Umasoft
 All Classes Files Functions Variables Typedefs Enumerations Enumerator Groups Pages
Public Member Functions | Protected Attributes | List of all members
vtHUD Class Reference

#include <NodeOSG.h>

Inheritance diagram for vtHUD:
NodeExtension

Public Member Functions

 vtHUD (bool bPixelCoords=true)
 
void SetWindowSize (int w, int h)
 
osg::Group * GetContainer ()
 
- Public Member Functions inherited from NodeExtension
void SetEnabled (bool bOn)
 
bool GetEnabled () const
 
void SetCastShadow (bool b)
 Set this node to cast a shadow, if it is under a vtShadow node. Default is false.
 
bool GetCastShadow ()
 Get whether this node casts a shadow.
 
void GetBoundSphere (FSphere &sphere, bool bGlobal=false)
 Get the Bounding Sphere of the node.
 
void SetOsgNode (osg::Node *n)
 

Protected Attributes

osg::ref_ptr
< osg::MatrixTransform > 
modelview_abs
 
bool m_bPixelCoords
 

Additional Inherited Members

- Public Attributes inherited from NodeExtension
osg::Node * m_pNode
 
bool m_bCastShadow
 

Detailed Description

A HUD ("heads-up display") is a group whose whose children are transformed to be drawn in window coordinates, rather than world coordinates.

Constructor & Destructor Documentation

vtHUD::vtHUD ( bool  bPixelCoords = true)

Create a HUD node. A HUD ("heads-up display") is a group whose whose children are transformed to be drawn in window coordinates, rather than world coordinates.

You should only ever create one HUD node in your scenegraph.

Parameters
bPixelCoordsIf true, the child transforms should be interpreted as pixel coordinates, from (0,0) in the lower-left of the viewpoint. Otherwise, they are considered in normalized window coordinates, from (0,0) in the lower-left to (1,1) in the upper right.

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