Menge
Modular Pedestrian Simulation Framework for Research and Development
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Files | |
file | Context.cpp |
file | Context.h [code] |
Defines a context for handling user interaction (mouse and keyboard input). | |
file | ContextSwitcher.cpp |
file | ContextSwitcher.h [code] |
The definition of a context which allows the ability to select between multiple contexts. | |
file | GLCamera.cpp |
file | GLCamera.h [code] |
Class to handle camera transformations in OpenGL. | |
file | GLContextManager.cpp |
file | GLContextManager.h [code] |
The mechanism by which OpenGL memory structures are restored after an OpenGL context change.. | |
file | GLGroundPlane.cpp |
file | GLGroundPlane.h [code] |
The definition of a grid visualization of the ground plane. | |
file | GLLight.cpp |
file | GLLight.h [code] |
A simple light for defining OpenGL lighting properties. | |
file | GLNode.cpp |
file | GLNode.h [code] |
The basic scene graph node. Any object which can be placed into the scene graph is an instance or sub-class of this node. | |
file | GLScene.cpp |
file | GLScene.h [code] |
The definition of the scene – the root of the directed, acyclic scene graph. | |
file | graphCommon.h [code] |
Various important pre-compiler directives for the scene graph. | |
file | image.cpp |
file | image.h [code] |
The interface for loading and using images in the scene graph. | |
file | ManagedData.h [code] |
The interface for handling resources from a disk system. | |
file | Select.cpp |
file | Select.h [code] |
Functionality to make nodes in the scene graph selectable by mouse clicking. | |
file | shapes.cpp |
file | shapes.h [code] |
A library of simple renderable OpenGL shapes. | |
file | System.h [code] |
The mechanism for evolving a scene w.r.t. time. | |
file | TextWriter.cpp |
file | TextWriter.h [code] |
Functionality for writing text on the OpenGL context. | |
file | Transform.cpp |
file | Transform.h [code] |
Scene graph node which carries rigid transformations. | |
file | XformMatrix.cpp |
file | XformMatrix.h [code] |
Defines the math of performing 3D transformation using a 4x4 homgeneous matrix. | |