torque Torque Game Engine Documentation
TGE Version 1.5.2

SceneRoot Class Reference

#include <sceneRoot.h>

Inheritance diagram for SceneRoot:

Inheritance graph
[legend]

Detailed Description

Root of scene graph.


Public Member Functions

 SceneRoot ()
 ~SceneRoot ()

Protected Member Functions

bool onSceneAdd (SceneGraph *graph)
 Called when this is added to the SceneGraph.
void onSceneRemove ()
 Called when this is removed from the SceneGraph.
bool getOverlappingZones (SceneObject *obj, U32 *zones, U32 *numZones)
 If an object exists in multiple zones, this method will give you the number and indices of these zones (storing them in the provided variables).
bool prepRenderImage (SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState)
 Called when the SceneGraph is ready for the registration of RenderImages.
bool scopeObject (const Point3F &rootPosition, const F32 rootDistance, bool *zoneScopeState)
 This is called on a zone managing object to scope all the zones managed.

Private Types

typedef SceneObject Parent


Member Typedef Documentation

typedef SceneObject SceneRoot::Parent [private]

Reimplemented from SceneObject.


Constructor & Destructor Documentation

SceneRoot::SceneRoot (  ) 

SceneRoot::~SceneRoot (  ) 


Member Function Documentation

bool SceneRoot::onSceneAdd ( SceneGraph graph  )  [protected, virtual]

Called when this is added to the SceneGraph.

Parameters:
graph SceneGraph this is getting added to

Reimplemented from SceneObject.

void SceneRoot::onSceneRemove (  )  [protected, virtual]

Called when this is removed from the SceneGraph.

Reimplemented from SceneObject.

bool SceneRoot::getOverlappingZones ( SceneObject obj,
U32 zones,
U32 numZones 
) [protected, virtual]

If an object exists in multiple zones, this method will give you the number and indices of these zones (storing them in the provided variables).

Parameters:
obj Object in question.
zones Indices of zones containing the object. (out)
numZones Number of elements in the returned array. (out)

Reimplemented from SceneObject.

bool SceneRoot::prepRenderImage ( SceneState state,
const U32  stateKey,
const U32  startZone,
const bool  modifyBaseZoneState 
) [protected, virtual]

Called when the SceneGraph is ready for the registration of RenderImages.

See also:
SceneState
Parameters:
state SceneState
stateKey State key of the current SceneState
startZone Base zone index
modifyBaseZoneState If true, the object needs to modify the zone state.

Reimplemented from SceneObject.

bool SceneRoot::scopeObject ( const Point3F rootPosition,
const F32  rootDistance,
bool *  zoneScopeState 
) [protected, virtual]

This is called on a zone managing object to scope all the zones managed.

Parameters:
rootPosition Camera position
rootDistance Camera visible distance
zoneScopeState Array of booleans which line up with the collection of zones, marked true if that zone is scoped (out)

Reimplemented from SceneObject.




All Rights Reserved GarageGames.com, Inc. 1999-2005
Auto-magically Generated with Doxygen