Mesh plugins
[Mesh support]
Classes | |
struct | csParticle |
Data representation of a single particle. More... | |
struct | csParticleAux |
Auxiliary data per particle, not used as often. More... | |
struct | csParticleBuffer |
Buffer holder for particle buffers. More... | |
struct | csParticleParameterSet |
Parameters that can be modified based on age for the linear effector (iParticleBuiltinEffectorLinear). More... | |
struct | csPolygonRange |
A range structure for specifing polygon ranges. More... | |
struct | csSprite2DVertex |
A single 2D Sprite vertex. More... | |
struct | iAnimatedMesh |
State and setting for an instance of an animated mesh. More... | |
struct | iAnimatedMeshFactory |
State of animated mesh object factory. More... | |
struct | iAnimatedMeshFactorySubMesh |
Sub mesh (part) of an animated mesh factory. More... | |
struct | iAnimatedMeshMorphTarget |
A morph target. More... | |
struct | iAnimatedMeshSubMesh |
Sub mesh (part) of an animated mesh. More... | |
struct | iAnimTimeUpdateHandler |
By default, csSpriteCal3DMeshObject::Advance() updates the model's via CalModel::update() with the elapsed time since the last advancement. More... | |
struct | iBezierFactoryState |
This is the state interface to access the internals of a bezier mesh factory. More... | |
struct | iBezierState |
This is the state interface to access the internals of a bezier mesh object. More... | |
struct | iCurve |
This is the interface for a curve. More... | |
struct | iGeneralFactoryState |
This interface describes the API for the general mesh factory. More... | |
struct | iGeneralMeshCommonState |
The common interface between genmesh meshes and factories. More... | |
struct | iGeneralMeshState |
This interface describes the API for the general mesh object. More... | |
struct | iGenMeshAnimationControl |
Implementing this class allows the creation of classes that control animation of vertex, texel, normal, and color data right before it is being used. More... | |
struct | iGenMeshAnimationControl1_4 |
Enhanced Update() for genmesh animation plugins. More... | |
struct | iGenMeshAnimationControlFactory |
This class is a factory for creating animation controls. More... | |
struct | iGenMeshAnimationControlState |
This interface describes the API for setting up the animation control as implemented by the 'gmeshanim' plugin. More... | |
struct | iGenMeshAnimationControlType |
This class is the animation control type. More... | |
struct | iGenMeshSkeletonControlState |
This interface describes the API for setting up the skeleton animation control as implemented by the 'gmeshskelanim' plugin. More... | |
struct | iHazeFactoryState |
This interface describes the API for the sprite factory mesh object. More... | |
struct | iHazeHull |
A mesh specially meant for use by the haze. More... | |
struct | iHazeHullBox |
A predefined hull. More... | |
struct | iHazeHullCone |
A predefined hull. More... | |
struct | iHazeHullCreation |
This interface is implemented by the haze factory in order to be able to create the predefined haze hulls. More... | |
struct | iHazeState |
This interface describes the API for the sprite factory mesh object. More... | |
struct | iInstancingFactoryState |
This interface describes the API for the instancing mesh factory. More... | |
struct | iInstancingMeshCommonState |
The common interface between instancing meshes and factories. More... | |
struct | iInstancingMeshState |
This interface describes the API for the instancing mesh object. More... | |
struct | iLightingInfo |
This interface is implemented by mesh objects that have some kind of lighting system. More... | |
struct | iLightningFactoryState |
struct | iMeshObject |
This is a general mesh object that the engine can interact with. More... | |
struct | iMeshObjectDrawCallback |
Set a callback which is called just before the object is drawn. More... | |
struct | iMeshObjectFactory |
This object is a factory which can generate mesh objects of a certain type. More... | |
struct | iMeshObjectType |
This plugin describes a specific type of mesh objects. More... | |
struct | iNullFactoryState |
This interface describes the API for the null mesh object factory. More... | |
struct | iNullMeshState |
This interface describes the API for the null mesh object. More... | |
struct | iParticle |
A iParticle can be used in particle Systems. More... | |
struct | iParticleBuiltinEffectorFactory |
Factory for builtin effectors. More... | |
struct | iParticleBuiltinEffectorForce |
Simple force/acceleration applied to particles. More... | |
struct | iParticleBuiltinEffectorLinColor |
Simple linear interpolation of particle color based on particle lifetime. More... | |
struct | iParticleBuiltinEffectorLinear |
Linear interpolation of various parameters based on particle lifetime. More... | |
struct | iParticleBuiltinEffectorVelocityField |
Velocity field effector. More... | |
struct | iParticleBuiltinEmitterFactory |
Factory for builtin emitter-types. More... | |
struct | iParticleEffector |
Base interface for particle effector. More... | |
struct | iParticleEmitter |
A particle emitter. More... | |
struct | iParticleState |
This interface describes the API for the particle mesh object. More... | |
struct | iParticleSystem |
Properties for particle system object. More... | |
struct | iParticleSystemBase |
Base properties for particle system. More... | |
struct | iParticleSystemFactory |
Properties for particle system factory. More... | |
struct | iPolygonHandle |
This is an interface that can be used to represent a polygon in situations where a SCF object is required. More... | |
struct | iProtoFactoryState |
The proto mesh is a demonstration or tutorial mesh. More... | |
struct | iProtoMeshState |
This interface describes the API for the proto mesh object. More... | |
struct | iSkeleton2 |
A skeleton instance is a specific copy of a skeleton with base pose and topology defined by the factory but current state internally defined. More... | |
struct | iSkeletonAnimation2 |
Factory for skeletal animations. More... | |
struct | iSkeletonAnimationNode2 |
Animation node. More... | |
struct | iSkeletonAnimationNodeFactory2 |
Factory for animation node. More... | |
struct | iSkeletonAnimCallback2 |
A callback that is called when an animation or animation tree have finished playing. More... | |
struct | iSkeletonAnimNode2 |
Base type for nodes in the hierarchical blending tree for skeletal animation system. More... | |
struct | iSkeletonAnimNodeFactory2 |
Base type for nodes in the hierarchical blending tree factory. More... | |
struct | iSkeletonAnimPacket2 |
A animation packet instance. More... | |
struct | iSkeletonAnimPacketFactory2 |
Defines a factory for a skeletal animation packet. More... | |
struct | iSkeletonBlendNode2 |
An animation node that blends together the sub-nodes based on their weights. More... | |
struct | iSkeletonBlendNodeFactory2 |
Factory for blend node. More... | |
struct | iSkeletonFactory2 |
A skeleton factory is an object defining the base pose and topology from which skeleton instances can be created. More... | |
struct | iSkeletonFSMNodeFactory2 |
Factory for FSM animation node. More... | |
struct | iSkeletonManager2 |
Skeletal system base object, representing the entire skeletal and skeletal animation system. More... | |
struct | iSkeletonPriorityNode2 |
An animation node that blends together the sub-nodes based on their priority. More... | |
struct | iSkeletonPriorityNodeFactory2 |
Factory for priority blend node. More... | |
struct | iSkeletonRandomNode2 |
An animation node that selects random sub-nodes. More... | |
struct | iSkeletonRandomNodeFactory2 |
Factory for randomized sub-node blending node. More... | |
struct | iSprite2DFactoryState |
This interface describes the API for the sprite factory mesh object. More... | |
struct | iSprite2DState |
This interface describes the API for the sprite factory mesh object. More... | |
struct | iSprite2DUVAnimation |
The animation works by having all frames of an animation sequence in a texture at different (u,v) locations, hence the name. More... | |
struct | iSprite2DUVAnimationFrame |
This is a single frame in a UV animation. More... | |
struct | iSprite3DFactoryState |
This interface describes the API for the 3D sprite factory mesh object. More... | |
struct | iSprite3DState |
This interface describes the API for the 3D sprite mesh object. More... | |
struct | iSpriteAction |
An action frameset for 3D sprite animation. More... | |
struct | iSpriteCal3DFactoryState |
This interface describes the API for the 3D sprite factory mesh object. More... | |
struct | iSpriteCal3DSocket |
A socket for specifying where sprites can plug into other sprites. More... | |
struct | iSpriteCal3DState |
This interface describes the API for changing the Cal3D sprite mesh object's animations playing and other current traits. More... | |
struct | iSpriteFrame |
A frame for 3D sprite animation. More... | |
struct | iSpriteSocket |
A socket for specifying where sprites can plug into other sprites. More... | |
struct | iTerrainFactoryState |
Allows the setting of a set of generic terrain parameters outside any specific algorithm. More... | |
struct | iTerrainObjectState |
This will override the settings for material in the parent. More... | |
struct | iThingEnvironment |
This interface is implemented by the iObjectType for things. More... | |
struct | iThingFactoryState |
This is the state interface to access the internals of a thing mesh factory. More... | |
struct | iThingState |
This is the state interface to access the internals of a thing mesh object. More... | |
Namespaces | |
namespace | CS |
Main namespace for CrystalSpace. | |
Defines | |
#define | CS_POLYINDEX_LAST -1 |
Last created polygon index (used where a single polygon index is required). | |
#define | CS_SPR_LIGHT_GLOBAL 0 |
Use the global value for determining which lighting level is used by the sprite. | |
#define | CS_SPR_LIGHT_LOCAL 2 |
Use the lighting quality value local to the sprite for determining which lighting level is used by the sprite. | |
#define | CS_SPR_LIGHT_TEMPLATE 1 |
Use the sprites template lighting quality value for determining which lighting level is used by the sprite. | |
#define | CS_SPR_LOD_GLOBAL 0 |
Use the global value for determining if LOD is used by the sprite, and what level it should be used at. | |
#define | CS_SPR_LOD_LOCAL 2 |
Use the LOD value local to the sprite. | |
#define | CS_SPR_LOD_TEMPLATE 1 |
Use the sprites template lod value. | |
Enumerations | |
enum | |
Macros for the csSprite3D lighting levels. More... | |
Particle systems | |
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enum | csParticleSortMode { CS_PARTICLE_SORT_NONE, CS_PARTICLE_SORT_DISTANCE, CS_PARTICLE_SORT_DOT } |
Sorting modes for particle renderer. More... | |
enum | csParticleRenderOrientation { CS_PARTICLE_CAMERAFACE, CS_PARTICLE_CAMERAFACE_APPROX, CS_PARTICLE_ORIENT_COMMON, CS_PARTICLE_ORIENT_COMMON_APPROX, CS_PARTICLE_ORIENT_VELOCITY, CS_PARTICLE_ORIENT_SELF, CS_PARTICLE_ORIENT_SELF_FORWARD } |
Particle orientation. More... | |
enum | csParticleRotationMode { CS_PARTICLE_ROTATE_NONE, CS_PARTICLE_ROTATE_TEXCOORD, CS_PARTICLE_ROTATE_VERTICES } |
Rotation mode. More... | |
enum | csParticleIntegrationMode { CS_PARTICLE_INTEGRATE_NONE, CS_PARTICLE_INTEGRATE_LINEAR, CS_PARTICLE_INTEGRATE_BOTH } |
Particle integration mode. More... | |
enum | csParticleTransformMode { CS_PARTICLE_LOCAL_MODE, CS_PARTICLE_LOCAL_EMITTER, CS_PARTICLE_WORLD_MODE } |
Particle transformation mode. More... | |
Default particle system emitters | |
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enum | csParticleBuiltinEmitterPlacement { CS_PARTICLE_BUILTIN_CENTER, CS_PARTICLE_BUILTIN_VOLUME, CS_PARTICLE_BUILTIN_SURFACE } |
Set where in the emitter the builtin emitters should spawn their particles. More... | |
Default particle system effectors | |
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enum | csParticleBuiltinEffectorVFType { CS_PARTICLE_BUILTIN_SPIRAL, CS_PARTICLE_BUILTIN_RADIALPOINT } |
Velocity field effector types Determine the ODE the velocity field effector will solve to get new particle positions from current ones. More... | |
enum | csParticleParameterMask |
Mask to influence which parameters we will interpolate in the linear effector (iParticleBuiltinEffectorLinear). More... | |
Skeleton | |
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typedef unsigned int | BoneID |
Identifier for single bone data. | |
static const BoneID | InvalidBoneID = (BoneID)~0 |
ID for an invalid bone. | |
Mesh object flags | |
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#define | CS_MESH_STATICPOS 1 |
If CS_MESH_STATICPOS is set then this mesh will never move. | |
#define | CS_MESH_STATICSHAPE 2 |
If CS_MESH_STATICSHAPE is set then this mesh will never animate. | |
Mesh factory flags | |
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#define | CS_FACTORY_STATICSHAPE 2 |
If CS_FACTORY_STATICSHAPE is set then this factory will never animate. | |
Polygon flags | |
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#define | CS_POLY_LIGHTING 0x00000001 |
If CS_POLY_LIGHTING is set for a polygon then the polygon will be lit. | |
#define | CS_POLY_COLLDET 0x00000002 |
If this flag is set then this polygon is used for collision detection. | |
#define | CS_POLY_VISCULL 0x00000004 |
If this flag is set then this polygon is used for visibility culling. | |
Polygon ranges | |
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#define | CS_POLYRANGE(s1, s2) csPolygonRange (s1, s2) |
A general range of polygons (inclusive). | |
#define | CS_POLYRANGE_SINGLE(idx) csPolygonRange (idx, idx) |
A single polygon. | |
#define | CS_POLYRANGE_LAST csPolygonRange (-1, -1) |
The last created polygon or series of polygons (in case it was a box). | |
#define | CS_POLYRANGE_ALL csPolygonRange (0, 2000000000) |
All polygons. | |
Thing flags | |
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#define | CS_THING_NOCOMPRESS 0x00010000 |
If CS_THING_NOCOMPRESS is set then vertices of this thing factory will not be compressed. | |
Move option flags | |
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#define | CS_THING_MOVE_NEVER 0 |
The following flags affect movement options for a thing. | |
#define | CS_THING_MOVE_OCCASIONAL 2 |
The following flags affect movement options for a thing. |
Define Documentation
#define CS_FACTORY_STATICSHAPE 2 |
#define CS_MESH_STATICPOS 1 |
#define CS_MESH_STATICSHAPE 2 |
#define CS_POLY_COLLDET 0x00000002 |
#define CS_POLY_LIGHTING 0x00000001 |
#define CS_POLY_VISCULL 0x00000004 |
#define CS_POLYINDEX_LAST -1 |
#define CS_POLYRANGE | ( | s1, | ||
s2 | ||||
) | csPolygonRange (s1, s2) |
#define CS_POLYRANGE_ALL csPolygonRange (0, 2000000000) |
#define CS_POLYRANGE_LAST csPolygonRange (-1, -1) |
#define CS_POLYRANGE_SINGLE | ( | idx | ) | csPolygonRange (idx, idx) |
#define CS_SPR_LIGHT_GLOBAL 0 |
Use the global value for determining which lighting level is used by the sprite.
Definition at line 57 of file sprite3d.h.
#define CS_SPR_LIGHT_LOCAL 2 |
Use the lighting quality value local to the sprite for determining which lighting level is used by the sprite.
Definition at line 69 of file sprite3d.h.
#define CS_SPR_LIGHT_TEMPLATE 1 |
Use the sprites template lighting quality value for determining which lighting level is used by the sprite.
Definition at line 63 of file sprite3d.h.
#define CS_SPR_LOD_GLOBAL 0 |
Use the global value for determining if LOD is used by the sprite, and what level it should be used at.
Definition at line 75 of file sprite3d.h.
#define CS_SPR_LOD_LOCAL 2 |
Use the LOD value local to the sprite.
Definition at line 85 of file sprite3d.h.
#define CS_SPR_LOD_TEMPLATE 1 |
Use the sprites template lod value.
Definition at line 80 of file sprite3d.h.
#define CS_THING_MOVE_NEVER 0 |
#define CS_THING_MOVE_OCCASIONAL 2 |
#define CS_THING_NOCOMPRESS 0x00010000 |
If CS_THING_NOCOMPRESS is set then vertices of this thing factory will not be compressed.
By default the vertex table is compressed before the thing is used for the first time (this means that duplicate vertices are removed). This is a flag for iMeshObjectFactory.
Typedef Documentation
typedef unsigned int BoneID |
Identifier for single bone data.
Definition at line 53 of file skeleton2.h.
Enumeration Type Documentation
anonymous enum |
Macros for the csSprite3D lighting levels.
Definition at line 45 of file sprite3d.h.
Velocity field effector types Determine the ODE the velocity field effector will solve to get new particle positions from current ones.
- Enumerator:
Definition at line 727 of file particles.h.
Set where in the emitter the builtin emitters should spawn their particles.
- Enumerator:
CS_PARTICLE_BUILTIN_CENTER In the center.
CS_PARTICLE_BUILTIN_VOLUME Anywhere in the volume.
CS_PARTICLE_BUILTIN_SURFACE On the surface of the volume.
Definition at line 519 of file particles.h.
Particle integration mode.
Specifies how the velocity-to-position integration is done. Default is CS_PARTICLE_INTEGRATE_LINEAR
- Enumerator:
Definition at line 129 of file particles.h.
Mask to influence which parameters we will interpolate in the linear effector (iParticleBuiltinEffectorLinear).
Definition at line 807 of file particles.h.
Particle orientation.
The particle type defines how the billboard is setup in relation to the particle position, direction and the camera.
- Enumerator:
Definition at line 62 of file particles.h.
Rotation mode.
Specifies how particle rotation is handled.
- Enumerator:
CS_PARTICLE_ROTATE_NONE Do not take rotation into account at all.
CS_PARTICLE_ROTATE_TEXCOORD Rotate texture coordinates.
CS_PARTICLE_ROTATE_VERTICES Rotate particle vertices in the billboard plane.
Definition at line 114 of file particles.h.
enum csParticleSortMode |
Sorting modes for particle renderer.
- Enumerator:
CS_PARTICLE_SORT_NONE No sorting at all.
CS_PARTICLE_SORT_DISTANCE Sort by distance to camera.
CS_PARTICLE_SORT_DOT Sort by dot product of normalized camera vector and particle direction.
Definition at line 47 of file particles.h.
Particle transformation mode.
Controls how and when particles are transformed, and thereby also controls the coordinate system for particles, emitters and effectors.
- Enumerator:
Definition at line 147 of file particles.h.
Variable Documentation
const BoneID InvalidBoneID = (BoneID)~0 [static] |
ID for an invalid bone.
Definition at line 56 of file skeleton2.h.
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