This is a base class for a generic data structure that can be attached per- instance to the camera, to store per-instance data that must be preserved over multiple frames.
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| __init__ (const AuxSceneData) |
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double | getDuration () |
| Returns the minimum length in time, in seconds, to keep this AuxSceneData object around in the scene graph after the last time it was rendered.
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double | getExpirationTime () |
| Returns the frame_time at which this AuxSceneData object is currently scheduled to be removed from the scene graph.
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double | getLastRenderTime () |
| Returns the last time this object was used during traversal (according to set_last_render_time()).
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| output (Ostream out) |
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| setDuration (double duration) |
| Specifies the minimum length in time, in seconds, to keep this AuxSceneData object around in the scene graph after the last time it was rendered.
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| setLastRenderTime (double render_time) |
| Should be called with the current frame_time each time the AuxSceneData is used during traversal.
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| write (Ostream out, int indent_level) |
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Public Member Functions inherited from TypedObject |
TypeHandle | getType () |
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int | getTypeIndex () |
| Returns the internal index number associated with this object's TypeHandle, a unique number for each different type.
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bool | isExactType (TypeHandle handle) |
| Returns true if the current object is the indicated type exactly.
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bool | isOfType (TypeHandle handle) |
| Returns true if the current object is or derives from the indicated type.
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Public Member Functions inherited from ReferenceCount |
int | getRefCount () |
| Returns the current reference count.
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| ref () |
| Explicitly increments the reference count.
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bool | testRefCountIntegrity () |
| Does some easy checks to make sure that the reference count isn't completely bogus.
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bool | testRefCountNonzero () |
| Does some easy checks to make sure that the reference count isn't zero, or completely bogus.
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bool | unref () |
| Explicitly decrements the reference count.
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This is a base class for a generic data structure that can be attached per- instance to the camera, to store per-instance data that must be preserved over multiple frames.
In particular, this is used to implement the FadeLODNode, which must remember during traversal at what point it is in the fade, separately for each instance and for each camera.