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GObject ╰── XrdSceneObject ├── XrdSceneBackground ├── XrdSceneWindow ├── XrdSceneDevice ├── XrdScenePointer ├── XrdSceneSelection ╰── XrdSceneVector
void xrd_scene_object_bind (XrdSceneObject *self,EVREye eye,VkCommandBuffer cmd_buffer,VkPipelineLayout pipeline_layout);
gboolean xrd_scene_object_initialize (XrdSceneObject *self,VkDescriptorSetLayout *layout);
void xrd_scene_object_set_position (XrdSceneObject *self,graphene_point3d_t *position);
void xrd_scene_object_set_rotation_euler (XrdSceneObject *self,graphene_euler_t *euler);
void
xrd_scene_object_update_descriptors (XrdSceneObject *self);
void xrd_scene_object_update_descriptors_texture (XrdSceneObject *self,VkSampler sampler,VkImageView image_view);
void xrd_scene_object_update_mvp_matrix (XrdSceneObject *self,EVREye eye,graphene_matrix_t *vp);
VkDescriptorSet xrd_scene_object_get_descriptor_set (XrdSceneObject *self,uint32_t eye);
graphene_matrix_t
xrd_scene_object_get_transformation (XrdSceneObject *self);
VkBuffer xrd_scene_object_get_transformation_buffer (XrdSceneObject *self,uint32_t eye);
graphene_matrix_t
xrd_scene_object_get_transformation_no_scale
(XrdSceneObject *self);
void xrd_scene_object_set_transformation (XrdSceneObject *self,graphene_matrix_t *mat);
void xrd_scene_object_set_transformation_direct (XrdSceneObject *self,graphene_matrix_t *mat);
struct XrdSceneObjectClass {
GObjectClass parent;
};
GObjectClass |
The object class structure needs to be the first element in the widget class structure in order for the class mechanism to work correctly. This allows a XrdSceneObjectClass pointer to be cast to a GObjectClass pointer. |