Characters::CharacterServer Class Reference
#include <characterserver.h>
Inheritance diagram for Characters::CharacterServer:
Detailed Description
Handles central aspects of the character system.(C) 2009 Radon Labs GmbH
Public Member Functions | |
CharacterServer () | |
constructor | |
virtual | ~CharacterServer () |
destructor | |
void | Setup () |
setup the character server | |
void | Discard () |
discard the character server | |
bool | IsValid () const |
return true if character server has been setup | |
SkinningTechnique::Code | GetSkinningTechnique () const |
get the skinning technique used by this platform | |
void | BeginFrame (IndexT frameIndex) |
begin frame | |
void | BeginGather () |
begin gathering phase (there may be several per frame) | |
void | GatherVisibleCharacter (const Ptr< CharacterInstance > &charInst, Timing::Time time) |
register a visible character (same character may be registered several times per frame!) | |
SkinnedMeshRenderer::DrawHandle | GatherSkinMesh (const Ptr< CharacterInstance > &charInst, const Ptr< CoreGraphics::Mesh > &srcMesh) |
update a character skin | |
void | EndGather () |
finish gathering phase | |
void | StartUpdateCharacterSkeletons () |
update visible characters (update animation, evaluate skeleton, potentially perform software skinning) | |
void | UpdateCharacterSkins () |
update character skins (if software skinning) | |
void | BeginDraw () |
begin render phase | |
void | DrawSoftwareSkinnedMesh (SkinnedMeshRenderer::DrawHandle h, IndexT primGroupIndex) |
draw a software skinned mesh | |
void | DrawGPUSkinnedMesh (const Ptr< Characters::CharacterInstance > &charInst, const Ptr< CoreGraphics::Mesh > &mesh, IndexT primGroupIndex, const Util::Array< IndexT > &jointPalette, const Ptr< CoreGraphics::ShaderVariable > &jointPaletteShdVar) |
draw a hardware skinned mesh | |
void | DrawGPUTextureSkinnedMesh (const Ptr< Characters::CharacterInstance > &charInst, const Ptr< CoreGraphics::Mesh > &mesh, IndexT primGroupIndex, const Ptr< CoreGraphics::ShaderVariable > &charInstShaderVar) |
draw a skinned mesh | |
void | EndDraw () |
end render phase | |
void | EndFrame () |
end current frame | |
int | GetRefCount () const |
get the current refcount | |
void | AddRef () |
increment refcount by one | |
void | Release () |
decrement refcount and destroy object if refcount is zero | |
bool | IsInstanceOf (const Rtti &rtti) const |
return true if this object is instance of given class | |
bool | IsInstanceOf (const Util::String &className) const |
return true if this object is instance of given class by string | |
bool | IsInstanceOf (const Util::FourCC &classFourCC) const |
return true if this object is instance of given class by fourcc | |
bool | IsA (const Rtti &rtti) const |
return true if this object is instance of given class, or a derived class | |
bool | IsA (const Util::String &rttiName) const |
return true if this object is instance of given class, or a derived class, by string | |
bool | IsA (const Util::FourCC &rttiFourCC) const |
return true if this object is instance of given class, or a derived class, by fourcc | |
const Util::String & | GetClassName () const |
get the class name | |
Util::FourCC | GetClassFourCC () const |
get the class FourCC code | |
Static Public Member Functions | |
static void | DumpRefCountingLeaks () |
dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!) |
Member Function Documentation
void Characters::CharacterServer::StartUpdateCharacterSkeletons | ( | ) |
update visible characters (update animation, evaluate skeleton, potentially perform software skinning)
Start updating character skeletons. This is an asynchronous operation!
int Core::RefCounted::GetRefCount | ( | ) | const [inline, inherited] |
get the current refcount
Return the current refcount of the object.
void Core::RefCounted::AddRef | ( | ) | [inline, inherited] |
increment refcount by one
Increment the refcount of the object.
void Core::RefCounted::Release | ( | ) | [inline, inherited] |
decrement refcount and destroy object if refcount is zero
Decrement the refcount and destroy object if refcount is zero.
const Util::String & Core::RefCounted::GetClassName | ( | ) | const [inline, inherited] |
get the class name
Get the class name of the object.
Util::FourCC Core::RefCounted::GetClassFourCC | ( | ) | const [inline, inherited] |
get the class FourCC code
Get the class FourCC of the object.
void Core::RefCounted::DumpRefCountingLeaks | ( | ) | [static, inherited] |
dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)
This method should be called as the very last before an application exits.