#include <FCDEntity.h>
Inheritance diagram for FCDEntity:
Public Types | |
enum | Type { ENTITY, ANIMATION, ANIMATION_CLIP, CAMERA, LIGHT, IMAGE, MATERIAL, EFFECT, GEOMETRY, CONTROLLER, SCENE_NODE, PHYSICS_RIGID_CONSTRAINT, PHYSICS_MATERIAL, PHYSICS_RIGID_BODY, PHYSICS_SHAPE, PHYSICS_ANALYTICAL_GEOMETRY, PHYSICS_MODEL, PHYSICS_SCENE_NODE, FORCE_FIELD, EMITTER, TYPE_COUNT } |
The types of entity classes. More... | |
Public Member Functions | |
FCDEntity (FCDocument *document, const char *baseId="GenericEntity") | |
Constructor: do not use directly. | |
virtual | ~FCDEntity () |
Destructor. | |
virtual Type | GetType () const |
Retrieves the entity class type for an entity. | |
const fstring & | GetName () const |
Retrieves the name of the entity. | |
void | SetName (const fstring &_name) |
Sets the name of the entity. | |
FCDExtra * | GetExtra () |
Retrieves the extra information tree for this entity. | |
const FCDExtra * | GetExtra () const |
See above. | |
FCDAsset * | GetAsset () |
Retrieves the asset information for this entity. | |
const FCDAsset * | GetAsset () const |
See above. | |
void | GetHierarchicalAssets (FCDAssetList &assets) |
Retrieves the asset information structures that affect this entity in its hierarchy. | |
virtual void | GetHierarchicalAssets (FCDAssetConstList &assets) const |
See above. | |
bool | HasNote () const |
Retrieves whether the entity has a user-defined note. | |
const fstring & | GetNote () const |
Retrieves the user-defined note for this entity. | |
void | SetNote (const fstring &_note) |
Sets the user-defined note for this entity. | |
virtual FCDEntity * | FindDaeId (const fm::string &daeId) |
Retrieves the child entity that has the given COLLADA id. | |
virtual const FCDEntity * | FindDaeId (const fm::string &daeId) const |
See above. | |
virtual FCDEntity * | Clone (FCDEntity *clone=NULL, bool cloneChildren=false) const |
Copies the entity information into a clone. | |
Static Public Member Functions | |
static fstring | CleanName (const fchar *c) |
Cleans illegal characters in from the input char string. |
A COLLADA entity is an object contained within a COLLADA library. As such, it is based on the FCDObjectWithId class so that it can be accessed by other entities, such as the scene graph.
The entity adds to the FCDObjectWithId class: a name, an extra tree and an optional note, as well as a way to identity the type of the entity, in order to up-cast it to its correct class.
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The types of entity classes. Each type corresponds directly to one class that contains the FCDEntity class as a parent, so you can up-cast FCDEntity pointers.
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Constructor: do not use directly. Instead, create objects of the up-classes.
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Cleans illegal characters in from the input char string.
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Copies the entity information into a clone. All the overwriting functions of this function should call this function to copy the COLLADA id and the other entity-level information. All the up-classes of this class should implement this function. The cloned entity may reside in another document.
Reimplemented in FCDAnimation, FCDAnimationClip, FCDEffect, FCDEmitter, FCDForceField, FCDGeometry, FCDImage, FCDMaterial, FCDPhysicsAnalyticalGeometry, FCDPASBox, FCDPASPlane, FCDPASSphere, FCDPASCylinder, FCDPASCapsule, FCDPASTaperedCylinder, FCDPhysicsMaterial, FCDPhysicsModel, FCDPhysicsRigidBody, FCDPhysicsRigidConstraint, FCDPhysicsScene, FCDSceneNode, and FCDTargetedEntity. |
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Retrieves the child entity that has the given COLLADA id. This function is only useful for entities that are hierarchical: visual/physics scene nodes and animations.
Reimplemented in FCDAnimation, and FCDSceneNode. |
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Retrieves the asset information for this entity. In the non-const version, calling this function will create an asset structure. If you are interested in a specific asset-type information, such as up_axis and units, please use the FCDEntity::GetHierarchicalAssets function.
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Retrieves the extra information tree for this entity. 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 asset information structures that affect this entity in its hierarchy.
Reimplemented in FCDAnimation, and FCDSceneNode. |
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Retrieves the name of the entity. This value has no direct use in COLLADA but is useful to track the user-friendly name of an entity.
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Retrieves the user-defined note for this entity. This value is a simpler way, than the extra tree, to store user-defined information that does not belong in COLLADA.
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Retrieves the entity class type for an entity. You can use the entity class type of up-cast an entity pointer to the correct up-class. This function should be overwritten by all up-classes.
Reimplemented in FCDAnimation, FCDAnimationClip, FCDCamera, FCDController, FCDEffect, FCDEmitter, FCDForceField, FCDGeometry, FCDImage, FCDLight, FCDMaterial, FCDPhysicsAnalyticalGeometry, FCDPhysicsMaterial, FCDPhysicsModel, FCDPhysicsRigidBody, FCDPhysicsRigidConstraint, FCDPhysicsScene, and FCDSceneNode. |
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Retrieves whether the entity has a user-defined note. This value is a simpler way, than the extra tree, to store user-defined information that does not belong in COLLADA.
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Sets the name of the entity. This value has no direct use in COLLADA but is useful to track the user-friendly name of an entity.
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Sets the user-defined note for this entity. This value is a simpler way, than the extra tree, to store user-defined information that does not belong in COLLADA.
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