1 #ifndef __C_ARSA_JSON_SCENE_NODE_H__ 2 #define __C_ARSA_JSON_SCENE_NODE_H__ 11 #ifndef ARSA_FRAMEWORK 116 #endif // __C_ARSA_JSON_SCENE_NODE_H__ virtual bool getHFlip() const
GLenum GLenum GLenum GLenum GLenum scale
virtual bool setSlotPos(s32 id, const core::vector3df &pos_world)
virtual void setHFlip(bool flip)
virtual bool setBonePos(const core::stringc &name, const core::vector3df &pos_world)
virtual bool setBoneRot(const core::stringc &name, f32 z_degree_world)
virtual core::vector3df getBonePos(const core::stringc &name, bool global=true, bool TPose=false)
virtual bool getUsePremultipliedAlpha() const
virtual void setSkin(const core::stringc &name)
Provides a generic interface for attributes and their values and the possibility to serialize them.
virtual bool getSlotManual(s32 id) const
virtual void setDrawOrder(u32 order=0)
virtual bool isOutOfScreen() const
virtual void deserializeAttributes(io::IAttributes *in, io::SAttributeReadWriteOptions *options=0)
Reads attributes of the scene node.
virtual bool hitBox(s32 id, const core::aabbox3df &box, bool hit_invisible=false) const
float f32
32 bit floating point variable.
virtual CARSASpine * clone(scene::ISceneNode *newParent=0, scene::ISceneManager *newSceneManager=0)
Creates a clone of this scene node and its children.
virtual void setSlotColor(s32 id, const video::SColor &color)
struct holding data describing options
virtual bool isSlotOutOfScreen(s32 id) const
virtual f32 getCurrentAnimationTime(int track=0) const
virtual core::vector3df getSlotRot(s32 id) const
virtual u32 getDrawOrder() const
virtual bool isSlotIdOk(s32 id) const
virtual bool setSlotRot(s32 id, const core::vector3df &rot_deg)
GLuint const GLchar * name
Everything in the Irrlicht Engine can be found in this namespace.
Main header file of the irrlicht, the only file needed to include.
GLfixed GLfixed GLint GLint order
3D line between two points with intersection methods.
virtual bool hitXY(s32 id, int x, int y, bool hit_invisible=false, const core::dimension2du &hitext=core::dimension2du(20, 20)) const
virtual bool isExistBone(const core::stringc &name)
virtual bool setSlotScale(s32 id, const core::vector3df &scale)
virtual u32 getBoneCount() const
virtual u32 getSlotIdByPrefixs(const core::stringc &prefix, core::array< s32 > &out_ids) const
virtual core::vector3df getSlotPos(s32 id) const
virtual void setSpeed(f32 speed, int track=0)
virtual s32 getSlotIdByPrefix(const core::stringc &prefix) const
virtual bool isExistAnimation(const core::stringc &name)
virtual const core::aabbox3d< f32 > & getBoundingBox() const
Get the axis aligned, not transformed bounding box of this node.
signed int s32
32 bit signed variable.
virtual f32 getBoneRot(const core::stringc &name, bool global=true, bool TPose=false) const
virtual bool isSlotVisible(s32 id) const
virtual bool setSlotManual(s32 id, bool manual)
virtual video::SColor getSlotColor(s32 id) const
unsigned int u32
32 bit unsigned variable.
virtual u32 getSlotCount() const
virtual bool isPlaying(const core::stringc &name, int track=0)
virtual s32 getSlotId(const core::stringc &name) const
virtual void setVFlip(bool flip)
GLint GLint GLint GLint GLint GLint y
ESCENE_NODE_TYPE
An enumeration for all types of built-in scene nodes.
virtual f32 getCurrentAnimationTimeEnd(int track=0) const
virtual u32 getSlotDrawOrder(s32 id) const
virtual bool load(const io::path &skeleton_filename, const io::path &atlas_filename)
virtual u32 getAnimationName(core::array< core::stringc > &out_names)
Class representing a 32 bit ARGB color.
virtual void setAnimation(const core::stringc &name, bool loop=true, int track=0, bool force_set=false)
virtual bool addSlotRot(s32 id, const core::vector3df &vel)
virtual core::vector3df getSlotScale(s32 id) const
virtual bool hitLine(s32 id, const core::line3df &line, bool hit_invisible=false) const
virtual void OnRegisterSceneNode()
This method is called just before the rendering process of the whole scene.
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
virtual bool setSlotDrawOrder(s32 id, u32 order=0)
virtual bool getVFlip() const
CARSASpine(scene::ISceneNode *parent, scene::ISceneManager *smgr, s32 id=-1)
Self reallocating template array (like stl vector) with additional features.
GLint GLint GLint GLint GLint x
virtual core::stringc getCurrentAnimationName(int track=0) const
virtual void render()
Renders the node.
virtual u32 getAnimationCount() const
#define MAKE_IRR_ID(c0, c1, c2, c3)
ignore VC8 warning deprecated
virtual void OnAnimate(u32 timeMs)
OnAnimate() is called just before rendering the whole scene.
virtual scene::ESCENE_NODE_TYPE getType() const
Returns type of the scene node.
virtual u32 getBoneName(core::array< core::stringc > &out_names)
virtual f32 getSpeed(int track=0) const
virtual void setUsePremultipliedAlpha(bool usePMA)
virtual core::aabbox3df getSlotBBox(s32 id) const
virtual void serializeAttributes(io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const
Writes attributes of the scene node.
virtual void setSlotVisible(s32 id, bool visible)
virtual s32 hitTouch(irr::u32 touch_flag, bool hit_invisible=false) const
virtual void queueAnimation(const core::stringc &name, bool loop=true, f32 delay=0, int track=0)