awScene.LodGroup Class Reference


Detailed Description

This class encapsulate the lod node.

Each Lod node is a group node with only one child visible. Some of the level of details (some of the children) may not be loaded.

#include <classaw_scene_1_1_lod_group.h>

Inheritance diagram for awScene.LodGroup:
Inheritance graph
[legend]

List of all members.

Public Member Functions

  __init__ ()
  __init__ (LodGroup nodeToCopy)
str  getGuardType ()
  setAllDirty (bool dirty)
int  insertChildAtIndex (NodeRef, int at)
int  removeChild (NodeRef)
int  removeAllChildren ()
bool  isLeafNode ()
  accept (NodeVisitor)
int  convertOptimizedPatchIndex (int, int)
  For the optimization.
LodGroup Statistics  getStatistics ()
DetailInfoRef  getDetailInfo (int level)
int  getPendingLevel ()
  setPendingLevel (int level)
  requestPreload (bool preload)
bool  isPreloadRequested ()
  triggerRecompile ()
  setCurrentLevel (int level)
int  getCurrentLevel ()
  setDoNotDisplay (bool stop)
bool  getDoNotDisplay ()
  setDirty (int, bool dirty, bool propagate=True, Node dirtySource=None)
  setTextureTransforms (aw.vector textureTransforms)
aw vector  textureTransforms ()
bool  hasTextureTransforms ()
bool  areTextureTransformsNormalized ()
  setTextureTransformsNormalized (bool normalized)
bool  setSurfaceData (awSupport.SurfaceDataRef surfaceData)
awSupport SurfaceDataRef  getSurfaceData ()
awUtil BitFieldAuto  getPatchesDeleted ()
  Are patches deleted, reversed or tagged? Tagged is meant to be a temporary state, so a number of operations are skipped with that in mind; if this was to change, at least the collapse node handling and file I/O would change.
awUtil BitFieldAuto  getPatchesReversed ()
awUtil BitFieldAuto  getPatchesTagged ()
  setPatchesDeleted (awUtil.BitFieldAuto)
  Note that you can reset all (careful!) by passing 0.
  setPatchesReversed (awUtil.BitFieldAuto)
  setPatchesTagged (awUtil.BitFieldAuto)
  setPatchesOneDeleted (int which, bool value)
  setPatchesOneReversed (int which, bool value)
  setPatchesOneTagged (int which, bool value)
int  getPatchCountPerLevel ()
  Go to the first level of detail that has mesh geometry and ask it for the patch count.
  setPatchCountOverride_for_testing_only (int newValue)
int  getPatchCountOverride_for_testing_only ()
  setPriority (Priority priority)
Priority  getPriority ()
  setSourceFilename (str filename)
str  getSourceFilename ()
  setSourceId (int id)
int  getSourceId ()

Protected Member Functions

  __del__ ()
  Reference counted objects shouldn't exist on the stack.
Node  operator= (Node)
  We copy those member whose definition and validity are strictly intrinsic to the individual node.
  onOwnedObjectDirty (awSupport.OwnedObject object)
  onPropertyChange (int p, bool newState)
  setDetailInfo (int level, DetailInfoRef info)

Member Function Documentation

awScene.LodGroup.__init__ ( )

Reimplemented from awScene.Group.

Reimplemented in awScene.LodCollapse.

awScene.LodGroup.__init__ ( LodGroup  nodeToCopy )
str awScene.LodGroup.getGuardType ( )
awScene.LodGroup.setAllDirty ( bool  dirty )
int awScene.LodGroup.insertChildAtIndex ( NodeRef  ,
int  at 
)

Reimplemented from awScene.Group.

Reimplemented in awScene.LodCollapse.

int awScene.LodGroup.removeChild ( NodeRef  )

Reimplemented from awScene.Group.

Reimplemented in awScene.LodCollapse.

int awScene.LodGroup.removeAllChildren ( )

Reimplemented from awScene.Group.

Reimplemented in awScene.LodCollapse.

bool awScene.LodGroup.isLeafNode ( )
awScene.LodGroup.accept ( NodeVisitor  )

Reimplemented from awScene.Group.

Reimplemented in awScene.LodCollapse.

int awScene.LodGroup.convertOptimizedPatchIndex ( int  ,
int   
)

For the optimization.

LodGroup Statistics awScene.LodGroup.getStatistics ( )
DetailInfoRef awScene.LodGroup.getDetailInfo ( int  level )
int awScene.LodGroup.getPendingLevel ( )
awScene.LodGroup.setPendingLevel ( int  level )
awScene.LodGroup.requestPreload ( bool  preload )
bool awScene.LodGroup.isPreloadRequested ( )
awScene.LodGroup.triggerRecompile ( )
awScene.LodGroup.setCurrentLevel ( int  level )
int awScene.LodGroup.getCurrentLevel ( )
awScene.LodGroup.setDoNotDisplay ( bool  stop )
bool awScene.LodGroup.getDoNotDisplay ( )
awScene.LodGroup.setDirty ( int  ,
bool  dirty,
bool  propagate = True,
Node  dirtySource = None 
)
awScene.LodGroup.setTextureTransforms ( aw.vector  textureTransforms )
aw vector awScene.LodGroup.textureTransforms ( )
bool awScene.LodGroup.hasTextureTransforms ( )
bool awScene.LodGroup.areTextureTransformsNormalized ( )
awScene.LodGroup.setTextureTransformsNormalized ( bool  normalized )
bool awScene.LodGroup.setSurfaceData ( awSupport.SurfaceDataRef  surfaceData )
awSupport SurfaceDataRef awScene.LodGroup.getSurfaceData ( )
awUtil BitFieldAuto awScene.LodGroup.getPatchesDeleted ( )

Are patches deleted, reversed or tagged? Tagged is meant to be a temporary state, so a number of operations are skipped with that in mind; if this was to change, at least the collapse node handling and file I/O would change.

awUtil BitFieldAuto awScene.LodGroup.getPatchesReversed ( )
awUtil BitFieldAuto awScene.LodGroup.getPatchesTagged ( )
awScene.LodGroup.setPatchesDeleted ( awUtil.  BitFieldAuto )

Note that you can reset all (careful!) by passing 0.

awScene.LodGroup.setPatchesReversed ( awUtil.  BitFieldAuto )
awScene.LodGroup.setPatchesTagged ( awUtil.  BitFieldAuto )
awScene.LodGroup.setPatchesOneDeleted ( int  which,
bool  value 
)
awScene.LodGroup.setPatchesOneReversed ( int  which,
bool  value 
)
awScene.LodGroup.setPatchesOneTagged ( int  which,
bool  value 
)
int awScene.LodGroup.getPatchCountPerLevel ( )

Go to the first level of detail that has mesh geometry and ask it for the patch count.

This assumes that all non-zero children have the same patch count.

awScene.LodGroup.setPatchCountOverride_for_testing_only ( int  newValue )
int awScene.LodGroup.getPatchCountOverride_for_testing_only ( )
awScene.LodGroup.setPriority ( Priority  priority )
Priority awScene.LodGroup.getPriority ( )
awScene.LodGroup.setSourceFilename ( str  filename )
str awScene.LodGroup.getSourceFilename ( )
awScene.LodGroup.setSourceId ( int  id )
int awScene.LodGroup.getSourceId ( )
awScene.LodGroup.__del__ ( ) [protected]

Reference counted objects shouldn't exist on the stack.

Reimplemented from awScene.Group.

Reimplemented in awScene.LodCollapse.

Node awScene.LodGroup.operator= ( Node  ) [protected]

We copy those member whose definition and validity are strictly intrinsic to the individual node.

This exludes parent/child relations (extrinsic), and unique id's which are invalid if two nodes share them.

awScene.LodGroup.onOwnedObjectDirty ( awSupport.OwnedObject  object ) [protected]
awScene.LodGroup.onPropertyChange ( int  p,
bool  newState 
) [protected]
awScene.LodGroup.setDetailInfo ( int  level,
DetailInfoRef  info 
) [protected]

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