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VertexGeometry Class Reference
Inheritance diagram for VertexGeometry:
Geometry

List of all members.

Public Types

enum  ArrayType {
  AT_POSITIONS = 0, AT_NORMALS = 1, AT_TEXCOORD = 2, AT_ANIMATION = 3,
  AT_COLORS = 4, AT_TEXCOORD1 = 5, AT_TEXCOORD2 = 6, AT_TEXCOORD3 = 7,
  AT_TEXCOORD4 = 8
}
- Public Types inherited from Geometry
enum  GeometryType { GT_VertexGeometry, GT_ParticleGeometry }
enum  TextureType {
  TT_Diffuse, TT_Ambient, TT_Bumpmap, TT_Normalmap,
  TT_Emissive
}
enum  RenderType { RT_TRIANGLE, RT_POINT }

Public Member Functions

 VertexGeometry (void)
 VertexGeometry (int vertsize, int trigSize)
 VertexGeometry (glm::vec4 *positionsArray, glm::vec3 *normalArray, glm::vec4 *colors, glm::vec2 *texCoord, glm::vec4 *texCoord1, glm::vec4 *texCoord2, int *indexArray, int vertsize, int trigSize)
 VertexGeometry (glm::vec4 *positionsArray, glm::vec3 *normalArray, glm::vec2 *texCoord, glm::vec4 *texCoord1, glm::vec4 *texCoord2, int *indexArray, int vertsize, int trigsize)
 VertexGeometry (glm::vec4 *positionsArray, glm::vec3 *normalArray, glm::vec2 *texCoord, glm::vec4 *colors, int *indexArray, int vertsize, int trigsize)
 VertexGeometry (glm::vec4 *positionsArray, glm::vec3 *normalArray, glm::vec2 *texCoord, glm::vec4 *bones_weights, glm::vec4 *bones_indices, glm::mat4 *bones_matrizen, int *indexArray, int vertsize, int trigsize, int bonesize)
 VertexGeometry (glm::vec4 *positionsArray, glm::vec3 *normalArray, glm::vec2 *texCoord, glm::vec4 **animation, int *indexArray, int vertsize, int trigsize, int animationsize)
 ~VertexGeometry (void)
const bool operator< (VertexGeometry i) const
const bool operator< (VertexGeometry *i) const
void Update (float *positionsArray)
void BuildVBO ()
void Update (float time, float duration)
- Public Member Functions inherited from Geometry
 Geometry (void)
 Geometry (unsigned int type)
virtual ~Geometry (void)
void SetShader (unsigned int id, MyShader *shader)
MyShaderGetShader (unsigned int id)
void CreateDictShaderToVBO (unsigned int id, std::map< std::string, int > dict)
void SetDictShaderToVBO (unsigned int id, std::map< int, int > dict)
void CreateDictShaderUniforms (unsigned int id, std::map< std::string, int > dict)
void SetDictShaderUniforms (unsigned int id, std::map< int, int > dict)
void CreateDictShaderSpecificUniforms (unsigned int id)
std::map< int, int > GetDictShaderToVBO (unsigned int id)
std::map< int, int > GetDictShaderUniform (unsigned int id)

Public Attributes

glm::vec4 * m_PositionArray
unsigned int * m_IndexArray
glm::vec3 * m_NormalArray
glm::vec4 * m_ColorArray
glm::mat4 * m_OffsetMatrix
std::map< unsigned int,
glm::vec4 * > 
m_TextureCoords
std::map< unsigned int,
glm::vec4 * > 
m_AnimationVertex
unsigned int m_normal_count
unsigned int m_color_count
unsigned int m_vertex_count
unsigned int m_index_count
unsigned int m_animation_count
unsigned int m_vbovert
unsigned int m_vbonorm
unsigned int m_vbocolor
std::map< unsigned int,
unsigned int > 
m_vbo_tex
std::map< unsigned int,
unsigned int > 
m_vbo_animation
unsigned int m_vboind
unsigned int m_vao_id
unsigned int m_geometrytype
float distToCam
bool update_bones
- Public Attributes inherited from Geometry
glm::mat4 World
glm::mat4 Local
float start_time
std::map< unsigned int,
Texture::TexturePtr > 
m_TextureObjs
Materialm_MatrialObjs
std::vector< std::map< int, int > > m_dict_shader_vbo
std::vector< std::map< int, int > > m_dict_shader_uniform
std::vector< std::vector
< ShaderObj * > > 
m_shader_uniforms
glm::mat4 m_modelMatrix
std::vector< glm::mat4 > m_oldModelMatrix
unsigned int m_type
bool useNormals
bool useTextures
bool renderTo3DTexture
int actDepth
unsigned int m_bones_count
glm::mat4 * bones
glm::mat4 * oldBones
glm::mat4 * act_bones
glm::mat4 * bones_helper
unsigned int m_rendertype
std::vector< MyShader * > m_shader

Constructor & Destructor Documentation

VertexGeometry::VertexGeometry ( void  )

Standard constructor

VertexGeometry::VertexGeometry ( int  vertsize,
int  trigSize 
)

Create empty VertexGeometry. Data are later setted with cuda

Parameters:
vertsizenumber of vertices
trigSizenumber of triangles
VertexGeometry::VertexGeometry ( glm::vec4 *  positionsArray,
glm::vec3 *  normalArray,
glm::vec4 *  colors,
glm::vec2 *  texCoord,
glm::vec4 *  texCoord1,
glm::vec4 *  texCoord2,
int *  indexArray,
int  vertsize,
int  trigSize 
)

Create empty VertexGeometry. Data are later setted with cuda

Parameters:
positionsArrayPositions array
normalArrayNormal array
colorsColor array
texCoordTexcoord0 array
texCoord1Texcoord1 array
texCoord2Texcoord2 array
indexArrayIndex array
vertsizenumber of vertices
trigSizenumber of triangles
VertexGeometry::VertexGeometry ( glm::vec4 *  positionsArray,
glm::vec3 *  normalArray,
glm::vec2 *  texCoord,
glm::vec4 *  texCoord1,
glm::vec4 *  texCoord2,
int *  indexArray,
int  vertsize,
int  trigsize 
)

Create empty VertexGeometry. Data are later setted with cuda

Parameters:
positionsArrayPositions array
normalArrayNormal array
texCoordTexcoord0 array
texCoord1Texcoord1 array
texCoord2Texcoord2 array
indexArrayIndex array
vertsizenumber of vertices
trigSizenumber of triangles
VertexGeometry::VertexGeometry ( glm::vec4 *  positionsArray,
glm::vec3 *  normalArray,
glm::vec2 *  texCoord,
glm::vec4 *  colors,
int *  indexArray,
int  vertsize,
int  trigsize 
)

Create empty VertexGeometry. Data are later setted with cuda

Parameters:
positionsArrayPositions array
normalArrayNormal array
colorsColor array
indexArrayIndex array
vertsizenumber of vertices
trigSizenumber of triangles
VertexGeometry::VertexGeometry ( glm::vec4 *  positionsArray,
glm::vec3 *  normalArray,
glm::vec2 *  texCoord,
glm::vec4 *  bones_weights,
glm::vec4 *  bones_indices,
glm::mat4 *  bones_matrizen,
int *  indexArray,
int  vertsize,
int  trigsize,
int  bonesize 
)

*Not used

VertexGeometry::VertexGeometry ( glm::vec4 *  positionsArray,
glm::vec3 *  normalArray,
glm::vec2 *  texCoord,
glm::vec4 **  animation,
int *  indexArray,
int  vertsize,
int  trigsize,
int  animationsize 
)

*Not used

VertexGeometry::~VertexGeometry ( void  )

Standard deconstructor


Member Function Documentation

void VertexGeometry::BuildVBO ( )

Build VBO

const bool VertexGeometry::operator< ( VertexGeometry  i) const

Sort operator

const bool VertexGeometry::operator< ( VertexGeometry i) const

Sort operator

void VertexGeometry::Update ( float *  positionsArray)

Update VBO

void VertexGeometry::Update ( float  time,
float  duration 
)

The documentation for this class was generated from the following files: