chrono::irrlicht Namespace Reference
  Description
Namespace with classes for the Irrlicht module.
| Classes | |
| class | ChBodySceneNode | 
| Irrlicht scene node for a body.  More... | |
| class | ChIrrApp | 
| Class to add some GUI to Irrlicht+ChronoEngine applications.  More... | |
| class | ChIrrAppInterface | 
| Class to add some GUI to Irrlicht + ChronoEngine applications.  More... | |
| class | ChIrrAssetConverter | 
| Class with static functions which allow creation of Irrlicht frequent 'scene nodes' like lights, camera, sky box etc.  More... | |
| class | ChIrrNode | 
| Class for Irrlicht visualization.  More... | |
| class | ChIrrNodeAsset | 
| Class for adding Irrlicht visualization to a ChPhysicsItem.  More... | |
| class | ChIrrNodeProxyToAsset | 
| Class for proxy to ChAsset, it is a node with mesh in Irrlicht system and a shared pointer to the ChAsset to whom it corresponds.  More... | |
| class | ChIrrParticlesSceneNode | 
| Definition of an Irrlicht scene node for particles.  More... | |
| class | ChIrrTools | 
| Class with static functions which help with the integration of Chrono and Irrlicht 3D rendering library.  More... | |
| class | ChIrrWizard | 
| Class with static functions which allow creation of Irrlicht frequent 'scene nodes' like lights, camera, sky box etc.  More... | |
| class | CScreenQuad | 
| CScreenQuad.  More... | |
| class | CShaderPreprocessor | 
| CShaderPreprocessor.  More... | |
| class | DepthShaderCB | 
| DepthShaderCB.  More... | |
| class | EffectHandler | 
| Main effect handling class, use this to apply shadows and effects.  More... | |
| class | RTSCamera | 
| Class to create an interactive videocamera in Irrlicht, that is similar to the Maya camera but hasn't the problems that the Maya camera has in Irrlicht 1.5.  More... | |
| class | ScreenQuadCB | 
| ScreenQuadCB.  More... | |
| class | ShadowShaderCB | 
| ShadowShaderCB.  More... | |
| Enumerations | |
| enum | E_SHADER_EXTENSION { ESE_GLSL, ESE_HLSL, ESE_COUNT } | 
| enum | E_SHADOW_MODE { ESM_RECEIVE, ESM_CAST, ESM_BOTH, ESM_EXCLUDE, ESM_COUNT } | 
| Shadow mode enums, sets whether a node recieves shadows, casts shadows, or both.  More... | |
| enum | E_FILTER_TYPE { EFT_NONE, EFT_4PCF, EFT_8PCF, EFT_12PCF, EFT_16PCF, EFT_COUNT } | 
| Various filter types, up to 16 samples PCF. | |
| Functions | |
| ISceneNode * | addChBodySceneNode (ChSystem *asystem, ISceneManager *amanager, IAnimatedMesh *amesh, double mmass, const ChVector<> &position, const ChQuaternion<> &rotation, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_offsetCOG (ChSystem *asystem, ISceneManager *amanager, IAnimatedMesh *amesh, double mmass, const ChVector<> &mesh_position, const ChQuaternion<> &rotation, const ChVector<> &COG_offset, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easySphere (ChSystem *asystem, ISceneManager *amanager, double mmass, const ChVector<> &position, double mradius, int Hslices, int Vslices, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyBox (ChSystem *asystem, ISceneManager *amanager, double mmass, const ChVector<> &position, const ChQuaternion<> &rotation, const ChVector<> &size, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyCylinder (ChSystem *asystem, ISceneManager *amanager, double mmass, const ChVector<> &position, const ChQuaternion<> &rotation, const ChVector<> &size, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyBarrel (ChSystem *asystem, ISceneManager *amanager, double mmass, const ChVector<> &position, double mradiusH, double mradiusV, double mYlow, double mYhigh, double mOffset, int Hslices, int Vslices, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyClone (ChSystem *asystem, ISceneManager *amanager, ChBodySceneNode *source, const ChVector<> &position, const ChQuaternion<> &rotation, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyGenericMesh (ChSystem *asystem, ISceneManager *amanager, double mmass, const ChVector<> &position, const ChQuaternion<> &rotation, const char *mesh_filemane, bool is_static, bool is_convex, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyStaticMesh (ChSystem *asystem, ISceneManager *amanager, const char *mesh_filename, const ChVector<> &position, const ChQuaternion<> &rotation, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyConvexMesh (ChSystem *asystem, ISceneManager *amanager, const char *mesh_filename, double mmass, const ChVector<> &position, const ChQuaternion<> &rotation, ISceneNode *aparent, s32 mid) | 
| ISceneNode * | addChBodySceneNode_easyConcaveMesh (ChSystem *asystem, ISceneManager *amanager, const char *mesh_filename, double mmass, const ChVector<> &position, const ChQuaternion<> &rotation, ISceneNode *aparent, s32 mid) | 
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode (ChSystem *asystem, irr::scene::ISceneManager *amanager, irr::scene::IAnimatedMesh *amesh, double mmass=1.0, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode with given position of COG, inserts it into the Irrlicht scene etc. | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_offsetCOG (ChSystem *asystem, irr::scene::ISceneManager *amanager, irr::scene::IAnimatedMesh *amesh, double mmass=1.0, const ChVector<> &mesh_position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), const ChVector<> &COG_offset=ChVector<>(0, 0, 0), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Same as above, but allow user to specify an offset distance between COG and mesh location.  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easySphere (ChSystem *asystem, irr::scene::ISceneManager *amanager, double mmass=1.0, const ChVector<> &position=ChVector<>(0, 0, 0), double mradius=1.0, int Hslices=15, int Vslices=8, irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a sphere, ready to use for collisions (otherwise you could use addChBodySceneNode() and add collision geometry by hand, but the following is easier).  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyBox (ChSystem *asystem, irr::scene::ISceneManager *amanager, double mmass=1.0, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), const ChVector<> &size=ChVector<>(1, 1, 1), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a box, ready to use for collisions (otherwise you could use addChBodySceneNode() and add collision geometry by hand, but the following is easier).  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyCylinder (ChSystem *asystem, irr::scene::ISceneManager *amanager, double mmass=1.0, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), const ChVector<> &size=ChVector<>(1, 1, 1), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a cylinder, ready to use for collisions (otherwise you could use addChBodySceneNode() and add collision geometry by hand, but the following is easier).  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyBarrel (ChSystem *asystem, irr::scene::ISceneManager *amanager, double mmass=1.0, const ChVector<> &position=ChVector<>(0, 0, 0), double mradiusH=1.0, double mradiusV=1.0, double mYlow=-0.5, double mYhigh=0.8, double mOffset=0.0, int Hslices=15, int Vslices=10, irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a barrel, ready to use for collisions (otherwise you could use addChBodySceneNode() and add collision geometry by hand, but the following is easier).  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyClone (ChSystem *asystem, irr::scene::ISceneManager *amanager, ChBodySceneNode *source, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function that creates a ChBodySceneNode representing a clone of another ChBodySceneNode, but at a different position and rotation.  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyGenericMesh (ChSystem *asystem, irr::scene::ISceneManager *amanager, double mmass=1.0, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), const char *mesh_filemane=0, bool is_static=true, bool is_convex=true, irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a GENERIC mesh of arbitrary shape, loaded from file using the Irrlicht formats (.obj, .3ds, .X, etc) ready to use for collisions.  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyStaticMesh (ChSystem *asystem, irr::scene::ISceneManager *amanager, const char *mesh_filename, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a STATIC shape, as a mesh loaded from file using the Irrlicht formats (.obj, .3ds, .X, etc).  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyConvexMesh (ChSystem *asystem, irr::scene::ISceneManager *amanager, const char *mesh_filename, double mmass, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a CONVEX shape, as a mesh loaded from file using the Irrlicht formats (.obj, .3ds, .X, etc).  More... | |
| ChApiIrr irr::scene::ISceneNode * | addChBodySceneNode_easyConcaveMesh (ChSystem *asystem, irr::scene::ISceneManager *amanager, const char *mesh_filename, double mmass, const ChVector<> &position=ChVector<>(0, 0, 0), const ChQuaternion<> &rotation=ChQuaternion<>(1, 0, 0, 0), irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChBodySceneNode representing a CONCAVE shape, as a mesh loaded from file using the Irrlicht formats (.obj, .3ds, .X, etc).  More... | |
| void | recurse_update_tree_node (ChValue *mvalue, irr::gui::IGUITreeViewNode *mnode) | 
| irr::core::array< SDefineExp > | grabDefineExpressions (irr::core::stringc &shaderProgram) | 
| std::string | getFileContent (const std::string pFile) | 
| IAnimatedMesh * | createEllipticalMesh (f32 radiusH, f32 radiusV, f32 Ylow, f32 Yhigh, f32 offset, u32 polyCountX, u32 polyCountY) | 
| IMesh * | createCubeMesh (const irr::core::vector3df &size) | 
| Create an Irrlicht mesh representing a box.  More... | |
| IMesh * | createConeMesh (f32 radius, f32 length, u32 tesselation) | 
| IMesh * | createCylinderMesh (f32 radius, f32 length, u32 tesselation) | 
| IMesh * | createTruncatedConeMesh (f32 radius_top, f32 radius_low, f32 length, u32 tesselation) | 
| void | fillChTrimeshFromIrlichtMesh (chrono::geometry::ChTriangleMesh *chTrimesh, IMesh *pMesh) | 
| void | fillIrlichtMeshFromChTrimesh (IMesh *pMesh, chrono::geometry::ChTriangleMesh *chTrimesh, irr::video::SColor clr) | 
| ChApiIrr irr::scene::IAnimatedMesh * | createEllipticalMesh (irr::f32 radiusH, irr::f32 radiusV, irr::f32 Ylow, irr::f32 Yhigh, irr::f32 offset, irr::u32 polyCountX, irr::u32 polyCountY) | 
| Some functions to allow easy creation of meshes for Irrlicht visualization.  More... | |
| ChApiIrr irr::scene::IMesh * | createCylinderMesh (irr::f32 radius, irr::f32 height, irr::u32 tesselation) | 
| Create an Irrlicht mesh representing a cylinder.  More... | |
| ChApiIrr irr::scene::IMesh * | createTruncatedConeMesh (irr::f32 radius_top, irr::f32 radius_low, irr::f32 height, irr::u32 tesselation) | 
| Create an Irrlicht mesh representing a truncated cone.  More... | |
| ChApiIrr irr::scene::IMesh * | createConeMesh (irr::f32 radius_low, irr::f32 height, irr::u32 tesselation) | 
| Create an Irrlicht mesh representing a cone.  More... | |
| ChApiIrr void | fillChTrimeshFromIrlichtMesh (geometry::ChTriangleMesh *chTrimesh, irr::scene::IMesh *pMesh) | 
| This function is based on a modified version of the irrlicht_bullet demo, see http://www.continuousphysics.com It is used to convert an Irrlicht mesh into a ChTriangleMesh, which is used for collision detection in Chrono.  More... | |
| ChApiIrr void | fillIrlichtMeshFromChTrimesh (irr::scene::IMesh *pMesh, geometry::ChTriangleMesh *chTrimesh, irr::video::SColor clr=irr::video::SColor(255, 255, 255, 255)) | 
| Given a ChTriangleMesh object, computes an Irrlicht mesh.  More... | |
| scene::ISceneNode * | addChParticlesSceneNode (ChSystem *asystem, scene::ISceneManager *amanager, scene::IAnimatedMesh *amesh, irr::core::vector3df amesh_scale, double mmass, scene::ISceneNode *aparent, s32 mid) | 
| scene::ISceneNode * | addChParticlesSceneNode_easySpheres (ChSystem *asystem, scene::ISceneManager *amanager, double mmass, double mradius, int Hslices, int Vslices, scene::ISceneNode *aparent, s32 mid) | 
| ChApiIrr irr::scene::ISceneNode * | addChParticlesSceneNode (ChSystem *asystem, irr::scene::ISceneManager *amanager, irr::scene::IAnimatedMesh *amesh, irr::core::vector3df amesh_scale, double mmass=1.0, irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChIrrParticlesSceneNode and inserts it into the Irrlicht scene. | |
| ChApiIrr irr::scene::ISceneNode * | addChParticlesSceneNode_easySpheres (ChSystem *asystem, irr::scene::ISceneManager *amanager, double mmass=1.0, double mradius=1.0, int Hslices=12, int Vslices=6, irr::scene::ISceneNode *aparent=0, irr::s32 mid=-1) | 
| Easy-to-use function which creates a ChIrrParticlesSceneNode representing a cluster of particles, ready to use for collisions (otherwise you could use addChBodySceneNode() and add collision geometry by hand, but the following is easier).  More... | |
| void | drawProfilerRecursive (utils::ChProfileIterator *profileIterator, irr::IrrlichtDevice *device, int mx, int my, int sx, int sy, int xspacing, int &ypos) | 
