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    <td><p>Return the parent of this node in the scene graph. If the node is not in the scene graph, NULL is returned.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>iParent</em>&nbsp;</td><td>If the node has multiple parents, you can specify which one you want. </td></tr>  </table></dl><p>Implements <a class="el" href="classvtNodeBase.html">vtNodeBase</a>.    </td>  </tr></table><a class="anchor" name="c48168fd731b269be813e4fecd15be41"></a><!-- doxytag: member="vtNode::GetPrimCounts" ref="c48168fd731b269be813e4fecd15be41" args="(vtPrimInfo &amp;info)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtNode::GetPrimCounts           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top"><a class="el" href="structvtPrimInfo.html">vtPrimInfo</a> &amp;&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>info</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>This method walks through a node (and all its children), collecting information about all the geometric primitives. The result is placed in an object of type <a class="el" href="structvtPrimInfo.html">vtPrimInfo</a>. This includes information such as number of vertices, number of triangles, and so forth. Note that this can be a time-consuming operation if your geometry is large or complex. The results are not cached, so this method should be called only when needed.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>info</em>&nbsp;</td><td>A <a class="el" href="structvtPrimInfo.html">vtPrimInfo</a> object which will receive all the information about this node and its children. </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="d9ea8e42834eeeb1a102bb3da7843e76"></a><!-- doxytag: member="vtNode::LoadModel" ref="d9ea8e42834eeeb1a102bb3da7843e76" args="(const char *filename, bool bAllowCache=true, bool bDisableMipmaps=false)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top"><a class="el" href="classvtNode.html">vtNode</a> * vtNode::LoadModel           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">const char *&nbsp;</td>          <td class="mdname" nowrap> <em>filename</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>bAllowCache</em> = <code>true</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>bDisableMipmaps</em> = <code>false</code></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"><code> [static]</code></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Load a 3D model from a file.<p>The underlying scenegraph (e.g. OSG) is used to load the model, which is returned as a vtNode. You can then use this node normally, for example add it to your scenegraph with <a class="el" href="classvtGroup.html#506aa36498f52fd60876326406ade0fe">vtGroup::AddChild()</a>, or to your terrain's subgraph with <a class="el" href="classvtTerrain.html#9e283572e63cbdcf612e81538408d25e">vtTerrain::AddNode()</a>.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>filename</em>&nbsp;</td><td>The filename to load from. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>bAllowCache</em>&nbsp;</td><td>Default is true, to allow vtosg to cache models. This means that if you load from the same filename more than once, you will get the same model again instantly. If you don't want this, for example if the model has changed on disk and you want to force loading, pass false. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>bDisableMipmaps</em>&nbsp;</td><td>Pass true to turn off mipmapping in the texture maps in the loaded model. Default is false (enable mipmapping).</td></tr>  </table></dl><dl compact><dt><b>Returns:</b></dt><dd>A node pointer if successful, or NULL if the load failed. </dd></dl>    </td>  </tr></table><a class="anchor" name="b5b2afcdb89f4d7ee9b5c808609c4396"></a><!-- doxytag: member="vtNode::LocalToWorld" ref="b5b2afcdb89f4d7ee9b5c808609c4396" args="(FPoint3 &amp;point)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtNode::LocalToWorld           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top"><a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>point</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Transform a 3D point from a node's local frame of reference to world coordinates. This is done by walking the scene graph upwards, applying all transforms that are encountered.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>point</em>&nbsp;</td><td>A reference to the input point is modified in-place with world coordinate result. </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="c47952fcdc74de6e2d4a93c467232087"></a><!-- doxytag: member="vtNode::Release" ref="c47952fcdc74de6e2d4a93c467232087" args="()" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtNode::Release           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="mdname1" valign="top" nowrap>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap><code> [virtual]</code></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Releases a node. Use this method instead of C++'s delete operator when you are done with a node. Internally, the node is reference counted so it is not deleted until all references to it are removed. <p>Implements <a class="el" href="classvtNodeBase.html">vtNodeBase</a>.<p>Reimplemented in <a class="el" href="classvtLodGrid.html#d948683c5c8fdc6f51f4d414296391f8">vtLodGrid</a>, <a class="el" href="classvtSimpleLodGrid.html#c47952fcdc74de6e2d4a93c467232087">vtSimpleLodGrid</a>, <a class="el" href="classvtPagedStructureLOD.html#c47952fcdc74de6e2d4a93c467232087">vtPagedStructureLOD</a>, <a class="el" href="classvtPagedStructureLodGrid.html#c47952fcdc74de6e2d4a93c467232087">vtPagedStructureLodGrid</a>, <a class="el" href="classvtGroup.html#c47952fcdc74de6e2d4a93c467232087">vtGroup</a>, <a class="el" href="classvtTransform.html#c47952fcdc74de6e2d4a93c467232087">vtTransform</a>, <a class="el" href="classvtLight.html#c47952fcdc74de6e2d4a93c467232087">vtLight</a>, <a class="el" href="classvtGeom.html#c47952fcdc74de6e2d4a93c467232087">vtGeom</a>, <a class="el" href="classvtLOD.html#c47952fcdc74de6e2d4a93c467232087">vtLOD</a>, and <a class="el" href="classvtHUD.html#c47952fcdc74de6e2d4a93c467232087">vtHUD</a>.    </td>  </tr></table><a class="anchor" name="055f9a4e14feb802f24aa4f01cdddfdd"></a><!-- doxytag: member="vtNode::SetEnabled" ref="055f9a4e14feb802f24aa4f01cdddfdd" args="(bool bOn)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtNode::SetEnabled           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">bool&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>bOn</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap><code> [virtual]</code></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Set the enabled state of this node. When the node is not enabled, it is not rendered. If it is a group node, all of the nodes children are also not rendered. <p>Implements <a class="el" href="classvtNodeBase.html">vtNodeBase</a>.<p>Reimplemented in <a class="el" href="classvtLight.html#055f9a4e14feb802f24aa4f01cdddfdd">vtLight</a>.    </td>  </tr></table><a class="anchor" name="548e9b3ef86dda00bd740b25c84d235c"></a><!-- doxytag: member="vtNode::SetFog" ref="548e9b3ef86dda00bd740b25c84d235c" args="(bool bOn, float start=0, float end=10000, const RGBf &amp;color=s_white, enum FogType Type=FM_LINEAR)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtNode::SetFog           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">bool&nbsp;</td>          <td class="mdname" nowrap> <em>bOn</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>float&nbsp;</td>          <td class="mdname" nowrap> <em>start</em> = <code>0</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>float&nbsp;</td>          <td class="mdname" nowrap> <em>end</em> = <code>10000</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classRGBf.html">RGBf</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>color</em> = <code>s_white</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>enum FogType&nbsp;</td>          <td class="mdname" nowrap> <em>Type</em> = <code>FM_LINEAR</code></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Set the Fog state for a node.<p>You can turn fog on or off. When you turn fog on, it affects this node and all others below it in the scene graph.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>bOn</em>&nbsp;</td><td>True to turn fog on, false to turn it off. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>start</em>&nbsp;</td><td>The distance from the camera at which fog starts, in meters. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>end</em>&nbsp;</td><td>The distance from the camera at which fog end, in meters. This is the point at which it becomes totally opaque. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>color</em>&nbsp;</td><td>The color of the fog. All geometry will be faded toward this color. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>Type</em>&nbsp;</td><td>Can be GL_LINEAR, GL_EXP or GL_EXP2 for linear or exponential increase of the fog density. </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="9e2a156c7da1b82f197ee0066a060a79"></a><!-- doxytag: member="vtNode::SetName2" ref="9e2a156c7da1b82f197ee0066a060a79" args="(const char *str)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtNode::SetName2           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">const char *&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>str</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap><code> [virtual]</code></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Set the name of the node. <p>Implements <a class="el" href="classvtNodeBase.html">vtNodeBase</a>.    </td>  </tr></table><hr size="1"><address style="align: right;"><small>Generated on Mon Jan 14 14:41:01 2008 for vtlib library by&nbsp;<a href="http://www.doxygen.org/index.html"><img src="doxygen.png" alt="doxygen" align="middle" border="0"></a> 1.4.5 </small></address></body></html>

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