#include <FCDEntityInstance.h>
Inheritance diagram for FCDEntityInstance:
Public Types | |
enum | Type { SIMPLE, GEOMETRY, CONTROLLER, MATERIAL, PHYSICS_MODEL, PHYSICS_RIGID_BODY, PHYSICS_RIGID_CONSTRAINT, PHYSICS_FORCE_FIELD, TYPE_COUNT } |
The class type of the entity instance class. More... | |
Public Member Functions | |
virtual | ~FCDEntityInstance () |
Destructor. | |
virtual Type | GetType () const |
Retrieves the entity instance class type. | |
FCDEntity::Type | GetEntityType () const |
Retrieves the instantiated entity type. | |
FCDEntity * | GetEntity () |
Retrieves the instantiated entity. | |
const FCDEntity * | GetEntity () const |
Retrieves the instantiated entity. | |
const FUUri | GetEntityUri () const |
Retrieves the Uri to the skin target. | |
void | SetEntityUri (const FUUri &uri) |
Sets the URI of the target mesh. | |
void | SetEntity (FCDEntity *entity) |
Sets the instantiated entity. | |
FCDEntityReference * | GetEntityReference () |
Get the contained EntityReference object. | |
const FCDEntityReference * | GetEntityReference () const |
See above. | |
const fstring & | GetName () const |
Retrieves the name of the entity instance. | |
void | SetName (const fstring &name) |
Sets the name of the entity instance. | |
const fm::string & | GetWantedSubId () const |
Retrieves the optional sub id and is not garanteed to exist. | |
void | SetWantedSubId (const fm::string &_wantedSubId) |
Sets the sub id for this object. | |
FCDExtra * | GetExtra () |
Retrieves the extra information tree for this entity instance. | |
const FCDExtra * | GetExtra () const |
See above. | |
bool | IsExternalReference () const |
Retrieves whether this entity instance points to an external entity. | |
FCDSceneNode * | GetParent () |
Retrieves the parent of the entity instance. | |
const FCDSceneNode * | GetParent () const |
See above. | |
bool | HasForParent (FCDSceneNode *node) const |
Checks whether or not this instance is below the given scene node in the scene hierarchy. | |
virtual void | CleanSubId (FUSUniqueStringMap *parentStringMap=NULL) |
[INTERNAL] Cleans up the sub identifiers. | |
virtual FCDEntityInstance * | Clone (FCDEntityInstance *clone=NULL) const |
Clones the entity instance. | |
Protected Member Functions | |
FCDEntityInstance (FCDocument *document, FCDSceneNode *parent, FCDEntity::Type type) | |
Constructor: do not use directly. | |
virtual void | OnObjectReleased (FUTrackable *object) |
Callback when the instantiated entity is being released. | |
Friends | |
class | FCDEntityInstanceFactory |
COLLADA allows for quite a bit of per-instance settings for entities. This information is held by the up-classes of this class. This base class is simply meant to hold the entity that is instantiated.
The entity instance tracks the entity, so that when an entity is released, all its instances are released.
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The class type of the entity instance class. Used this information to up-cast an entity instance.
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Constructor: do not use directly. Instead, use the appropriate allocation function. For scene node instance: FCDSceneNode::AddInstance.
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[INTERNAL] Cleans up the sub identifiers. The sub identifiers must be unique with respect to its parent. This method corrects the sub ids if there are conflicts.
Reimplemented in FCDGeometryInstance, and FCDPhysicsModelInstance. |
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Clones the entity instance.
Reimplemented in FCDControllerInstance, FCDGeometryInstance, FCDMaterialInstance, FCDPhysicsForceFieldInstance, FCDPhysicsModelInstance, FCDPhysicsRigidBodyInstance, and FCDPhysicsRigidConstraintInstance. |
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Retrieves the instantiated entity. If the entity is an external reference, this function will load the entity. Be careful when using this function since it will change the object.
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Retrieves the instantiated entity. If the entity is an external reference, this may load the external document and retrieve the entity.
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Retrieves the instantiated entity type. The instantiated entity type will never change.
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Retrieves the Uri to the skin target. This can be an internal or external link
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Retrieves the extra information tree for this entity instance. The prefered way to save extra information in FCollada is at the entity level. Use this extra information tree to store any information you want exported and imported back.
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Retrieves the name of the entity instance. This value has no direct use in COLLADA but is useful to track the user-friendly name of an entity instance.
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Retrieves the parent of the entity instance.
Reimplemented in FCDMaterialInstance, and FCDPhysicsRigidConstraintInstance. |
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Retrieves the entity instance class type. This is used to determine the up-class for the entity instance object.
Reimplemented in FCDControllerInstance, FCDGeometryInstance, FCDPhysicsForceFieldInstance, FCDPhysicsModelInstance, FCDPhysicsRigidBodyInstance, and FCDPhysicsRigidConstraintInstance. |
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Retrieves the optional sub id and is not garanteed to exist. This id is the same as that given in SetSubId or from the COLLADA document using LoadFromXML unless it clashes with another id and CleanSubId has been called.
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Checks whether or not this instance is below the given scene node in the scene hierarchy.
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Retrieves whether this entity instance points to an external entity.
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Callback when the instantiated entity is being released.
Implements FUTracker. |
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Sets the instantiated entity. The type of the entity will be verified.
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Sets the URI of the target mesh.
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Sets the name of the entity instance. This value has no direct use in COLLADA but is useful to track the user-friendly name of an entity instance.
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Sets the sub id for this object. This id must be unique within the scope of the parent element. If it is not, it can be corrected by calling CleanSubId.
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