#include
<classaw_scene_1_1_lod_collapse.h>
Public Member Functions |
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__init__ () | |
setAllDirty (bool dirty) | |
traverse (NodeVisitor) | |
Note, if setTraverseOriginal is turned on
this node will traverse the original sub-graph children, not the
actual levels of detail. |
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accept (NodeVisitor) | |
GroupRef | setCollapseGroup (GroupRef group) |
This method will cause this LodCollapse node to
replace the given group node in the graph and arrange for the
sub-graph rooted at the group node to be collapsed into this one.
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setCollapseGroupMaintainSceneHierarchy (bool msh) | |
bool | getCollapseGroupMaintainSceneHierarchy () |
GroupRef | getCollapseGroup () |
getCollapseGroup returns a temporary group
node that references the children of the collapsed graph. |
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bool | collapse () |
This method will do the collapsing and
should be called only by the update visitor. |
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getCollapseChildren (NodeSet children) | |
Request a list of the children of the
collapsed node. |
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int | getCollapseChildCount () |
Methods to allow Python to iterate over the
collapsed children. |
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NodeRef | getCollapseChild (int i) |
bool | resetCollapseState () |
Call
resetCollapseState() to make this node look like it's original
collapsed group. |
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bool | isCollapsed () |
int | insertChildAtIndex (NodeRef child, int index) |
int | removeChild (NodeRef child) |
int | removeAllChildren () |
setCollapseRoot (Group root) | |
bool | needToMaintainSceneHierarchy () |
Look at the children and parents, and let us
know if this node should be marked as "maintain" or not. |
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bool | setTraverseOriginalMode (bool) |
Use this method with discretion. |
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bool | isTraverseOriginalMode () |
Protected Member Functions |
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__del__ () | |
Reference counted objects shouldn't exist on
the stack. |
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LodCollapse | operator= (LodCollapse rhs) |
Should we allow assignment of these?.
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bool | retainPolygonsAmbientOcclusionData () |
bool | retainAmbientOcclusionTextures (aw.vector lodGroups, bool hasSurfaceData) |
bool | collectBitmapsAndDomains (LodGroup lodGroup, str textureFilename, int filterSize, int accumulatedTextureTransformsCount, aw.vector accumulatedBitmaps, aw.vector accumulatedDomains, bool hasSurfaceData) |
bool | packAndSaveTextureToFile (awImage.Packing packedBitmap, aw.vector accumulatedBitmaps, str outTextureFilename) |
collectAndApplyTextureTransforms (awImage.Packing packedBitmap, aw.vector accumulatedDomains) | |
applyOcclusionTextureToAppearance (str outTextureFilename) | |
getOcclusionFilename (str filename, str extName) | |
awImage ImageByte | scaleOcclusionTexture (awImage.ImageByte source, float scaleFactor) |
int | getMinimumLODCount (NodeSet leaves) |
bool | skipLodGroup (awScene.LodGroup lodGroup) |
awScene.LodCollapse.__init__ | ( | ) |
Reimplemented from awScene.LodGroup.
awScene.LodCollapse.setAllDirty | ( | bool | dirty | ) |
Reimplemented from awScene.LodGroup.
awScene.LodCollapse.traverse | ( | NodeVisitor | ) |
Note, if setTraverseOriginal is turned on this node will traverse the original sub-graph children, not the actual levels of detail.
awScene.LodCollapse.accept | ( | NodeVisitor | ) |
Reimplemented from awScene.LodGroup.
GroupRef awScene.LodCollapse.setCollapseGroup | ( | GroupRef | group | ) |
This method will cause this LodCollapse node to replace the given group node in the graph and arrange for the sub-graph rooted at the group node to be collapsed into this one.
Call setCollapseGroup( NULL ) to uncollapse the currently collapsed group. Returns a ref to the node that is in the graph. If this is an uncollapse it will return a new group node that has replaced this one. If this is a collapse it will return a reference to this node.
awScene.LodCollapse.setCollapseGroupMaintainSceneHierarchy | ( | bool | msh | ) |
bool awScene.LodCollapse.getCollapseGroupMaintainSceneHierarchy | ( | ) |
GroupRef awScene.LodCollapse.getCollapseGroup | ( | ) |
getCollapseGroup returns a temporary group node that references the children of the collapsed graph.
This node should only be used for traversal of the children and should be released when done.
bool awScene.LodCollapse.collapse | ( | ) |
This method will do the collapsing and should be called only by the update visitor.
awScene.LodCollapse.getCollapseChildren | ( | NodeSet | children | ) |
Request a list of the children of the collapsed node.
int awScene.LodCollapse.getCollapseChildCount | ( | ) |
Methods to allow Python to iterate over the collapsed children.
NodeRef awScene.LodCollapse.getCollapseChild | ( | int | i | ) |
bool awScene.LodCollapse.resetCollapseState | ( | ) |
Call resetCollapseState() to make this node look like it's original collapsed group.
It will take on the children of the orginal group and will be marked as needing to be re-collapsed.
bool awScene.LodCollapse.isCollapsed | ( | ) |
int awScene.LodCollapse.insertChildAtIndex | ( | NodeRef | child, |
int | index | ||
) |
Reimplemented from awScene.LodGroup.
int awScene.LodCollapse.removeChild | ( | NodeRef | child | ) |
Reimplemented from awScene.LodGroup.
int awScene.LodCollapse.removeAllChildren | ( | ) |
Reimplemented from awScene.LodGroup.
awScene.LodCollapse.setCollapseRoot | ( | Group | root | ) |
Reimplemented from awScene.Group.
bool awScene.LodCollapse.needToMaintainSceneHierarchy | ( | ) |
Look at the children and parents, and let us know if this node should be marked as "maintain" or not.
Return true if we really, really need that flag set. The "set...Check" behaves as the "set..." above if maintain is false. If maintain is true, it consults the "needTo..." to decide if it should set it or not. In the process, it may fix up the parents as well.
bool awScene.LodCollapse.setTraverseOriginalMode | ( | bool | ) |
Use this method with discretion.
It sets a static property for all instances and hence is not safe for multi-threaded access. When the mode is true traversing collapse nodes will traverse the original un-collapsed sub-graph instead of the collapsed LodGroup. Returns the previous state of the mode.
bool awScene.LodCollapse.isTraverseOriginalMode | ( | ) |
awScene.LodCollapse.__del__ | ( | ) | [protected] |
Reference counted objects shouldn't exist on the stack.
Reimplemented from awScene.LodGroup.
LodCollapse awScene.LodCollapse.operator= | ( | LodCollapse | rhs | ) | [protected] |
Should we allow assignment of these?.
bool awScene.LodCollapse.retainPolygonsAmbientOcclusionData | ( | ) | [protected] |
bool awScene.LodCollapse.retainAmbientOcclusionTextures | ( | aw.vector | lodGroups, |
bool | hasSurfaceData | ||
) | [protected] |
bool awScene.LodCollapse.collectBitmapsAndDomains | ( | LodGroup | lodGroup, |
str | textureFilename, | ||
int | filterSize, | ||
int | accumulatedTextureTransformsCount, | ||
aw.vector | accumulatedBitmaps, | ||
aw.vector | accumulatedDomains, | ||
bool | hasSurfaceData | ||
) | [protected] |
bool awScene.LodCollapse.packAndSaveTextureToFile | ( | awImage.Packing | packedBitmap, |
aw.vector | accumulatedBitmaps, | ||
str | outTextureFilename | ||
) | [protected] |
awScene.LodCollapse.collectAndApplyTextureTransforms | ( | awImage.Packing | packedBitmap, |
aw.vector | accumulatedDomains | ||
) | [protected] |
awScene.LodCollapse.applyOcclusionTextureToAppearance | ( | str | outTextureFilename | ) | [protected] |
awScene.LodCollapse.getOcclusionFilename | ( | str | filename, |
str | extName | ||
) | [protected] |
awImage ImageByte awScene.LodCollapse.scaleOcclusionTexture | ( | awImage.ImageByte | source, |
float | scaleFactor | ||
) | [protected] |
int awScene.LodCollapse.getMinimumLODCount | ( | NodeSet | leaves | ) | [protected] |
bool awScene.LodCollapse.skipLodGroup | ( | awScene.LodGroup | lodGroup | ) | [protected] |