DXGfxLib.Water Class Reference

This class is used to get some water displayed on screen. More...

Inherits DXGfxLib::ExecutableBlock, DXGfxLib::ExecutableBlock, DXGfxLib::TexturedPlane, and DXGfxLib::TexturedPlane.

Collaboration diagram for DXGfxLib.Water:

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List of all members.

Public Member Functions

 Water ()
 Water (int width, int heigth, int numVertX, int numVertZ, string texturefile)
 Water (Device d3ddevice, int width, int heigth, int numVertX, int numVertZ, string texturefile)
 The default constructor. You should provide a valid d3ddevice, dimensions, number of vertices in the grid and the texture to be applied to the surface.
override void Init (Device d3ddevice, int width, int heigth, int numVertX, int numVertZ, string texturefile)
override void LoadFromFile (Device d3ddevice, string fileName)
 For loading a scene from the XML file this method is pretty useful as we just get the filename from the file, create an instance of the desired type and instruct that instance to populate its internal state from the specified file.
override void Update (Frustrum frustrum, double appTime, float elapsedTime)
 When attached to the scene manager this method will be called automatically by the scene manager. If you make your own implementation of IWater you can use this method to update any internal value you might use to model your water.
override void Draw (Device d3ddevice)
 Render everything when called.
 Water ()
 Water (int width, int heigth, int numVertX, int numVertZ, string texturefile)
 Water (Device d3ddevice, int width, int heigth, int numVertX, int numVertZ, string texturefile)
 The default constructor. You should provide a valid d3ddevice, dimensions, number of vertices in the grid and the texture to be applied to the surface.
override void Init (Device d3ddevice, int width, int heigth, int numVertX, int numVertZ, string texturefile)
override void LoadFromFile (Device d3ddevice, string fileName)
 For loading a scene from the XML file this method is pretty useful as we just get the filename from the file, create an instance of the desired type and instruct that instance to populate its internal state from the specified file.
override void Update (Frustrum frustrum, double appTime, float elapsedTime)
 When attached to the scene manager this method will be called automatically by the scene manager. If you make your own implementation of IWater you can use this method to update any internal value you might use to model your water.
override void Draw (Device d3ddevice)
 Render everything when called.
override void Evaluate (Scene scene, SceneNode parent, double appTime, float elapsedTime)
 Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.
override void Click (Scene scene, SceneNode parent, double appTime, float elapsedTime)
 Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.
override void Collision (Scene scene, SceneNode parent, double appTime, float elapsedTime, SceneObject collidingObject)
 Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.
override void Evaluate (Scene scene, SceneNode parent, double appTime, float elapsedTime)
 Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.
override void Click (Scene scene, SceneNode parent, double appTime, float elapsedTime)
 Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.
override void Collision (Scene scene, SceneNode parent, double appTime, float elapsedTime, SceneObject collidingObject)
 Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.

Public Attributes

Texture waterTexture = null
 Texture that is going to be use to render our water!
Plane reflectPlane


Detailed Description

This class is used to get some water displayed on screen.

Definition at line 31 of file Water.cs.


Constructor & Destructor Documentation

DXGfxLib.Water.Water (  ) 

Definition at line 49 of file Water.cs.

DXGfxLib.Water.Water ( int  width,
int  heigth,
int  numVertX,
int  numVertZ,
string  texturefile 
)

Definition at line 53 of file Water.cs.

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DXGfxLib.Water.Water ( Device  d3ddevice,
int  width,
int  heigth,
int  numVertX,
int  numVertZ,
string  texturefile 
)

The default constructor. You should provide a valid d3ddevice, dimensions, number of vertices in the grid and the texture to be applied to the surface.

Parameters:
d3ddevice 
width 
heigth 
numVertX 
numVertZ 
texturefile 

Definition at line 72 of file Water.cs.

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DXGfxLib.Water.Water (  ) 

Definition at line 49 of file Water.cs.

DXGfxLib.Water.Water ( int  width,
int  heigth,
int  numVertX,
int  numVertZ,
string  texturefile 
)

Definition at line 53 of file Water.cs.

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DXGfxLib.Water.Water ( Device  d3ddevice,
int  width,
int  heigth,
int  numVertX,
int  numVertZ,
string  texturefile 
)

The default constructor. You should provide a valid d3ddevice, dimensions, number of vertices in the grid and the texture to be applied to the surface.

Parameters:
d3ddevice 
width 
heigth 
numVertX 
numVertZ 
texturefile 

Definition at line 72 of file Water.cs.

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Member Function Documentation

override void DXGfxLib.Water.Click ( Scene  scene,
SceneNode  parent,
double  appTime,
float  elapsedTime 
) [virtual]

Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.

Parameters:
scene 
parent 
appTime 
elapsedTime 

Reimplemented from DXGfxLib.ExecutableBlock.

Definition at line 16 of file Water.bmp.script.cs.

override void DXGfxLib.Water.Click ( Scene  scene,
SceneNode  parent,
double  appTime,
float  elapsedTime 
) [virtual]

Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.

Parameters:
scene 
parent 
appTime 
elapsedTime 

Reimplemented from DXGfxLib.ExecutableBlock.

Definition at line 16 of file Water.bmp.script.cs.

override void DXGfxLib.Water.Collision ( Scene  scene,
SceneNode  parent,
double  appTime,
float  elapsedTime,
SceneObject  collidingObject 
) [virtual]

Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.

Parameters:
scene 
parent 
appTime 
elapsedTime 
collidingObject 

Reimplemented from DXGfxLib.ExecutableBlock.

Definition at line 19 of file Water.bmp.script.cs.

override void DXGfxLib.Water.Collision ( Scene  scene,
SceneNode  parent,
double  appTime,
float  elapsedTime,
SceneObject  collidingObject 
) [virtual]

Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.

Parameters:
scene 
parent 
appTime 
elapsedTime 
collidingObject 

Reimplemented from DXGfxLib.ExecutableBlock.

Definition at line 19 of file Water.bmp.script.cs.

override void DXGfxLib.Water.Draw ( Device  d3ddevice  )  [virtual]

Render everything when called.

Parameters:
d3ddevice 

Reimplemented from DXGfxLib.TexturedPlane.

Definition at line 136 of file Water.cs.

override void DXGfxLib.Water.Draw ( Device  d3ddevice  )  [virtual]

Render everything when called.

Parameters:
d3ddevice 

Reimplemented from DXGfxLib.TexturedPlane.

Definition at line 136 of file Water.cs.

override void DXGfxLib.Water.Evaluate ( Scene  scene,
SceneNode  parent,
double  appTime,
float  elapsedTime 
) [virtual]

Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.

Parameters:
scene 
parent 
appTime 
elapsedTime 

Reimplemented from DXGfxLib.ExecutableBlock.

Definition at line 13 of file Water.bmp.script.cs.

override void DXGfxLib.Water.Evaluate ( Scene  scene,
SceneNode  parent,
double  appTime,
float  elapsedTime 
) [virtual]

Good this is the method that will be overriden in the classes deriving from the one that will be created on the fly to allow execution of the code n our script.

Parameters:
scene 
parent 
appTime 
elapsedTime 

Reimplemented from DXGfxLib.ExecutableBlock.

Definition at line 13 of file Water.bmp.script.cs.

override void DXGfxLib.Water.Init ( Device  d3ddevice,
int  width,
int  heigth,
int  numVertX,
int  numVertZ,
string  texturefile 
) [virtual]

Reimplemented from DXGfxLib.TexturedPlane.

Definition at line 77 of file Water.cs.

override void DXGfxLib.Water.Init ( Device  d3ddevice,
int  width,
int  heigth,
int  numVertX,
int  numVertZ,
string  texturefile 
) [virtual]

Reimplemented from DXGfxLib.TexturedPlane.

Definition at line 77 of file Water.cs.

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override void DXGfxLib.Water.LoadFromFile ( Device  d3ddevice,
string  fileName 
) [virtual]

For loading a scene from the XML file this method is pretty useful as we just get the filename from the file, create an instance of the desired type and instruct that instance to populate its internal state from the specified file.

Parameters:
d3ddevice 
fileName 

Reimplemented from DXGfxLib.MeshObject.

Definition at line 97 of file Water.cs.

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override void DXGfxLib.Water.LoadFromFile ( Device  d3ddevice,
string  fileName 
) [virtual]

For loading a scene from the XML file this method is pretty useful as we just get the filename from the file, create an instance of the desired type and instruct that instance to populate its internal state from the specified file.

Parameters:
d3ddevice 
fileName 

Reimplemented from DXGfxLib.MeshObject.

Definition at line 97 of file Water.cs.

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override void DXGfxLib.Water.Update ( Frustrum  frustrum,
double  appTime,
float  elapsedTime 
) [virtual]

When attached to the scene manager this method will be called automatically by the scene manager. If you make your own implementation of IWater you can use this method to update any internal value you might use to model your water.

Parameters:
time 

Reimplemented from DXGfxLib.SceneObject.

Definition at line 108 of file Water.cs.

override void DXGfxLib.Water.Update ( Frustrum  frustrum,
double  appTime,
float  elapsedTime 
) [virtual]

When attached to the scene manager this method will be called automatically by the scene manager. If you make your own implementation of IWater you can use this method to update any internal value you might use to model your water.

Parameters:
time 

Reimplemented from DXGfxLib.SceneObject.

Definition at line 108 of file Water.cs.


Member Data Documentation

Definition at line 47 of file Water.cs.

Texture that is going to be use to render our water!

Definition at line 45 of file Water.cs.


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

Generated on Thu Jan 8 20:49:50 2009 for DXGfx by  doxygen 1.5.8