ege/ege__Scene.html

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<h1>ege Library</h1>
<li>ege</li>
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<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
<li><a href="ege__ElementGame__localIA.html">ElementGame::localIA</a></li>
<li><a href="ege__ElementInteraction.html">ElementInteraction</a></li>
<li><a href="ege__Environement.html">Environement</a></li>
<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
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<h1>Class: ege::Scene</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#Scene">Scene</a> (<span class="code-type">bool</span> <span class="code-argument">_setAutoBullet</span>,<br/> <span class="code-type">bool</span> <span class="code-argument">_setAutoCamera</span>);<br>+ ~<a class="code-function" href="#Scene">Scene</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setBulletConfig">setBulletConfig</a> (btDefaultCollisionConfiguration * <span class="code-argument">_collisionConfiguration</span>,<br/> btCollisionDispatcher * <span class="code-argument">_dispatcher</span>,<br/> btBroadphaseInterface * <span class="code-argument">_broadphase</span>,<br/> btConstra<span class="code-type">int</span>Solver * <span class="code-argument">_solver</span>,<br/> btDynamicsWorld * <span class="code-argument">_dynamicsWorld</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setCamera">setCamera</a> (<a href="ege__Camera.html" class="code-type">ege::Camera</a> * <span class="code-argument">_camera</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#pause">pause</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#resume">resume</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#pauseToggle">pauseToggle</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#debugToggle">debugToggle</a> (<span class="code-type">void</span>);<br>+ vec2 <a class="code-function" href="#calculateDeltaAngle">calculateDeltaAngle</a> (<span class="code-storage-keyword">const</span> vec2 & <span class="code-argument">_posScreen</span>);<br>+ vec3 <a class="code-function" href="#convertScreenPositionInMapPosition">convertScreenPositionInMapPosition</a> (<span class="code-storage-keyword">const</span> vec2 & <span class="code-argument">_posScreen</span>);<br>+ <a href="ege__Camera.html" class="code-type">ege::Camera</a> & <a class="code-function" href="#getCamera">getCamera</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#setRatioTime">setRatioTime</a> (<span class="code-type">float</span> <span class="code-argument">_newRatio</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#renderscene">renderscene</a> (<span class="code-type">int</span> <span class="code-argument">pass</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#drawOpenGL">drawOpenGL</a> (btScalar * <span class="code-argument">m</span>,<br/> <span class="code-storage-keyword">const</span> btCollisionShape * <span class="code-argument">_shape</span>,<br/> <span class="code-storage-keyword">const</span> btVector3 & <span class="code-argument">_color</span>,<br/> <span class="code-type">int32_t</span> <span class="code-argument">_debugMode</span>,<br/> <span class="code-storage-keyword">const</span> btVector3 & <span class="code-argument">_worldBoundsMin</span>,<br/> <span class="code-storage-keyword">const</span> btVector3 & <span class="code-argument">_worldBoundsMax</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#drawSphere">drawSphere</a> (btScalar <span class="code-argument">_radius</span>,<br/> <span class="code-type">int</span> <span class="code-argument">_lats</span>,<br/> <span class="code-type">int</span> <span class="code-argument">_longs</span>,<br/> mat4 & <span class="code-argument">_transformationMatrix</span>,<br/> etk::Color<<span class="code-type">float</span>> & <span class="code-argument">_tmpColor</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#getElementAroundNewElement">getElementAroundNewElement</a> (vec3 <span class="code-argument">_sourcePosition</span>,<br/> std::vector<ege::Environement::ResultNearestElement> & <span class="code-argument">_resultList</span>);<br>+ <span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-storage-keyword">const</span> <a class="code-function" href="#getObjectType">getObjectType</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#systemDraw">systemDraw</a> (<span class="code-storage-keyword">const</span> <a href="http://HeeroYui.github.io/ewol//ewol__DrawProperty.html" class="code-type">ewol::DrawProperty</a> & <span class="code-argument">_displayProp</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#onRegenerateDisplay">onRegenerateDisplay</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#periodicCall">periodicCall</a> (<span class="code-storage-keyword">const</span> <a href="http://HeeroYui.github.io/ewol//ewol__EventTime.html" class="code-type">ewol::EventTime</a> & <span class="code-argument">_event</span>);<br># <span class="code-type">void</span> <a class="code-function" href="#ScenePeriodicCall">ScenePeriodicCall</a> (<span class="code-type">int64_t</span> <span class="code-argument">_localTime</span>,<br/> <span class="code-type">int32_t</span> <span class="code-argument">_deltaTime</span>);<br># <span class="code-type">void</span> <a class="code-function" href="#onDraw">onDraw</a> (<span class="code-type">void</span>);<br></pre>
<h2>Object Hierarchy:</h2>
<pre>
<a href="http://HeeroYui.github.io/ewol//ewol__Widget.html">ewol::Widget</a>
+--> <b>ege::Scene</b>
</pre>
<br/>
<h2>Detail:<h2>
<h3>ege::<a id="Scene">Scene</a> ()</h3>
<pre>
<span class="code-function">Scene</span>(<span class="code-type">bool</span> <span class="code-argument">_setAutoBullet</span>,
<span class="code-type">bool</span> <span class="code-argument">_setAutoCamera</span>);</pre>
<br/>
Constructor of the widget classes
<br/><ul>
<b>Return:</b> (no execption generated (not managed in embended platform))
<br/></ul>
<br/>
<hr/>
<h3>ege::~<a id="Scene">Scene</a> ()</h3>
<pre>
~<span class="code-function">Scene</span>(<span class="code-type">void</span>);</pre>
<br/>
Destructor of the widget classes
<br/><br/>
<hr/>
<h3><a id="setBulletConfig">setBulletConfig</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setBulletConfig</span>(btDefaultCollisionConfiguration * <span class="code-argument">_collisionConfiguration</span>,
btCollisionDispatcher * <span class="code-argument">_dispatcher</span>,
btBroadphaseInterface * <span class="code-argument">_broadphase</span>,
btConstra<span class="code-type">int</span>Solver * <span class="code-argument">_solver</span>,
btDynamicsWorld * <span class="code-argument">_dynamicsWorld</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="setCamera">setCamera</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setCamera</span>(<a href="ege__Camera.html" class="code-type">ege::Camera</a> * <span class="code-argument">_camera</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="pause">pause</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">pause</span>(<span class="code-type">void</span>);</pre>
<br/>
set the scene in pause for a while
<br/><br/>
<hr/>
<h3><a id="resume">resume</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">resume</span>(<span class="code-type">void</span>);</pre>
<br/>
resume the scene activity
<br/><br/>
<hr/>
<h3><a id="pauseToggle">pauseToggle</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">pauseToggle</span>(<span class="code-type">void</span>);</pre>
<br/>
Toggle between pause and running
<br/><br/>
<hr/>
<h3><a id="debugToggle">debugToggle</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">debugToggle</span>(<span class="code-type">void</span>);</pre>
<br/>
Toggle the debug mode == > usefull for DEBUG only ...
<br/><br/>
<hr/>
<h3><a id="calculateDeltaAngle">calculateDeltaAngle</a> ()</h3>
<pre>
vec2 <span class="code-function">calculateDeltaAngle</span>(<span class="code-storage-keyword">const</span> vec2 & <span class="code-argument">_posScreen</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="convertScreenPositionInMapPosition">convertScreenPositionInMapPosition</a> ()</h3>
<pre>
vec3 <span class="code-function">convertScreenPositionInMapPosition</span>(<span class="code-storage-keyword">const</span> vec2 & <span class="code-argument">_posScreen</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="getCamera">getCamera</a> ()</h3>
<pre>
<a href="ege__Camera.html" class="code-type">ege::Camera</a> & <span class="code-function">getCamera</span>(<span class="code-type">void</span>);</pre>
<br/>
get the current camera reference for the scene rendering
<br/><br/>
<hr/>
<h3><a id="setRatioTime">setRatioTime</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">setRatioTime</span>(<span class="code-type">float</span> <span class="code-argument">_newRatio</span>);</pre>
<br/>
set the curent Time Ratio (default 1)
<br/><br/>
<hr/>
<h3><a id="renderscene">renderscene</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">renderscene</span>(<span class="code-type">int</span> <span class="code-argument">pass</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="drawOpenGL">drawOpenGL</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">drawOpenGL</span>(btScalar * <span class="code-argument">m</span>,
<span class="code-storage-keyword">const</span> btCollisionShape * <span class="code-argument">_shape</span>,
<span class="code-storage-keyword">const</span> btVector3 & <span class="code-argument">_color</span>,
<span class="code-type">int32_t</span> <span class="code-argument">_debugMode</span>,
<span class="code-storage-keyword">const</span> btVector3 & <span class="code-argument">_worldBoundsMin</span>,
<span class="code-storage-keyword">const</span> btVector3 & <span class="code-argument">_worldBoundsMax</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="drawSphere">drawSphere</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">drawSphere</span>(btScalar <span class="code-argument">_radius</span>,
<span class="code-type">int</span> <span class="code-argument">_lats</span>,
<span class="code-type">int</span> <span class="code-argument">_longs</span>,
mat4 & <span class="code-argument">_transformationMatrix</span>,
etk::Color<<span class="code-type">float</span>> & <span class="code-argument">_tmpColor</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="getElementAroundNewElement">getElementAroundNewElement</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">getElementAroundNewElement</span>(vec3 <span class="code-argument">_sourcePosition</span>,
std::vector<ege::Environement::ResultNearestElement> & <span class="code-argument">_resultList</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="getObjectType">getObjectType</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-storage-keyword">const</span> <span class="code-function">getObjectType</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="systemDraw">systemDraw</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">systemDraw</span>(<span class="code-storage-keyword">const</span> <a href="http://HeeroYui.github.io/ewol//ewol__DrawProperty.html" class="code-type">ewol::DrawProperty</a> & <span class="code-argument">_displayProp</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="onRegenerateDisplay">onRegenerateDisplay</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">onRegenerateDisplay</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="periodicCall">periodicCall</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">periodicCall</span>(<span class="code-storage-keyword">const</span> <a href="http://HeeroYui.github.io/ewol//ewol__EventTime.html" class="code-type">ewol::EventTime</a> & <span class="code-argument">_event</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="ScenePeriodicCall">ScenePeriodicCall</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">ScenePeriodicCall</span>(<span class="code-type">int64_t</span> <span class="code-argument">_localTime</span>,
<span class="code-type">int32_t</span> <span class="code-argument">_deltaTime</span>);</pre>
<br/>
<br/>
<hr/>
<h3><a id="onDraw">onDraw</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">onDraw</span>(<span class="code-type">void</span>);</pre>
<br/>
<br/>
<hr/>
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