CAnimationCreator | |
Cbrtr::BodyOfRotationFunction | Struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function |
▼CCamera | |
Cbrtr::WeaponHUD | WeaponHUD class, provides the functions to add a HUD camera to the scene |
▼CEffect | |
Cbrtr::CelShading | CelSading Effect, every child of this node will get the effect |
▼CFirstPersonManipulator | |
Cbrtr::FPSCameraManipulator | A FPS style CameraManipulator with ground clamping and intersection |
▼CGUIEventHandler | |
Cbrtr::KeyHandler | Key Handler Class, handles all of our KeyFunctions, which do not belong to camera control (this are handled by FPSCameraManipulator) |
Cbrtr::WeaponHUD::WeaponSwitchHandler | EventHandler for WeaponSwitching |
▼CNodeCallback | |
▼Cbrtr::BaseInteractionCallback | This is the TemplateClass for InteractionCallbacks |
Cbrtr::AddPortalGunInteractionCallback | InteractionCallback for adding the portal gun to the players inventar |
Cbrtr::DrunkenInteractionCallback | Callback for the drunk effect |
Cbrtr::ProgramSwitcherCallback | Callback for switching the postprocess programs |
Cbrtr::ToonTexSwitcherCallback | Callback for switching the ToonTextures |
Cbrtr::TrainSwitcherCallback | Callback for switching the "trains" |
▼CNodeVisitor | |
Cbrtr::AddInteractionCallbackToDrawableVisitor | NodeVisitor for batch replacing all UserDataContainer of all Drawables |
Cbrtr::GeometryPlacerVisitor | NodeVisitor for batch replacing all Geometry in all visited Geodes |
Cbrtr::ModifyMaterialVisitor | Visitor for altering the material attributes, mainly used for objects craeted with blender |
▼CPositionAttitudeTransform | |
Cbrtr::Bench | Bench class, creates a bench Object |
Cbrtr::ControlRoom | Control Room Class, derived from PositionAttitudeTransform, set ups the whole room as its own children |
Cbrtr::RenderingPipeline | Struct holding the camera for the multi-rendering passes. Also holds the program vector for the post process pass. pass0Color, pass0depth, passPostProcess, program array, count programArray The program vector is used by the KeyHandler and the InteractionItems for changing the postprocess programs |
▼CTechnique | |
Cbrtr::CelShadingTechnique | The Technique for the cel-shading effect |