class Sp_Adm: public Sp_Obj, public Sp_Adm_Time

The Administrator of all object.

Inheritance:


Public Methods

[more] Sp_Adm(char *name)
The constructor
[more] ~Sp_Adm()
His destructor
[more]void Add_Obj(Sp_Obj *)
Add an obj in the scene
[more]void Rem_Obj(Sp_Obj *)
Remove an obj of the scene
[more]void Add_View(Sp_View *)
Add a View of scene
[more]void Rem_View(Sp_View *)
Rem a view of scene
[more]void Active_View(Sp_View *)
Active a view
[more]void Add_Light(Sp_Light *)
Add a Light
[more]void Rem_Light(Sp_Light *)
Rem a Light
[more]static int Load_texture(char *filename)
Load a texture
[more]static void Delete_texture(int )
Delete a texture
[more]void DrawScene()
It draws the scene

Private Fields

[more]list<Sp_Obj *> objs
list of objects in the scene classified by croissant priority.
[more]list<Sp_View *> views
List of view
[more]list<Sp_Light *> lights
Array of Light
[more]Sp_View* current_view
Active view

Private Methods

[more]void Transformations()
Compute the Transformations % adm
[more]void Transformations2()
Compute the Transformations % view
[more]void LightScene()
Light


Inherited from Sp_Obj:

Public Fields

ostring Name
oSp_Obj* father
oSp_Adm* adm
oint priority
olist<Sp_Obj *> sons
olist<Sp_EntityBase *> entities
oSp_LTrans trans
oSp_Mat4 coord_camera

Public Methods

o Sp_Client_Time(Sp_Adm_Time *)
olong GetElapsedTime()
olong GetFrameElapsedTime()
olong GetFrameCounter()
ovoid Add_Entity(Sp_EntityBase *)
ovoid Rem_Entity(Sp_EntityBase *)
ovirtual void Print() const
ovirtual Sp_Mat4 GetProjection() const
ovirtual void DrawObj()


Inherited from Sp_Adm_Time:

Public Methods

ovoid FrameTick()

Protected Fields

olong start
olong last
olong current
olong frame_counter


Inherited from Stk_Timer:

Public Methods

olong GetTime() const


Documentation

The Administrator of all object. To manage time, it derivates from Sp_Adm_Time.
o Sp_Adm(char *name)
The constructor

o ~Sp_Adm()
His destructor

ovoid Add_Obj(Sp_Obj *)
Add an obj in the scene

ovoid Rem_Obj(Sp_Obj *)
Remove an obj of the scene

ovoid Add_View(Sp_View *)
Add a View of scene

ovoid Rem_View(Sp_View *)
Rem a view of scene

ovoid Active_View(Sp_View *)
Active a view

ovoid Add_Light(Sp_Light *)
Add a Light

ovoid Rem_Light(Sp_Light *)
Rem a Light

ostatic int Load_texture(char *filename)
Load a texture

ostatic void Delete_texture(int )
Delete a texture

ovoid DrawScene()
It draws the scene

olist<Sp_Obj *> objs
list of objects in the scene classified by croissant priority. First we draw low priority... then bigger priority objects

olist<Sp_View *> views
List of view

olist<Sp_Light *> lights
Array of Light

oSp_View* current_view
Active view

ovoid Transformations()
Compute the Transformations % adm

ovoid Transformations2()
Compute the Transformations % view

ovoid LightScene()
Light


This class has no child classes.

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