180 inline const string&
getId()
override {
const Vector3 & getLookFrom() const
Color 4 definition class.
TDME2 engine entity shader parameters.
void setShaderParameter(const string ¶meterName, const ShaderParameter ¶meterValue)
Set shader parameter for given parameter name.
void setShader(const string &shaderId)
Set shader.
const ShaderParameter getShaderParameter(const string ¶meterName) const
Returns shader parameter for given parameter name, if the value does not exist, the default will be r...
@ ENTITYTYPE_IMPOSTEROBJECT
Imposter object to be used with engine class.
BoundingBox * getBoundingBox() override
const Vector3 & getTranslation() const override
const Transform & getTransform() const override
RenderPass getRenderPass() const override
void dispose() override
Dispose this entity.
void setShader(const string &id)
Set shader id.
void setTranslation(const Vector3 &translation) override
Set translation.
Transform parentTransform
~ImposterObject()
Public destructor.
void removeRotation(const int idx) override
Remove rotation.
Object * getBillboardObject()
Rotation & getRotation(const int idx) override
Get rotation at given index.
const int getRotationCount() const override
Object * determineBillboardObject(Camera *camera)
Get current billboard object.
const Vector3 & getRotationAxis(const int idx) const override
void initialize() override
Initiates this entity.
bool isReceivesShadows() override
EntityShaderParameters shaderParameters
const vector< Object * > getBillboardObjects()
void setRenderPass(RenderPass renderPass) override
Set render pass.
void setReceivesShadows(bool receivesShadows) override
Enable/disable receives shadows.
const string & getShader()
void addRotation(const Vector3 &axis, const float angle) override
Add rotation.
void update() override
Update transform.
const Matrix4x4 getNodeTransformMatrix(const string &id)
void setPickable(bool pickable) override
Set this entity pickable.
void setEffectColorMul(const Color4 &effectColorMul) override
Set effect color that will be multiplied with fragment color.
const ShaderParameter getShaderParameter(const string ¶meterName)
Returns shader parameter for given parameter name, if the value does not exist, the default will be r...
bool isPickable() override
void setShaderParameter(const string ¶meterName, const ShaderParameter ¶meterValue)
Set shader parameter for given parameter name.
Matrix4x4 entityTransformMatrix
void setTransform(const Transform &transform) override
Set transform.
vector< Object * > billboardObjects
const Quaternion & getRotationsQuaternion() const override
void setScale(const Vector3 &scale) override
Set scale.
bool isContributesShadows() override
const Vector3 & getScale() const override
const float getRotationAngle(const int idx) const override
BoundingBox * getWorldBoundingBox() override
const Color4 & getEffectColorMul() const override
The effect color will be multiplied with fragment color.
ImposterObject(const string &id, const vector< Model * > &billboardModels)
Public constructor.
void setFrustumCulling(bool frustumCulling) override
Set frustum culling.
void setEngine(Engine *engine) override
Set up engine.
void setEnabled(bool enabled) override
Enable/disable rendering.
const Transform & getParentTransform() const override
const Matrix4x4 & getTransformMatrix() const override
const string & getId() override
EntityType getEntityType() override
void setContributesShadows(bool contributesShadows) override
Enable/disable contributes shadows.
void setRotationAxis(const int idx, const Vector3 &axis) override
Set rotation axis.
vector< Model * > billboardModels
bool isFrustumCulling() override
bool isEnabled() override
void setEffectColorAdd(const Color4 &effectColorAdd) override
Set effect color that will be added to fragment color.
const Color4 & getEffectColorAdd() const override
The effect color will be added to fragment color.
void setParentTransform(const Transform &parentTransform) override
Set parent transform.
void setRenderer(Renderer *renderer) override
Set up renderer.
void setRotationAngle(const int idx, const float angle) override
LOD object + imposter to be used with engine class.
Object to be used with engine class.
BoundingBox * getBoundingBox() override
void setShader(const string &id)
Set shader.
void setRenderPass(RenderPass renderPass) override
Set render pass.
void setReceivesShadows(bool receivesShadows) override
Enable/disable receives shadows.
void setEffectColorMul(const Color4 &effectColorMul) override
Set effect color that will be multiplied with fragment color.
void setShaderParameter(const string ¶meterName, const ShaderParameter ¶meterValue)
Set shader parameter for given parameter name.
void setTransform(const Transform &transform) override
Set transform.
BoundingBox * getWorldBoundingBox() override
void setContributesShadows(bool contributesShadows) override
Enable/disable contributes shadows.
void setEffectColorAdd(const Color4 &effectColorAdd) override
Set effect color that will be added to fragment color.
static STATIC_DLL_IMPEXT Vector3 Y_AXIS
Shader parameter model class.
Representation of a 3D model.
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
const Vector3 & getCenter() const
const Matrix4x4 getNodeTransformMatrix(const string &id)
Returns transform matrix for given node.
Matrix4x4 class representing matrix4x4 mathematical structure and operations for 3d space.
Quaternion class representing quaternion mathematical structure and operations with x,...
Vector3 class representing vector3 mathematical structure and operations with x, y,...
Vector3 & setY(float y)
Sets y component.
Vector3 clone() const
Clones this vector3.
Vector3 & sub(float scalar)
Subtracts a scalar.
Vector3 & normalize()
Normalizes this vector3.
#define FORBID_CLASS_COPY(CLASS)