virtual CameraPtr CreateCamera ( const std::string _name)
virtual

Create new camera with the given name. A unique ID will automatically be assigned to the camera. If the given name is already in use, NULL will be returned.

Parameters
[in]_nameName of the new camera
Returns
The created camera

Implements Scene.

◆ CreateCamera() [4/4]

virtual CameraPtr CreateCamera ( unsigned int  _id,
const std::string _name 
)
virtual

Create new camera with the given name. If either the given ID or name is already in use, NULL will be returned.

Parameters
[in]_idID of the new camera
[in]_nameName of the new camera
Returns
The created camera

Implements Scene.

◆ CreateCameraImpl()

virtual CameraPtr CreateCameraImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateCone()

virtual GeometryPtr CreateCone ( )
virtual

Create new cone geometry.

Returns
The created cone

Implements Scene.

◆ CreateConeImpl()

virtual GeometryPtr CreateConeImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateCylinder()

virtual GeometryPtr CreateCylinder ( )
virtual

Create new cylinder geometry.

Returns
The created cylinder

Implements Scene.

◆ CreateCylinderImpl()

virtual GeometryPtr CreateCylinderImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateDirectionalLight() [1/4]

virtual DirectionalLightPtr CreateDirectionalLight ( )
virtual

Create new directional light. A unique ID and name will automatically be assigned to the light.

Returns
The created light

Implements Scene.

◆ CreateDirectionalLight() [2/4]

virtual DirectionalLightPtr CreateDirectionalLight ( unsigned int  _id)
virtual

Create new directional light with the given ID. A unique name will automatically be assigned to the light. If the given ID is already in use, NULL will be returned.

Parameters
[in]_idID of the new light
Returns
The created light

Implements Scene.

◆ CreateDirectionalLight() [3/4]

virtual DirectionalLightPtr CreateDirectionalLight ( const std::string _name)
virtual

Create new directional light with the given name. A unique ID will automatically be assigned to the light. If the given name is already in use, NULL will be returned.

Parameters
[in]_nameName of the new light
Returns
The created light

Implements Scene.

◆ CreateDirectionalLight() [4/4]

virtual DirectionalLightPtr CreateDirectionalLight ( unsigned int  _id,
const std::string _name 
)
virtual

Create new directional light with the given name. If either the given ID or name is already in use, NULL will be returned.

Parameters
[in]_idID of the new light
[in]_nameName of the new light
Returns
The created light

Implements Scene.

◆ CreateDirectionalLightImpl()

virtual DirectionalLightPtr CreateDirectionalLightImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateGrid()

virtual GridPtr CreateGrid ( )
virtual

Create new grid geometry.

Returns
The created grid

Implements Scene.

◆ CreateGridImpl()

virtual GridPtr CreateGridImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implementation for creating a grid geometry object.

Parameters
[in]_idunique object id.
[in]_nameunique object name.
Returns
Pointer to a grid geometry object

Implemented in OgreScene.

◆ CreateMaterial() [1/2]

virtual MaterialPtr CreateMaterial ( const std::string _name = "")
virtual

Create new material with the given name. Created material will have default properties.

Parameters
[in]_nameName for the new material.
Returns
The created material

Implements Scene.

◆ CreateMaterial() [2/2]

virtual MaterialPtr CreateMaterial ( const common::Material &  _material)
virtual

Create new material from the reference common::Material.

Parameters
[in]_materialReference material
Returns
The created material

Implements Scene.

◆ CreateMaterialImpl()

virtual MaterialPtr CreateMaterialImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateMesh() [1/3]

virtual MeshPtr CreateMesh ( const std::string _meshName)
virtual

Create new mesh geomerty. The rendering::Mesh will be created from a common::Mesh retrieved from common::MeshManager using the given mesh name. If no mesh exists by this name, NULL will be returned. All sub-meshes will be loaded into the created mesh, uncentered.

Parameters
[in]_meshNameName of the reference mesh
Returns
The created mesh

Implements Scene.

◆ CreateMesh() [2/3]

virtual MeshPtr CreateMesh ( const common::Mesh *  _mesh)
virtual

Create new mesh geomerty. The rendering::Mesh will be created from the given common::Mesh. All sub-meshes will be loaded into this created mesh, uncentered.

Parameters
[in]_meshReference mesh
Returns
The created mesh

Implements Scene.

◆ CreateMesh() [3/3]

virtual MeshPtr CreateMesh ( const MeshDescriptor _desc)
virtual

Create new mesh geometry. The rendering::Mesh will be created from the given common::Mesh specified in the MeshDescriptor. Sub-meshes will be loaded and centered according to the descriptor.

Parameters
[in]_descDescriptor of the mesh to load
Returns
The created mesh

Implements Scene.

◆ CreateMeshImpl()

virtual MeshPtr CreateMeshImpl ( unsigned int  _id,
const std::string _name,
const MeshDescriptor _desc 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateObjectId()

virtual unsigned int CreateObjectId ( )
protectedvirtual

◆ CreateObjectName()

virtual std::string CreateObjectName ( unsigned int  _id,
const std::string _prefix 
)
protectedvirtual

◆ CreatePlane()

virtual GeometryPtr CreatePlane ( )
virtual

Create new plane geometry.

Returns
The created plane

Implements Scene.

◆ CreatePlaneImpl()

virtual GeometryPtr CreatePlaneImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreatePointLight() [1/4]

virtual PointLightPtr CreatePointLight ( )
virtual

Create new point light. A unique ID and name will automatically be assigned to the light.

Returns
The created light

Implements Scene.

◆ CreatePointLight() [2/4]

virtual PointLightPtr CreatePointLight ( unsigned int  _id)
virtual

Create new point light with the given ID. A unique name will automatically be assigned to the light. If the given ID is already in use, NULL will be returned.

Parameters
[in]_idID of the new light
Returns
The created light

Implements Scene.

◆ CreatePointLight() [3/4]

virtual PointLightPtr CreatePointLight ( const std::string _name)
virtual

Create new point light with the given name. A unique ID will automatically be assigned to the light. If the given name is already in use, NULL will be returned.

Parameters
[in]_nameName of the new light
Returns
The created light

Implements Scene.

◆ CreatePointLight() [4/4]

virtual PointLightPtr CreatePointLight ( unsigned int  _id,
const std::string _name 
)
virtual

Create new point light with the given name. If either the given ID or name is already in use, NULL will be returned.

Parameters
[in]_idID of the new light
[in]_nameName of the new light
Returns
The created light

Implements Scene.

◆ CreatePointLightImpl()

virtual PointLightPtr CreatePointLightImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateRayQuery()

virtual RayQueryPtr CreateRayQuery ( )
virtual

Create new ray query.

Returns
The created ray query

Implements Scene.

◆ CreateRayQueryImpl()

virtual RayQueryPtr CreateRayQueryImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateRenderTexture()

virtual RenderTexturePtr CreateRenderTexture ( )
virtual

Create new render texture.

Returns
The created render texture

Implements Scene.

◆ CreateRenderTextureImpl()

virtual RenderTexturePtr CreateRenderTextureImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateRenderWindow()

virtual RenderWindowPtr CreateRenderWindow ( )
virtual

Create new render window. This feature is render engine dependent. If the engine does not support attaching to a windowing system then it should behave as a a render texture.

Returns
The created render window

Implements Scene.

◆ CreateRenderWindowImpl()

virtual RenderWindowPtr CreateRenderWindowImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Render engine specific implementation for creating a render window.

Parameters
[in]_idunique object id
[in]_nameobject name
Returns
Pointer to the created render window.

Implemented in OgreScene.

◆ CreateSphere()

virtual GeometryPtr CreateSphere ( )
virtual

Create new sphere geometry.

Returns
The created sphere

Implements Scene.

◆ CreateSphereImpl()

virtual GeometryPtr CreateSphereImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateSpotLight() [1/4]

virtual SpotLightPtr CreateSpotLight ( )
virtual

Create new spotlight. A unique ID and name will automatically be assigned to the light.

Returns
The created light

Implements Scene.

◆ CreateSpotLight() [2/4]

virtual SpotLightPtr CreateSpotLight ( unsigned int  _id)
virtual

Create new spotlight with the given ID. A unique name will automatically be assigned to the light. If the given ID is already in use, NULL will be returned.

Parameters
[in]_idID of the new light
Returns
The created light

Implements Scene.

◆ CreateSpotLight() [3/4]

virtual SpotLightPtr CreateSpotLight ( const std::string _name)
virtual

Create new spotlight with the given name. A unique ID will automatically be assigned to the light. If the given name is already in use, NULL will be returned.

Parameters
[in]_nameName of the new light
Returns
The created light

Implements Scene.

◆ CreateSpotLight() [4/4]

virtual SpotLightPtr CreateSpotLight ( unsigned int  _id,
const std::string _name 
)
virtual

Create new spotlight with the given name. If either the given ID or name is already in use, NULL will be returned.

Parameters
[in]_idID of the new light
[in]_nameName of the new light
Returns
The created light

Implements Scene.

◆ CreateSpotLightImpl()

virtual SpotLightPtr CreateSpotLightImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ CreateVisual() [1/4]

virtual VisualPtr CreateVisual ( )
virtual

Create new visual. A unique ID and name will automatically be assigned to the visual.

Returns
The created visual

Implements Scene.

◆ CreateVisual() [2/4]

virtual VisualPtr CreateVisual ( unsigned int  _id)
virtual

Create new visual with the given ID. A unique name will automatically be assigned to the visual. If the given ID is already in use, NULL will be returned.

Parameters
[in]_idID of the new visual
Returns
The created visual

Implements Scene.

◆ CreateVisual() [3/4]

virtual VisualPtr CreateVisual ( const std::string _name)
virtual

Create new visual with the given name. A unique ID will automatically be assigned to the visual. If the given name is already in use, NULL will be returned.

Parameters
[in]_nameName of the new visual
Returns
The created visual

Implements Scene.

◆ CreateVisual() [4/4]

virtual VisualPtr CreateVisual ( unsigned int  _id,
const std::string _name 
)
virtual

Create new visual with the given name. If either the given ID or name is already in use, NULL will be returned.

Parameters
[in]_idID of the new visual
[in]_nameName of the new visual
Returns
The created visual

Implements Scene.

◆ CreateVisualImpl()

virtual VisualPtr CreateVisualImpl ( unsigned int  _id,
const std::string _name 
)
protectedpure virtual

Implemented in OgreScene.

◆ Destroy()

virtual void Destroy ( )
virtual

Completely destroy the scene an all its resources. Continued use of this scene after its destruction will result in undefined behavior.

Implements Scene.

Reimplemented in OgreScene.

◆ DestroyLight()

virtual void DestroyLight ( LightPtr  _light)
virtual

Destroy given light. If the given light is not managed by this scene, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the light to destroy

Implements Scene.

◆ DestroyLightById()

virtual void DestroyLightById ( unsigned int  _id)
virtual

Destroy light with the given id. If no light exists with the given id, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the light to destroy

Implements Scene.

◆ DestroyLightByIndex()

virtual void DestroyLightByIndex ( unsigned int  _index)
virtual

Destroy light at the given index. If no light exists at the given index, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_indexIndex of the light to destroy

Implements Scene.

◆ DestroyLightByName()

virtual void DestroyLightByName ( const std::string _name)
virtual

Destroy light with the given name. If no light exists with the given name, no work will be done. All children of the light will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_nameName of the light to destroy

Implements Scene.

◆ DestroyLights()

virtual void DestroyLights ( )
virtual

Destroy all lights manages by this scene.

Implements Scene.

◆ DestroyNode()

virtual void DestroyNode ( NodePtr  _node)
virtual

Destroy given node. If the given node is not managed by this scene, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the node to destroy

Implements Scene.

◆ DestroyNodeById()

virtual void DestroyNodeById ( unsigned int  _id)
virtual

Destroy node with the given id. If no node exists with the given id, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the node to destroy

Implements Scene.

◆ DestroyNodeByIndex()

virtual void DestroyNodeByIndex ( unsigned int  _index)
virtual

Destroy node at the given index. If no node exists at the given index, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_indexIndex of the node to destroy

Implements Scene.

◆ DestroyNodeByName()

virtual void DestroyNodeByName ( const std::string _name)
virtual

Destroy node with the given name. If no node exists with the given name, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_nameName of the node to destroy

Implements Scene.

◆ DestroyNodes()

virtual void DestroyNodes ( )
virtual

Destroy all nodes manages by this scene.

Implements Scene.

◆ DestroySensor()

virtual void DestroySensor ( SensorPtr  _sensor)
virtual

Destroy given sensor. If the given sensor is not managed by this scene, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the sensor to destroy

Implements Scene.

◆ DestroySensorById()

virtual void DestroySensorById ( unsigned int  _id)
virtual

Destroy sensor with the given id. If no sensor exists with the given id, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the sensor to destroy

Implements Scene.

◆ DestroySensorByIndex()

virtual void DestroySensorByIndex ( unsigned int  _index)
virtual

Destroy sensor at the given index. If no sensor exists at the given index, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_indexIndex of the sensor to destroy

Implements Scene.

◆ DestroySensorByName()

virtual void DestroySensorByName ( const std::string _name)
virtual

Destroy sensor with the given name. If no sensor exists with the given name, no work will be done. All children of the sensor will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_nameName of the sensor to destroy

Implements Scene.

◆ DestroySensors()

virtual void DestroySensors ( )
virtual

Destroy all sensors manages by this scene.

Implements Scene.

◆ DestroyVisual()

virtual void DestroyVisual ( VisualPtr  _node)
virtual

Destroy given node. If the given node is not managed by this scene, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the node to destroy

Implements Scene.

◆ DestroyVisualById()

virtual void DestroyVisualById ( unsigned int  _id)
virtual

Destroy node with the given id. If no node exists with the given id, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_idID of the node to destroy

Implements Scene.

◆ DestroyVisualByIndex()

virtual void DestroyVisualByIndex ( unsigned int  _index)
virtual

Destroy node at the given index. If no node exists at the given index, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_indexIndex of the node to destroy

Implements Scene.

◆ DestroyVisualByName()

virtual void DestroyVisualByName ( const std::string _name)
virtual

Destroy node with the given name. If no node exists with the given name, no work will be done. All children of the node will consequently be detached from the scene graph, but not destroyed.

Parameters
[in]_nameName of the node to destroy

Implements Scene.

◆ DestroyVisuals()

virtual void DestroyVisuals ( )
virtual

Destroy all nodes manages by this scene.

Implements Scene.

◆ Fini()

virtual void Fini ( )
virtual

Implements Scene.

Reimplemented in OgreScene.

◆ HasLight()

virtual bool HasLight ( ConstLightPtr  _light) const
virtual

Determine if the given light is managed by this Scene.

Parameters
[in]_lightLight in question
Returns
True if a light is managed by this scene

Implements Scene.

◆ HasLightId()

virtual bool HasLightId ( unsigned int  _id) const
virtual

Determine if a given light with the given id is managed by this Scene.

Parameters
[in]_idID of the light in question
Returns
True if a light is managed by this scene

Implements Scene.

◆ HasLightName()

virtual bool HasLightName ( const std::string _name) const
virtual

Determine if a given light with the given name is managed by this Scene.

Parameters
[in]_nameName of the light in question
Returns
True if a light is managed by this scene

Implements Scene.

◆ HasNode()

virtual bool HasNode ( ConstNodePtr  _node) const
virtual

Determine if the given node is managed by this Scene.

Parameters
[in]_nodeNode in question
Returns
True if a node is managed by this scene

Implements Scene.

◆ HasNodeId()

virtual bool HasNodeId ( unsigned int  _id) const
virtual

Determine if a given node with the given id is managed by this Scene.

Parameters
[in]_idID of the node in question
Returns
True if a node is managed by this scene

Implements Scene.

◆ HasNodeName()

virtual bool HasNodeName ( const std::string _name) const
virtual

Determine if a given node with the given name is managed by this Scene.

Parameters
[in]_nameName of the node in question
Returns
True if a node is managed by this scene

Implements Scene.

◆ HasSensor()

virtual bool HasSensor ( ConstSensorPtr  _sensor) const
virtual

Determine if the given sensor is managed by this Scene.

Parameters
[in]_sensorSensor in question
Returns
True if a sensor is managed by this scene

Implements Scene.

◆ HasSensorId()

virtual bool HasSensorId ( unsigned int  _id) const
virtual

Determine if a given sensor with the given id is managed by this Scene.

Parameters
[in]_idID of the sensor in question
Returns
True if a sensor is managed by this scene

Implements Scene.

◆ HasSensorName()

virtual bool HasSensorName ( const std::string _name) const
virtual

Determine if a given sensor with the given name is managed by this Scene.

Parameters
[in]_nameName of the sensor in question
Returns
True if a sensor is managed by this scene

Implements Scene.

◆ HasVisual()

virtual bool HasVisual ( ConstVisualPtr  _node) const
virtual

Determine if the given node is managed by this Scene.

Parameters
[in]_nodeVisual in question
Returns
True if a node is managed by this scene

Implements Scene.

◆ HasVisualId()

virtual bool HasVisualId ( unsigned int  _id) const
virtual

Determine if a given node with the given id is managed by this Scene.

Parameters
[in]_idID of the node in question
Returns
True if a node is managed by this scene

Implements Scene.

◆ HasVisualName()

virtual bool HasVisualName ( const std::string _name) const
virtual

Determine if a given node with the given name is managed by this Scene.

Parameters
[in]_nameName of the node in question
Returns
True if a node is managed by this scene

Implements Scene.

◆ Id()

virtual unsigned int Id ( ) const
virtual

Get the ID of the scene.

Returns
The scene ID

Implements Scene.

◆ Init()

virtual void Init ( )
virtual

Initialize the scene.

Implements Scene.

◆ InitImpl()

virtual bool InitImpl ( )
protectedpure virtual

Implemented in OgreScene.

◆ IsInitialized()

virtual bool IsInitialized ( ) const
virtual

Determine if the scene is initialized.

Returns
True if the scene is initialized

Implements Scene.

◆ IsLoaded()

virtual bool IsLoaded ( ) const
virtual

◆ LightById()

virtual LightPtr LightById ( unsigned int  _id) const
virtual

Get light with the given id. If no light exists with the given id, NULL will be returned.

Parameters
[in]_idID of the desired light
Returns
The desired light

Implements Scene.

◆ LightByIndex()

virtual LightPtr LightByIndex ( unsigned int  _index) const
virtual

Get light at the given index. If no light exists at the given index, NULL will be returned.

Parameters
[in]_indexIndex of the desired light
Returns
The desired light

Implements Scene.

◆ LightByName()

virtual LightPtr LightByName ( const std::string _name) const
virtual

Get light with the given name. If no light exists with the given name, NULL will be returned.

Parameters
[in]_nameName of the desired light
Returns
The desired light

Implements Scene.

◆ LightCount()

virtual unsigned int LightCount ( ) const
virtual

Get the number of lights managed by this scene. Note these lights may not be directly or indirectly attached to the root light.

Returns
The number of lights managed by this scene

Implements Scene.

◆ Lights()

virtual LightStorePtr Lights ( ) const
protectedpure virtual

Implemented in OgreScene.

◆ Load()

virtual void Load ( )
virtual

Load scene-specific resources.

Implements Scene.

◆ LoadImpl()

virtual bool LoadImpl ( )
protectedpure virtual

Implemented in OgreScene.

◆ Material()

virtual MaterialPtr Material ( const std::string _name) const
virtual

Get material registered under the given name. If no material is registered under the given name, NULL will be returned.

Parameters
[in]_nameName of the desired material
Returns
The specified material

Implements Scene.

◆ MaterialRegistered()

virtual bool MaterialRegistered ( const std::string _name) const
virtual

Determine if a material is registered under the given name.

Parameters
[in]_nameName of the material in question
Returns
True if a material is registered under the given name

Implements Scene.

◆ Materials()

virtual MaterialMapPtr Materials ( ) const
protectedpure virtual

Implemented in OgreScene.

◆ Name()

virtual std::string Name ( ) const
virtual

Get the name of the scene.

Returns
The scene name

Implements Scene.

◆ NodeById()

virtual NodePtr NodeById ( unsigned int  _id) const
virtual

Get node with the given id. If no node exists with the given id, NULL will be returned.

Parameters
[in]_idID of the desired node
Returns
The desired node

Implements Scene.

◆ NodeByIndex()

virtual NodePtr NodeByIndex ( unsigned int  _index) const
virtual

Get node at the given index. If no node exists at the given index, NULL will be returned.

Parameters
[in]_indexIndex of the desired node
Returns
The desired node

Implements Scene.

◆ NodeByName()

virtual NodePtr NodeByName ( const std::string _name) const
virtual

Get node with the given name. If no node exists with the given name, NULL will be returned.

Parameters
[in]_nameName of the desired node
Returns
The desired node

Implements Scene.

◆ NodeCount()

virtual unsigned int NodeCount ( ) const
virtual

Get the number of nodes managed by this scene. Note these nodes may not be directly or indirectly attached to the root node.

Returns
The number of nodes managed by this scene

Implements Scene.

◆ PreRender()

virtual void PreRender ( )
virtual

Prepare scene for rendering. The scene will flushing any scene changes by traversing scene-graph, calling PreRender on all objects.

Implements Scene.

Reimplemented in OgreScene.

◆ RegisterLight()

virtual bool RegisterLight ( LightPtr  _light)
protectedvirtual

◆ RegisterMaterial()

virtual void RegisterMaterial ( const std::string _name,
MaterialPtr  _material 
)
virtual

Register a new material under the given name. If the name is already in use, no work will be done.

Parameters
[in]_nameName which the material will be registered under
[in]_materialMaterial to register

Implements Scene.

◆ RegisterSensor()

virtual bool RegisterSensor ( SensorPtr  _vensor)
protectedvirtual

◆ RegisterVisual()

virtual bool RegisterVisual ( VisualPtr  _visual)
protectedvirtual

◆ SensorById()

virtual SensorPtr SensorById ( unsigned int  _id) const
virtual

Get sensor with the given id. If no sensor exists with the given id, NULL will be returned.

Parameters
[in]_idID of the desired sensor
Returns
The desired sensor

Implements Scene.

◆ SensorByIndex()

virtual SensorPtr SensorByIndex ( unsigned int  _index) const
virtual

Get sensor at the given index. If no sensor exists at the given index, NULL will be returned.

Parameters
[in]_indexIndex of the desired sensor
Returns
The desired sensor

Implements Scene.

◆ SensorByName()

virtual SensorPtr SensorByName ( const std::string _name) const
virtual

Get sensor with the given name. If no sensor exists with the given name, NULL will be returned.

Parameters
[in]_nameName of the desired sensor
Returns
The desired sensor

Implements Scene.

◆ SensorCount()

virtual unsigned int SensorCount ( ) const
virtual

Get the number of sensors managed by this scene. Note these sensors may not be directly or indirectly attached to the root sensor.

Returns
The number of sensors managed by this scene

Implements Scene.

◆ Sensors()

virtual SensorStorePtr Sensors ( ) const
protectedpure virtual

Implemented in OgreScene.

◆ SetAmbientLight() [1/2]

virtual void SetAmbientLight ( double  _r,
double  _g,
double  _b,
double  _a = 1.0 
)
virtual

Set the scene ambient light color.

Parameters
[in]_rRed color
[in]_gGreen color
[in]_bBlue color
[in]_aAlpha color

Implements Scene.

◆ SetAmbientLight() [2/2]

virtual void SetAmbientLight ( const math::Color &  _color)
pure virtual

Set the scene ambient light color.

Parameters
[in]_colorThe scene ambient light color

Implements Scene.

Implemented in OgreScene.

◆ SetBackgroundColor() [1/2]

virtual void SetBackgroundColor ( double  _r,
double  _g,
double  _b,
double  _a = 1.0 
)
virtual

Set the scene background color.

Parameters
[in]_rRed color
[in]_gGreen color
[in]_bBlue color
[in]_aAlpha color

Implements Scene.

◆ SetBackgroundColor() [2/2]

virtual void SetBackgroundColor ( const math::Color &  _color)
virtual

Set the scene background color.

Parameters
[in]_colorThe scene background color

Implements Scene.

Reimplemented in OgreScene.

◆ SetSimTime()

virtual void SetSimTime ( const common::Time &  _time)
virtual

Set the last simulation update time.

Parameters
[in]_timeLatest simulation update time

Implements Scene.

◆ SimTime()

virtual common::Time SimTime ( ) const
virtual

Get the last simulation update time.

Returns
The last simulation update time

Implements Scene.

◆ UnregisterMaterial()

virtual void UnregisterMaterial ( const std::string _name)
virtual

Unregister material registered under the given name. If no material is registered under this name, no work will be done.

Parameters
[in]_nameName of the material to unregistered

Implements Scene.

◆ UnregisterMaterials()

virtual void UnregisterMaterials ( )
virtual

Unregister material all registered materials.

Implements Scene.

◆ VisualById()

virtual VisualPtr VisualById ( unsigned int  _id) const
virtual

Get node with the given id. If no node exists with the given id, NULL will be returned.

Parameters
[in]_idID of the desired node
Returns
The desired node

Implements Scene.

◆ VisualByIndex()

virtual VisualPtr VisualByIndex ( unsigned int  _index) const
virtual

Get node at the given index. If no node exists at the given index, NULL will be returned.

Parameters
[in]_indexIndex of the desired node
Returns
The desired node

Implements Scene.

◆ VisualByName()

virtual VisualPtr VisualByName ( const std::string _name) const
virtual

Get node with the given name. If no node exists with the given name, NULL will be returned.

Parameters
[in]_nameName of the desired node
Returns
The desired node

Implements Scene.

◆ VisualCount()

virtual unsigned int VisualCount ( ) const
virtual

Get the number of nodes managed by this scene. Note these nodes may not be directly or indirectly attached to the root node.

Returns
The number of nodes managed by this scene

Implements Scene.

◆ Visuals()

virtual VisualStorePtr Visuals ( ) const
protectedpure virtual

Implemented in OgreScene.

Member Data Documentation

◆ backgroundColor

math::Color backgroundColor
protected

Scene background color. Default should be black.

◆ id

unsigned int id
protected

◆ initialized

bool initialized
protected

◆ loaded

bool loaded
protected

◆ name

std::string name
protected

◆ simTime

common::Time simTime
protected

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