Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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#include <DynamicModel.h>
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DynamicModel () | |
virtual | ~DynamicModel () |
float * | GetTransformation () |
void | SetTransformation (const Matrix4x4 &m) |
Handle< ModelResourceTag > & | GetModelHandle () |
Handle< EffectResourceTag > & | GetEffectHandle () |
void | SetModelHandle (Handle< ModelResourceTag > &handle) |
void | SetEffectHandle (Handle< EffectResourceTag > &handle) |
void | SetCurrentLOD (const int index) |
int | GetCurrentLOD () const |
void | SetIsVisible (const bool val) |
bool | GetIsVisible () const |
Represents a 3D model with a transformation, render effect, and level of detail (LOD).
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DynamicModel constructor.
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DynamicModel destructor.
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Returns the current level of detail index.
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Returns a handle to the render effect used on this model.
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Return whether or not this model is rendered
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Returns a handle to the model at the current level of detail (LOD).
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Returns the 4x4 matrix transform of this model as an array of floats.
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Set the current level of detail for this model, in range [0,ULT_MAX_LOD).
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Sets the associated render effect to use.
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Set whether or not this model should be rendered.
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Sets the associated model we should use for the current level of detail.
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Sets the 4x4 transformation matrix of this model from the input.