#include <shader_map.h>
Public Member Functions | |
virtual void | release () const =0 |
deletes the object | |
virtual miUint | size () const =0 |
returns the number of elements in the lookup | |
virtual bool | is_empty () const =0 |
returns true if the lookup is empty | |
virtual Map_status | reset ()=0 |
resets itself to point to the first element | |
virtual Map_status | next ()=0 |
moves to the next element | |
virtual bool | at_end (Map_status *status=0) const =0 |
returns true if it's beyond the end | |
virtual Map_status | sort ()=0 |
sorts the elements in ascending order of distance | |
virtual Map_status | sort_descending ()=0 |
sorts the elements in descending order of distance | |
virtual Map_lookup_entry | get (miUint n, Map_status *status=0) const =0 |
returns the nth entry of the lookup | |
virtual Map_lookup_entry | get (Map_status *status=0) const =0 |
returns the current lookup entry | |
virtual miUint | get_index (Map_status *status=0) const =0 |
returns the index in the map of the current element | |
virtual float | get_distance (Map_status *status=0) const =0 |
returns the distance of the current element | |
virtual Map_status | get (Map_element_handle &element) const =0 |
returns a copy of the current element | |
virtual Map_status | get_position (float *position) const =0 |
retrieves the position of the current element | |
virtual Map_status | get_position (miVector &position) const =0 |
retrieves the position of the current element, 3D case | |
virtual Map_status | get (const Map_field_id field_id, float &value) const =0 |
retrieves the value of the desired field of the current element | |
virtual Map_status | get (const Map_field_id field_id, int &value) const =0 |
retrieves the value of the desired field of the current element | |
virtual Map_status | get (const Map_field_id field_id, miVector &value) const =0 |
retrieves the value of the desired field of the current element | |
virtual Map_status | get (const Map_field_id field_id, miColor &value) const =0 |
retrieves the value of the desired field of the current element | |
virtual Map_status | get (const Map_field_id field_id, miMatrix &value) const =0 |
retrieves the value of the desired field of the current element | |
virtual Map_status | get (const Map_field_id field_id, float *value) const =0 |
retrieves the value of the desired field of the current element | |
virtual Map_status | get (const Map_field_id field_id, int *value) const =0 |
retrieves the value of the desired field of the current element | |
virtual Map_status | search (const Map_distance_base &distance_functor, const miUint max_elements=1, const float max_search_dist=miHUGE_SCALAR) const =0 |
searches for the closest elements to a given point | |
virtual Map_status | search (const miVector &point, const miUint max_elements=1, const float max_search_dist=miHUGE_SCALAR) const =0 |
searches for the closest elements to a given point, specialized case of the above for a simple quadratic distance in 3D |
The Map lookup is an abstract class which provides access to elements which are the result of a lookup inside a map. It provides iterator functionalities over these elements
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returns true if it's beyond the end
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retrieves the value of the desired field of the current element
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retrieves the value of the desired field of the current element
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retrieves the value of the desired field of the current element
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retrieves the value of the desired field of the current element
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retrieves the value of the desired field of the current element
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retrieves the value of the desired field of the current element
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retrieves the value of the desired field of the current element
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returns a copy of the current element
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returns the current lookup entry
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returns the nth entry of the lookup
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returns the distance of the current element
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returns the index in the map of the current element
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retrieves the position of the current element, 3D case
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retrieves the position of the current element
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moves to the next element
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resets itself to point to the first element
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searches for the closest elements to a given point, specialized case of the above for a simple quadratic distance in 3D
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searches for the closest elements to a given point
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sorts the elements in ascending order of distance
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sorts the elements in descending order of distance
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