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... | |
| class | csSkeletalState2 |
| Holds the state of an animesh skeleton for a frame, ie the position and rotation of each bone of the skeleton. 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 an 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 | iBodyBone |
| A body bone holds the physical description of the bone of an animated mesh. More... | |
| struct | iBodyBoneCollider |
| These are the properties of the collider associated to a bone. More... | |
| struct | iBodyBoneJoint |
| These are the properties of the joint associated to a bone. More... | |
| struct | iBodyBoneProperties |
| These are the main properties of a bone's rigid body. More... | |
| struct | iBodyChain |
| A body chain is a subtree of the skeleton of an animated mesh. More... | |
| struct | iBodyChainNode |
| A node in a body chain tree. More... | |
| struct | iBodyManager |
| A class to manage the creation and deletion of bodies' skeletons. More... | |
| struct | iBodySkeleton |
| This class holds the physical description of the skeleton of an animated mesh. 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 | iGeneralMeshSubMesh |
| A submesh of a genmesh. 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 | 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 | iLightningFactoryState |
| struct | iMaterialArray |
| An array of materials. More... | |
| 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 | 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 |
| Data structure for raw skeletal animations. More... | |
| struct | iSkeletonAnimationNode2 |
| Raw animation node. More... | |
| struct | iSkeletonAnimationNodeFactory2 |
| Factory for raw animation nodes. More... | |
| struct | iSkeletonAnimCallback2 |
| A callback to be implemented if you want to be notified when the state of an animation or animation tree is changed. More... | |
| struct | iSkeletonAnimNode2 |
| Base type for nodes in the hierarchical blending tree of the skeletal animation system. More... | |
| struct | iSkeletonAnimNodeFactory2 |
| Base type for nodes in the hierarchical blending tree factory of the skeletal animation system. More... | |
| struct | iSkeletonAnimPacket2 |
| A animation packet instance. More... | |
| struct | iSkeletonAnimPacketFactory2 |
| Defines a factory for a skeletal animation packet (iSkeletonAnimPacket2). More... | |
| struct | iSkeletonBasicNodesManager2 |
| A class to manage the creation and deletion of basic animation node factories. More... | |
| struct | iSkeletonBlendNode2 |
| An animation node that blends together the sub-nodes based on their weights. More... | |
| struct | iSkeletonBlendNodeFactory2 |
| Factory for blend nodes, ie nodes which blend together any number of sub-nodes. More... | |
| struct | iSkeletonFactory2 |
| A skeleton factory is an object defining the base pose and topology from which skeleton instances can be created. More... | |
| struct | iSkeletonFSMNode2 |
| An animation node that uses a Finite State Machine (FSM) to determine the animation to be played. More... | |
| struct | iSkeletonFSMNodeFactory2 |
| Factory for Finite State Machine (FSM) animation nodes. More... | |
| struct | iSkeletonLookAtListener2 |
| A listener to be implemented if you want to be notified when the target has been reached or lost. More... | |
| struct | iSkeletonLookAtManager2 |
| A class to manage the creation and deletion of 'LookAt' animation node factories. More... | |
| struct | iSkeletonLookAtNode2 |
| An animation node that controls a bone of an animesh in order to make it look at a target. More... | |
| struct | iSkeletonLookAtNodeFactory2 |
| Factory for the 'LookAt' 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 nodes, ie nodes blending sub-nodes on the base of their current priority. More... | |
| struct | iSkeletonRagdollManager2 |
| A class to manage the creation and deletion of ragdoll animation node factories. More... | |
| struct | iSkeletonRagdollNode2 |
| An animation node that interacts with the dynamic simulation in order to control the animation of the animated mesh, and/or in order to make the mesh collide with the rigid bodies of the simulation. More... | |
| struct | iSkeletonRagdollNodeFactory2 |
| Factory for the ragdoll animation node. More... | |
| struct | iSkeletonRandomNode2 |
| An animation node that selects randomly the sub-nodes to be played. More... | |
| struct | iSkeletonRandomNodeFactory2 |
| Factory for blending nodes playing randomly their sub-nodes. More... | |
| struct | iSkeletonSpeedNode2 |
| An animation node that takes some animations of an Animated Mesh moving at different speed (eg idle, walking, running) and blend them to achieve any custom speed. More... | |
| struct | iSkeletonSpeedNodeFactory2 |
| Factory for the 'speed' animation 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 | iWaterFactoryState |
| The water mesh is a simple mesh representation for a horizontal square. More... | |
| struct | iWaterMeshState |
| This interface describes the API for the water mesh object. More... | |
Namespaces | |
| namespace | CS |
| Main namespace for CrystalSpace. | |
Defines | |
| #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... | |
Default particle system effectors | |
| 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 { CS_PARTICLE_MASK_MASS = 1, CS_PARTICLE_MASK_LINEARVELOCITY = 2, CS_PARTICLE_MASK_ANGULARVELOCITY = 4, CS_PARTICLE_MASK_COLOR = 8, CS_PARTICLE_MASK_PARTICLESIZE = 16, CS_PARTICLE_MASK_ALL } |
| Mask to influence which parameters we will interpolate in the linear effector (iParticleBuiltinEffectorLinear). More... | |
Default particle system emitters | |
| 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... | |
Particle systems | |
| enum | csParticleIntegrationMode { CS_PARTICLE_INTEGRATE_NONE, CS_PARTICLE_INTEGRATE_LINEAR, CS_PARTICLE_INTEGRATE_BOTH } |
| Particle integration mode. 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 | csParticleSortMode { CS_PARTICLE_SORT_NONE, CS_PARTICLE_SORT_DISTANCE, CS_PARTICLE_SORT_DOT } |
| Sorting modes for particle renderer. More... | |
| enum | csParticleTransformMode { CS_PARTICLE_LOCAL_MODE, CS_PARTICLE_LOCAL_EMITTER, CS_PARTICLE_WORLD_MODE } |
| Particle transformation mode. More... | |
Skeleton | |
| typedef unsigned int | BoneID |
| Identifier for single bone data. | |
| static const BoneID | InvalidBoneID = (BoneID)~0 |
| ID for an invalid bone. | |
Mesh factory flags | |
| #define | CS_FACTORY_STATICSHAPE 2 |
| If CS_FACTORY_STATICSHAPE is set then this factory will never animate. | |
Mesh object flags | |
| #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. | |
Define Documentation
| #define CS_FACTORY_STATICSHAPE 2 |
| #define CS_MESH_STATICPOS 1 |
| #define CS_MESH_STATICSHAPE 2 |
| #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 |
| #define CS_SPR_LOD_TEMPLATE 1 |
Typedef Documentation
| typedef unsigned int BoneID |
Enumeration Type Documentation
| anonymous enum |
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 751 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).
- Enumerator:
Definition at line 852 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] |
Generated for Crystal Space 1.9 by doxygen 1.5.8
