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ParaEngine::CadModel Class Reference
Inheritance diagram for ParaEngine::CadModel:
ParaEngine::AssetEntity ParaEngine::IAttributeFields ParaEngine::IObject ParaEngine::CRefCounted

Public Member Functions

 CadModel (const AssetKey &key)
 
virtual AssetEntity::AssetType GetType ()
 
void Refresh (const char *fileName=NULL, bool loayLoad=false)
 refresh the asset from local disk. More...
 
virtual bool IsLoaded ()
 most assets are loaded asynchronously. More...
 
const std::string & GetFileName ()
 
virtual CParameterBlockGetParamBlock (bool bCreateIfNotExist=false)
 get effect parameter block with this object. More...
 
virtual HRESULT InitDeviceObjects ()
 
virtual HRESULT RestoreDeviceObjects ()
 
virtual HRESULT InvalidateDeviceObjects ()
 
virtual HRESULT DeleteDeviceObjects ()
 
virtual void Cleanup ()
 Clean up additional resources. More...
 
void Init (const char *fileName=NULL)
 
CParameterBlockGetParamBlockByIndex_ (int16_t index)
 
HRESULT CreateFromFile_Async (void *pContext, IDirect3DDevice9 *pDev=NULL, const char *sFileName=NULL)
 
CadModelPartCreateCadModelPart (IDirect3DVertexBuffer9 *sharedVB, IDirect3DIndexBuffer9 *sharedIB, IDirect3DVertexDeclaration9 *sharedLayout, D3DPRIMITIVETYPE primitiveType, uint16_t vertexStride, uint32_t vertexOfs, uint32_t indexOfs, uint32_t primitiveCount, uint32_t vertexCount)
 
int GetPrimaryTechniqueHandle ()
 
void SetPrimaryTechniqueHandle (int nHandle)
 
- Public Member Functions inherited from ParaEngine::AssetEntity
 AssetEntity (const AssetKey &key)
 
 ATTRIBUTE_DEFINE_CLASS (AssetEntity)
 
virtual int InstallFields (CAttributeClass *pClass, bool bOverride)
 this class should be implemented if one wants to add new attribute. More...
 
 ATTRIBUTE_METHOD1 (AssetEntity, GetLocalFileName_s, const char **)
 
 ATTRIBUTE_METHOD1 (AssetEntity, SetLocalFileName_s, const char *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, GetRemoteAssetURL_s, const char **)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsValid_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsLoaded_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsLocked_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsInitialized_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, GetState_s, int *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, SetState_s, int)
 
virtual const std::string & GetIdentifier ()
 
virtual bool AutoSync (bool bForceSync=false, bool bLazyLoading=true)
 call this function to automatically sync with the remote server according to current asset state More...
 
virtual const string & GetLocalFileName ()
 the actual local file name. More...
 
virtual void SetLocalFileName (const char *sFileName)
 
virtual string GetRemoteAssetURL ()
 get the remote server url of this asset. More...
 
bool IsValid ()
 whether this is a valid resource object. More...
 
bool IsInitialized ()
 whether initialized. More...
 
virtual int Release ()
 call this function to safely release this asset. More...
 
AssetKeyGetKey ()
 return the key object. More...
 
AssetState GetState ()
 return the asset state. More...
 
void SetState (AssetState state)
 set the asset state. More...
 
virtual IAttributeFieldsGetAttributeObject ()
 get the attribute object of this asset. More...
 
virtual HRESULT RendererRecreated ()
 callback of listening the event that renderer was recreated on Android/WP8 all opengl related id has already become invalid at this time, no need to release them, just recreate them all in this function.
 
void LoadAsset ()
 load asset. More...
 
void UnloadAsset ()
 unload asset. More...
 
void GarbageCollectMe ()
 if its reference count is zero, unload this asset object. More...
 
bool IsLocked ()
 whether this is a locked resource resource. More...
 
virtual bool Lock (int nMethod=0)
 Lock the object. More...
 
virtual void UnLock ()
 UnLock the object.
 
virtual bool GetBoundingBox (Vector3 *pMin, Vector3 *pMax)
 Get AABB bounding box of the asset object. More...
 
- Public Member Functions inherited from ParaEngine::IAttributeFields
virtual int GetAttributeClassID ()
 attribute class ID should be identical, unless one knows how overriding rules work. More...
 
virtual const char * GetAttributeClassName ()
 a static string, describing the attribute class object's name
 
virtual const char * GetAttributeClassDescription ()
 a static string, describing the attribute class object
 
virtual int GetChildAttributeColumnCount ()
 we support multi-dimensional child object. More...
 
virtual int GetChildAttributeObjectCount (int nColumnIndex=0)
 get the number of child objects (row count) in the given column. More...
 
virtual IAttributeFieldsGetChildAttributeObject (int nRowIndex, int nColumnIndex=0)
 
virtual IAttributeFieldsGetChildAttributeObject (const std::string &sName)
 get attribute by child object. More...
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *)
 
 ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s)
 
 ATTRIBUTE_METHOD (IAttributeFields, AddRef_s)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *)
 
 ATTRIBUTE_METHOD (IAttributeFields, Release_s)
 
virtual void SetIdentifier (const std::string &sID)
 
virtual bool IsModified ()
 whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More...
 
virtual void SetModified (bool bModified)
 set whether any field has been modified. More...
 
virtual bool ValidateFields ()
 validate all fields and return true if validation passed. More...
 
virtual string GetValidationMessage ()
 get the recent validation message due to the most recent call to ValidateFields()
 
virtual bool ResetField (int nFieldID)
 Reset the field to its initial or default value. More...
 
virtual bool InvokeEditor (int nFieldID, const std::string &sParameters)
 Invoke an (external) editor for a given field. More...
 
virtual bool AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0)
 add child object. More...
 
virtual void * QueryObjectByName (const std::string &sObjectType)
 convert to object of a given type. More...
 
virtual void * QueryObject (int nObjectType)
 convert to object of a given type. More...
 
virtual int GetTime ()
 get the current local time in case it is animated in milli seconds frames. More...
 
virtual void SetTime (int nTime)
 
virtual CDynamicAttributeFieldGetDynamicField (const std::string &sName)
 Get a dynamic field with a given name. More...
 
virtual CDynamicAttributeFieldGetDynamicField (int nIndex)
 Get a dynamic field with a given index. More...
 
virtual const char * GetDynamicFieldNameByIndex (int nIndex)
 get field name by index
 
virtual int GetDynamicFieldCount ()
 how many dynamic field this object currently have. More...
 
virtual int SetDynamicField (const std::string &sName, const CVariable &value)
 set a dynamic field with a given name. More...
 
virtual int AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType)
 add dynamic field and return field index
 
virtual void RemoveAllDynamicFields ()
 remove all dynamic fields
 
virtual int SaveDynamicFieldsToString (std::string &output)
 save only text dynamic fields to fieldname = value text strings. More...
 
virtual int LoadDynamicFieldsFromString (const std::string &input)
 load only text dynamic fields from string More...
 
CAttributeClassGetAttributeClass ()
 get the main attribute class object. More...
 
void PrintObject ()
 print the content of this object to a text file at temp/doc/[ClassName].txt. More...
 
- Public Member Functions inherited from ParaEngine::IObject
virtual void Clone (IObject *obj) const
 Clone the object's contains to a pointer. More...
 
virtual IObjectClone () const
 Clone the object's contains and return a pointer to the newly created object. More...
 
virtual bool Equals (const IObject *obj) const
 Compare the object with another object. More...
 
virtual const ITypeGetType () const
 
virtual std::string ToString () const
 
WeakPtr_typeGetWeakReference ()
 get weak reference object. More...
 
virtual int ProcessObjectEvent (const ObjectEvent &event)
 this function is only used to backward compatibility of ParaObject:AddEvent() function. More...
 
- Public Member Functions inherited from ParaEngine::CRefCounted
void addref () const
 add reference count of the object. More...
 
bool delref () const
 decrease reference count of the object. More...
 
int GetRefCount () const
 get the reference count
 
CRefCountedAddToAutoReleasePool ()
 addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More...
 

Static Public Member Functions

static bool IsStepFile (const char *fileName)
 
static bool IsIgesFile (const char *fileName)
 
- Static Public Member Functions inherited from ParaEngine::AssetEntity
static const string & GetAssetServerUrl ()
 get the asset server url. More...
 
static void SetAssetServerUrl (const char *pStr)
 set the asset server url. More...
 
- Static Public Member Functions inherited from ParaEngine::IAttributeFields
static HRESULT GetAttributeClassID_s (IAttributeFields *cls, int *p1)
 
static HRESULT GetAttributeClassName_s (IAttributeFields *cls, const char **p1)
 
static bool OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false)
 Open a given file with the default registered editor in the game engine. More...
 

Static Public Attributes

static const std::string g_gridModelName
 CadModel.
 

Additional Inherited Members

- Public Types inherited from ParaEngine::AssetEntity
enum  AssetState {
  ASSET_STATE_NORMAL, ASSET_STATE_LOCAL, ASSET_STATE_REMOTE, ASSET_STATE_CACHE,
  ASSET_STATE_SYNC_START, ASSET_STATE_SYNC_SUCCEED, ASSET_STATE_SYNC_FAIL, ASSET_STATE_FAILED_TO_LOAD
}
 the asset state. More...
 
enum  AssetType {
  base =0, texture, mesh, multianimation,
  spritevertex, font, sound, mdx,
  parax, database, effectfile, dllplugin,
  datagrid, cadMesh, image
}
 each asset type has a unique asset type number
 
- Public Types inherited from ParaEngine::IAttributeFields
typedef ParaEngine::weak_ptr< IObject, IAttributeFieldsWeakPtr_type
 
- Public Types inherited from ParaEngine::IObject
typedef ParaEngine::weak_ptr< IObjectWeakPtr_type
 
- Public Attributes inherited from ParaEngine::AssetEntity
AssetKey m_key
 this is the unique key object. More...
 
bool m_bIsInitialized
 whether this entity is initialized;Entity is by default lazily initialized
 
bool m_bIsValid
 whether this is a valid resource object. More...
 
- Protected Member Functions inherited from ParaEngine::IAttributeFields
virtual CAttributeClassCreateAttributeClass ()
 initialize fields
 
virtual CDynamicAttributesSetGetDynamicAttributes (bool bCreateIfNotExist=false)
 
- Protected Attributes inherited from ParaEngine::IObject
WeakPtr_type m_weak_reference
 
- Protected Attributes inherited from ParaEngine::CRefCounted
int m_refcount
 

Member Function Documentation

§ Cleanup()

void ParaEngine::CadModel::Cleanup ( )
virtual

Clean up additional resources.

this function will only be called before the destructor function.

Reimplemented from ParaEngine::AssetEntity.

§ GetParamBlock()

CParameterBlock * ParaEngine::CadModel::GetParamBlock ( bool  bCreateIfNotExist = false)
virtual

get effect parameter block with this object.

Parameters
bCreateIfNotExist

Reimplemented from ParaEngine::AssetEntity.

§ IsLoaded()

bool ParaEngine::CadModel::IsLoaded ( )
virtual

most assets are loaded asynchronously.

This allows us to check if an asset is loaded. For example, we can LoadAsset() for a number of assets that need preloading. and then use a timer to check if they are initialized and remove from the uninitialized list.

Reimplemented from ParaEngine::AssetEntity.

§ Refresh()

void ParaEngine::CadModel::Refresh ( const char *  sFilename = NULL,
bool  bLazyLoad = false 
)
virtual

refresh the asset from local disk.

Call this function to refresh the asset if the asset file has been modified since last load. When we finished synchronizing with the remote server, we will also call this function to refresh from file.

Parameters
sFilenamethe new local file name to use. if NULL, the GetAssetFileName method will be used. calling this function will always causes the asset to reload from local disk file.
bLazyLoaddefault to false. if false, asset is only loaded when needed.

Reimplemented from ParaEngine::AssetEntity.


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