Class: ege::Scene


Synopsis:

+                      Scene                               (bool _setAutoBullet,
bool _setAutoCamera);
+ ~Scene (void);
+ void setBulletConfig (btDefaultCollisionConfiguration * _collisionConfiguration,
btCollisionDispatcher * _dispatcher,
btBroadphaseInterface * _broadphase,
btConstraintSolver * _solver,
btDynamicsWorld * _dynamicsWorld);
+ void setCamera (ege::Camera * _camera);
+ void pause (void);
+ void resume (void);
+ void pauseToggle (void);
+ void debugToggle (void);
+ vec2 calculateDeltaAngle (const vec2 & _posScreen);
+ vec3 convertScreenPositionInMapPosition (const vec2 & _posScreen);
+ ege::Camera & getCamera (void);
+ void setRatioTime (float _newRatio);
+ void renderscene (int pass);
+ void drawOpenGL (btScalar * m,
const btCollisionShape * _shape,
const btVector3 & _color,
int32_t _debugMode,
const btVector3 & _worldBoundsMin,
const btVector3 & _worldBoundsMax);
+ void drawSphere (btScalar _radius,
int _lats,
int _longs,
mat4 & _transformationMatrix,
etk::Color<float> & _tmpColor);
+ void getElementAroundNewElement (vec3 _sourcePosition,
std::vector & _resultList);
+ const char * const getObjectType (void);
+ void systemDraw (const ewol::DrawProperty & _displayProp);
+ void onRegenerateDisplay (void);
+ void periodicCall (const ewol::EventTime & _event);
# void ScenePeriodicCall (int64_t _localTime,
int32_t _deltaTime);
# void onDraw (void);

Object Hierarchy:

ewol::Widget
    +--> ege::Scene

Detail:

ege::Scene ()

Scene(bool _setAutoBullet,
      bool _setAutoCamera);

Constructor of the widget classes


ege::~Scene ()

~Scene(void);

Destructor of the widget classes


setBulletConfig ()

void setBulletConfig(btDefaultCollisionConfiguration * _collisionConfiguration,
                     btCollisionDispatcher * _dispatcher,
                     btBroadphaseInterface * _broadphase,
                     btConstraintSolver * _solver,
                     btDynamicsWorld * _dynamicsWorld);



setCamera ()

void setCamera(ege::Camera * _camera);



pause ()

void pause(void);

set the scene in pause for a while


resume ()

void resume(void);

resume the scene activity


pauseToggle ()

void pauseToggle(void);

Toggle between pause and running


debugToggle ()

void debugToggle(void);

Toggle the debug mode == > usefull for DEBUG only ...


calculateDeltaAngle ()

vec2 calculateDeltaAngle(const vec2 & _posScreen);



convertScreenPositionInMapPosition ()

vec3 convertScreenPositionInMapPosition(const vec2 & _posScreen);



getCamera ()

ege::Camera & getCamera(void);

get the current camera reference for the scene rendering


setRatioTime ()

void setRatioTime(float _newRatio);

set the curent Time Ratio (default 1)


renderscene ()

void renderscene(int pass);



drawOpenGL ()

void drawOpenGL(btScalar * m,
                const btCollisionShape * _shape,
                const btVector3 & _color,
                int32_t _debugMode,
                const btVector3 & _worldBoundsMin,
                const btVector3 & _worldBoundsMax);



drawSphere ()

void drawSphere(btScalar _radius,
                int _lats,
                int _longs,
                mat4 & _transformationMatrix,
                etk::Color<float> & _tmpColor);



getElementAroundNewElement ()

void getElementAroundNewElement(vec3 _sourcePosition,
                                std::vector & _resultList);



getObjectType ()

const char * const getObjectType(void);



systemDraw ()

void systemDraw(const ewol::DrawProperty & _displayProp);



onRegenerateDisplay ()

void onRegenerateDisplay(void);



periodicCall ()

void periodicCall(const ewol::EventTime & _event);



ScenePeriodicCall ()

void ScenePeriodicCall(int64_t _localTime,
                       int32_t _deltaTime);



onDraw ()

void onDraw(void);