Inheritance Graph
graph BT
State
State --> ReferenceCounter
State --> AttributeProvider
CHCppRenderer --> State
CHCRenderer --> State
EnvironmentState --> State
GroupState --> State
HOMRenderer --> State
LightingState --> State
AlgoSelector --> State
MirrorState --> State
NaiveOccRenderer --> State
NodeRendererState --> State
OccludeeRenderer --> State
OccRenderer --> State
Collector --> State
RandomColorRenderer --> State
RenderingParametersState --> State
ShaderState --> State
ShaderUniformState --> State
ShadowState --> State
SkyboxState --> State
StrangeExampleRenderer --> State
TextureState --> State
TreeVisualization --> State
TwinPartitionsRenderer --> State
PVSRenderer --> State
VisibilitySubdivisionRenderer --> State
RenderingParametersState --> State
RenderingParametersState --> State
RenderingParametersState --> State
RenderingParametersState --> State
RenderingParametersState --> State
RenderingParametersState --> State
click State "classMinSG_1_1State"
click ReferenceCounter "classUtil_1_1ReferenceCounter"
click AttributeProvider "classUtil_1_1AttributeProvider"
click CHCppRenderer "classMinSG_1_1CHCppRenderer"
click CHCRenderer "classMinSG_1_1CHCRenderer"
click EnvironmentState "classMinSG_1_1EnvironmentState"
click GroupState "classMinSG_1_1GroupState"
click HOMRenderer "classMinSG_1_1HOMRenderer"
click LightingState "classMinSG_1_1LightingState"
click AlgoSelector "classMinSG_1_1MAR_1_1AlgoSelector"
click MirrorState "classMinSG_1_1MirrorState"
click NaiveOccRenderer "classMinSG_1_1NaiveOccRenderer"
click NodeRendererState "classMinSG_1_1NodeRendererState"
click OccludeeRenderer "classMinSG_1_1OccludeeRenderer"
click OccRenderer "classMinSG_1_1OccRenderer"
click Collector "classMinSG_1_1PipelineStatistics_1_1Collector"
click RandomColorRenderer "classMinSG_1_1RandomColorRenderer"
click RenderingParametersState "classMinSG_1_1RenderingParametersState"
click ShaderState "classMinSG_1_1ShaderState"
click ShaderUniformState "classMinSG_1_1ShaderUniformState"
click ShadowState "classMinSG_1_1ShadowState"
click SkyboxState "classMinSG_1_1SkyboxState"
click StrangeExampleRenderer "classMinSG_1_1StrangeExampleRenderer"
click TextureState "classMinSG_1_1TextureState"
click TreeVisualization "classMinSG_1_1TriangleTrees_1_1TreeVisualization"
click TwinPartitionsRenderer "classMinSG_1_1TwinPartitions_1_1TwinPartitionsRenderer"
click PVSRenderer "classMinSG_1_1VisibilitySubdivision_1_1PVSRenderer"
click VisibilitySubdivisionRenderer "classMinSG_1_1VisibilitySubdivision_1_1VisibilitySubdivisionRenderer"
click RenderingParametersState "classMinSG_1_1RenderingParametersState"
click RenderingParametersState "classMinSG_1_1RenderingParametersState"
click RenderingParametersState "classMinSG_1_1RenderingParametersState"
click RenderingParametersState "classMinSG_1_1RenderingParametersState"
click RenderingParametersState "classMinSG_1_1RenderingParametersState"
click RenderingParametersState "classMinSG_1_1RenderingParametersState"
Description
Representation of a state, that can be bound to a node.
Rendering layers
Public Types
Public Functions
Documentation
function
MinSG::State::getRenderingLayers
Defined in MinSG/Core/States/State.h:145
function
MinSG::State::setRenderingLayers
Defined in MinSG/Core/States/State.h:146
function
MinSG::State::testRenderingLayer
Defined in MinSG/Core/States/State.h:147
enum
MinSG::State::stateResult_t
Enumerator |
|
Description |
Enumerator |
|
Description |
STATE_OK |
= 0 |
The state was enabled. It has to be disabled for the node using disableState() . |
STATE_SKIPPED |
= 1 |
The state is not enabled (e.g. due to an error). disableState() must not be called for the node. |
STATE_SKIP_OTHER_STATES |
= 2 |
The state was enabled. No further states of the node should be enabled. The state has to be disabled for this node using disableState() . |
STATE_SKIP_RENDERING |
= 3 |
Rendering of the node should be skipped (e.g. if the rendering has been handled by this state because it is a renderer). After the call, the state is not active for that node, so disableState() must not be called for that node. |
Return type of enableState() .
Defined in MinSG/Core/States/State.h:46
function
MinSG::State::State
Defined in MinSG/Core/States/State.h:38
function
MinSG::State::State
Defined in MinSG/Core/States/State.h:39
function
MinSG::State::State
Defined in MinSG/Core/States/State.h:40
function
MinSG::State::operator=
Defined in MinSG/Core/States/State.h:41
function
MinSG::State::operator=
Defined in MinSG/Core/States/State.h:42
function
MinSG::State::~State
Defined in MinSG/Core/States/State.h:43
function
MinSG::State::enableState
Enable this state for the given node (=subtree).
Parameters
- context
- FrameContext to be used by this state.
- node
- Node that this state should be enabled for.
- rp
- Rendering options.
Returns
Special result enumerator
See also: stateResult_t for description of return type
Defined in MinSG/Core/States/State.h:79
function
MinSG::State::disableState
Disable this state for the given node (=subtree).
Parameters
- context
- FrameContext to be used by this state.
- node
- Node that this state should be enabled for.
- rp
- Rendering options.
Defined in MinSG/Core/States/State.h:92
function
MinSG::State::clone
Create a duplicate of this State object.
Defined in MinSG/Core/States/State.h:98
function
MinSG::State::isActive
Defined in MinSG/Core/States/State.h:100
function
MinSG::State::activate
Defined in MinSG/Core/States/State.h:101
function
MinSG::State::deactivate
Defined in MinSG/Core/States/State.h:102
function
MinSG::State::isTempState
If a State is marked as tempState, it is ignored when saving the scene.
Defined in MinSG/Core/States/State.h:105
function
MinSG::State::setTempState
Defined in MinSG/Core/States/State.h:106