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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
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diff --git a/docs/doxygen/nel/a03348.html b/docs/doxygen/nel/a03348.html new file mode 100644 index 00000000..5ccd729a --- /dev/null +++ b/docs/doxygen/nel/a03348.html @@ -0,0 +1,7752 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> +<title>NeL: NL3D::CScene class Reference</title> +<link href="doxygen.css" rel="stylesheet" type="text/css"> +</head><body> +<!-- Generated by Doxygen 1.3.6 --> +<div class="qindex"> <form class="search" action="search.php" method="get"> +<a class="qindex" href="main.html">Main Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical List</a> | <a class="qindex" href="annotated.html">Data Structures</a> | <a class="qindex" href="files.html">File List</a> | <a class="qindex" href="namespacemembers.html">Namespace Members</a> | <a class="qindex" href="functions.html">Data Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related Pages</a> | <span class="search"><u>S</u>earch for <input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div> +<h1>NL3D::CScene Class Reference</h1><code>#include <<a class="el" href="a06349.html">scene.h</a>></code> +<p> +<hr><a name="_details"></a><h2>Detailed Description</h2> +A <a class="el" href="a03348.html">CScene</a>, which own a list of Render Traversals, and a <a class="el" href="a03348.html#NL3D_1_1CScenez800_0">render()</a> method.<p> +<b>USER</b> <b>RULES</b>:<ul> +<li>Before creating any <a class="el" href="a03348.html">CScene</a>, call the cool method <a class="el" href="a03348.html#NL3D_1_1CScenez796_0">CScene::registerBasics()</a>, to register baisc models.</li><li>Create a <a class="el" href="a03348.html">CScene</a> (NB: may be static <code><a class="el" href="a03348.html">CScene</a></code> <code>scene</code>;).</li><li>call first initDefaultRoot() to create / register automatically the roots:</li><li>set your driver for this scene with <a class="el" href="a03348.html#NL3D_1_1CScenez798_5">setDriver()</a>.</li><li>create any other model with <a class="el" href="a03348.html#NL3D_1_1CScenez804_0">createModel()</a> (such as a camera).</li><li>Specify a Camera (SmartPtr-ed !!)</li><li><a class="el" href="a03348.html#NL3D_1_1CScenez800_0">render()</a>.</li></ul> +<p> +<a class="el" href="a03348.html">CScene</a> own those Traversals and those Root and kill them at <a class="el" href="a03348.html#NL3D_1_1CScenez798_6">~CScene()</a>.<p> +Coordinate System: right hand cordinates with: X to the right, Y to the far, Z to the top.<p> +Z ^ | > Y | / | / |/ -------> X<p> +<b>Shape</b> <b>System</b>:<br> + The scene has an instance Managagement:<ul> +<li><a class="el" href="a02539.html">IShape</a> design the object that is instancied (a mesh as example).</li><li>ITransformShape is the instance, which smart_point to a <a class="el" href="a02539.html">IShape</a>.</li><li>user can add shape manually in the scene <a class="el" href="a03376.html">CShapeBank</a> with <a class="el" href="a03376.html#NL3D_1_1CShapeBankz908_0">CShapeBank::add</a> (), or remove them with <a class="el" href="a03376.html#NL3D_1_1CShapeBankz908_9">CShapeBank::release</a> ().</li><li>user create instance of a shape with CScene::createInstance(string shapeName); This create/load auto the shape if needed (searching in CPath, shapename must be a valid file name), and then create the instance, with help of <a class="el" href="a02539.html#NL3D_1_1IShapea1">IShape::createInstance()</a>.</li></ul> +<p> +<dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p> +Nevrax France </dd></dl> +<dl compact><dt><b>Date:</b></dt><dd>2000 </dd></dl> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00114">114</a> of file <a class="el" href="a06349.html">scene.h</a>.<table border=0 cellpadding=0 cellspacing=0> +<tr><td></td></tr> +<tr><td colspan=2><br><h2>Flare contexts</h2></td></tr> +<tr><td colspan=2>The flare objects are designed to work with a single scene, because they simulate 'retinian persistence' based on the visibility in the current scene. Several context allow to deals with a flare rendered from several points of views. There's a limited number of contexts (MaxNumFlareContexts) <br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>enum </td><td class="memItemRight" valign=bottom>{ <a class="el" href="a03348.html#NL3D_1_1CScenez828_0NL3D_1_1CScenew1">MaxNumFlareContexts</a> = CFlareModel::MaxNumContext + }</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez828_1">getFlareContext</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez828_2">setFlareContext</a> (<a class="el" href="a04558.html#a15">uint</a> context)</td></tr> + +<tr><td colspan=2><br><h2>Private</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>typedef TSkeletonModelList::iterator </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::list< <a class="el" href="a03399.html">CSkeletonModel</a> * > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez824_1">TSkeletonModelList</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez824_2">appendSkeletonModelToList</a> (<a class="el" href="a03399.html">CSkeletonModel</a> *skel)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Private. <a href="#NL3D_1_1CScenez824_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez824_3">eraseSkeletonModelToList</a> (<a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a> it)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez824_4">getSkeletonModelListBegin</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez824_5">getSkeletonModelListEnd</a> ()</td></tr> + +<tr><td colspan=2><br><h2>LoadBalancing mgt.</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>enum </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_0">TPolygonBalancingMode</a> { <a class="el" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew3">PolygonBalancingOff</a> = 0, +<a class="el" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew4">PolygonBalancingOn</a>, +<a class="el" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew2">PolygonBalancingClamp</a>, +<a class="el" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew0">CountPolygonBalancing</a> + }</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_1">getGroupLoadMaxPolygon</a> (const std::string &group)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_2">getGroupNbFaceAsked</a> (const std::string &group) const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_3">getMaxSkeletonsInNotCLodForm</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_4">getNbFaceAsked</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html#NL3D_1_1CScenez810_0">TPolygonBalancingMode</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_5">getPolygonBalancingMode</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the PolygonBalancingMode. <a href="#NL3D_1_1CScenez810_5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_6">setGroupLoadMaxPolygon</a> (const std::string &group, <a class="el" href="a04558.html#a15">uint</a> nFaces)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_7">setMaxSkeletonsInNotCLodForm</a> (<a class="el" href="a04558.html#a15">uint</a> m)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez810_8">setPolygonBalancingMode</a> (<a class="el" href="a03348.html#NL3D_1_1CScenez810_0">TPolygonBalancingMode</a> polBalMode)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set the PolygonBalancingMode. <a href="#NL3D_1_1CScenez810_8"></a><br><br></td></tr> +<tr><td colspan=2><br><h2>Profiling</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez826_0">incrementProfileTriVBFormat</a> (std::map< <a class="el" href="a04558.html#a11">uint32</a>, <a class="el" href="a04558.html#a11">uint32</a> > &formatToTri, <a class="el" href="a04558.html#a11">uint32</a> vbFormat, <a class="el" href="a04558.html#a11">uint32</a> numTris)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez826_1">isNextRenderProfile</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez826_2">profileNextRender</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Misc. <a href="#NL3D_1_1CScenez826_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03942.html">UScene::CBenchResults</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez826_3">BenchRes</a></td></tr> + +<tr><td colspan=2><br><h2>Shape/Instances.</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::multimap< std::string,<br> + <a class="el" href="a02537.html">CTransformShape</a> ** > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez834_0">TWaitingInstancesMMap</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02671.html">CInstanceGroup</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03376.html">CShapeBank</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html#NL3D_1_1CScenez834_0">TWaitingInstancesMMap</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez834_3">_WaitingInstances</a></td></tr> + +<tr><td colspan=2><br><h2>Public Types</h2></td></tr> +<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02230.html">CAsyncTextureManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea0">getAsyncTextureManager</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the async texture manager. NULL if was not setuped. <a href="#NL3D_1_1CScenea0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02210.html">CAnimationSet</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea1">getAutomaticAnimationSet</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get a reference to the set of automatic animations. <a href="#NL3D_1_1CScenea1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>double </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea2">getCurrentSystemTime</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea3">getCurrentTime</a> (void) const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the current time of the scene, in second. It start from 0 (at the firt call of animate) <a href="#NL3D_1_1CScenea3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>double </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea4">getEllapsedSystemTime</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the ellapsed time (in second) between the last 2 calls of <a class="el" href="a03348.html#NL3D_1_1CScenez800_0">render()</a>. <a href="#NL3D_1_1CScenea4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a366">TAnimationTime</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea5">getEllapsedTime</a> (void) const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the ellapsed time (in second) between the last 2 calls of animate. <a href="#NL3D_1_1CScenea5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02671.html">CInstanceGroup</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea6">getGlobalInstanceGroup</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a13">uint64</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea7">getNumRender</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the number of time render has been called <a href="#NL3D_1_1CScenea7"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03048.html">CParticleSystemManager</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea8">getParticleSystemManager</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get a ref. to the particle system manager. You shouldn't call this (has methods for private processing). <a href="#NL3D_1_1CScenea8"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea9">getWaterCallback</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea10">setAsyncTextureManager</a> (<a class="el" href="a02230.html">CAsyncTextureManager</a> *mgr)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set the async texture manager. <a href="#NL3D_1_1CScenea10"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea11">setAutomaticAnimationSet</a> (<a class="el" href="a02210.html">CAnimationSet</a> *as)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the automatic animation set used by this scene. It is stored as a smart pointer <a href="#NL3D_1_1CScenea11"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea12">setWaterCallback</a> (<a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> *wcb)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenea13">updateWaitingInstances</a> (double systemTimeEllapsed)</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Light Mgt.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez808_0">addInstanceGroupForLightAnimation</a> (<a class="el" href="a02671.html">CInstanceGroup</a> *ig)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Add an IG for auto PointLight Factor animation. called by <a class="el" href="a02671.html#NL3D_1_1CInstanceGroupa1">CInstanceGroup::addToScene()</a>. <a href="#NL3D_1_1CScenez808_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez808_1">animate</a> (<a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> atTime)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Add an IG for auto PointLight Factor animation. called by <a class="el" href="a02671.html#NL3D_1_1CInstanceGroupa1">CInstanceGroup::addToScene()</a>. <a href="#NL3D_1_1CScenez808_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez808_2">removeInstanceGroupForLightAnimation</a> (<a class="el" href="a02671.html">CInstanceGroup</a> *ig)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Remove an IG for auto PointLight Factor animation. called by <a class="el" href="a02671.html#NL3D_1_1CInstanceGroupa33">CInstanceGroup::removeFromScene()</a>. <a href="#NL3D_1_1CScenez808_2"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Instance Mgt.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02537.html">CTransformShape</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez806_0">createInstance</a> (const std::string &shapeName)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez806_1">createInstanceAsync</a> (const std::string &shapeName, <a class="el" href="a02537.html">CTransformShape</a> **pInstance, const <a class="el" href="a03128.html">NLMISC::CVector</a> &position, <a class="el" href="a04558.html#a15">uint</a> selectedTexture)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez806_2">deleteInstance</a> (<a class="el" href="a02537.html">CTransformShape</a> *model)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03376.html">CShapeBank</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez806_3">getShapeBank</a> (void) const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the shape bank (const version). <a href="#NL3D_1_1CScenez806_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03376.html">CShapeBank</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez806_4">getShapeBank</a> (void)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the shape bank. <a href="#NL3D_1_1CScenez806_4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez806_5">setShapeBank</a> (<a class="el" href="a03376.html">CShapeBank</a> *pShapeBank)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set the shape bank. <a href="#NL3D_1_1CScenez806_5"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Model mgt.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02316.html">CTransform</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez804_0">createModel</a> (const <a class="el" href="a02341.html">NLMISC::CClassId</a> &idModel)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez804_1">deleteModel</a> (<a class="el" href="a02316.html">CTransform</a> *model)</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Construction / destruction.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez798_0">CScene</a> (bool bSmallScene)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Constructor. <a href="#NL3D_1_1CScenez798_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02434.html">IDriver</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez798_1">getDriver</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the driver of render Traversal. <a href="#NL3D_1_1CScenez798_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez798_2">initDefaultRoots</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Create/setRoot the defaults models roots: a <a class="el" href="a02316.html">CTransform</a> and a CLightGroup. <a href="#NL3D_1_1CScenez798_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez798_3">initQuadGridClipManager</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">init QuadGridClipManager <a href="#NL3D_1_1CScenez798_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez798_4">release</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez798_5">setDriver</a> (<a class="el" href="a02434.html">IDriver</a> *drv)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set the driver to render Traversal. <a href="#NL3D_1_1CScenez798_5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez798_6">~CScene</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Destructor. <a class="el" href="a03348.html#NL3D_1_1CScenez798_4">release()</a>. <a href="#NL3D_1_1CScenez798_6"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Render Filtering</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez822_0">enableElementRender</a> (<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">UScene::TRenderFilter</a> elt, bool state)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez822_1">getFilterRenderFlags</a> () const </td></tr> + +<tr><td colspan="2"><div class="groupHeader">Sun Light mgt</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_0">enableLightingSystem</a> (bool enable)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_1">getAmbientGlobal</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the global Ambient used for the scene. Default to (50, 50, 50). <a href="#NL3D_1_1CScenez816_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_2">getAnimatedLightFactor</a> (<a class="el" href="a04558.html#a14">sint</a> animatedLightmap, <a class="el" href="a04558.html#a15">uint</a> lightGroup) const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get an animated light factor. <a href="#NL3D_1_1CScenez816_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_3">getAnimatedLightNameToIndex</a> (const std::string &name) const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get an animated lightmap index by name. Return -1 if not found. <a href="#NL3D_1_1CScenez816_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_4">getLightmapGroupColor</a> (<a class="el" href="a04558.html#a15">uint</a> lightGroup) const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the color of a lightmap group. <a href="#NL3D_1_1CScenez816_4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_5">getLightTransitionThreshold</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="a03348.html#NL3D_1_1CScenez816_5">getLightTransitionThreshold()</a> <a href="#NL3D_1_1CScenez816_5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_6">getMaxLightContribution</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="a03348.html#NL3D_1_1CScenez816_16">setMaxLightContribution()</a> <a href="#NL3D_1_1CScenez816_6"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_7">getNumLightGroup</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the number of light group. <a href="#NL3D_1_1CScenez816_7"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_8">getSunAmbient</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the Ambient of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_8"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_9">getSunDiffuse</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the Diffuse of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_9"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">NLMISC::CVector</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_10">getSunDirection</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the Direction of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_10"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_11">getSunSpecular</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the Specular of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_11"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_12">isLightingSystemEnabled</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">see enableLightingSystem <a href="#NL3D_1_1CScenez816_12"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_13">setAmbientGlobal</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> ambient)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the global Ambient used for the scene. Default to (50, 50, 50). <a href="#NL3D_1_1CScenez816_13"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_14">setLightGroupColor</a> (<a class="el" href="a04558.html#a15">uint</a> lightmapGroup, <a class="el" href="a03337.html">NLMISC::CRGBA</a> color)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the color of a light group. <a href="#NL3D_1_1CScenez816_14"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_15">setLightTransitionThreshold</a> (float lightTransitionThreshold)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_16">setMaxLightContribution</a> (<a class="el" href="a04558.html#a15">uint</a> nlights)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_17">setSunAmbient</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> ambient)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the Ambient of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_17"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_18">setSunDiffuse</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> diffuse)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the Diffuse of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_18"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_19">setSunDirection</a> (const <a class="el" href="a03128.html">NLMISC::CVector</a> &direction)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the Direction of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_19"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez816_20">setSunSpecular</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> specular)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the Specular of the Sun used for the scene. <a href="#NL3D_1_1CScenez816_20"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">ShadowMapping Options</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_0">enableShadowPolySmooth</a> (bool enable)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CScenez830_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_1">getEnableShadowPolySmooth</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get Enable Polygon Smoothing flag <a href="#NL3D_1_1CScenez830_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_2">getShadowMapBlurSize</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the size of the blur (<=3 means number of fakeBlur). <a href="#NL3D_1_1CScenez830_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_3">getShadowMapDistFadeEnd</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CScenez830_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_4">getShadowMapDistFadeStart</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CScenez830_4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_5">getShadowMapMaxCasterAround</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CScenez830_5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_6">getShadowMapMaxCasterInScreen</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CScenez830_6"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_7">getShadowMapMaxDepth</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">return the current ShadowMap Max Depth. This is the length in the lightDir direction where the shadow can touch receivers <a href="#NL3D_1_1CScenez830_7"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_8">getShadowMapTextureSize</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">return the current base ShadowMap TextureSize. Default is 64 texels. <a href="#NL3D_1_1CScenez830_8"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_9">setShadowMapBlurSize</a> (<a class="el" href="a04558.html#a15">uint</a> bs)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the size of the blur (<=3 means number of fakeBlur). <a href="#NL3D_1_1CScenez830_9"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_10">setShadowMapDistFadeEnd</a> (float dist)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">ShadowMap Distance Fade end (50 default). <a href="#NL3D_1_1CScenez830_10"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_11">setShadowMapDistFadeStart</a> (float dist)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">ShadowMap Distance Fade Start (40 default). <a href="#NL3D_1_1CScenez830_11"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_12">setShadowMapMaxCasterAround</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a653">num</a>)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">ShadowMap max Caster Around (optimize memory). <a href="#NL3D_1_1CScenez830_12"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_13">setShadowMapMaxCasterInScreen</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a653">num</a>)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">ShadowMap max Caster In Screen (optimize CPU/GPU). <a href="#NL3D_1_1CScenez830_13"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_14">setShadowMapMaxDepth</a> (float <a class="el" href="a04223.html#a634">depth</a>)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the ShadowMap Extent <a href="#NL3D_1_1CScenez830_14"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez830_15">setShadowMapTextureSize</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a587">size</a>)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">must be a power of 2. <a href="#NL3D_1_1CScenez830_15"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Camera/Viewport.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez802_0">findCameraClusterSystemFromRay</a> (<a class="el" href="a02315.html">CCamera</a> *cam, <a class="el" href="a02671.html">CInstanceGroup</a> *startClusterSystem, const <a class="el" href="a03128.html">NLMISC::CVector</a> &startPos, const <a class="el" href="a03128.html">NLMISC::CVector</a> &endPos)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02315.html">CCamera</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez802_1">getCam</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03704.html">CViewport</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez802_2">getViewport</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez802_3">setCam</a> (<a class="el" href="a02315.html">CCamera</a> *cam)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set/Get the current camera/Viewport. <a href="#NL3D_1_1CScenez802_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez802_4">setViewport</a> (const class <a class="el" href="a03704.html">CViewport</a> &viewport)</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Trav accessor. Use it with caution. (used for mesh rendering)</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02213.html">CAnimDetailTrav</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_0">getAnimDetailTrav</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02353.html">CClipTrav</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_1">getClipTrav</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02639.html">CHrcTrav</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_2">getHrcTrav</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02753.html">CLightTrav</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_3">getLightTrav</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02775.html">CLoadBalancingTrav</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_4">getLoadBalancingTrav</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03325.html">CRenderTrav</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_5">getRenderTrav</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02316.html">CTransform</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_6">getRoot</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the Root For Hrc and Basics Clip of the scene. <a href="#NL3D_1_1CScenez820_6"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02362.html">CCluster</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez820_7">getRootCluster</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the RootCluster For Clip of the scene. <a href="#NL3D_1_1CScenez820_7"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Coarse meshes managers.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez812_0">getCoarseMeshLightingUpdate</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">see <a class="el" href="a03348.html#NL3D_1_1CScenez812_3">setCoarseMeshLightingUpdate()</a> <a href="#NL3D_1_1CScenez812_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02371.html">CCoarseMeshManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez812_1">getCoarseMeshManager</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">see <a class="el" href="a03348.html#NL3D_1_1CScenez812_3">setCoarseMeshLightingUpdate()</a> <a href="#NL3D_1_1CScenez812_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02800.html">CLodCharacterManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez812_2">getLodCharacterManager</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the LodCharacterManager. NULL if user did not set it. (done in DriverUser). <a href="#NL3D_1_1CScenez812_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez812_3">setCoarseMeshLightingUpdate</a> (<a class="el" href="a04558.html#a7">uint8</a> period)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez812_4">setLodCharacterManager</a> (<a class="el" href="a02800.html">CLodCharacterManager</a> *m)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set the LodCharacterManager <a href="#NL3D_1_1CScenez812_4"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Weather mgt</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03128.html">CVector</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez818_0">getGlobalWindDirection</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the current windDirection <a href="#NL3D_1_1CScenez818_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez818_1">getGlobalWindPower</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the current windPower <a href="#NL3D_1_1CScenez818_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez818_2">setGlobalWindDirection</a> (const <a class="el" href="a03128.html">CVector</a> &gwd)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set the current windDirection for all the scene. <a class="el" href="a04223.html#a574">dir.z</a> set to 0 and vector normalized. <a href="#NL3D_1_1CScenez818_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez818_3">setGlobalWindPower</a> (float gwp)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Weather mgt. <a href="#NL3D_1_1CScenez818_3"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">transparent Layer mgt</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez814_0">getLayersRenderingOrder</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez814_1">setLayersRenderingOrder</a> (bool directOrder=true)</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Render</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez800_0">render</a> (bool doHrcPass=true)</td></tr> + +<tr><td colspan=2><br><h2>Static Public Member Functions</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Basic registration.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez796_0">registerBasics</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Register Basic models. <a href="#NL3D_1_1CScenez796_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez796_1">registerModel</a> (const <a class="el" href="a02341.html">NLMISC::CClassId</a> &idModel, const <a class="el" href="a02341.html">NLMISC::CClassId</a> &idModelBase, <a class="el" href="a02316.html">CTransform</a> *(*creator)())</td></tr> + +<tr><td colspan=2><br><h2>Private Types</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>typedef TAnimatedIgSet::iterator </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CSceney0">ItAnimatedIgSet</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::set< <a class="el" href="a02671.html">CInstanceGroup</a> * > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CSceney1">TAnimatedIgSet</a></td></tr> + +<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScened0">updateModels</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Update all models. All dirty models are cleaned. <a href="#NL3D_1_1CScened0"></a><br><br></td></tr> +<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html#NL3D_1_1CSceney1">TAnimatedIgSet</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::list< <a class="el" href="a02196.html">CAnimatedLightmap</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener1">_AnimatedLight</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::map< std::string, <a class="el" href="a04558.html#a15">uint</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener2">_AnimatedLightNameToIndex</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02196.html">CAnimatedLightmap</a> * > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02230.html">CAsyncTextureManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener4">_AsyncTextureManager</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03408.html">NLMISC::CSmartPtr</a>< <a class="el" href="a02210.html">CAnimationSet</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener5">_AutomaticAnimationSet</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener6">_CoarseMeshLightingUpdate</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">set setCoarseMeshLightingUpdate <a href="#NL3D_1_1CScener6"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener7">_CurrentTime</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>double </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener8">_DeltaSystemTimeBetweenRender</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a366">TAnimationTime</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener10">_FilterRenderFlags</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener11">_FirstAnimateCall</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener12">_FlareContext</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>double </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener13">_GlobalSystemTime</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener14">_InitTime</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03337.html">NLMISC::CRGBA</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener16">_LightingSystemEnabled</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03085.html">CPlayListManager</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener17">_LMAnimsAuto</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener18">_MaxSkeletonsInNotCLodForm</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::set< <a class="el" href="a02316.html">CTransform</a> * > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener19">_Models</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener20">_NextRenderProfile</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a13">uint64</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener21">_NumRender</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener22">_RealTime</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener23">_ShadowMapBlurSize</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener24">_ShadowMapDistFadeEnd</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener25">_ShadowMapDistFadeStart</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener26">_ShadowMapMaxCasterAround</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener27">_ShadowMapMaxCasterInScreen</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener28">_ShadowMapMaxDepth</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener29">_ShadowMapTextureSize</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html#NL3D_1_1CScenez824_1">TSkeletonModelList</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener30">_SkeletonModelList</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02316.html">CTransform</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener31">_UpdateModelList</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03704.html">CViewport</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener32">_Viewport</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener33">_WaterCallback</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03321.html">CRefPtr</a>< <a class="el" href="a02315.html">CCamera</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">The camera / Viewport. <a href="#NL3D_1_1CScener34"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02316.html">CTransform</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener35">Root</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02362.html">CCluster</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener36">RootCluster</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03340.html">CRootModel</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScener37">SonsOfAncestorSkeletonModelGroup</a></td></tr> + +<tr><td colspan="2"><div class="groupHeader">Coarse meshes managers.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02371.html">CCoarseMeshManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez836_0">_CoarseMeshManager</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02800.html">CLodCharacterManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez836_1">_LodCharacterManager</a></td></tr> + +<tr><td colspan="2"><div class="groupHeader">Weather mgt</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">CVector</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez842_0">_GlobalWindDirection</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez842_1">_GlobalWindPower</a></td></tr> + +<tr><td colspan="2"><div class="groupHeader">Particle systems specific</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03048.html">CParticleSystemManager</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez840_0">_ParticleSystemManager</a></td></tr> + +<tr><td colspan="2"><div class="groupHeader">Clip features</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03287.html">CQuadGridClipManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a></td></tr> + +<tr><td colspan="2"><div class="groupHeader">The traversals</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02213.html">CAnimDetailTrav</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez832_0">AnimDetailTrav</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02353.html">CClipTrav</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02639.html">CHrcTrav</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez832_2">HrcTrav</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02753.html">CLightTrav</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02775.html">CLoadBalancingTrav</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03325.html">CRenderTrav</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a></td></tr> + +<tr><td colspan=2><br><h2>Static Private Attributes</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>std::set< <a class="el" href="a03349.html">CModelEntry</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenev0">_RegModels</a></td></tr> + +<tr><td colspan=2><br><h2>Friends</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>class </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenen0">CClipTrav</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>class </td><td class="memItemRight" valign=bottom><a class="el" href="a03348.html#NL3D_1_1CScenen1">CTransform</a></td></tr> + +</table> +<hr><h2>Member Typedef Documentation</h2> +<a class="anchor" name="NL3D_1_1CSceney0" doxytag="NL3D::CScene::ItAnimatedIgSet" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> typedef TAnimatedIgSet::iterator <a class="el" href="a03348.html#NL3D_1_1CSceney0">NL3D::CScene::ItAnimatedIgSet</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00652">652</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00710">animate()</a>, and <a class="el" href="a06348.html#l00918">removeInstanceGroupForLightAnimation()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez824_0" doxytag="NL3D::CScene::ItSkeletonModelList" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> typedef TSkeletonModelList::iterator <a class="el" href="a03348.html#NL3D_1_1CScenez824_0">NL3D::CScene::ItSkeletonModelList</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00514">514</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00961">appendSkeletonModelToList()</a>, <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06348.html#l00968">eraseSkeletonModelToList()</a>, <a class="el" href="a06349.html#l00518">getSkeletonModelListBegin()</a>, <a class="el" href="a06349.html#l00519">getSkeletonModelListEnd()</a>, <a class="el" href="a05555.html#l00457">NL3D::CClipTrav::loadBalanceSkeletonCLod()</a>, and <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CSceney1" doxytag="NL3D::CScene::TAnimatedIgSet" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> typedef std::set<<a class="el" href="a02671.html">CInstanceGroup</a>*> <a class="el" href="a03348.html#NL3D_1_1CSceney1">NL3D::CScene::TAnimatedIgSet</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00651">651</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez824_1" doxytag="NL3D::CScene::TSkeletonModelList" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> typedef std::list<<a class="el" href="a03399.html">CSkeletonModel</a>*> <a class="el" href="a03348.html#NL3D_1_1CScenez824_1">NL3D::CScene::TSkeletonModelList</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00513">513</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez834_0" doxytag="NL3D::CScene::TWaitingInstancesMMap" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> typedef std::multimap<std::string,<a class="el" href="a02537.html">CTransformShape</a>**> <a class="el" href="a03348.html#NL3D_1_1CScenez834_0">NL3D::CScene::TWaitingInstancesMMap</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00659">659</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<hr><h2>Member Enumeration Documentation</h2> +<a class="anchor" name="NL3D_1_1CScenez828_0" doxytag="NL3D::CScene::@29" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> anonymous enum + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +<dl compact><dt><b>Enumeration values: </b></dt><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CScenez828_0NL3D_1_1CScenew1" doxytag="MaxNumFlareContexts" ></a>MaxNumFlareContexts</em> </td><td> +</td></tr> +</table> +</dl> + +<p> +Definition at line <a class="el" href="a06349.html#l00552">552</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +<div class="fragment"><pre>00552 { <a class="code" href="a03348.html#NL3D_1_1CScenez828_0NL3D_1_1CScenew1">MaxNumFlareContexts</a> = CFlareModel::MaxNumContext }; +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_0" doxytag="NL3D::CScene::TPolygonBalancingMode" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> enum <a class="el" href="a03348.html#NL3D_1_1CScenez810_0">NL3D::CScene::TPolygonBalancingMode</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +The mode of polygon balancing. PolygonBalancingOff => Models will be rendered with the number of faces they want to render. PolygonBalancingOn => Models will be rendered with the number of faces the LoadBalancing want. PolygonBalancingClamp => Same as PolygonBalancingOn, but factor <= 1, ie models won't be rendered with more face they want to render.<dl compact><dt><b>Enumeration values: </b></dt><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CScenez810_0NL3D_1_1CScenew3" doxytag="PolygonBalancingOff" ></a>PolygonBalancingOff</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CScenez810_0NL3D_1_1CScenew4" doxytag="PolygonBalancingOn" ></a>PolygonBalancingOn</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CScenez810_0NL3D_1_1CScenew2" doxytag="PolygonBalancingClamp" ></a>PolygonBalancingClamp</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CScenez810_0NL3D_1_1CScenew0" doxytag="CountPolygonBalancing" ></a>CountPolygonBalancing</em> </td><td> +</td></tr> +</table> +</dl> + +<p> +Definition at line <a class="el" href="a06349.html#l00317">317</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +<div class="fragment"><pre>00317 {<a class="code" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew3">PolygonBalancingOff</a>=0, <a class="code" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew4">PolygonBalancingOn</a>, <a class="code" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew2">PolygonBalancingClamp</a>, <a class="code" href="a03348.html#NL3D_1_1CScenez810_0NL3D_1_1CScenew0">CountPolygonBalancing</a>}; +</pre></div> </td> + </tr> +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a class="anchor" name="NL3D_1_1CScenez798_0" doxytag="NL3D::CScene::CScene" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> NL3D::CScene::CScene </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>bSmallScene</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Constructor. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00134">134</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00683">_CoarseMeshLightingUpdate</a>, <a class="el" href="a06349.html#l00668">_CoarseMeshManager</a>, <a class="el" href="a06349.html#l00712">_FilterRenderFlags</a>, <a class="el" href="a06349.html#l00610">_FirstAnimateCall</a>, <a class="el" href="a06349.html#l00746">_FlareContext</a>, <a class="el" href="a06349.html#l00694">_GlobalWindDirection</a>, <a class="el" href="a06349.html#l00693">_GlobalWindPower</a>, <a class="el" href="a06349.html#l00680">_LightingSystemEnabled</a>, <a class="el" href="a06349.html#l00709">_MaxSkeletonsInNotCLodForm</a>, <a class="el" href="a06349.html#l00715">_NextRenderProfile</a>, <a class="el" href="a06349.html#l00618">_NumRender</a>, <a class="el" href="a06349.html#l00606">_RealTime</a>, <a class="el" href="a06349.html#l00751">_ShadowMapBlurSize</a>, <a class="el" href="a06349.html#l00753">_ShadowMapDistFadeEnd</a>, <a class="el" href="a06349.html#l00752">_ShadowMapDistFadeStart</a>, <a class="el" href="a06349.html#l00755">_ShadowMapMaxCasterAround</a>, <a class="el" href="a06349.html#l00754">_ShadowMapMaxCasterInScreen</a>, <a class="el" href="a06349.html#l00750">_ShadowMapMaxDepth</a>, <a class="el" href="a06349.html#l00749">_ShadowMapTextureSize</a>, <a class="el" href="a06349.html#l00738">_UpdateModelList</a>, <a class="el" href="a06349.html#l00717">_WaterCallback</a>, <a class="el" href="a06349.html#l00626">AnimDetailTrav</a>, <a class="el" href="a06349.html#l00624">ClipTrav</a>, <a class="el" href="a06349.html#l00623">HrcTrav</a>, <a class="el" href="a06349.html#l00625">LightTrav</a>, <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>, <a class="el" href="a06348.html#l00075">NL3D_SCENE_COARSE_MANAGER_TEXTURE</a>, <a class="el" href="a06348.html#l00089">NL3D_SCENE_DEFAULT_SHADOW_MAP_BLUR_SIZE</a>, <a class="el" href="a06348.html#l00088">NL3D_SCENE_DEFAULT_SHADOW_MAP_DEPTH</a>, <a class="el" href="a06348.html#l00091">NL3D_SCENE_DEFAULT_SHADOW_MAP_DIST_FADE_END</a>, <a class="el" href="a06348.html#l00090">NL3D_SCENE_DEFAULT_SHADOW_MAP_DIST_FADE_START</a>, <a class="el" href="a06348.html#l00093">NL3D_SCENE_DEFAULT_SHADOW_MAP_MAX_CASTER_AROUND</a>, <a class="el" href="a06348.html#l00092">NL3D_SCENE_DEFAULT_SHADOW_MAP_MAX_CASTER_IN_SCREEN</a>, <a class="el" href="a06348.html#l00087">NL3D_SCENE_DEFAULT_SHADOW_MAP_SIZE</a>, <a class="el" href="a06349.html#l00632">Root</a>, <a class="el" href="a06583.html#l00055">NL3D::CTraversal::Scene</a>, <a class="el" href="a06682.html#l00136">NLMISC::CVector::set()</a>, <a class="el" href="a05569.html#l00077">NL3D::CCoarseMeshManager::setTextureFile()</a>, and <a class="el" href="a06349.html#l00636">SonsOfAncestorSkeletonModelGroup</a>. +<p> +<div class="fragment"><pre>00134 : <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>(bSmallScene) +00135 { +00136 <a class="code" href="a03348.html#NL3D_1_1CScenez832_2">HrcTrav</a>.Scene= <span class="keyword">this</span>; +00137 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.Scene= <span class="keyword">this</span>; +00138 <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.Scene= <span class="keyword">this</span>; +00139 <a class="code" href="a03348.html#NL3D_1_1CScenez832_0">AnimDetailTrav</a>.Scene= <span class="keyword">this</span>; +00140 <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.Scene= <span class="keyword">this</span>; +00141 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.Scene= <span class="keyword">this</span>; +00142 +00143 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a> = NULL; +00144 +00145 <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>= NULL; +00146 <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>= NULL; +00147 <a class="code" href="a03348.html#NL3D_1_1CScener37">SonsOfAncestorSkeletonModelGroup</a>= NULL; +00148 <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a>= NULL; +00149 +00150 <a class="code" href="a03348.html#NL3D_1_1CScener7">_CurrentTime</a> = 0 ; +00151 <a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a> = 0 ; +00152 <a class="code" href="a03348.html#NL3D_1_1CScener22">_RealTime</a> = 0 ; +00153 <a class="code" href="a03348.html#NL3D_1_1CScener11">_FirstAnimateCall</a> = <span class="keyword">true</span> ; +00154 +00155 <a class="code" href="a03348.html#NL3D_1_1CScener16">_LightingSystemEnabled</a>= <span class="keyword">false</span>; +00156 <a class="code" href="a03348.html#NL3D_1_1CScener6">_CoarseMeshLightingUpdate</a>= 50; +00157 +00158 <a class="code" href="a03348.html#NL3D_1_1CScenez842_0">_GlobalWindDirection</a>.set(1,0,0); +00159 <span class="comment">// Default as Sithikt wants.</span> +00160 <a class="code" href="a03348.html#NL3D_1_1CScenez842_1">_GlobalWindPower</a>= 0.2f; +00161 +00162 <span class="comment">// global manager (created in CDriverUser)</span> +00163 <a class="code" href="a03348.html#NL3D_1_1CScenez836_1">_LodCharacterManager</a>= NULL; +00164 <a class="code" href="a03348.html#NL3D_1_1CScener4">_AsyncTextureManager</a>= NULL; +00165 +00166 <a class="code" href="a03348.html#NL3D_1_1CScener21">_NumRender</a> = 0; +00167 +00168 <a class="code" href="a03348.html#NL3D_1_1CScener18">_MaxSkeletonsInNotCLodForm</a>= 20; +00169 +00170 <a class="code" href="a03348.html#NL3D_1_1CScener10">_FilterRenderFlags</a>= ~0; +00171 +00172 <a class="code" href="a03348.html#NL3D_1_1CScener20">_NextRenderProfile</a>= <span class="keyword">false</span>; +00173 +00174 <span class="comment">// Init default _CoarseMeshManager</span> +00175 <a class="code" href="a03348.html#NL3D_1_1CScenez836_0">_CoarseMeshManager</a>= <span class="keyword">new</span> CCoarseMeshManager; +00176 <a class="code" href="a03348.html#NL3D_1_1CScenez836_0">_CoarseMeshManager</a>->setTextureFile (NL3D_SCENE_COARSE_MANAGER_TEXTURE); +00177 +00178 <span class="comment">// Update model list to NULL</span> +00179 <a class="code" href="a03348.html#NL3D_1_1CScener31">_UpdateModelList</a>= NULL; +00180 +00181 <a class="code" href="a03348.html#NL3D_1_1CScener12">_FlareContext</a> = 0; +00182 +00183 <a class="code" href="a03348.html#NL3D_1_1CScener29">_ShadowMapTextureSize</a>= <a class="code" href="a04925.html#a3">NL3D_SCENE_DEFAULT_SHADOW_MAP_SIZE</a>; +00184 <a class="code" href="a03348.html#NL3D_1_1CScener28">_ShadowMapMaxDepth</a>= <a class="code" href="a04925.html#a4">NL3D_SCENE_DEFAULT_SHADOW_MAP_DEPTH</a>; +00185 <a class="code" href="a03348.html#NL3D_1_1CScener23">_ShadowMapBlurSize</a>= <a class="code" href="a04925.html#a5">NL3D_SCENE_DEFAULT_SHADOW_MAP_BLUR_SIZE</a>; +00186 <a class="code" href="a03348.html#NL3D_1_1CScener25">_ShadowMapDistFadeStart</a>= <a class="code" href="a04925.html#a6">NL3D_SCENE_DEFAULT_SHADOW_MAP_DIST_FADE_START</a>; +00187 <a class="code" href="a03348.html#NL3D_1_1CScener24">_ShadowMapDistFadeEnd</a>= <a class="code" href="a04925.html#a7">NL3D_SCENE_DEFAULT_SHADOW_MAP_DIST_FADE_END</a>; +00188 <a class="code" href="a03348.html#NL3D_1_1CScener27">_ShadowMapMaxCasterInScreen</a>= <a class="code" href="a04925.html#a8">NL3D_SCENE_DEFAULT_SHADOW_MAP_MAX_CASTER_IN_SCREEN</a>; +00189 <a class="code" href="a03348.html#NL3D_1_1CScener26">_ShadowMapMaxCasterAround</a>= <a class="code" href="a04925.html#a9">NL3D_SCENE_DEFAULT_SHADOW_MAP_MAX_CASTER_AROUND</a>; +00190 +00191 <a class="code" href="a03348.html#NL3D_1_1CScener33">_WaterCallback</a> = NULL; +00192 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez798_6" doxytag="NL3D::CScene::~CScene" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> NL3D::CScene::~<a class="el" href="a03348.html">CScene</a> </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Destructor. <a class="el" href="a03348.html#NL3D_1_1CScenez798_4">release()</a>. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00244">244</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06348.html#l00194">release()</a>. +<p> +<div class="fragment"><pre>00245 { +00246 <a class="code" href="a03348.html#NL3D_1_1CScenez798_4">release</a>(); +00247 } +</pre></div> </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="NL3D_1_1CScenez808_0" doxytag="NL3D::CScene::addInstanceGroupForLightAnimation" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::addInstanceGroupForLightAnimation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02671.html">CInstanceGroup</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>ig</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Add an IG for auto PointLight Factor animation. called by <a class="el" href="a02671.html#NL3D_1_1CInstanceGroupa1">CInstanceGroup::addToScene()</a>. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00910">910</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00653">_AnimatedIgSet</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00571">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded()</a>. +<p> +<div class="fragment"><pre>00911 { +00912 <a class="code" href="a04199.html#a6">nlassert</a>( ig ); +00913 <a class="code" href="a04199.html#a6">nlassert</a>( <a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.find(ig) == <a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.end() ); +00914 <a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.insert(ig); +00915 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez808_1" doxytag="NL3D::CScene::animate" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::animate </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> </td> + <td class="mdname1" valign="top" nowrap> <em>atTime</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Add an IG for auto PointLight Factor animation. called by <a class="el" href="a02671.html#NL3D_1_1CInstanceGroupa1">CInstanceGroup::addToScene()</a>. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00710">710</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00653">_AnimatedIgSet</a>, <a class="el" href="a06349.html#l00643">_AnimatedLightPtr</a>, <a class="el" href="a06349.html#l00610">_FirstAnimateCall</a>, <a class="el" href="a06349.html#l00607">_InitTime</a>, <a class="el" href="a06349.html#l00644">_LMAnimsAuto</a>, <a class="el" href="a06349.html#l00606">_RealTime</a>, <a class="el" href="a06173.html#l00056">NL3D::CPlayListManager::animate()</a>, <a class="el" href="a05646.html#l00240">count</a>, <a class="el" href="a06349.html#l00652">ItAnimatedIgSet</a>, <a class="el" href="a06350.html#l01205">NL3D::CInstanceGroup::setPointLightFactor()</a>, <a class="el" href="a05454.html#l00045">NL3D::TGlobalAnimationTime</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00612">NL3D::CSceneUser::animate()</a>. +<p> +<div class="fragment"><pre>00711 { +00712 <span class="comment">// todo hulud remove</span> +00713 <span class="keywordflow">if</span> (<a class="code" href="a03348.html#NL3D_1_1CScener11">_FirstAnimateCall</a>) +00714 { +00715 <a class="code" href="a03348.html#NL3D_1_1CScener14">_InitTime</a> = atTime; +00716 <a class="code" href="a03348.html#NL3D_1_1CScener22">_RealTime</a> = atTime; +00717 <span class="comment">// dummy value for first frame</span> +00718 <a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a> = 0.01f ; +00719 <a class="code" href="a03348.html#NL3D_1_1CScener11">_FirstAnimateCall</a> = <span class="keyword">false</span> ; +00720 } +00721 <span class="keywordflow">else</span> +00722 { +00723 <a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a> = (<span class="keywordtype">float</span>) (atTime - <a class="code" href="a03348.html#NL3D_1_1CScener22">_RealTime</a>); +00724 <span class="comment">//nlassert(_EllapsedTime >= 0);</span> +00725 <span class="keywordflow">if</span> (<a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a> < 0.0f) <span class="comment">// NT WorkStation PATCH (Yes you are not dreaming</span> +00726 <a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a> = 0.01f; <span class="comment">// deltaTime can be less than zero!!)</span> +00727 <a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a> = fabsf(_EllapsedTime); +00728 <a class="code" href="a03348.html#NL3D_1_1CScener22">_RealTime</a> = atTime ; +00729 <a class="code" href="a03348.html#NL3D_1_1CScener7">_CurrentTime</a> += <a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a>; +00730 } +00731 +00732 <a class="code" href="a03348.html#NL3D_1_1CScener17">_LMAnimsAuto</a>.animate( atTime ); +00733 +00734 <span class="comment">// Change PointLightFactors of all pointLights in registered Igs.</span> +00735 <span class="comment">//----------------</span> +00736 +00737 <span class="comment">// First list all current AnimatedLightmaps (for faster vector iteration per ig)</span> +00738 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a577">count</a> = <a class="code" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a>.size (); +00739 <a class="code" href="a04558.html#a15">uint</a> i; +00740 <span class="keywordflow">for</span> (i=0; i<<a class="code" href="a04223.html#a577">count</a>; i++) +00741 { +00742 <span class="comment">// Blend final colors</span> +00743 <a class="code" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a>[i]->updateGroupColors (*<span class="keyword">this</span>); +00744 } +00745 +00746 <span class="comment">// For all registered igs.</span> +00747 <a class="code" href="a03348.html#NL3D_1_1CSceney0">ItAnimatedIgSet</a> itAnIgSet; +00748 <span class="keywordflow">for</span>(itAnIgSet= <a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.begin(); itAnIgSet!=<a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.end(); itAnIgSet++) +00749 { +00750 CInstanceGroup *ig= *itAnIgSet; +00751 +00752 <span class="comment">// Set the light factor</span> +00753 ig->setPointLightFactor(*<span class="keyword">this</span>); +00754 } +00755 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez824_2" doxytag="NL3D::CScene::appendSkeletonModelToList" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03348.html#NL3D_1_1CScenez824_0">CScene::ItSkeletonModelList</a> NL3D::CScene::appendSkeletonModelToList </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03399.html">CSkeletonModel</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>skel</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Private. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00961">961</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00707">_SkeletonModelList</a>, and <a class="el" href="a06349.html#l00514">ItSkeletonModelList</a>. +<p> +Referenced by <a class="el" href="a06393.html#l00154">NL3D::CSkeletonModel::initModel()</a>. +<p> +<div class="fragment"><pre>00962 { +00963 <a class="code" href="a03348.html#NL3D_1_1CScener30">_SkeletonModelList</a>.push_front(skel); +00964 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener30">_SkeletonModelList</a>.begin(); +00965 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez806_0" doxytag="NL3D::CScene::createInstance" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02537.html">CTransformShape</a> * NL3D::CScene::createInstance </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>shapeName</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create a model, instance of the shape "shapename". If not present, try to load "shapename" via the CPath. If fails, return NULL. +<p> +Definition at line <a class="el" href="a06348.html#l00600">600</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00699">_AutomaticAnimationSet</a>, <a class="el" href="a06378.html#l00059">NL3D::CShapeBank::addRef()</a>, <a class="el" href="a06376.html#l00050">NL3D::IShape::createInstance()</a>, <a class="el" href="a05992.html#l00212">NL3D::CMeshBase::getAutoAnim()</a>, <a class="el" href="a05862.html#l03619">NL3D::CLandscape::initAnimatedLightIndex()</a>, <a class="el" href="a05993.html#l00316">NL3D::CMeshBaseInstance::initAnimatedLightIndex()</a>, <a class="el" href="a06378.html#l00397">NL3D::CShapeBank::isPresent()</a>, <a class="el" href="a05871.html#l00058">NL3D::CLandscapeModel::Landscape</a>, <a class="el" href="a06378.html#l00427">NL3D::CShapeBank::load()</a>, <a class="el" href="a05457.html#l00043">NL3D_MEM_INSTANCE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05993.html#l00076">NL3D::CMeshBaseInstance::registerToChannelMixer()</a>, <a class="el" href="a05543.html#l00063">NL3D::CChannelMixer::setAnimationSet()</a>, <a class="el" href="a06569.html#l00256">NL3D::CTransform::setChannelMixerOwnerShip()</a>, <a class="el" href="a06571.html#l00137">NL3D::CTransformShape::setDistMax()</a>, <a class="el" href="a05543.html#l00449">NL3D::CChannelMixer::setSlotAnimation()</a>, <a class="el" href="a06571.html#l00072">NL3D::CTransformShape::Shape</a>, <a class="el" href="a05586.html#l00536">NLMISC::strlwr()</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00503">NL3D::CInstanceGroup::addToScene()</a>, <a class="el" href="a06352.html#l00700">NL3D::CSceneUser::createInstance()</a>, <a class="el" href="a06352.html#l00830">NL3D::CSceneUser::createSkeleton()</a>, <a class="el" href="a06250.html#l00225">NL3D::CPSMesh::newElement()</a>, and <a class="el" href="a06250.html#l00295">NL3D::CPSMesh::updatePos()</a>. +<p> +<div class="fragment"><pre>00601 { +00602 <a class="code" href="a04034.html#a0">NL3D_MEM_INSTANCE</a> +00603 +00604 <span class="comment">// We must attach a bank to the scene (a ShapeBank handle the shape caches and </span> +00605 <span class="comment">// the creation/deletion of the instances)</span> +00606 <a class="code" href="a04199.html#a6">nlassert</a>( _ShapeBank != NULL ); +00607 +00608 <span class="comment">// If the shape is not present in the bank</span> +00609 <span class="keywordflow">if</span> (<a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present) +00610 { +00611 <span class="comment">// Load it from file</span> +00612 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->load( shapeName ); +00613 <span class="keywordflow">if</span> (<a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present) +00614 { +00615 <span class="keywordflow">return</span> NULL; +00616 } +00617 } +00618 <span class="comment">// Then create a reference to the shape</span> +00619 CTransformShape *pTShp = <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->addRef( shapeName )->createInstance(*<span class="keyword">this</span>); +00620 <span class="keywordflow">if</span> (pTShp) pTShp->setDistMax(pTShp->Shape->getDistMax()); +00621 <span class="preprocessor">#ifdef NL_DEBUG</span> +00622 <span class="preprocessor"></span> <span class="comment">//pTShp->NameForDebug = shapeName; // \todo traptemp</span> +00623 <span class="preprocessor">#endif</span> +00624 <span class="preprocessor"></span> +00625 <span class="comment">// Look if this instance get lightmap information</span> +00626 <span class="preprocessor">#if defined(__GNUC__) && __GNUC__ < 3</span> +00627 <span class="preprocessor"></span> CMeshBase *pMB = (CMeshBase*)((IShape*)(pTShp->Shape)); +00628 <span class="preprocessor">#else // not GNUC</span> +00629 <span class="preprocessor"></span> CMeshBase *pMB = dynamic_cast<CMeshBase*>((IShape*)(pTShp->Shape)); +00630 <span class="preprocessor">#endif // not GNUC</span> +00631 <span class="preprocessor"></span> CMeshBaseInstance *pMBI = dynamic_cast<CMeshBaseInstance*>( pTShp ); +00632 <span class="keywordflow">if</span>( ( pMB != NULL ) && ( pMBI != NULL ) ) +00633 { +00634 <span class="comment">// Init lightmap information</span> +00635 pMBI->initAnimatedLightIndex (*<span class="keyword">this</span>); +00636 +00637 <span class="comment">// Auto animations</span> +00638 <span class="comment">//==========================</span> +00639 +00640 <span class="keywordflow">if</span> (<a class="code" href="a03348.html#NL3D_1_1CScener5">_AutomaticAnimationSet</a>) +00641 { +00642 <span class="keywordflow">if</span> (pMB->getAutoAnim()) +00643 { +00644 +00645 std::string animName = CFile::getFilenameWithoutExtension(shapeName); +00646 animName = <a class="code" href="a05378.html#a273">strlwr</a> (animName); +00647 <a class="code" href="a04558.html#a15">uint</a> animID = <a class="code" href="a03348.html#NL3D_1_1CScener5">_AutomaticAnimationSet</a>->getAnimationIdByName(animName); +00648 <span class="keywordflow">if</span> (animID != CAnimationSet::NotFound) +00649 { +00650 CChannelMixer *chanMix = <span class="keyword">new</span> CChannelMixer; +00651 chanMix->setAnimationSet((CAnimationSet *) _AutomaticAnimationSet); +00652 chanMix->setSlotAnimation(0, animID); +00653 +00654 pMBI->registerToChannelMixer(chanMix, <span class="stringliteral">""</span>); +00655 <span class="comment">// Gives this object ownership of the channel mixer so we don't need to keep track of it</span> +00656 pMBI->setChannelMixerOwnerShip(<span class="keyword">true</span>); +00657 } +00658 } +00659 } +00660 } +00661 +00662 CLandscapeModel *pLM = dynamic_cast<CLandscapeModel*>( pTShp ); +00663 <span class="keywordflow">if</span>( pLM != NULL ) +00664 { +00665 <span class="comment">// Init lightmap information</span> +00666 pLM->Landscape.initAnimatedLightIndex (*<span class="keyword">this</span>); +00667 } +00668 +00669 <span class="keywordflow">return</span> pTShp; +00670 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez806_1" doxytag="NL3D::CScene::createInstanceAsync" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::createInstanceAsync </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname" nowrap> <em>shapeName</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a02537.html">CTransformShape</a> ** </td> + <td class="mdname" nowrap> <em>pInstance</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>position</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname" nowrap> <em>selectedTexture</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create an instance, if the shape is not present, load the shape asynchronously. The instance is really created when we process it in the rendering. +<p> +Definition at line <a class="el" href="a06348.html#l00674">674</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00660">_WaitingInstances</a>, <a class="el" href="a06348.html#l00579">getDriver()</a>, <a class="el" href="a06378.html#l00397">NL3D::CShapeBank::isPresent()</a>, <a class="el" href="a06378.html#l00465">NL3D::CShapeBank::loadAsync()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05586.html#l00536">NLMISC::strlwr()</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00724">NL3D::CSceneUser::createInstanceAsync()</a>. +<p> +<div class="fragment"><pre>00675 { +00676 <span class="comment">// We must attach a bank to the scene (a ShapeBank handle the shape caches and </span> +00677 <span class="comment">// the creation/deletion of the instances)</span> +00678 <a class="code" href="a04199.html#a6">nlassert</a>( _ShapeBank != NULL ); +00679 *pInstance = NULL; +00680 <span class="comment">// Add the instance request</span> +00681 <a class="code" href="a03348.html#NL3D_1_1CScenez834_3">_WaitingInstances</a>.insert(TWaitingInstancesMMap::value_type(shapeName,pInstance)); +00682 <span class="comment">// If the shape is not present in the bank</span> +00683 <span class="keywordflow">if</span> (<a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present) +00684 { +00685 <span class="comment">// Load it from file asynchronously</span> +00686 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->loadAsync( <a class="code" href="a05378.html#a273">strlwr</a>(shapeName), <a class="code" href="a03348.html#NL3D_1_1CScenez798_1">getDriver</a>(), position, NULL, selectedTexture); +00687 } +00688 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez804_0" doxytag="NL3D::CScene::createModel" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02316.html">CTransform</a> * NL3D::CScene::createModel </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a02341.html">NLMISC::CClassId</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>idModel</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create a model according to his type id. Model must has been previously registered via <a class="el" href="a03348.html#NL3D_1_1CScenez796_1">registerModel()</a>.<p> +Then, This function attach this model to the Root (for HRC and for Clip)<p> +Model are deleted with the <a class="el" href="a03348.html#NL3D_1_1CScenez804_1">deleteModel()</a> or with <a class="el" href="a03348.html#NL3D_1_1CScenez798_4">release()</a> which delete all models NB: Since <a class="el" href="a03348.html">CScene</a> own the model, model MUST NOT be used with SmartPtrs (but CRefPtr always work...). <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>idModel</em> </td><td>the Unique Id of the Model </td></tr> + </table> +</dl> +<dl compact><dt><b>Returns:</b></dt><dd>a valid model of the required type. NULL, if not found. </dd></dl> +<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a03348.html#NL3D_1_1CScenez804_1">deleteModel()</a></dd></dl> + +<p> +Definition at line <a class="el" href="a06348.html#l01004">1004</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00737">_Models</a>, <a class="el" href="a06569.html#l00693">NL3D::CTransform::_OwnerScene</a>, <a class="el" href="a06348.html#l00982">_RegModels</a>, <a class="el" href="a06349.html#l00626">AnimDetailTrav</a>, <a class="el" href="a06568.html#l01217">NL3D::CTransform::clipAddChild()</a>, <a class="el" href="a06349.html#l00624">ClipTrav</a>, <a class="el" href="a06568.html#l01151">NL3D::CTransform::hrcLinkSon()</a>, <a class="el" href="a06568.html#l00214">NL3D::CTransform::initModel()</a>, <a class="el" href="a06349.html#l00625">LightTrav</a>, <a class="el" href="a06568.html#l00612">NL3D::CTransform::linkToUpdateList()</a>, <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>, <a class="el" href="a06349.html#l00724">NL3D::CScene::CModelEntry::ModelId</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05622.html#l00416">nlstop</a>, <a class="el" href="a05897.html#l00124">NL3D::CLightTrav::reserveLightedList()</a>, <a class="el" href="a06329.html#l00339">NL3D::CRenderTrav::reserveRenderList()</a>, <a class="el" href="a05923.html#l00270">NL3D::CLoadBalancingTrav::reserveVisibleList()</a>, <a class="el" href="a05431.html#l00113">NL3D::CAnimDetailTrav::reserveVisibleList()</a>, <a class="el" href="a05555.html#l00511">NL3D::CClipTrav::reserveVisibleList()</a>, and <a class="el" href="a06349.html#l00632">Root</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00571">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded()</a>, <a class="el" href="a05875.html#l00062">NL3D::CLandscapeUser::CLandscapeUser()</a>, <a class="el" href="a06741.html#l00684">NL3D::CWaveMakerShape::createInstance()</a>, <a class="el" href="a06741.html#l00327">NL3D::CWaterShape::createInstance()</a>, <a class="el" href="a06395.html#l00154">NL3D::CSkeletonShape::createInstance()</a>, <a class="el" href="a06376.html#l00050">NL3D::IShape::createInstance()</a>, <a class="el" href="a06360.html#l00150">NL3D::CSegRemanenceShape::createInstance()</a>, <a class="el" href="a06152.html#l00267">NL3D::CParticleSystemShape::createInstance()</a>, <a class="el" href="a06016.html#l00182">NL3D::CMeshMultiLod::createInstance()</a>, <a class="el" href="a06011.html#l01439">NL3D::CMeshMRMSkinned::createInstance()</a>, <a class="el" href="a06005.html#l02924">NL3D::CMeshMRM::createInstance()</a>, <a class="el" href="a05989.html#l02357">NL3D::CMesh::createInstance()</a>, <a class="el" href="a05714.html#l00100">NL3D::CFlareShape::createInstance()</a>, <a class="el" href="a06352.html#l00353">NL3D::CSceneUser::createPointLight()</a>, <a class="el" href="a06350.html#l00476">NL3D::CInstanceGroup::createRoot()</a>, <a class="el" href="a06352.html#l00806">NL3D::CSceneUser::createTransform()</a>, <a class="el" href="a06348.html#l00249">initDefaultRoots()</a>, <a class="el" href="a06348.html#l00277">initQuadGridClipManager()</a>, and <a class="el" href="a06244.html#l00146">NL3D::CPSLight::step()</a>. +<p> +<div class="fragment"><pre>01005 { +01006 <a class="code" href="a04199.html#a6">nlassert</a>(idModel!=CClassId::Null); +01007 +01008 CModelEntry e; +01009 e.ModelId= idModel; +01010 set<CModelEntry>::iterator itModel; +01011 itModel= <a class="code" href="a03348.html#NL3D_1_1CScenev0">_RegModels</a>.find(e); +01012 +01013 <span class="keywordflow">if</span>(itModel==<a class="code" href="a03348.html#NL3D_1_1CScenev0">_RegModels</a>.end()) +01014 { +01015 <a class="code" href="a04199.html#a12">nlstop</a>; <span class="comment">// Warning, CScene::registerBasics () has not been called !</span> +01016 <span class="keywordflow">return</span> NULL; +01017 } +01018 <span class="keywordflow">else</span> +01019 { +01020 <a class="code" href="a03348.html#NL3D_1_1CScenen1">CTransform</a> *m= (*itModel).Creator(); +01021 <span class="keywordflow">if</span>(!m) <span class="keywordflow">return</span> NULL; +01022 +01023 <span class="comment">// Set the owner for the model.</span> +01024 m->_OwnerScene= <span class="keyword">this</span>; +01025 +01026 <span class="comment">// link model to Root in HRC and in clip. NB: if exist!! (case for the Root and RootCluster :) )</span> +01027 <span class="keywordflow">if</span>(<a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>) +01028 { +01029 <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>->hrcLinkSon(m); +01030 <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>->clipAddChild(m); +01031 } +01032 +01033 <span class="comment">// Insert the model into the set.</span> +01034 <a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.insert(m); +01035 +01036 <span class="comment">// By default the model is update() in CScene::updateModels().</span> +01037 m->linkToUpdateList(); +01038 +01039 <span class="comment">// Once the model is correclty created, finish init him.</span> +01040 m->initModel(); +01041 +01042 <span class="comment">// Ensure all the Traversals has enough space for visible list.</span> +01043 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.reserveVisibleList(<a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.size()); +01044 <a class="code" href="a03348.html#NL3D_1_1CScenez832_0">AnimDetailTrav</a>.reserveVisibleList(<a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.size()); +01045 <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.reserveVisibleList(<a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.size()); +01046 <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.reserveLightedList(<a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.size()); +01047 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.reserveRenderList(<a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.size()); +01048 +01049 <span class="keywordflow">return</span> m; +01050 } +01051 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez806_2" doxytag="NL3D::CScene::deleteInstance" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::deleteInstance </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02537.html">CTransformShape</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>model</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete an instance via his pointer. An instance is an entity which reference a shape. +<p> +Definition at line <a class="el" href="a06348.html#l00691">691</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06348.html#l01053">deleteModel()</a>, <a class="el" href="a06378.html#l00095">NL3D::CShapeBank::release()</a>, and <a class="el" href="a06571.html#l00072">NL3D::CTransformShape::Shape</a>. +<p> +Referenced by <a class="el" href="a06250.html#l00260">NL3D::CPSMesh::deleteElement()</a>, <a class="el" href="a06250.html#l00210">NL3D::CPSMesh::releaseAllRef()</a>, <a class="el" href="a06350.html#l00935">NL3D::CInstanceGroup::removeFromScene()</a>, <a class="el" href="a06250.html#l00434">NL3D::CPSMesh::~CPSMesh()</a>, and <a class="el" href="a06573.html#l00080">NL3D::CTransformUser::~CTransformUser()</a>. +<p> +<div class="fragment"><pre>00692 { +00693 IShape *pShp = NULL; +00694 <span class="keywordflow">if</span>( pTrfmShp == NULL ) +00695 <span class="keywordflow">return</span>; +00696 +00697 pShp = pTrfmShp->Shape; +00698 +00699 <a class="code" href="a03348.html#NL3D_1_1CScenez804_1">deleteModel</a>( pTrfmShp ); +00700 +00701 <span class="keywordflow">if</span> (pShp) +00702 { +00703 <span class="comment">// Even if model already deleted by smarptr the release function works</span> +00704 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->release( pShp ); +00705 } +00706 +00707 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez804_1" doxytag="NL3D::CScene::deleteModel" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::deleteModel </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02316.html">CTransform</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>model</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete a model via his pointer. The model is automatically unlinked from all other model<p> +Once a model is deleted, all pointer to him should have been deleted. +<p> +Definition at line <a class="el" href="a06348.html#l01053">1053</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00737">_Models</a>. +<p> +Referenced by <a class="el" href="a05931.html#l00111">NL3D::CLodCharacterBuilder::addAnim()</a>, <a class="el" href="a06244.html#l00323">NL3D::CPSLight::deleteElement()</a>, <a class="el" href="a06348.html#l00691">deleteInstance()</a>, <a class="el" href="a06348.html#l00194">release()</a>, <a class="el" href="a06244.html#l00347">NL3D::CPSLight::releaseAllRef()</a>, <a class="el" href="a06350.html#l00935">NL3D::CInstanceGroup::removeFromScene()</a>, <a class="el" href="a05875.html#l00069">NL3D::CLandscapeUser::~CLandscapeUser()</a>, <a class="el" href="a06244.html#l00050">NL3D::CPSLight::~CPSLight()</a>, <a class="el" href="a06573.html#l00080">NL3D::CTransformUser::~CTransformUser()</a>, and <a class="el" href="a06698.html#l00129">NL3D::CVegetableManager::~CVegetableManager()</a>. +<p> +<div class="fragment"><pre>01054 { +01055 <span class="keywordflow">if</span>(model==NULL) +01056 <span class="keywordflow">return</span>; +01057 set<CTransform*>::iterator it= <a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.find(model); +01058 <span class="keywordflow">if</span>(it!=<a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.end()) +01059 { +01060 <span class="keyword">delete</span> *it; +01061 <a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.erase(it); +01062 } +01063 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez822_0" doxytag="NL3D::CScene::enableElementRender" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::enableElementRender </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">UScene::TRenderFilter</a> </td> + <td class="mdname" nowrap> <em>elt</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>bool </td> + <td class="mdname" nowrap> <em>state</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00816">816</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00712">_FilterRenderFlags</a>, and <a class="el" href="a05981.html#l00100">uint32</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00997">NL3D::CSceneUser::enableElementRender()</a>. +<p> +<div class="fragment"><pre>00817 { +00818 <span class="keywordflow">if</span>(state) +00819 <a class="code" href="a03348.html#NL3D_1_1CScener10">_FilterRenderFlags</a>|= (<a class="code" href="a04558.html#a11">uint32</a>)elt; +00820 <span class="keywordflow">else</span> +00821 <a class="code" href="a03348.html#NL3D_1_1CScener10">_FilterRenderFlags</a>&= ~(<a class="code" href="a04558.html#a11">uint32</a>)elt; +00822 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_0" doxytag="NL3D::CScene::enableLightingSystem" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::enableLightingSystem </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>enable</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Enable Scene Lighting system. For backward compatibility, false by default. If false, all objects will take last driver 's light setup +<p> +Definition at line <a class="el" href="a06348.html#l00833">833</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00680">_LightingSystemEnabled</a>, <a class="el" href="a05898.html#l00094">NL3D::CLightTrav::LightingSystemEnabled</a>, <a class="el" href="a06330.html#l00162">NL3D::CRenderTrav::LightingSystemEnabled</a>, and <a class="el" href="a06349.html#l00625">LightTrav</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00229">NL3D::CSceneUser::enableLightingSystem()</a>. +<p> +<div class="fragment"><pre>00834 { +00835 <a class="code" href="a03348.html#NL3D_1_1CScener16">_LightingSystemEnabled</a>= enable; +00836 +00837 <span class="comment">// Set to RenderTrav and LightTrav</span> +00838 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.LightingSystemEnabled= <a class="code" href="a03348.html#NL3D_1_1CScener16">_LightingSystemEnabled</a>; +00839 <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.LightingSystemEnabled= <a class="code" href="a03348.html#NL3D_1_1CScener16">_LightingSystemEnabled</a>; +00840 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_0" doxytag="NL3D::CScene::enableShadowPolySmooth" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::enableShadowPolySmooth </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>enable</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Enable Polygon Smoothing. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01234">1234</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06373.html#l00094">NL3D::CShadowMapManager::enableShadowPolySmooth()</a>, and <a class="el" href="a06330.html#l00185">NL3D::CRenderTrav::getShadowMapManager()</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01082">NL3D::CSceneUser::enableShadowPolySmooth()</a>. +<p> +<div class="fragment"><pre>01235 { +01236 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.getShadowMapManager().enableShadowPolySmooth(enable); +01237 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez824_3" doxytag="NL3D::CScene::eraseSkeletonModelToList" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::eraseSkeletonModelToList </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a> </td> + <td class="mdname1" valign="top" nowrap> <em>it</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00968">968</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00707">_SkeletonModelList</a>, and <a class="el" href="a06349.html#l00514">ItSkeletonModelList</a>. +<p> +Referenced by <a class="el" href="a06393.html#l00123">NL3D::CSkeletonModel::~CSkeletonModel()</a>. +<p> +<div class="fragment"><pre>00969 { +00970 <a class="code" href="a03348.html#NL3D_1_1CScener30">_SkeletonModelList</a>.erase(it); +00971 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez802_0" doxytag="NL3D::CScene::findCameraClusterSystemFromRay" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::findCameraClusterSystemFromRay </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02315.html">CCamera</a> * </td> + <td class="mdname" nowrap> <em>cam</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a02671.html">CInstanceGroup</a> * </td> + <td class="mdname" nowrap> <em>startClusterSystem</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>startPos</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>endPos</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Special For Camera Third person. Traverse the ClusterSystem with a Ray (clip through portals, cluster system hierarchy...), to find where could lies the camera at End point. As result, a camera->setClusterSystem() is done with the found cluster system +<p> +Definition at line <a class="el" href="a06348.html#l01268">1268</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05556.html#l00156">NL3D::CClipTrav::Accel</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz776_0">NL3D::CQuadGrid< CCluster * >::begin()</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz776_2">NL3D::CQuadGrid< CCluster * >::end()</a>, <a class="el" href="a06349.html#l00475">getClipTrav()</a>, <a class="el" href="a06569.html#l00320">NL3D::CTransform::getClusterSystem()</a>, <a class="el" href="a06351.html#l00376">NL3D::CInstanceGroup::getParentClusterSystem()</a>, <a class="el" href="a05564.html#l00167">NL3D::CCluster::Group</a>, <a class="el" href="a05563.html#l00195">NL3D::CCluster::isIn()</a>, <a class="el" href="a05646.html#l01013">level</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz776_3">NL3D::CQuadGrid< CCluster * >::select()</a>, <a class="el" href="a06569.html#l00912">NL3D::CTransform::setClusterSystem()</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00658">NL3D::CSceneUser::findCameraClusterSystemFromRay()</a>. +<p> +<div class="fragment"><pre>01270 { +01271 <a class="code" href="a03348.html#NL3D_1_1CScenen0">CClipTrav</a> &clipTrav= <a class="code" href="a03348.html#NL3D_1_1CScenez820_1">getClipTrav</a>(); +01272 +01273 <span class="comment">// **** Search all cluster where the startPos is in</span> +01274 <span class="keyword">static</span> vector<CCluster*> vCluster; +01275 vCluster.clear(); +01276 +01277 <span class="keywordtype">bool</span> bInWorld = <span class="keyword">true</span>; +01278 clipTrav.Accel.select (startPos, startPos); +01279 CQuadGrid<CCluster*>::CIterator itAcc = clipTrav.Accel.begin(); +01280 <span class="keywordflow">while</span> (itAcc != clipTrav.Accel.end()) +01281 { +01282 CCluster *pCluster = *itAcc; +01283 <span class="keywordflow">if</span>( pCluster->Group == startClusterSystem && +01284 pCluster->isIn (startPos) ) +01285 { +01286 vCluster.push_back (pCluster); +01287 bInWorld = <span class="keyword">false</span>; +01288 } +01289 ++itAcc; +01290 } +01291 <span class="keywordflow">if</span> (bInWorld) +01292 { +01293 vCluster.push_back (RootCluster); +01294 } +01295 +01296 <span class="comment">// **** Do a traverse starting from each start cluser, clipping the ray instead of the camera pyramid</span> +01297 <a class="code" href="a04558.html#a15">uint</a> i; +01298 <span class="keyword">static</span> vector<CCluster*> vClusterVisited; +01299 vClusterVisited.clear(); +01300 <span class="keywordflow">for</span>(i=0;i<vCluster.size();i++) +01301 { +01302 vCluster[i]->cameraRayClip(startPos, endPos, vClusterVisited); +01303 } +01304 +01305 <span class="comment">// **** From each cluster, select possible clusterSystem</span> +01306 <span class="keyword">static</span> vector<CInstanceGroup*> possibleClusterSystem; +01307 possibleClusterSystem.clear(); +01308 <span class="keywordflow">for</span>(i=0;i<vClusterVisited.size();i++) +01309 { +01310 <span class="comment">// select only cluster where the EndPos lies in. Important else in landscape, we'll always say</span> +01311 <span class="comment">// that we are in a Son Cluster.</span> +01312 <span class="keywordflow">if</span>(vClusterVisited[i]->isIn(endPos)) +01313 { +01314 CInstanceGroup *cs= vClusterVisited[i]->Group; +01315 <span class="comment">// insert if not exist (NB: 1,2 possible clusterSystem so O(N2) is OK)</span> +01316 <a class="code" href="a04558.html#a15">uint</a> j; +01317 <span class="keywordflow">for</span>(j=0;j<possibleClusterSystem.size();j++) +01318 { +01319 <span class="keywordflow">if</span>(possibleClusterSystem[j]==cs) +01320 <span class="keywordflow">break</span>; +01321 } +01322 <span class="keywordflow">if</span>(j==possibleClusterSystem.size()) +01323 possibleClusterSystem.push_back(cs); +01324 } +01325 } +01326 +01327 <span class="comment">// **** From each possible clusterSystem, select the one that is the lower in hierarchy</span> +01328 <span class="comment">// common case</span> +01329 <span class="keywordflow">if</span>(possibleClusterSystem.empty()) +01330 cam->setClusterSystem(NULL); +01331 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(possibleClusterSystem.size()==1) +01332 { +01333 <span class="comment">// if it is the rootCluster set NULL (should have the same behavior but do like standard case)</span> +01334 <span class="keywordflow">if</span>(possibleClusterSystem[0]==<a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>->getClusterSystem()) +01335 cam->setClusterSystem(NULL); +01336 <span class="comment">// set this cluster system</span> +01337 <span class="keywordflow">else</span> +01338 cam->setClusterSystem(possibleClusterSystem[0]); +01339 } +01340 <span class="comment">// conflict case</span> +01341 <span class="keywordflow">else</span> +01342 { +01343 <span class="comment">// compute the hierarchy level of each cluster system, take the highest</span> +01344 CInstanceGroup *highest= NULL; +01345 <a class="code" href="a04558.html#a15">uint</a> highestLevel= 0; +01346 <span class="keywordflow">for</span>(i=0;i<possibleClusterSystem.size();i++) +01347 { +01348 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a630">level</a>= 0; +01349 CInstanceGroup *ig= possibleClusterSystem[i]; +01350 <span class="keywordflow">while</span>(ig) +01351 { +01352 ig= ig->getParentClusterSystem(); +01353 <a class="code" href="a04223.html#a630">level</a>++; +01354 } +01355 <span class="keywordflow">if</span>(<a class="code" href="a04223.html#a630">level</a>>=highestLevel) +01356 { +01357 highestLevel= <a class="code" href="a04223.html#a630">level</a>; +01358 highest= possibleClusterSystem[i]; +01359 } +01360 } +01361 +01362 <span class="comment">// set the highest cluster system</span> +01363 cam->setClusterSystem(highest); +01364 } +01365 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_1" doxytag="NL3D::CScene::getAmbientGlobal" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CScene::getAmbientGlobal </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the global Ambient used for the scene. Default to (50, 50, 50). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00867">867</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00165">NL3D::CRenderTrav::AmbientGlobal</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00283">NL3D::CSceneUser::getAmbientGlobal()</a>. +<p> +<div class="fragment"><pre>00868 { +00869 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.AmbientGlobal; +00870 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_2" doxytag="NL3D::CScene::getAnimatedLightFactor" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CScene::getAnimatedLightFactor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a> </td> + <td class="mdname" nowrap> <em>animatedLightmap</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname" nowrap> <em>lightGroup</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get an animated light factor. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00418">418</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00643">_AnimatedLightPtr</a>, <a class="el" href="a06349.html#l00410">getLightmapGroupColor()</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06186.html#l00135">NL3D::CPointLightNamedArray::setPointLightFactor()</a>, and <a class="el" href="a05993.html#l00214">NL3D::CMeshBaseInstance::traverseAnimDetail()</a>. +<p> +<div class="fragment"><pre>00419 { +00420 <span class="keywordflow">if</span> (((<a class="code" href="a04558.html#a15">uint</a>)animatedLightmap)<<a class="code" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a>.size ()) +00421 { +00422 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a>[animatedLightmap]->getFactor (lightGroup); +00423 } +00424 <span class="keywordflow">else</span> +00425 { +00426 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez816_4">getLightmapGroupColor</a> (lightGroup); +00427 } +00428 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_3" doxytag="NL3D::CScene::getAnimatedLightNameToIndex" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> NL3D::CScene::getAnimatedLightNameToIndex </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>name</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get an animated lightmap index by name. Return -1 if not found. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01101">1101</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00641">_AnimatedLightNameToIndex</a>, and <a class="el" href="a05981.html#l00104">sint</a>. +<p> +Referenced by <a class="el" href="a06186.html#l00183">NL3D::CPointLightNamedArray::initAnimatedLightIndex()</a>, and <a class="el" href="a05993.html#l00316">NL3D::CMeshBaseInstance::initAnimatedLightIndex()</a>. +<p> +<div class="fragment"><pre>01102 { +01103 std::map<std::string, uint>::const_iterator ite = <a class="code" href="a03348.html#NL3D_1_1CScener2">_AnimatedLightNameToIndex</a>.find (name); +01104 <span class="keywordflow">if</span> (ite != <a class="code" href="a03348.html#NL3D_1_1CScener2">_AnimatedLightNameToIndex</a>.end ()) +01105 <span class="keywordflow">return</span> (<a class="code" href="a04558.html#a14">sint</a>)ite->second; +01106 <span class="keywordflow">else</span> +01107 <span class="keywordflow">return</span> -1; +01108 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_0" doxytag="NL3D::CScene::getAnimDetailTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02213.html">CAnimDetailTrav</a>& NL3D::CScene::getAnimDetailTrav </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00477">477</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00626">AnimDetailTrav</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06149.html#l00315">NL3D::CParticleSystemModel::insertInVisibleList()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, and <a class="el" href="a06568.html#l00806">NL3D::CTransform::traverseClip()</a>. +<p> +<div class="fragment"><pre>00477 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_0">AnimDetailTrav</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea0" doxytag="NL3D::CScene::getAsyncTextureManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02230.html">CAsyncTextureManager</a>* NL3D::CScene::getAsyncTextureManager </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the async texture manager. NULL if was not setuped. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00501">501</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06393.html#l00866">NL3D::CSkeletonModel::computeLodTexture()</a>, <a class="el" href="a05993.html#l00486">NL3D::CMeshBaseInstance::releaseCurrentAsyncTextures()</a>, and <a class="el" href="a05993.html#l00445">NL3D::CMeshBaseInstance::startAsyncTextureLoading()</a>. +<p> +<div class="fragment"><pre>00501 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener4">_AsyncTextureManager</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea1" doxytag="NL3D::CScene::getAutomaticAnimationSet" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02210.html">CAnimationSet</a>* NL3D::CScene::getAutomaticAnimationSet </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get a reference to the set of automatic animations. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00497">497</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00699">_AutomaticAnimationSet</a>. +<p> +<div class="fragment"><pre>00497 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener5">_AutomaticAnimationSet</a>; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez802_1" doxytag="NL3D::CScene::getCam" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02315.html">CCamera</a>* NL3D::CScene::getCam </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Special For Camera Third person. Traverse the ClusterSystem with a Ray (clip through portals, cluster system hierarchy...), to find where could lies the camera at End point. As result, a camera->setClusterSystem() is done with the found cluster system +<p> +Definition at line <a class="el" href="a06349.html#l00180">180</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00599">CurrentCamera</a>. +<p> +Referenced by <a class="el" href="a05561.html#l00065">NL3D::CCloudScapeUser::anim()</a>, and <a class="el" href="a05561.html#l00053">NL3D::CCloudScapeUser::init()</a>. +<p> +<div class="fragment"><pre>00180 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_1" doxytag="NL3D::CScene::getClipTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02353.html">CClipTrav</a>& NL3D::CScene::getClipTrav </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00475">475</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00624">ClipTrav</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00571">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded()</a>, <a class="el" href="a06737.html#l01130">NL3D::CWaterModel::clip()</a>, <a class="el" href="a06570.html#l00141">NL3D::CTransformShape::clip()</a>, <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>, <a class="el" href="a06737.html#l01054">NL3D::CWaterModel::computeClippedPoly()</a>, <a class="el" href="a06393.html#l00972">NL3D::CSkeletonModel::computeDisplayLodCharacterPriority()</a>, <a class="el" href="a06737.html#l01026">NL3D::CWaterModel::computeSimpleClippedPoly()</a>, <a class="el" href="a06148.html#l00619">NL3D::CParticleSystemModel::doAnimate()</a>, <a class="el" href="a06348.html#l01268">findCameraClusterSystemFromRay()</a>, <a class="el" href="a05565.html#l00472">NLSOUND::CClusteredSound::getRootCluster()</a>, <a class="el" href="a05565.html#l00242">NLSOUND::CClusteredSound::init()</a>, <a class="el" href="a06149.html#l00315">NL3D::CParticleSystemModel::insertInVisibleList()</a>, <a class="el" href="a06304.html#l00204">NL3D::CQuadGridClipManager::linkModel()</a>, <a class="el" href="a06304.html#l00319">NL3D::CQuadGridClipManager::profile()</a>, <a class="el" href="a06352.html#l01016">NL3D::CSceneUser::profileQuadGridClipManager()</a>, <a class="el" href="a05563.html#l00405">NL3D::CCluster::recursTraverseClip()</a>, <a class="el" href="a06350.html#l00935">NL3D::CInstanceGroup::removeFromScene()</a>, <a class="el" href="a06393.html#l00658">NL3D::CSkeletonModel::traverseAnimDetail()</a>, <a class="el" href="a06148.html#l00516">NL3D::CParticleSystemModel::traverseAnimDetail()</a>, <a class="el" href="a06568.html#l00806">NL3D::CTransform::traverseClip()</a>, <a class="el" href="a06304.html#l00303">NL3D::CQuadGridClipManager::traverseClip()</a>, <a class="el" href="a06148.html#l00726">NL3D::CParticleSystemModel::traverseClip()</a>, <a class="el" href="a05870.html#l00105">NL3D::CLandscapeModel::traverseClip()</a>, <a class="el" href="a05565.html#l00270">NLSOUND::CClusteredSound::update()</a>, <a class="el" href="a06568.html#l00748">NL3D::CTransform::updateClipTravForAncestorSkeleton()</a>, <a class="el" href="a06304.html#l00112">NL3D::CQuadGridClipManager::updateClustersFromCamera()</a>, and <a class="el" href="a06568.html#l00143">NL3D::CTransform::~CTransform()</a>. +<p> +<div class="fragment"><pre>00475 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez812_0" doxytag="NL3D::CScene::getCoarseMeshLightingUpdate" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> NL3D::CScene::getCoarseMeshLightingUpdate </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see <a class="el" href="a03348.html#NL3D_1_1CScenez812_3">setCoarseMeshLightingUpdate()</a> +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00346">346</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00683">_CoarseMeshLightingUpdate</a>, and <a class="el" href="a05981.html#l00096">uint8</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00220">NL3D::CSceneUser::getCoarseMeshLightingUpdate()</a>, and <a class="el" href="a06016.html#l00496">NL3D::CMeshMultiLod::renderCoarseMesh()</a>. +<p> +<div class="fragment"><pre>00346 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener6">_CoarseMeshLightingUpdate</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez812_1" doxytag="NL3D::CScene::getCoarseMeshManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02371.html">CCoarseMeshManager</a>* NL3D::CScene::getCoarseMeshManager </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see <a class="el" href="a03348.html#NL3D_1_1CScenez812_3">setCoarseMeshLightingUpdate()</a> +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00335">335</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00668">_CoarseMeshManager</a>. +<p> +Referenced by <a class="el" href="a06016.html#l00740">NL3D::CMeshMultiLod::instanciateCoarseMeshSpace()</a>, <a class="el" href="a06016.html#l00232">NL3D::CMeshMultiLod::render()</a>, <a class="el" href="a06352.html#l00194">NL3D::CSceneUser::setCoarseMeshManagerTexture()</a>, and <a class="el" href="a06329.html#l00089">NL3D::CRenderTrav::traverse()</a>. +<p> +<div class="fragment"><pre>00336 { +00337 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez836_0">_CoarseMeshManager</a>; +00338 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea2" doxytag="NL3D::CScene::getCurrentSystemTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> double NL3D::CScene::getCurrentSystemTime </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +System time is a time that always run (independent from the animation time that run only on <a class="el" href="a03348.html#NL3D_1_1CScenez808_1">animate()</a>) It is updated at beginning of <a class="el" href="a03348.html#NL3D_1_1CScenez800_0">render()</a> +<p> +Definition at line <a class="el" href="a06349.html#l00279">279</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00617">_GlobalSystemTime</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>. +<p> +<div class="fragment"><pre>00279 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener13">_GlobalSystemTime</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea3" doxytag="NL3D::CScene::getCurrentTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> NL3D::CScene::getCurrentTime </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the current time of the scene, in second. It start from 0 (at the firt call of animate) +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00271">271</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a05454.html#l00045">NL3D::TGlobalAnimationTime</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>, <a class="el" href="a06024.html#l00178">NL3D::CMeshVPWindTree::setupPerMesh()</a>, <a class="el" href="a06358.html#l00458">NL3D::CSegRemanence::traverseAnimDetail()</a>, and <a class="el" href="a05993.html#l00164">NL3D::CMeshBaseInstance::traverseHrc()</a>. +<p> +<div class="fragment"><pre>00271 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener7">_CurrentTime</a> ; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez798_1" doxytag="NL3D::CScene::getDriver" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02434.html">IDriver</a> * NL3D::CScene::getDriver </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the driver of render Traversal. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00579">579</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +Referenced by <a class="el" href="a05561.html#l00039">NL3D::CCloudScapeUser::CCloudScapeUser()</a>, <a class="el" href="a06737.html#l01130">NL3D::CWaterModel::clip()</a>, <a class="el" href="a06348.html#l00674">createInstanceAsync()</a>, <a class="el" href="a05874.html#l00091">NL3D::CLandscapeUser::flushTiles()</a>, and <a class="el" href="a06152.html#l00182">NL3D::CParticleSystemShape::instanciatePS()</a>. +<p> +<div class="fragment"><pre>00580 { +00581 <span class="keywordflow">return</span> (const_cast<CScene*>(<span class="keyword">this</span>))->RenderTrav.getDriver(); +00582 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea4" doxytag="NL3D::CScene::getEllapsedSystemTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> double NL3D::CScene::getEllapsedSystemTime </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the ellapsed time (in second) between the last 2 calls of <a class="el" href="a03348.html#NL3D_1_1CScenez800_0">render()</a>. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00282">282</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00616">_DeltaSystemTimeBetweenRender</a>. +<p> +<div class="fragment"><pre>00282 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener8">_DeltaSystemTimeBetweenRender</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea5" doxytag="NL3D::CScene::getEllapsedTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a366">TAnimationTime</a> NL3D::CScene::getEllapsedTime </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the ellapsed time (in second) between the last 2 calls of animate. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00274">274</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a05454.html#l00044">NL3D::TAnimationTime</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06148.html#l00619">NL3D::CParticleSystemModel::doAnimate()</a>, <a class="el" href="a06483.html#l00062">NL3D::CTargetAnimCtrl::execute()</a>, <a class="el" href="a06358.html#l00141">NL3D::CSegRemanence::render()</a>, and <a class="el" href="a05712.html#l00063">NL3D::CFlareModel::traverseRender()</a>. +<p> +<div class="fragment"><pre>00274 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener9">_EllapsedTime</a> ; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_1" doxytag="NL3D::CScene::getEnableShadowPolySmooth" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> bool NL3D::CScene::getEnableShadowPolySmooth </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get Enable Polygon Smoothing flag +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01240">1240</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06373.html#l00096">NL3D::CShadowMapManager::getEnableShadowPolySmooth()</a>, and <a class="el" href="a06330.html#l00185">NL3D::CRenderTrav::getShadowMapManager()</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01088">NL3D::CSceneUser::getEnableShadowPolySmooth()</a>. +<p> +<div class="fragment"><pre>01241 { +01242 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.getShadowMapManager().getEnableShadowPolySmooth(); +01243 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez822_1" doxytag="NL3D::CScene::getFilterRenderFlags" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> NL3D::CScene::getFilterRenderFlags </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00508">508</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00712">_FilterRenderFlags</a>, and <a class="el" href="a05981.html#l00100">uint32</a>. +<p> +Referenced by <a class="el" href="a06016.html#l00496">NL3D::CMeshMultiLod::renderCoarseMesh()</a>, <a class="el" href="a06372.html#l00880">NL3D::CShadowMapManager::selectShadowMapsToGenerate()</a>, <a class="el" href="a06568.html#l00806">NL3D::CTransform::traverseClip()</a>, and <a class="el" href="a06148.html#l00726">NL3D::CParticleSystemModel::traverseClip()</a>. +<p> +<div class="fragment"><pre>00508 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener10">_FilterRenderFlags</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez828_1" doxytag="NL3D::CScene::getFlareContext" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getFlareContext </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00556">556</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00746">_FlareContext</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01039">NL3D::CSceneUser::getFlareContext()</a>, and <a class="el" href="a05712.html#l00063">NL3D::CFlareModel::traverseRender()</a>. +<p> +<div class="fragment"><pre>00556 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener12">_FlareContext</a>; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea6" doxytag="NL3D::CScene::getGlobalInstanceGroup" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02671.html">CInstanceGroup</a>* NL3D::CScene::getGlobalInstanceGroup </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00252">252</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00662">_GlobalInstanceGroup</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00571">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded()</a>, and <a class="el" href="a06352.html#l00919">NL3D::CSceneUser::setToGlobalInstanceGroup()</a>. +<p> +<div class="fragment"><pre>00252 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a>; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez818_0" doxytag="NL3D::CScene::getGlobalWindDirection" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> const <a class="el" href="a03128.html">CVector</a>& NL3D::CScene::getGlobalWindDirection </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the current windDirection +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00467">467</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00694">_GlobalWindDirection</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00399">NL3D::CSceneUser::getGlobalWindDirection()</a>, and <a class="el" href="a06024.html#l00178">NL3D::CMeshVPWindTree::setupPerMesh()</a>. +<p> +<div class="fragment"><pre>00467 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez842_0">_GlobalWindDirection</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez818_1" doxytag="NL3D::CScene::getGlobalWindPower" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CScene::getGlobalWindPower </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the current windPower +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00462">462</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00693">_GlobalWindPower</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00386">NL3D::CSceneUser::getGlobalWindPower()</a>, and <a class="el" href="a06024.html#l00178">NL3D::CMeshVPWindTree::setupPerMesh()</a>. +<p> +<div class="fragment"><pre>00462 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez842_1">_GlobalWindPower</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_1" doxytag="NL3D::CScene::getGroupLoadMaxPolygon" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getGroupLoadMaxPolygon </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>group</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the number of faces wanted for a LoadBlancingGroup. The Group is created if did not exist. +<p> +Definition at line <a class="el" href="a06348.html#l00772">772</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05923.html#l00251">NL3D::CLoadBalancingTrav::getGroupNbFaceWanted()</a>, <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00175">NL3D::CSceneUser::getGroupLoadMaxPolygon()</a>. +<p> +<div class="fragment"><pre>00773 { +00774 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.getGroupNbFaceWanted(group); +00775 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_2" doxytag="NL3D::CScene::getGroupNbFaceAsked" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CScene::getGroupNbFaceAsked </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>group</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the last face count asked from the instances before reduction. only for the given group return 0 if the Group does not exist. +<p> +Definition at line <a class="el" href="a06348.html#l00777">777</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05923.html#l00258">NL3D::CLoadBalancingTrav::getGroupNbFaceAsked()</a>, and <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00183">NL3D::CSceneUser::getGroupNbFaceAsked()</a>. +<p> +<div class="fragment"><pre>00778 { +00779 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.getGroupNbFaceAsked(group); +00780 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_2" doxytag="NL3D::CScene::getHrcTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02639.html">CHrcTrav</a>& NL3D::CScene::getHrcTrav </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00474">474</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00623">HrcTrav</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00571">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded()</a>, <a class="el" href="a06016.html#l00496">NL3D::CMeshMultiLod::renderCoarseMesh()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, <a class="el" href="a06737.html#l00437">NL3D::CWaterModel::traverseRender()</a>, <a class="el" href="a06568.html#l00450">NL3D::CTransform::update()</a>, and <a class="el" href="a06568.html#l00663">NL3D::CTransform::updateWorld()</a>. +<p> +<div class="fragment"><pre>00474 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_2">HrcTrav</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez814_0" doxytag="NL3D::CScene::getLayersRenderingOrder" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> bool NL3D::CScene::getLayersRenderingOrder </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00804">804</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00154">NL3D::CRenderTrav::getLayersRenderingOrder()</a>. +<p> +Referenced by <a class="el" href="a06353.html#l00237">NL3D::CSceneUser::getLayersRenderingOrder()</a>. +<p> +<div class="fragment"><pre>00805 { +00806 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.getLayersRenderingOrder(); +00807 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_4" doxytag="NL3D::CScene::getLightmapGroupColor" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CScene::getLightmapGroupColor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>lightGroup</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the color of a lightmap group. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00410">410</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00648">_LightGroupColor</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06349.html#l00418">getAnimatedLightFactor()</a>, <a class="el" href="a06186.html#l00135">NL3D::CPointLightNamedArray::setPointLightFactor()</a>, and <a class="el" href="a05993.html#l00214">NL3D::CMeshBaseInstance::traverseAnimDetail()</a>. +<p> +<div class="fragment"><pre>00411 { +00412 <span class="keywordflow">if</span> (lightGroup<<a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>.size()) +00413 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>[lightGroup]; +00414 <span class="keywordflow">else</span> +00415 <span class="keywordflow">return</span> CRGBA::White; +00416 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_5" doxytag="NL3D::CScene::getLightTransitionThreshold" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CScene::getLightTransitionThreshold </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +<a class="el" href="a03348.html#NL3D_1_1CScenez816_5">getLightTransitionThreshold()</a> +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00903">903</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05902.html#l00109">NL3D::CLightingManager::getLightTransitionThreshold()</a>, <a class="el" href="a05898.html#l00097">NL3D::CLightTrav::LightingManager</a>, and <a class="el" href="a06349.html#l00625">LightTrav</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00343">NL3D::CSceneUser::getLightTransitionThreshold()</a>. +<p> +<div class="fragment"><pre>00904 { +00905 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.LightingManager.getLightTransitionThreshold(); +00906 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_3" doxytag="NL3D::CScene::getLightTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02753.html">CLightTrav</a>& NL3D::CScene::getLightTrav </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00476">476</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00625">LightTrav</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>, <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06182.html#l00059">NL3D::CPointLightModel::initModel()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, <a class="el" href="a06568.html#l00806">NL3D::CTransform::traverseClip()</a>, <a class="el" href="a06568.html#l01080">NL3D::CTransform::traverseLight()</a>, <a class="el" href="a06182.html#l00084">NL3D::CPointLightModel::traverseLight()</a>, <a class="el" href="a06568.html#l00406">NL3D::CTransform::unfreezeHRC()</a>, <a class="el" href="a06568.html#l00450">NL3D::CTransform::update()</a>, and <a class="el" href="a06568.html#l00143">NL3D::CTransform::~CTransform()</a>. +<p> +<div class="fragment"><pre>00476 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_4" doxytag="NL3D::CScene::getLoadBalancingTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02775.html">CLoadBalancingTrav</a>& NL3D::CScene::getLoadBalancingTrav </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00478">478</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>. +<p> +Referenced by <a class="el" href="a06568.html#l00214">NL3D::CTransform::initModel()</a>, <a class="el" href="a06149.html#l00315">NL3D::CParticleSystemModel::insertInVisibleList()</a>, <a class="el" href="a06568.html#l00522">NL3D::CTransform::setLoadBalancingGroup()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, <a class="el" href="a06568.html#l00806">NL3D::CTransform::traverseClip()</a>, <a class="el" href="a06570.html#l00262">NL3D::CTransformShape::traverseLoadBalancing()</a>, <a class="el" href="a06018.html#l00086">NL3D::CMeshMultiLodInstance::traverseLoadBalancing()</a>, and <a class="el" href="a06570.html#l00274">NL3D::CTransformShape::traverseLoadBalancingPass0()</a>. +<p> +<div class="fragment"><pre>00478 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez812_2" doxytag="NL3D::CScene::getLodCharacterManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02800.html">CLodCharacterManager</a>* NL3D::CScene::getLodCharacterManager </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the LodCharacterManager. NULL if user did not set it. (done in DriverUser). +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00349">349</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06393.html#l00866">NL3D::CSkeletonModel::computeLodTexture()</a>, <a class="el" href="a06352.html#l00503">NL3D::CSceneUser::deleteCLodShapeBank()</a>, <a class="el" href="a06352.html#l00531">NL3D::CSceneUser::getCLodAnimIdByName()</a>, <a class="el" href="a06352.html#l00519">NL3D::CSceneUser::getCLodShapeIdByName()</a>, <a class="el" href="a06352.html#l00475">NL3D::CSceneUser::loadCLodShapeBank()</a>, <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>, <a class="el" href="a06352.html#l00463">NL3D::CSceneUser::resetCLodManager()</a>, <a class="el" href="a06393.html#l00837">NL3D::CSkeletonModel::setLodCharacterShape()</a>, and <a class="el" href="a06329.html#l00089">NL3D::CRenderTrav::traverse()</a>. +<p> +<div class="fragment"><pre>00349 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez836_1">_LodCharacterManager</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_6" doxytag="NL3D::CScene::getMaxLightContribution" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getMaxLightContribution </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +<a class="el" href="a03348.html#NL3D_1_1CScenez816_16">setMaxLightContribution()</a> +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00894">894</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05902.html#l00084">NL3D::CLightingManager::getMaxLightContribution()</a>, <a class="el" href="a05898.html#l00097">NL3D::CLightTrav::LightingManager</a>, <a class="el" href="a06349.html#l00625">LightTrav</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00328">NL3D::CSceneUser::getMaxLightContribution()</a>. +<p> +<div class="fragment"><pre>00895 { +00896 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.LightingManager.getMaxLightContribution(); +00897 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_3" doxytag="NL3D::CScene::getMaxSkeletonsInNotCLodForm" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getMaxSkeletonsInNotCLodForm </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +The mode of polygon balancing. PolygonBalancingOff => Models will be rendered with the number of faces they want to render. PolygonBalancingOn => Models will be rendered with the number of faces the LoadBalancing want. PolygonBalancingClamp => Same as PolygonBalancingOn, but factor <= 1, ie models won't be rendered with more face they want to render. +<p> +Definition at line <a class="el" href="a06349.html#l00329">329</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00709">_MaxSkeletonsInNotCLodForm</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00990">NL3D::CSceneUser::getMaxSkeletonsInNotCLodForm()</a>, and <a class="el" href="a05555.html#l00457">NL3D::CClipTrav::loadBalanceSkeletonCLod()</a>. +<p> +<div class="fragment"><pre>00329 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener18">_MaxSkeletonsInNotCLodForm</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_4" doxytag="NL3D::CScene::getNbFaceAsked" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CScene::getNbFaceAsked </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the last face count asked from the instances before reduction. It gets the sum of All groups. +<p> +Definition at line <a class="el" href="a06348.html#l00759">759</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05923.html#l00220">NL3D::CLoadBalancingTrav::getNbFaceAsked()</a>, and <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00158">NL3D::CSceneUser::getNbFaceAsked()</a>. +<p> +<div class="fragment"><pre>00760 { +00761 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.getNbFaceAsked (); +00762 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_7" doxytag="NL3D::CScene::getNumLightGroup" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getNumLightGroup </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the number of light group. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00405">405</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00648">_LightGroupColor</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +<div class="fragment"><pre>00406 { +00407 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>.size (); +00408 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea7" doxytag="NL3D::CScene::getNumRender" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a13">uint64</a> NL3D::CScene::getNumRender </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the number of time render has been called +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00285">285</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00618">_NumRender</a>, and <a class="el" href="a05981.html#l00102">uint64</a>. +<p> +Referenced by <a class="el" href="a06372.html#l00234">NL3D::CShadowMapManager::renderGenerate()</a>, <a class="el" href="a06372.html#l00880">NL3D::CShadowMapManager::selectShadowMapsToGenerate()</a>, and <a class="el" href="a06358.html#l00458">NL3D::CSegRemanence::traverseAnimDetail()</a>. +<p> +<div class="fragment"><pre>00285 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener21">_NumRender</a>; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea8" doxytag="NL3D::CScene::getParticleSystemManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03048.html">CParticleSystemManager</a> & NL3D::CScene::getParticleSystemManager </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get a ref. to the particle system manager. You shouldn't call this (has methods for private processing). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00810">810</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00687">_ParticleSystemManager</a>. +<p> +Referenced by <a class="el" href="a06148.html#l00249">NL3D::CParticleSystemModel::reallocRsc()</a>, <a class="el" href="a06148.html#l00289">NL3D::CParticleSystemModel::releasePSPointer()</a>, and <a class="el" href="a06148.html#l00726">NL3D::CParticleSystemModel::traverseClip()</a>. +<p> +<div class="fragment"><pre>00811 { +00812 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez840_0">_ParticleSystemManager</a>; +00813 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_5" doxytag="NL3D::CScene::getPolygonBalancingMode" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03348.html#NL3D_1_1CScenez810_0">CScene::TPolygonBalancingMode</a> NL3D::CScene::getPolygonBalancingMode </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the PolygonBalancingMode. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00792">792</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>, <a class="el" href="a05924.html#l00139">NL3D::CLoadBalancingTrav::PolygonBalancingMode</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00147">NL3D::CSceneUser::getPolygonBalancingMode()</a>. +<p> +<div class="fragment"><pre>00793 { +00794 <span class="keywordflow">return</span> (CScene::TPolygonBalancingMode)(<a class="code" href="a04558.html#a15">uint</a>)<a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.PolygonBalancingMode; +00795 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_5" doxytag="NL3D::CScene::getRenderTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03325.html">CRenderTrav</a>& NL3D::CScene::getRenderTrav </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00479">479</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06024.html#l00297">NL3D::CMeshVPWindTree::begin()</a>, <a class="el" href="a06022.html#l00433">NL3D::CMeshVPPerPixelLight::begin()</a>, <a class="el" href="a06024.html#l00407">NL3D::CMeshVPWindTree::beginMBRInstance()</a>, <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>, <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06737.html#l01170">NL3D::CWaterModel::doSimpleRender()</a>, <a class="el" href="a06393.html#l01781">NL3D::CSkeletonModel::generateShadowMap()</a>, <a class="el" href="a06001.html#l00166">NL3D::CMeshInstance::generateShadowMap()</a>, <a class="el" href="a06570.html#l00248">NL3D::CTransformShape::profileRender()</a>, <a class="el" href="a05870.html#l00293">NL3D::CLandscapeModel::receiveShadowMap()</a>, <a class="el" href="a06011.html#l00568">NL3D::CMeshMRMSkinnedGeom::render()</a>, <a class="el" href="a06005.html#l00927">NL3D::CMeshMRMGeom::render()</a>, <a class="el" href="a05989.html#l00598">NL3D::CMeshGeom::render()</a>, <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>, <a class="el" href="a06372.html#l00234">NL3D::CShadowMapManager::renderGenerate()</a>, <a class="el" href="a06393.html#l02062">NL3D::CSkeletonModel::renderIntoSkeletonShadowMap()</a>, <a class="el" href="a06001.html#l00367">NL3D::CMeshInstance::renderIntoSkeletonShadowMap()</a>, <a class="el" href="a06372.html#l00445">NL3D::CShadowMapManager::renderProject()</a>, <a class="el" href="a06393.html#l01885">NL3D::CSkeletonModel::renderShadowSkins()</a>, <a class="el" href="a06005.html#l01146">NL3D::CMeshMRMGeom::renderSkin()</a>, <a class="el" href="a05989.html#l00788">NL3D::CMeshGeom::renderSkin()</a>, <a class="el" href="a06011.html#l00726">NL3D::CMeshMRMSkinnedGeom::renderSkinGroupGeom()</a>, <a class="el" href="a06005.html#l01318">NL3D::CMeshMRMGeom::renderSkinGroupGeom()</a>, <a class="el" href="a06011.html#l00795">NL3D::CMeshMRMSkinnedGeom::renderSkinGroupPrimitives()</a>, <a class="el" href="a06005.html#l01406">NL3D::CMeshMRMGeom::renderSkinGroupPrimitives()</a>, <a class="el" href="a06011.html#l00877">NL3D::CMeshMRMSkinnedGeom::renderSkinGroupSpecularRdrPass()</a>, <a class="el" href="a06005.html#l01488">NL3D::CMeshMRMGeom::renderSkinGroupSpecularRdrPass()</a>, <a class="el" href="a06393.html#l01449">NL3D::CSkeletonModel::renderSkinList()</a>, <a class="el" href="a06393.html#l01390">NL3D::CSkeletonModel::renderSkins()</a>, <a class="el" href="a06372.html#l00880">NL3D::CShadowMapManager::selectShadowMapsToGenerate()</a>, <a class="el" href="a06024.html#l00338">NL3D::SetupForMaterial()</a>, <a class="el" href="a06022.html#l00544">NL3D::CMeshVPPerPixelLight::setupForMaterial()</a>, <a class="el" href="a06024.html#l00363">NL3D::CMeshVPWindTree::setupLighting()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, <a class="el" href="a06148.html#l00516">NL3D::CParticleSystemModel::traverseAnimDetail()</a>, <a class="el" href="a06568.html#l00806">NL3D::CTransform::traverseClip()</a>, <a class="el" href="a06737.html#l00437">NL3D::CWaterModel::traverseRender()</a>, <a class="el" href="a06688.html#l00145">NL3D::CVegetableBlendLayerModel::traverseRender()</a>, <a class="el" href="a06570.html#l00178">NL3D::CTransformShape::traverseRender()</a>, <a class="el" href="a06001.html#l00330">NL3D::CMeshInstance::traverseRender()</a>, <a class="el" href="a05870.html#l00257">NL3D::CLandscapeModel::traverseRender()</a>, and <a class="el" href="a05712.html#l00063">NL3D::CFlareModel::traverseRender()</a>. +<p> +<div class="fragment"><pre>00479 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_6" doxytag="NL3D::CScene::getRoot" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02316.html">CTransform</a>* NL3D::CScene::getRoot </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the Root For Hrc and Basics Clip of the scene. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00482">482</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00632">Root</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00571">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded()</a>, <a class="el" href="a06393.html#l00573">NL3D::CSkeletonModel::detachSkeletonSon()</a>, <a class="el" href="a05870.html#l00075">NL3D::CLandscapeModel::initModel()</a>, <a class="el" href="a06568.html#l01380">NL3D::CTransform::setForceClipRoot()</a>, <a class="el" href="a05796.html#l00041">NL3D::CHrcTrav::traverse()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, <a class="el" href="a06568.html#l00406">NL3D::CTransform::unfreezeHRC()</a>, and <a class="el" href="a06568.html#l00748">NL3D::CTransform::updateClipTravForAncestorSkeleton()</a>. +<p> +<div class="fragment"><pre>00482 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez820_7" doxytag="NL3D::CScene::getRootCluster" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02362.html">CCluster</a>* NL3D::CScene::getRootCluster </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the RootCluster For Clip of the scene. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00484">484</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00075">NL3D::CLandscapeModel::initModel()</a>. +<p> +<div class="fragment"><pre>00484 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_2" doxytag="NL3D::CScene::getShadowMapBlurSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getShadowMapBlurSize </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the size of the blur (<=3 means number of fakeBlur). +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00571">571</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00751">_ShadowMapBlurSize</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01070">NL3D::CSceneUser::getShadowMapBlurSize()</a>, and <a class="el" href="a06372.html#l00234">NL3D::CShadowMapManager::renderGenerate()</a>. +<p> +<div class="fragment"><pre>00571 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener23">_ShadowMapBlurSize</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_3" doxytag="NL3D::CScene::getShadowMapDistFadeEnd" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CScene::getShadowMapDistFadeEnd </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Enable Polygon Smoothing. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00584">584</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00753">_ShadowMapDistFadeEnd</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, and <a class="el" href="a06352.html#l01109">NL3D::CSceneUser::getShadowMapDistFadeEnd()</a>. +<p> +<div class="fragment"><pre>00584 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener24">_ShadowMapDistFadeEnd</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_4" doxytag="NL3D::CScene::getShadowMapDistFadeStart" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CScene::getShadowMapDistFadeStart </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Enable Polygon Smoothing. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00581">581</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00752">_ShadowMapDistFadeStart</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, and <a class="el" href="a06352.html#l01099">NL3D::CSceneUser::getShadowMapDistFadeStart()</a>. +<p> +<div class="fragment"><pre>00581 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener25">_ShadowMapDistFadeStart</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_5" doxytag="NL3D::CScene::getShadowMapMaxCasterAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getShadowMapMaxCasterAround </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Enable Polygon Smoothing. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00590">590</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00755">_ShadowMapMaxCasterAround</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, and <a class="el" href="a06352.html#l01129">NL3D::CSceneUser::getShadowMapMaxCasterAround()</a>. +<p> +<div class="fragment"><pre>00590 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener26">_ShadowMapMaxCasterAround</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_6" doxytag="NL3D::CScene::getShadowMapMaxCasterInScreen" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getShadowMapMaxCasterInScreen </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Enable Polygon Smoothing. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00587">587</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00754">_ShadowMapMaxCasterInScreen</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, and <a class="el" href="a06352.html#l01119">NL3D::CSceneUser::getShadowMapMaxCasterInScreen()</a>. +<p> +<div class="fragment"><pre>00587 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener27">_ShadowMapMaxCasterInScreen</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_7" doxytag="NL3D::CScene::getShadowMapMaxDepth" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CScene::getShadowMapMaxDepth </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +return the current ShadowMap Max Depth. This is the length in the lightDir direction where the shadow can touch receivers +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00567">567</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00750">_ShadowMapMaxDepth</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00167">NL3D::CShadowMap::buildProjectionInfos()</a>, <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, and <a class="el" href="a06352.html#l01058">NL3D::CSceneUser::getShadowMapMaxDepth()</a>. +<p> +<div class="fragment"><pre>00567 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener28">_ShadowMapMaxDepth</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_8" doxytag="NL3D::CScene::getShadowMapTextureSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CScene::getShadowMapTextureSize </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +return the current base ShadowMap TextureSize. Default is 64 texels. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00563">563</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00749">_ShadowMapTextureSize</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06372.html#l01013">NL3D::CShadowMapManager::garbageShadowTextures()</a>, <a class="el" href="a06352.html#l01046">NL3D::CSceneUser::getShadowMapTextureSize()</a>, <a class="el" href="a06372.html#l00234">NL3D::CShadowMapManager::renderGenerate()</a>, <a class="el" href="a06393.html#l01872">NL3D::CSkeletonModel::updateShadowMap()</a>, and <a class="el" href="a06001.html#l00319">NL3D::CMeshInstance::updateShadowMap()</a>. +<p> +<div class="fragment"><pre>00563 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener29">_ShadowMapTextureSize</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez806_3" doxytag="NL3D::CScene::getShapeBank" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> const <a class="el" href="a03376.html">CShapeBank</a>* NL3D::CScene::getShapeBank </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the shape bank (const version). +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00234">234</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +<div class="fragment"><pre>00234 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a> ; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez806_4" doxytag="NL3D::CScene::getShapeBank" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03376.html">CShapeBank</a>* NL3D::CScene::getShapeBank </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the shape bank. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00231">231</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06250.html#l00225">NL3D::CPSMesh::newElement()</a>, <a class="el" href="a06350.html#l00828">NL3D::CInstanceGroup::stopAddToSceneAsync()</a>, and <a class="el" href="a06250.html#l01134">NL3D::CPSConstraintMesh::update()</a>. +<p> +<div class="fragment"><pre>00231 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a> ; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez824_4" doxytag="NL3D::CScene::getSkeletonModelListBegin" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a> NL3D::CScene::getSkeletonModelListBegin </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00518">518</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00707">_SkeletonModelList</a>, and <a class="el" href="a06349.html#l00514">ItSkeletonModelList</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a05555.html#l00457">NL3D::CClipTrav::loadBalanceSkeletonCLod()</a>, and <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>. +<p> +<div class="fragment"><pre>00518 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener30">_SkeletonModelList</a>.begin();} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez824_5" doxytag="NL3D::CScene::getSkeletonModelListEnd" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03348.html#NL3D_1_1CScenez824_0">ItSkeletonModelList</a> NL3D::CScene::getSkeletonModelListEnd </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00519">519</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00707">_SkeletonModelList</a>, and <a class="el" href="a06349.html#l00514">ItSkeletonModelList</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a05555.html#l00457">NL3D::CClipTrav::loadBalanceSkeletonCLod()</a>, and <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>. +<p> +<div class="fragment"><pre>00519 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener30">_SkeletonModelList</a>.end();} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_8" doxytag="NL3D::CScene::getSunAmbient" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CScene::getSunAmbient </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the Ambient of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00871">871</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00167">NL3D::CRenderTrav::SunAmbient</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>, <a class="el" href="a06372.html#l00626">NL3D::CShadowMapManager::computeShadowColors()</a>, <a class="el" href="a06018.html#l00067">NL3D::CMeshMultiLodInstance::getCoarseMeshLighting()</a>, <a class="el" href="a06352.html#l00290">NL3D::CSceneUser::getSunAmbient()</a>, <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>, and <a class="el" href="a06148.html#l00680">NL3D::CParticleSystemModel::traverseRender()</a>. +<p> +<div class="fragment"><pre>00872 { +00873 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.SunAmbient; +00874 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_9" doxytag="NL3D::CScene::getSunDiffuse" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CScene::getSunDiffuse </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the Diffuse of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00875">875</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00167">NL3D::CRenderTrav::SunDiffuse</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>, <a class="el" href="a06372.html#l00626">NL3D::CShadowMapManager::computeShadowColors()</a>, <a class="el" href="a06372.html#l00595">NL3D::CShadowMapManager::computeShadowDirection()</a>, <a class="el" href="a06018.html#l00067">NL3D::CMeshMultiLodInstance::getCoarseMeshLighting()</a>, <a class="el" href="a06352.html#l00297">NL3D::CSceneUser::getSunDiffuse()</a>, <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>, and <a class="el" href="a06148.html#l00680">NL3D::CParticleSystemModel::traverseRender()</a>. +<p> +<div class="fragment"><pre>00876 { +00877 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.SunDiffuse; +00878 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_10" doxytag="NL3D::CScene::getSunDirection" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">NLMISC::CVector</a> NL3D::CScene::getSunDirection </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the Direction of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00883">883</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00170">NL3D::CRenderTrav::getSunDirection()</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>, <a class="el" href="a06372.html#l00595">NL3D::CShadowMapManager::computeShadowDirection()</a>, <a class="el" href="a06352.html#l00311">NL3D::CSceneUser::getSunDirection()</a>, and <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>. +<p> +<div class="fragment"><pre>00884 { +00885 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.getSunDirection(); +00886 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_11" doxytag="NL3D::CScene::getSunSpecular" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CScene::getSunSpecular </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const</td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the Specular of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00879">879</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00167">NL3D::CRenderTrav::SunSpecular</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00304">NL3D::CSceneUser::getSunSpecular()</a>. +<p> +<div class="fragment"><pre>00880 { +00881 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.SunSpecular; +00882 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez802_2" doxytag="NL3D::CScene::getViewport" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03704.html">CViewport</a> NL3D::CScene::getViewport </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Special For Camera Third person. Traverse the ClusterSystem with a Ray (clip through portals, cluster system hierarchy...), to find where could lies the camera at End point. As result, a camera->setClusterSystem() is done with the found cluster system +<p> +Definition at line <a class="el" href="a06349.html#l00185">185</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00650">NL3D::CSceneUser::getViewport()</a>. +<p> +<div class="fragment"><pre>00186 { +00187 <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener32">_Viewport</a>; +00188 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea9" doxytag="NL3D::CScene::getWaterCallback" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a>* NL3D::CScene::getWaterCallback </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00594">594</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00717">_WaterCallback</a>. +<p> +Referenced by <a class="el" href="a06741.html#l00327">NL3D::CWaterShape::createInstance()</a>, and <a class="el" href="a06352.html#l01139">NL3D::CSceneUser::getWaterCallback()</a>. +<p> +<div class="fragment"><pre>00594 { <span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener33">_WaterCallback</a>; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez826_0" doxytag="NL3D::CScene::incrementProfileTriVBFormat" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::incrementProfileTriVBFormat </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">std::map< <a class="el" href="a04558.html#a11">uint32</a>, <a class="el" href="a04558.html#a11">uint32</a> > & </td> + <td class="mdname" nowrap> <em>formatToTri</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a> </td> + <td class="mdname" nowrap> <em>vbFormat</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a> </td> + <td class="mdname" nowrap> <em>numTris</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00533">533</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a05981.html#l00100">uint32</a>. +<p> +Referenced by <a class="el" href="a06011.html#l01288">NL3D::CMeshMRMSkinnedGeom::profileSceneRender()</a>, <a class="el" href="a06005.html#l02600">NL3D::CMeshMRMGeom::profileSceneRender()</a>, and <a class="el" href="a05989.html#l01932">NL3D::CMeshGeom::profileSceneRender()</a>. +<p> +<div class="fragment"><pre>00534 { +00535 std::map<uint32, uint32>::iterator it= formatToTri.find(vbFormat); +00536 <span class="keywordflow">if</span>(it==formatToTri.end()) +00537 { +00538 it= formatToTri.insert(std::make_pair(vbFormat,0)).first; +00539 } +00540 it->second+= numTris; +00541 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez798_2" doxytag="NL3D::CScene::initDefaultRoots" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::initDefaultRoots </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create/setRoot the defaults models roots: a <a class="el" href="a02316.html">CTransform</a> and a CLightGroup. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00249">249</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00662">_GlobalInstanceGroup</a>, <a class="el" href="a06350.html#l01050">NL3D::CInstanceGroup::addCluster()</a>, <a class="el" href="a06568.html#l01238">NL3D::CTransform::clipDelChild()</a>, <a class="el" href="a06349.html#l00624">ClipTrav</a>, <a class="el" href="a05564.html#l00051">NL3D::ClusterId</a>, <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06568.html#l00367">NL3D::CTransform::freeze()</a>, <a class="el" href="a05564.html#l00167">NL3D::CCluster::Group</a>, <a class="el" href="a06568.html#l01181">NL3D::CTransform::hrcUnlink()</a>, <a class="el" href="a05564.html#l00160">NL3D::CCluster::Name</a>, <a class="el" href="a06349.html#l00632">Root</a>, <a class="el" href="a05556.html#l00153">NL3D::CClipTrav::RootCluster</a>, <a class="el" href="a06342.html#l00038">NL3D::RootModelId</a>, <a class="el" href="a06349.html#l00636">SonsOfAncestorSkeletonModelGroup</a>, and <a class="el" href="a06569.html#l00072">NL3D::TransformId</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00946">NL3D::CSceneUser::CSceneUser()</a>, and <a class="el" href="a05931.html#l00064">NL3D::CLodCharacterBuilder::setShape()</a>. +<p> +<div class="fragment"><pre>00250 { +00251 <span class="comment">// Create and set root the default models.</span> +00252 <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>= static_cast<CTransform*>(<a class="code" href="a03348.html#NL3D_1_1CScenez804_0">createModel</a>(TransformId)); +00253 +00254 <span class="comment">// The root is always freezed (never move).</span> +00255 <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>->freeze(); +00256 +00257 <span class="comment">// Init the instance group that represent the world</span> +00258 <a class="code" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a> = <span class="keyword">new</span> CInstanceGroup; +00259 <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>= (CCluster*)<a class="code" href="a03348.html#NL3D_1_1CScenez804_0">createModel</a> (ClusterId); +00260 <span class="comment">// unlink from hrc.</span> +00261 <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>->hrcUnlink(); +00262 <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>->Name = <span class="stringliteral">"ClusterRoot"</span>; +00263 <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>->Group = <a class="code" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a>; +00264 <a class="code" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a>->addCluster (RootCluster); +00265 +00266 <span class="comment">// init the ClipTrav.RootCluster.</span> +00267 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.RootCluster = <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>; +00268 +00269 <span class="comment">// Create a SonsOfAncestorSkeletonModelGroup, for models which have a skeleton ancestor</span> +00270 <a class="code" href="a03348.html#NL3D_1_1CScener37">SonsOfAncestorSkeletonModelGroup</a>= static_cast<CRootModel*>(<a class="code" href="a03348.html#NL3D_1_1CScenez804_0">createModel</a>(RootModelId)); +00271 <span class="comment">// must unlink it from all traversals, because special, only used in CClipTrav::traverse()</span> +00272 <a class="code" href="a03348.html#NL3D_1_1CScener37">SonsOfAncestorSkeletonModelGroup</a>->hrcUnlink(); +00273 <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>->clipDelChild(SonsOfAncestorSkeletonModelGroup); +00274 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez798_3" doxytag="NL3D::CScene::initQuadGridClipManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::initQuadGridClipManager </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +init QuadGridClipManager +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00277">277</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06568.html#l01217">NL3D::CTransform::clipAddChild()</a>, <a class="el" href="a06568.html#l01248">NL3D::CTransform::clipUnlinkFromAll()</a>, <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06568.html#l01181">NL3D::CTransform::hrcUnlink()</a>, <a class="el" href="a06304.html#l00067">NL3D::CQuadGridClipManager::init()</a>, <a class="el" href="a06348.html#l00082">NL3D_QuadGridClipClusterSize</a>, <a class="el" href="a06348.html#l00081">NL3D_QuadGridClipManagerRadiusMax</a>, <a class="el" href="a06348.html#l00084">NL3D_QuadGridClipMaxDist</a>, <a class="el" href="a06348.html#l00083">NL3D_QuadGridClipNumDist</a>, and <a class="el" href="a06305.html#l00051">NL3D::QuadGridClipManagerId</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00946">NL3D::CSceneUser::CSceneUser()</a>, and <a class="el" href="a05931.html#l00064">NL3D::CLodCharacterBuilder::setShape()</a>. +<p> +<div class="fragment"><pre>00278 { +00279 <span class="comment">// Init clip features.</span> +00280 <span class="keywordflow">if</span>( !<a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a> ) +00281 { +00282 <span class="comment">// create the model</span> +00283 <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a>= static_cast<CQuadGridClipManager*>(<a class="code" href="a03348.html#NL3D_1_1CScenez804_0">createModel</a>(QuadGridClipManagerId)); +00284 <span class="comment">// unlink it from hrc, and link it only to RootCluster. </span> +00285 <span class="comment">// NB: hence the quadGridClipManager may be clipped by the cluster system</span> +00286 <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a>->hrcUnlink(); +00287 <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a>->clipUnlinkFromAll(); +00288 <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>->clipAddChild(_QuadGridClipManager); +00289 +00290 <span class="comment">// init _QuadGridClipManager.</span> +00291 <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a>->init(NL3D_QuadGridClipClusterSize, +00292 NL3D_QuadGridClipNumDist, +00293 NL3D_QuadGridClipMaxDist, +00294 NL3D_QuadGridClipManagerRadiusMax); +00295 } +00296 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_12" doxytag="NL3D::CScene::isLightingSystemEnabled" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> bool NL3D::CScene::isLightingSystemEnabled </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see enableLightingSystem +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00378">378</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00680">_LightingSystemEnabled</a>. +<p> +Referenced by <a class="el" href="a05870.html#l00143">NL3D::CLandscapeModel::clipAndRenderLandscape()</a>. +<p> +<div class="fragment"><pre>00378 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener16">_LightingSystemEnabled</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez826_1" doxytag="NL3D::CScene::isNextRenderProfile" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> bool NL3D::CScene::isNextRenderProfile </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00528">528</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00715">_NextRenderProfile</a>. +<p> +Referenced by <a class="el" href="a06329.html#l00089">NL3D::CRenderTrav::traverse()</a>. +<p> +<div class="fragment"><pre>00528 {<span class="keywordflow">return</span> <a class="code" href="a03348.html#NL3D_1_1CScener20">_NextRenderProfile</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez826_2" doxytag="NL3D::CScene::profileNextRender" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::profileNextRender </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Misc. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01204">1204</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00715">_NextRenderProfile</a>, <a class="el" href="a06349.html#l00531">BenchRes</a>, and <a class="el" href="a06625.html#l00509">NL3D::UScene::CBenchResults::reset()</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01004">NL3D::CSceneUser::profileNextRender()</a>. +<p> +<div class="fragment"><pre>01205 { +01206 <a class="code" href="a03348.html#NL3D_1_1CScener20">_NextRenderProfile</a>= <span class="keyword">true</span>; +01207 +01208 <span class="comment">// Reset All Stats.</span> +01209 <a class="code" href="a03348.html#NL3D_1_1CScenez826_3">BenchRes</a>.reset(); +01210 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez796_0" doxytag="NL3D::CScene::registerBasics" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::registerBasics </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [static]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Register Basic models. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00104">104</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +<div class="fragment"><pre>00105 { +00106 CTransform::registerBasic(); +00107 CCamera::registerBasic(); +00108 CMeshBaseInstance::registerBasic(); +00109 CMeshInstance::registerBasic(); +00110 CMeshMRMInstance::registerBasic(); +00111 CMeshMRMSkinnedInstance::registerBasic(); +00112 CLandscapeModel::registerBasic(); +00113 CTransformShape::registerBasic(); +00114 CSkeletonModel::registerBasic(); +00115 CParticleSystemModel::registerBasic() ; +00116 CMeshMultiLodInstance::registerBasic(); +00117 CCluster::registerBasic(); +00118 CFlareModel::registerBasic(); +00119 CWaterModel::registerBasic(); +00120 CWaveMakerModel::registerBasic(); +00121 CVegetableBlendLayerModel::registerBasic(); +00122 CRootModel::registerBasic(); +00123 CPointLightModel::registerBasic(); +00124 CSegRemanence::registerBasic(); +00125 CQuadGridClipManager::registerBasic(); +00126 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez796_1" doxytag="NL3D::CScene::registerModel" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::registerModel </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a02341.html">NLMISC::CClassId</a> & </td> + <td class="mdname" nowrap> <em>idModel</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a02341.html">NLMISC::CClassId</a> & </td> + <td class="mdname" nowrap> <em>idModelBase</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a02316.html">CTransform</a> *(* </td> + <td class="mdname" nowrap> <em>creator</em>)()</td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [static]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Register a model, indicating from which he derive. <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>idModel</em> </td><td>the Unique Id of the registered model </td></tr> + <tr><td valign=top><em>idModelBase</em> </td><td>the Unique Id of the base calss of the registered model </td></tr> + <tr><td valign=top><em>creator</em> </td><td>the function which create the registered model.</td></tr> + </table> +</dl> + +<p> +Definition at line <a class="el" href="a06348.html#l00986">986</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06348.html#l00982">_RegModels</a>, <a class="el" href="a06349.html#l00724">NL3D::CScene::CModelEntry::BaseModelId</a>, <a class="el" href="a03349.html#NL3D_1_1CScene_1_1CModelEntryo1">NL3D::CScene::CModelEntry::Creator</a>, <a class="el" href="a06349.html#l00724">NL3D::CScene::CModelEntry::ModelId</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>. +<p> +<div class="fragment"><pre>00987 { +00988 <a class="code" href="a04199.html#a6">nlassert</a>(idModel!=CClassId::Null); +00989 <a class="code" href="a04199.html#a6">nlassert</a>(creator); +00990 <span class="comment">// idModelBase may be Null...</span> +00991 +00992 CModelEntry e; +00993 e.BaseModelId= idModelBase; +00994 e.ModelId= idModel; +00995 e.Creator= creator; +00996 +00997 <span class="comment">// Insert/replace e.</span> +00998 <a class="code" href="a03348.html#NL3D_1_1CScenev0">_RegModels</a>.erase(e); +00999 <a class="code" href="a03348.html#NL3D_1_1CScenev0">_RegModels</a>.insert(e); +01000 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez798_4" doxytag="NL3D::CScene::release" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::release </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Release all relative to the scene (Models, traversals...)... Destroy the Basic traversals too. The Lod Character Manager is reset() ed, but not deleted (at dtor only). +<p> +Definition at line <a class="el" href="a06348.html#l00194">194</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00668">_CoarseMeshManager</a>, <a class="el" href="a06349.html#l00662">_GlobalInstanceGroup</a>, <a class="el" href="a06349.html#l00644">_LMAnimsAuto</a>, <a class="el" href="a06349.html#l00737">_Models</a>, <a class="el" href="a06349.html#l00738">_UpdateModelList</a>, <a class="el" href="a06349.html#l00624">ClipTrav</a>, <a class="el" href="a06349.html#l00599">CurrentCamera</a>, <a class="el" href="a06173.html#l00107">NL3D::CPlayListManager::deleteAll()</a>, <a class="el" href="a06348.html#l01053">deleteModel()</a>, <a class="el" href="a05935.html#l00114">NL3D::CLodCharacterManager::reset()</a>, <a class="el" href="a06304.html#l00081">NL3D::CQuadGridClipManager::reset()</a>, <a class="el" href="a06349.html#l00632">Root</a>, <a class="el" href="a05555.html#l00427">NL3D::CClipTrav::setQuadGridClipManager()</a>, and <a class="el" href="a06349.html#l00636">SonsOfAncestorSkeletonModelGroup</a>. +<p> +Referenced by <a class="el" href="a05931.html#l00052">NL3D::CLodCharacterBuilder::~CLodCharacterBuilder()</a>, <a class="el" href="a06348.html#l00244">~CScene()</a>, and <a class="el" href="a06352.html#l00969">NL3D::CSceneUser::~CSceneUser()</a>. +<p> +<div class="fragment"><pre>00195 { +00196 <span class="comment">// terminate async loading</span> +00197 CAsyncFileManager::terminate(); +00198 +00199 <span class="comment">// reset the _QuadGridClipManager, => unlink models, and delete clusters.</span> +00200 <span class="keywordflow">if</span>( <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a> ) +00201 <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a>->reset(); +00202 +00203 <span class="comment">// First, delete models</span> +00204 set<CTransform*>::iterator it; +00205 it= <a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.begin(); +00206 <span class="keywordflow">while</span>( it!=<a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.end()) +00207 { +00208 <a class="code" href="a03348.html#NL3D_1_1CScenez804_1">deleteModel</a>(*it); +00209 it= <a class="code" href="a03348.html#NL3D_1_1CScener19">_Models</a>.begin(); +00210 } +00211 <span class="comment">// No models at all.</span> +00212 <a class="code" href="a03348.html#NL3D_1_1CScener31">_UpdateModelList</a>= NULL; +00213 +00214 <span class="comment">// reset ptrs</span> +00215 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a> = NULL; +00216 <a class="code" href="a03348.html#NL3D_1_1CScener35">Root</a>= NULL; +00217 <a class="code" href="a03348.html#NL3D_1_1CScener36">RootCluster</a>= NULL; +00218 <a class="code" href="a03348.html#NL3D_1_1CScener37">SonsOfAncestorSkeletonModelGroup</a>= NULL; +00219 <a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>= NULL; +00220 <a class="code" href="a03348.html#NL3D_1_1CScenez838_0">_QuadGridClipManager</a>= NULL; +00221 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.setQuadGridClipManager(NULL); +00222 +00223 <span class="comment">// reset the _LodCharacterManager</span> +00224 <span class="keywordflow">if</span>(<a class="code" href="a03348.html#NL3D_1_1CScenez836_1">_LodCharacterManager</a>) +00225 <a class="code" href="a03348.html#NL3D_1_1CScenez836_1">_LodCharacterManager</a>->reset(); +00226 +00227 <span class="comment">// delete the coarseMeshManager</span> +00228 <span class="keywordflow">if</span>(<a class="code" href="a03348.html#NL3D_1_1CScenez836_0">_CoarseMeshManager</a>) +00229 { +00230 <span class="keyword">delete</span> <a class="code" href="a03348.html#NL3D_1_1CScenez836_0">_CoarseMeshManager</a>; +00231 <a class="code" href="a03348.html#NL3D_1_1CScenez836_0">_CoarseMeshManager</a>= NULL; +00232 } +00233 +00234 <span class="keywordflow">if</span>(<a class="code" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a>) +00235 { +00236 <span class="keyword">delete</span> <a class="code" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a>; +00237 <a class="code" href="a03348.html#NL3D_1_1CScenez834_1">_GlobalInstanceGroup</a> = NULL; +00238 } +00239 +00240 <span class="comment">// delete the play list</span> +00241 <a class="code" href="a03348.html#NL3D_1_1CScener17">_LMAnimsAuto</a>.deleteAll(); +00242 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez808_2" doxytag="NL3D::CScene::removeInstanceGroupForLightAnimation" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::removeInstanceGroupForLightAnimation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02671.html">CInstanceGroup</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>ig</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Remove an IG for auto PointLight Factor animation. called by <a class="el" href="a02671.html#NL3D_1_1CInstanceGroupa33">CInstanceGroup::removeFromScene()</a>. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00918">918</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00653">_AnimatedIgSet</a>, <a class="el" href="a06349.html#l00652">ItAnimatedIgSet</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>. +<p> +Referenced by <a class="el" href="a06350.html#l00935">NL3D::CInstanceGroup::removeFromScene()</a>. +<p> +<div class="fragment"><pre>00919 { +00920 <a class="code" href="a04199.html#a6">nlassert</a>( ig ); +00921 <a class="code" href="a03348.html#NL3D_1_1CSceney0">ItAnimatedIgSet</a> itIg= <a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.find(ig); +00922 <span class="keywordflow">if</span> ( itIg != <a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.end() ) +00923 <a class="code" href="a03348.html#NL3D_1_1CScener0">_AnimatedIgSet</a>.erase(itIg); +00924 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez800_0" doxytag="NL3D::CScene::render" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::render </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>doHrcPass</em> = true </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Render the scene, from the CurrentCamera view. This also update waiting instance that are loaded asynchronously (by calling updateWaitingInstances) NB: no Driver clear buffers (color or ZBuffer) are done.... This call t->traverse() function to registered render traversal following their order given. <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>doHrcPass</em> </td><td>set it to false to indicate that the <a class="el" href="a02639.html">CHrcTrav</a> have not to be traversed. UseFull to optimize if you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras).</td></tr> + </table> +</dl> + +<p> +Particle system handling (remove the resources of those which are too far, as their clusters may not have been parsed). Note that only a few of them are tested at each call +<p> +Definition at line <a class="el" href="a06348.html#l00300">300</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00616">_DeltaSystemTimeBetweenRender</a>, <a class="el" href="a06349.html#l00617">_GlobalSystemTime</a>, <a class="el" href="a06349.html#l00715">_NextRenderProfile</a>, <a class="el" href="a06349.html#l00618">_NumRender</a>, <a class="el" href="a06349.html#l00687">_ParticleSystemManager</a>, <a class="el" href="a06349.html#l00626">AnimDetailTrav</a>, <a class="el" href="a05556.html#l00154">NL3D::CClipTrav::Camera</a>, <a class="el" href="a06583.html#l00079">NL3D::CTravCameraScene::CamPos</a>, <a class="el" href="a05587.html#l00115">NLMISC::clamp()</a>, <a class="el" href="a06349.html#l00624">ClipTrav</a>, <a class="el" href="a06349.html#l00599">CurrentCamera</a>, <a class="el" href="a06349.html#l00623">HrcTrav</a>, <a class="el" href="a06349.html#l00625">LightTrav</a>, <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06146.html#l00165">NL3D::CParticleSystemManager::processAnimate()</a>, <a class="el" href="a06146.html#l00066">NL3D::CParticleSystemManager::refreshModels()</a>, <a class="el" href="a06583.html#l00102">NL3D::CTravCameraScene::setCamMatrix()</a>, <a class="el" href="a06583.html#l00086">NL3D::CTravCameraScene::setFrustum()</a>, <a class="el" href="a05555.html#l00427">NL3D::CClipTrav::setQuadGridClipManager()</a>, <a class="el" href="a06330.html#l00136">NL3D::CRenderTrav::setViewport()</a>, <a class="el" href="a06552.html#l00143">NLMISC::CTime::ticksToSecond()</a>, <a class="el" href="a06329.html#l00089">NL3D::CRenderTrav::traverse()</a>, <a class="el" href="a05897.html#l00068">NL3D::CLightTrav::traverse()</a>, <a class="el" href="a05923.html#l00161">NL3D::CLoadBalancingTrav::traverse()</a>, <a class="el" href="a05431.html#l00060">NL3D::CAnimDetailTrav::traverse()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, <a class="el" href="a05796.html#l00041">NL3D::CHrcTrav::traverse()</a>, <a class="el" href="a06348.html#l01067">updateModels()</a>, <a class="el" href="a06348.html#l00537">updateWaitingInstances()</a>, and <a class="el" href="a05556.html#l00147">NL3D::CClipTrav::WorldFrustumPyramid</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00548">NL3D::CSceneUser::render()</a>. +<p> +<div class="fragment"><pre>00301 { +00302 <span class="keywordtype">double</span> fNewGlobalSystemTime = <a class="code" href="a02142.html#NLMISC_1_1CTimee3">NLMISC::CTime::ticksToSecond</a>(NLMISC::CTime::getPerformanceTime()); +00303 <a class="code" href="a03348.html#NL3D_1_1CScener8">_DeltaSystemTimeBetweenRender</a>= fNewGlobalSystemTime - <a class="code" href="a03348.html#NL3D_1_1CScener13">_GlobalSystemTime</a>; +00304 <a class="code" href="a03348.html#NL3D_1_1CScener13">_GlobalSystemTime</a> = fNewGlobalSystemTime; +00305 <span class="comment">//</span> +00306 ++ <a class="code" href="a03348.html#NL3D_1_1CScener21">_NumRender</a>; +00307 <span class="comment">//</span> +00308 <a class="code" href="a04199.html#a6">nlassert</a>(CurrentCamera); +00309 +00310 <span class="comment">// update models.</span> +00311 <a class="code" href="a03348.html#NL3D_1_1CScened0">updateModels</a>(); +00312 +00313 <span class="comment">// Use the camera to setup Clip / Render pass.</span> +00314 <span class="keywordtype">float</span> left, right, bottom, top, znear, zfar; +00315 <a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>->getFrustum(left, right, bottom, top, znear, zfar); +00316 +00317 <span class="comment">// setup basic camera.</span> +00318 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.setFrustum(left, right, bottom, top, znear, zfar, <a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>->isPerspective()); +00319 +00320 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.setFrustum (left, right, bottom, top, znear, zfar, <a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>->isPerspective()); +00321 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.setViewport (_Viewport); +00322 +00323 <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.setFrustum (left, right, bottom, top, znear, zfar, <a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>->isPerspective()); +00324 +00325 +00326 <span class="comment">// Set Infos for cliptrav.</span> +00327 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.Camera = <a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>; +00328 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.setQuadGridClipManager (_QuadGridClipManager); +00329 +00330 +00331 <span class="comment">// **** For all render traversals, traverse them (except the Hrc one), in ascending order.</span> +00332 <span class="keywordflow">if</span>( doHrcPass ) +00333 <a class="code" href="a03348.html#NL3D_1_1CScenez832_2">HrcTrav</a>.traverse(); +00334 +00335 <span class="comment">// Set Cam World Matrix for all trav that need it</span> +00336 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.setCamMatrix(<a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>->getWorldMatrix()); +00337 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.setCamMatrix (<a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>->getWorldMatrix()); +00338 <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.setCamMatrix (<a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>->getWorldMatrix()); +00339 +00340 +00341 <span class="comment">// clip</span> +00342 <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.traverse(); +00343 <span class="comment">// animDetail</span> +00344 <a class="code" href="a03348.html#NL3D_1_1CScenez832_0">AnimDetailTrav</a>.traverse(); +00345 <span class="comment">// loadBalance</span> +00346 <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.traverse(); +00347 <span class="comment">//</span> +00348 <a class="code" href="a03348.html#NL3D_1_1CScenez840_0">_ParticleSystemManager</a>.processAnimate(_EllapsedTime); <span class="comment">// deals with permanently animated particle systems </span> +00349 <span class="comment">// Light</span> +00350 <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.traverse(); +00351 <span class="comment">// render</span> +00352 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.traverse(); +00353 +00354 +00355 <span class="comment">// **** Misc.</span> +00356 +00360 <a class="code" href="a03348.html#NL3D_1_1CScenez840_0">_ParticleSystemManager</a>.refreshModels(<a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.WorldFrustumPyramid, <a class="code" href="a03348.html#NL3D_1_1CScenez832_1">ClipTrav</a>.CamPos); +00361 +00362 <span class="comment">// Waiting Instance handling</span> +00363 <span class="keywordtype">double</span> deltaT = <a class="code" href="a03348.html#NL3D_1_1CScener8">_DeltaSystemTimeBetweenRender</a>; +00364 <a class="code" href="a05378.html#a374">clamp</a> (deltaT, 0.01, 0.1); +00365 <a class="code" href="a03348.html#NL3D_1_1CScenea13">updateWaitingInstances</a>(deltaT); +00366 +00367 <span class="comment">// Reset profiling</span> +00368 <a class="code" href="a03348.html#NL3D_1_1CScener20">_NextRenderProfile</a>= <span class="keyword">false</span>; +00369 +00370 <span class="comment">/*</span> +00371 <span class="comment"> uint64 total = PSStatsRegisterPSModelObserver +</span> +00372 <span class="comment"> PSStatsRemovePSModelObserver + </span> +00373 <span class="comment"> PSStatsUpdateOpacityInfos +</span> +00374 <span class="comment"> PSStatsUpdateLightingInfos +</span> +00375 <span class="comment"> PSStatsGetAABBox +</span> +00376 <span class="comment"> PSStatsReallocRsc +</span> +00377 <span class="comment"> PSStatsReleasePSPointer +</span> +00378 <span class="comment"> PSStatsRefreshRscDeletion +</span> +00379 <span class="comment"> PSStatsReleaseRsc +</span> +00380 <span class="comment"> PSStatsReleaseRscAndInvalidate +</span> +00381 <span class="comment"> PSStatsGetNumTriangles +</span> +00382 <span class="comment"> PSStatsCheckAgainstPyramid +</span> +00383 <span class="comment"> PSStatsTraverseAnimDetail +</span> +00384 <span class="comment"> PSStatsDoAnimate +</span> +00385 <span class="comment"> PSStatsTraverseRender +</span> +00386 <span class="comment"> PSStatsTraverseClip +</span> +00387 <span class="comment"> PSStatsCheckDestroyCondition +</span> +00388 <span class="comment"> PSStatsForceInstanciate +</span> +00389 <span class="comment"> PSStatsDoAnimatePart1 +</span> +00390 <span class="comment"> PSStatsDoAnimatePart2 +</span> +00391 <span class="comment"> PSStatsDoAnimatePart3 +</span> +00392 <span class="comment"> PSStatsTraverseAnimDetailPart1 +</span> +00393 <span class="comment"> PSStatsTraverseAnimDetailPart2 +</span> +00394 <span class="comment"> PSStatsTraverseAnimDetailPart3 +</span> +00395 <span class="comment"> PSStatsTraverseAnimDetailPart4 +</span> +00396 <span class="comment"> PSAnim1 +</span> +00397 <span class="comment"> PSAnim2+</span> +00398 <span class="comment"> PSAnim3+</span> +00399 <span class="comment"> PSAnim4+</span> +00400 <span class="comment"> PSAnim5+</span> +00401 <span class="comment"> PSAnim6+</span> +00402 <span class="comment"> PSAnim7+</span> +00403 <span class="comment"> PSAnim8+</span> +00404 <span class="comment"> PSAnim9+</span> +00405 <span class="comment"> PSAnim10+</span> +00406 <span class="comment"> PSAnim11;</span> +00407 <span class="comment"> </span> +00408 <span class="comment"></span> +00409 <span class="comment"> if (((double) total / (double) NLMISC::CSystemInfo::getProcessorFrequency()) > 0.01)</span> +00410 <span class="comment"> { </span> +00411 <span class="comment"> nlinfo("***** PS STATS ****");</span> +00412 <span class="comment"> #define PS_STATS(var) \</span> +00413 <span class="comment"> nlinfo("time for " #var " = %.2f", (float) (1000 * ((double) var / (double) CSystemInfo::getProcessorFrequency())));</span> +00414 <span class="comment"></span> +00415 <span class="comment"> PS_STATS(PSStatsRegisterPSModelObserver)</span> +00416 <span class="comment"> PS_STATS(PSStatsRemovePSModelObserver)</span> +00417 <span class="comment"> PS_STATS(PSStatsUpdateOpacityInfos)</span> +00418 <span class="comment"> PS_STATS(PSStatsUpdateLightingInfos)</span> +00419 <span class="comment"> PS_STATS(PSStatsGetAABBox)</span> +00420 <span class="comment"> PS_STATS(PSStatsReallocRsc)</span> +00421 <span class="comment"> PS_STATS(PSStatsReleasePSPointer)</span> +00422 <span class="comment"> PS_STATS(PSStatsRefreshRscDeletion)</span> +00423 <span class="comment"> PS_STATS(PSStatsReleaseRsc)</span> +00424 <span class="comment"> PS_STATS(PSStatsReleaseRscAndInvalidate)</span> +00425 <span class="comment"> PS_STATS(PSStatsGetNumTriangles)</span> +00426 <span class="comment"> PS_STATS(PSStatsCheckAgainstPyramid)</span> +00427 <span class="comment"> PS_STATS(PSStatsTraverseAnimDetail)</span> +00428 <span class="comment"> PS_STATS(PSStatsDoAnimate)</span> +00429 <span class="comment"> PS_STATS(PSStatsTraverseRender)</span> +00430 <span class="comment"> PS_STATS(PSStatsTraverseClip)</span> +00431 <span class="comment"> PS_STATS(PSStatsClipSystemInstanciated);</span> +00432 <span class="comment"> PS_STATS(PSStatsClipSystemNotInstanciated);</span> +00433 <span class="comment"> PS_STATS(PSStatsClipSystemCheckAgainstPyramid);</span> +00434 <span class="comment"> PS_STATS(PSStatsInsertInVisibleList); </span> +00435 <span class="comment"> PS_STATS(PSStatsCheckDestroyCondition)</span> +00436 <span class="comment"> PS_STATS(PSStatsForceInstanciate)</span> +00437 <span class="comment"> PS_STATS(PSStatsDoAnimatePart1)</span> +00438 <span class="comment"> PS_STATS(PSStatsDoAnimatePart2)</span> +00439 <span class="comment"> PS_STATS(PSStatsDoAnimatePart3)</span> +00440 <span class="comment"> PS_STATS(PSStatsTraverseAnimDetailPart1)</span> +00441 <span class="comment"> PS_STATS(PSStatsTraverseAnimDetailPart2)</span> +00442 <span class="comment"> PS_STATS(PSStatsTraverseAnimDetailPart3)</span> +00443 <span class="comment"> PS_STATS(PSStatsTraverseAnimDetailPart4)</span> +00444 <span class="comment"> PS_STATS(PSAnim1)</span> +00445 <span class="comment"> PS_STATS(PSAnim2)</span> +00446 <span class="comment"> PS_STATS(PSAnim3)</span> +00447 <span class="comment"> PS_STATS(PSAnim4)</span> +00448 <span class="comment"> PS_STATS(PSAnim5)</span> +00449 <span class="comment"> PS_STATS(PSAnim6)</span> +00450 <span class="comment"> PS_STATS(PSAnim7)</span> +00451 <span class="comment"> PS_STATS(PSAnim8)</span> +00452 <span class="comment"> PS_STATS(PSAnim9)</span> +00453 <span class="comment"> PS_STATS(PSAnim10)</span> +00454 <span class="comment"> PS_STATS(PSAnim11)</span> +00455 <span class="comment"> PS_STATS(PSStatsZonePlane)</span> +00456 <span class="comment"> PS_STATS(PSStatsZoneSphere)</span> +00457 <span class="comment"> PS_STATS(PSStatsZoneDisc)</span> +00458 <span class="comment"> PS_STATS(PSStatsZoneRectangle)</span> +00459 <span class="comment"> PS_STATS(PSStatsZoneCylinder)</span> +00460 <span class="comment"> PS_STATS(PSMotion1)</span> +00461 <span class="comment"> PS_STATS(PSMotion2)</span> +00462 <span class="comment"> PS_STATS(PSMotion3)</span> +00463 <span class="comment"> PS_STATS(PSMotion4) </span> +00464 <span class="comment"> PS_STATS(PSStatCollision)</span> +00465 <span class="comment"> PS_STATS(PSStatEmit)</span> +00466 <span class="comment"> PS_STATS(PSStatRender)</span> +00467 <span class="comment"> </span> +00468 <span class="comment"></span> +00469 <span class="comment"> nlinfo("num do animate = %d", (int) PSStatsNumDoAnimateCalls);</span> +00470 <span class="comment"></span> +00471 <span class="comment"> nlinfo("Max et = %.2f", PSMaxET);</span> +00472 <span class="comment"> nlinfo("Max ps nb pass = %d", (int) PSMaxNBPass);</span> +00473 <span class="comment"></span> +00474 <span class="comment"> PS_STATS(total)</span> +00475 <span class="comment"> </span> +00476 <span class="comment"> }</span> +00477 <span class="comment"></span> +00478 <span class="comment"> PSStatsRegisterPSModelObserver = 0;</span> +00479 <span class="comment"> PSStatsRemovePSModelObserver = 0;</span> +00480 <span class="comment"> PSStatsUpdateOpacityInfos = 0;</span> +00481 <span class="comment"> PSStatsUpdateLightingInfos = 0;</span> +00482 <span class="comment"> PSStatsGetAABBox = 0;</span> +00483 <span class="comment"> PSStatsReallocRsc = 0;</span> +00484 <span class="comment"> PSStatsReleasePSPointer = 0;</span> +00485 <span class="comment"> PSStatsRefreshRscDeletion = 0;</span> +00486 <span class="comment"> PSStatsReleaseRsc = 0;</span> +00487 <span class="comment"> PSStatsReleaseRscAndInvalidate = 0;</span> +00488 <span class="comment"> PSStatsGetNumTriangles = 0;</span> +00489 <span class="comment"> PSStatsCheckAgainstPyramid = 0;</span> +00490 <span class="comment"> PSStatsTraverseAnimDetail = 0;</span> +00491 <span class="comment"> PSStatsDoAnimate = 0;</span> +00492 <span class="comment"> PSStatsTraverseRender = 0;</span> +00493 <span class="comment"> PSStatsTraverseClip = 0;</span> +00494 <span class="comment"> PSStatsCheckDestroyCondition = 0;</span> +00495 <span class="comment"> PSStatsForceInstanciate = 0;</span> +00496 <span class="comment"> PSStatsClipSystemInstanciated = 0;</span> +00497 <span class="comment"> PSStatsClipSystemNotInstanciated = 0;</span> +00498 <span class="comment"> PSStatsClipSystemCheckAgainstPyramid = 0;</span> +00499 <span class="comment"> PSStatsInsertInVisibleList = 0;</span> +00500 <span class="comment"> PSStatsDoAnimatePart1 = 0;</span> +00501 <span class="comment"> PSStatsDoAnimatePart2 = 0;</span> +00502 <span class="comment"> PSStatsDoAnimatePart3 = 0;</span> +00503 <span class="comment"> PSStatsTraverseAnimDetailPart1 = 0;</span> +00504 <span class="comment"> PSStatsTraverseAnimDetailPart2 = 0;</span> +00505 <span class="comment"> PSStatsTraverseAnimDetailPart3 = 0;</span> +00506 <span class="comment"> PSStatsTraverseAnimDetailPart4 = 0; </span> +00507 <span class="comment"> PSStatsNumDoAnimateCalls = 0;</span> +00508 <span class="comment"> PSAnim1 = 0;</span> +00509 <span class="comment"> PSAnim2 = 0;</span> +00510 <span class="comment"> PSAnim3 = 0;</span> +00511 <span class="comment"> PSAnim4 = 0;</span> +00512 <span class="comment"> PSAnim5 = 0;</span> +00513 <span class="comment"> PSAnim6 = 0;</span> +00514 <span class="comment"> PSAnim7 = 0;</span> +00515 <span class="comment"> PSAnim8 = 0;</span> +00516 <span class="comment"> PSAnim9 = 0;</span> +00517 <span class="comment"> PSAnim10 = 0;</span> +00518 <span class="comment"> PSAnim11 = 0;</span> +00519 <span class="comment"> PSMaxET = 0.f;</span> +00520 <span class="comment"> PSMaxNBPass = 0;</span> +00521 <span class="comment"> PSStatsZonePlane = 0;</span> +00522 <span class="comment"> PSStatsZoneSphere = 0;</span> +00523 <span class="comment"> PSStatsZoneDisc = 0;</span> +00524 <span class="comment"> PSStatsZoneRectangle = 0;</span> +00525 <span class="comment"> PSStatsZoneCylinder = 0;</span> +00526 <span class="comment"> PSMotion1 = 0;</span> +00527 <span class="comment"> PSMotion2 = 0;</span> +00528 <span class="comment"> PSMotion3 = 0;</span> +00529 <span class="comment"> PSMotion4 = 0; </span> +00530 <span class="comment"> PSStatCollision = 0;</span> +00531 <span class="comment"> PSStatEmit = 0;</span> +00532 <span class="comment"> PSStatRender = 0; </span> +00533 <span class="comment"> */</span> +00534 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_13" doxytag="NL3D::CScene::setAmbientGlobal" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setAmbientGlobal </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>ambient</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the global Ambient used for the scene. Default to (50, 50, 50). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00844">844</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00165">NL3D::CRenderTrav::AmbientGlobal</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00238">NL3D::CSceneUser::setAmbientGlobal()</a>. +<p> +<div class="fragment"><pre>00845 { +00846 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.AmbientGlobal= ambient; +00847 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea10" doxytag="NL3D::CScene::setAsyncTextureManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setAsyncTextureManager </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02230.html">CAsyncTextureManager</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>mgr</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the async texture manager. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00503">503</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +<div class="fragment"><pre>00503 {<a class="code" href="a03348.html#NL3D_1_1CScener4">_AsyncTextureManager</a>= mgr;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea11" doxytag="NL3D::CScene::setAutomaticAnimationSet" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setAutomaticAnimationSet </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02210.html">CAnimationSet</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>as</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the automatic animation set used by this scene. It is stored as a smart pointer +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01112">1112</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00642">_AnimatedLight</a>, <a class="el" href="a06349.html#l00641">_AnimatedLightNameToIndex</a>, <a class="el" href="a06349.html#l00643">_AnimatedLightPtr</a>, <a class="el" href="a06349.html#l00699">_AutomaticAnimationSet</a>, <a class="el" href="a06349.html#l00648">_LightGroupColor</a>, <a class="el" href="a06349.html#l00644">_LMAnimsAuto</a>, <a class="el" href="a05543.html#l00306">NL3D::CChannelMixer::addChannel()</a>, <a class="el" href="a06173.html#l00036">NL3D::CPlayListManager::addPlaylist()</a>, <a class="el" href="a05646.html#l00240">count</a>, <a class="el" href="a06173.html#l00107">NL3D::CPlayListManager::deleteAll()</a>, <a class="el" href="a05435.html#l00125">NL3D::CAnimatedLightmap::getDefaultTrack()</a>, <a class="el" href="a05436.html#l00085">NL3D::CAnimatedLightmap::getName()</a>, <a class="el" href="a05443.html#l00108">NL3D::CAnimation::getTrackNames()</a>, <a class="el" href="a05435.html#l00101">NL3D::CAnimatedLightmap::getValue()</a>, <a class="el" href="a05447.html#l00072">NL3D::CAnimationPlaylist::setAnimation()</a>, <a class="el" href="a05543.html#l00063">NL3D::CChannelMixer::setAnimationSet()</a>, <a class="el" href="a05436.html#l00084">NL3D::CAnimatedLightmap::setName()</a>, <a class="el" href="a05447.html#l00278">NL3D::CAnimationPlaylist::setWrapMode()</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00106">NL3D::CSceneUser::setAutomaticAnimationSet()</a>. +<p> +<div class="fragment"><pre>01113 { +01114 <span class="comment">// Backup the animation set</span> +01115 <a class="code" href="a03348.html#NL3D_1_1CScener5">_AutomaticAnimationSet</a> = as; +01116 +01117 <span class="comment">// Delete all auto lightmap animations</span> +01118 <a class="code" href="a03348.html#NL3D_1_1CScener17">_LMAnimsAuto</a>.deleteAll(); +01119 <a class="code" href="a03348.html#NL3D_1_1CScener2">_AnimatedLightNameToIndex</a>.clear(); +01120 <a class="code" href="a03348.html#NL3D_1_1CScener1">_AnimatedLight</a>.clear(); +01121 <a class="code" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a>.clear(); +01122 <a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>.clear(); +01123 +01124 <span class="comment">// Register each animation as lightmap</span> +01125 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a577">count</a> = <a class="code" href="a03348.html#NL3D_1_1CScener5">_AutomaticAnimationSet</a>->getNumAnimation(); +01126 <a class="code" href="a04558.html#a15">uint</a> i; +01127 <span class="keywordflow">for</span> (i=0; i<<a class="code" href="a04223.html#a577">count</a>; i++) +01128 { +01129 <span class="comment">// Pointer on the animation</span> +01130 CAnimation *pAnim = <a class="code" href="a03348.html#NL3D_1_1CScener5">_AutomaticAnimationSet</a>->getAnimation(i); +01131 +01132 <span class="comment">/* uint nAnimNb;</span> +01133 <span class="comment"> // Reset the automatic animation if no animation wanted</span> +01134 <span class="comment"> if( pAnim == NULL )</span> +01135 <span class="comment"> {</span> +01136 <span class="comment"> _AnimatedLight.clear();</span> +01137 <span class="comment"> _AnimatedLightPtr.clear();</span> +01138 <span class="comment"> _AnimatedLightNameToIndex.clear();</span> +01139 <span class="comment"> nAnimNb = _LightmapAnimations.getAnimationIdByName("Automatic");</span> +01140 <span class="comment"> if( nAnimNb != CAnimationSet::NotFound )</span> +01141 <span class="comment"> {</span> +01142 <span class="comment"> CAnimation *anim = _LightmapAnimations.getAnimation( nAnimNb );</span> +01143 <span class="comment"> delete anim;</span> +01144 <span class="comment"> }</span> +01145 <span class="comment"> _LightmapAnimations.reset(); </span> +01146 <span class="comment"> _LMAnimsAuto.deleteAll();</span> +01147 <span class="comment"> return;</span> +01148 <span class="comment"> }</span> +01149 <span class="comment"> */</span> +01150 +01151 set<string> setTrackNames; +01152 pAnim->getTrackNames( setTrackNames ); +01153 +01154 <span class="comment">// nAnimNb = _LightmapAnimations.addAnimation( "Automatic", pAnim );</span> +01155 <span class="comment">// _LightmapAnimations.build();</span> +01156 +01157 set<string>::iterator itSel = setTrackNames.begin(); +01158 <span class="keywordflow">while</span> ( itSel != setTrackNames.end() ) +01159 { +01160 string ate = *itSel; +01161 <span class="keywordflow">if</span>( strncmp( itSel->c_str(), <span class="stringliteral">"LightmapController."</span>, 19 ) == 0 ) +01162 { +01163 <span class="comment">// The light name</span> +01164 <span class="keyword">const</span> <span class="keywordtype">char</span> *lightName = strrchr ((*itSel).c_str (), <span class="charliteral">'.'</span>)+1; +01165 +01166 <span class="comment">// Light animation doesn't exist ?</span> +01167 <span class="keywordflow">if</span> (<a class="code" href="a03348.html#NL3D_1_1CScener2">_AnimatedLightNameToIndex</a>.find (lightName) == <a class="code" href="a03348.html#NL3D_1_1CScener2">_AnimatedLightNameToIndex</a>.end()) +01168 { +01169 <span class="comment">// Channel mixer for light anim</span> +01170 CChannelMixer *cm = <span class="keyword">new</span> CChannelMixer(); +01171 cm->setAnimationSet( _AutomaticAnimationSet ); +01172 +01173 <span class="comment">// Add an automatic animation</span> +01174 <a class="code" href="a03348.html#NL3D_1_1CScener1">_AnimatedLight</a>.push_back ( CAnimatedLightmap (<a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>.size ()) ); +01175 <a class="code" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a>.push_back ( &<a class="code" href="a03348.html#NL3D_1_1CScener1">_AnimatedLight</a>.back () ); +01176 <a class="code" href="a03348.html#NL3D_1_1CScener2">_AnimatedLightNameToIndex</a>.insert ( std::map<std::string, uint>::value_type (lightName, <a class="code" href="a03348.html#NL3D_1_1CScener3">_AnimatedLightPtr</a>.size ()-1 ) ); +01177 CAnimatedLightmap &animLM = <a class="code" href="a03348.html#NL3D_1_1CScener1">_AnimatedLight</a>.back (); +01178 animLM.setName( *itSel ); +01179 +01180 cm->addChannel( animLM.getName(), &animLM, animLM.getValue(CAnimatedLightmap::FactorValue), +01181 animLM.getDefaultTrack(CAnimatedLightmap::FactorValue), CAnimatedLightmap::FactorValue, +01182 CAnimatedLightmap::OwnerBit, <span class="keyword">false</span>); +01183 +01184 <span class="comment">// Animated lightmap playlist</span> +01185 CAnimationPlaylist *pl = <span class="keyword">new</span> CAnimationPlaylist(); +01186 pl->setAnimation( 0, i ); +01187 pl->setWrapMode( 0, CAnimationPlaylist::Repeat ); +01188 <a class="code" href="a03348.html#NL3D_1_1CScener17">_LMAnimsAuto</a>.addPlaylist(pl,cm); +01189 } +01190 } +01191 ++itSel; +01192 } +01193 } +01194 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez802_3" doxytag="NL3D::CScene::setCam" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setCam </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02315.html">CCamera</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>cam</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set/Get the current camera/Viewport. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00179">179</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00599">CurrentCamera</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00622">NL3D::CSceneUser::setCam()</a>, and <a class="el" href="a06352.html#l00969">NL3D::CSceneUser::~CSceneUser()</a>. +<p> +<div class="fragment"><pre>00179 {<a class="code" href="a03348.html#NL3D_1_1CScener34">CurrentCamera</a>= cam;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez812_3" doxytag="NL3D::CScene::setCoarseMeshLightingUpdate" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setCoarseMeshLightingUpdate </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a7">uint8</a> </td> + <td class="mdname1" valign="top" nowrap> <em>period</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Each coarseMesh lighting will be updated every "period" frame. clamped to 1,255 +<p> +Definition at line <a class="el" href="a06348.html#l00928">928</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00683">_CoarseMeshLightingUpdate</a>, and <a class="el" href="a05981.html#l00096">uint8</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00211">NL3D::CSceneUser::setCoarseMeshLightingUpdate()</a>. +<p> +<div class="fragment"><pre>00929 { +00930 <a class="code" href="a03348.html#NL3D_1_1CScener6">_CoarseMeshLightingUpdate</a>= max((<a class="code" href="a04558.html#a7">uint8</a>)1, period); +00931 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez798_5" doxytag="NL3D::CScene::setDriver" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setDriver </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02434.html">IDriver</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>drv</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the driver to render Traversal. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00573">573</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00132">NL3D::CRenderTrav::setDriver()</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00946">NL3D::CSceneUser::CSceneUser()</a>, and <a class="el" href="a06352.html#l00969">NL3D::CSceneUser::~CSceneUser()</a>. +<p> +<div class="fragment"><pre>00574 { +00575 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.setDriver(drv); +00576 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez828_2" doxytag="NL3D::CScene::setFlareContext" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setFlareContext </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>context</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00554">554</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00746">_FlareContext</a>, <a class="el" href="a03348.html#NL3D_1_1CScenez828_0NL3D_1_1CScenew1">MaxNumFlareContexts</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01028">NL3D::CSceneUser::setFlareContext()</a>. +<p> +<div class="fragment"><pre>00554 { <a class="code" href="a04199.html#a6">nlassert</a>(context < MaxNumFlareContexts); <a class="code" href="a03348.html#NL3D_1_1CScener12">_FlareContext</a> = context; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez818_2" doxytag="NL3D::CScene::setGlobalWindDirection" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setGlobalWindDirection </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>gwd</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the current windDirection for all the scene. <a class="el" href="a04223.html#a574">dir.z</a> set to 0 and vector normalized. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00946">946</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00694">_GlobalWindDirection</a>, <a class="el" href="a06682.html#l00119">NLMISC::CVector::normalize()</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00394">NL3D::CSceneUser::setGlobalWindDirection()</a>. +<p> +<div class="fragment"><pre>00947 { +00948 <a class="code" href="a03348.html#NL3D_1_1CScenez842_0">_GlobalWindDirection</a>= gwd; +00949 <a class="code" href="a03348.html#NL3D_1_1CScenez842_0">_GlobalWindDirection</a>.z= 0; +00950 <a class="code" href="a03348.html#NL3D_1_1CScenez842_0">_GlobalWindDirection</a>.normalize(); +00951 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez818_3" doxytag="NL3D::CScene::setGlobalWindPower" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setGlobalWindPower </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>gwp</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Weather mgt. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00941">941</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00693">_GlobalWindPower</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00378">NL3D::CSceneUser::setGlobalWindPower()</a>. +<p> +<div class="fragment"><pre>00942 { +00943 <a class="code" href="a03348.html#NL3D_1_1CScenez842_1">_GlobalWindPower</a>= gwp; +00944 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_6" doxytag="NL3D::CScene::setGroupLoadMaxPolygon" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setGroupLoadMaxPolygon </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname" nowrap> <em>group</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname" nowrap> <em>nFaces</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the number of faces wanted for a LoadBlancingGroup. The Group is created if did not exist. +<p> +Definition at line <a class="el" href="a06348.html#l00766">766</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>, <a class="el" href="a05923.html#l00244">NL3D::CLoadBalancingTrav::setGroupNbFaceWanted()</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00167">NL3D::CSceneUser::setGroupLoadMaxPolygon()</a>. +<p> +<div class="fragment"><pre>00767 { +00768 nFaces= max(nFaces, (<a class="code" href="a04558.html#a15">uint</a>)1); +00769 <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.setGroupNbFaceWanted(group, nFaces); +00770 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez814_1" doxytag="NL3D::CScene::setLayersRenderingOrder" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setLayersRenderingOrder </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>directOrder</em> = true </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the order or rendering for transparent objects. In real case, with direct order, we have:<ul> +<li>Underwater is rendered.</li><li>Water is rendered.</li><li>Objects above water are rendered.</li></ul> + +<p> +Definition at line <a class="el" href="a06348.html#l00798">798</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00153">NL3D::CRenderTrav::setLayersRenderingOrder()</a>. +<p> +Referenced by <a class="el" href="a06353.html#l00236">NL3D::CSceneUser::setLayersRenderingOrder()</a>. +<p> +<div class="fragment"><pre>00799 { +00800 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.setLayersRenderingOrder(directOrder); +00801 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_14" doxytag="NL3D::CScene::setLightGroupColor" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setLightGroupColor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname" nowrap> <em>lightmapGroup</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td> + <td class="mdname" nowrap> <em>color</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the color of a light group. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01087">1087</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00648">_LightGroupColor</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00273">NL3D::CSceneUser::setLightGroupColor()</a>. +<p> +<div class="fragment"><pre>01088 { +01089 <span class="comment">// If too small, resize with white</span> +01090 <span class="keywordflow">if</span> (lightmapGroup >= <a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>.size ()) +01091 { +01092 <a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>.resize (lightmapGroup+1, CRGBA::White); +01093 } +01094 +01095 <span class="comment">// Set the color</span> +01096 <a class="code" href="a03348.html#NL3D_1_1CScener15">_LightGroupColor</a>[lightmapGroup] = color; +01097 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_15" doxytag="NL3D::CScene::setLightTransitionThreshold" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setLightTransitionThreshold </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>lightTransitionThreshold</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Advanced. When a model is influenced by more light than allowed, or when it reach the limits of the light (attenuationEnd), the light can be darkened according to some threshold. The resultLightColor begin to fade when distModelToLight== attEnd- threshold*(attEnd-attBegin). when distModelToLight== 0, resultLightColor==Black. By default, this value is 0.1f. Setting higher values will smooth transition but will generally darken the global effects of lights. NB: clamp(value, 0, 1); +<p> +Definition at line <a class="el" href="a06348.html#l00899">899</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05898.html#l00097">NL3D::CLightTrav::LightingManager</a>, <a class="el" href="a06349.html#l00625">LightTrav</a>, and <a class="el" href="a05901.html#l00128">NL3D::CLightingManager::setLightTransitionThreshold()</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00336">NL3D::CSceneUser::setLightTransitionThreshold()</a>. +<p> +<div class="fragment"><pre>00900 { +00901 <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.LightingManager.setLightTransitionThreshold(lightTransitionThreshold); +00902 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez812_4" doxytag="NL3D::CScene::setLodCharacterManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setLodCharacterManager </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02800.html">CLodCharacterManager</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>m</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the LodCharacterManager +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00351">351</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +<div class="fragment"><pre>00351 {<a class="code" href="a03348.html#NL3D_1_1CScenez836_1">_LodCharacterManager</a>= m;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_16" doxytag="NL3D::CScene::setMaxLightContribution" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setMaxLightContribution </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>nlights</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +setup the max number of point light that can influence a model. NB: clamped by NL3D_MAX_LIGHT_CONTRIBUTION Default is 3. NB: the sun contribution is not taken into account +<p> +Definition at line <a class="el" href="a06348.html#l00890">890</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a05898.html#l00097">NL3D::CLightTrav::LightingManager</a>, <a class="el" href="a06349.html#l00625">LightTrav</a>, <a class="el" href="a05901.html#l00105">NL3D::CLightingManager::setMaxLightContribution()</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00321">NL3D::CSceneUser::setMaxLightContribution()</a>. +<p> +<div class="fragment"><pre>00891 { +00892 <a class="code" href="a03348.html#NL3D_1_1CScenez832_3">LightTrav</a>.LightingManager.setMaxLightContribution(nlights); +00893 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_7" doxytag="NL3D::CScene::setMaxSkeletonsInNotCLodForm" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setMaxSkeletonsInNotCLodForm </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>m</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +LoadBalancing for CLod and Skeletons. Setup the max number of skeletons displayed in std way (ie not CLod). Default is 20. +<p> +Definition at line <a class="el" href="a06349.html#l00328">328</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00709">_MaxSkeletonsInNotCLodForm</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00984">NL3D::CSceneUser::setMaxSkeletonsInNotCLodForm()</a>. +<p> +<div class="fragment"><pre>00328 {<a class="code" href="a03348.html#NL3D_1_1CScener18">_MaxSkeletonsInNotCLodForm</a>= m;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez810_8" doxytag="NL3D::CScene::setPolygonBalancingMode" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setPolygonBalancingMode </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03348.html#NL3D_1_1CScenez810_0">TPolygonBalancingMode</a> </td> + <td class="mdname1" valign="top" nowrap> <em>polBalMode</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the PolygonBalancingMode. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00785">785</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00627">LoadBalancingTrav</a>, <a class="el" href="a05924.html#l00139">NL3D::CLoadBalancingTrav::PolygonBalancingMode</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00136">NL3D::CSceneUser::setPolygonBalancingMode()</a>. +<p> +<div class="fragment"><pre>00786 { +00787 <a class="code" href="a03348.html#NL3D_1_1CScenez832_4">LoadBalancingTrav</a>.PolygonBalancingMode= (CLoadBalancingGroup::TPolygonBalancingMode)(<a class="code" href="a04558.html#a15">uint</a>)polBalMode; +00788 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_9" doxytag="NL3D::CScene::setShadowMapBlurSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShadowMapBlurSize </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>bs</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the size of the blur (<=3 means number of fakeBlur). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01228">1228</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00751">_ShadowMapBlurSize</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01076">NL3D::CSceneUser::setShadowMapBlurSize()</a>. +<p> +<div class="fragment"><pre>01229 { +01230 <a class="code" href="a03348.html#NL3D_1_1CScener23">_ShadowMapBlurSize</a>= bs; +01231 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_10" doxytag="NL3D::CScene::setShadowMapDistFadeEnd" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShadowMapDistFadeEnd </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>dist</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +ShadowMap Distance Fade end (50 default). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01252">1252</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00753">_ShadowMapDistFadeEnd</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01104">NL3D::CSceneUser::setShadowMapDistFadeEnd()</a>. +<p> +<div class="fragment"><pre>01253 { +01254 <a class="code" href="a03348.html#NL3D_1_1CScener24">_ShadowMapDistFadeEnd</a>= max(0.f, dist); +01255 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_11" doxytag="NL3D::CScene::setShadowMapDistFadeStart" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShadowMapDistFadeStart </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>dist</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +ShadowMap Distance Fade Start (40 default). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01247">1247</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00752">_ShadowMapDistFadeStart</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01094">NL3D::CSceneUser::setShadowMapDistFadeStart()</a>. +<p> +<div class="fragment"><pre>01248 { +01249 <a class="code" href="a03348.html#NL3D_1_1CScener25">_ShadowMapDistFadeStart</a>= max(0.f, dist); +01250 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_12" doxytag="NL3D::CScene::setShadowMapMaxCasterAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShadowMapMaxCasterAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>num</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +ShadowMap max Caster Around (optimize memory). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01262">1262</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00755">_ShadowMapMaxCasterAround</a>, <a class="el" href="a05646.html#l01124">num</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01124">NL3D::CSceneUser::setShadowMapMaxCasterAround()</a>. +<p> +<div class="fragment"><pre>01263 { +01264 <a class="code" href="a03348.html#NL3D_1_1CScener26">_ShadowMapMaxCasterAround</a>= <a class="code" href="a04223.html#a653">num</a>; +01265 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_13" doxytag="NL3D::CScene::setShadowMapMaxCasterInScreen" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShadowMapMaxCasterInScreen </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>num</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +ShadowMap max Caster In Screen (optimize CPU/GPU). +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01257">1257</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00754">_ShadowMapMaxCasterInScreen</a>, <a class="el" href="a05646.html#l01124">num</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01114">NL3D::CSceneUser::setShadowMapMaxCasterInScreen()</a>. +<p> +<div class="fragment"><pre>01258 { +01259 <a class="code" href="a03348.html#NL3D_1_1CScener27">_ShadowMapMaxCasterInScreen</a>= <a class="code" href="a04223.html#a653">num</a>; +01260 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_14" doxytag="NL3D::CScene::setShadowMapMaxDepth" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShadowMapMaxDepth </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>depth</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the ShadowMap Extent +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01222">1222</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00750">_ShadowMapMaxDepth</a>, and <a class="el" href="a05646.html#l01013">depth</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01064">NL3D::CSceneUser::setShadowMapMaxDepth()</a>. +<p> +<div class="fragment"><pre>01223 { +01224 <a class="code" href="a03348.html#NL3D_1_1CScener28">_ShadowMapMaxDepth</a>= <a class="code" href="a04223.html#a634">depth</a>; +01225 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez830_15" doxytag="NL3D::CScene::setShadowMapTextureSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShadowMapTextureSize </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>size</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +must be a power of 2. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01214">1214</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00749">_ShadowMapTextureSize</a>, <a class="el" href="a05586.html#l00349">NLMISC::raiseToNextPowerOf2()</a>, <a class="el" href="a05646.html#l00645">size</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01052">NL3D::CSceneUser::setShadowMapTextureSize()</a>. +<p> +<div class="fragment"><pre>01215 { +01216 <a class="code" href="a04223.html#a587">size</a>= max(size, 2U); +01217 <a class="code" href="a04223.html#a587">size</a>= <a class="code" href="a05378.html#a262">raiseToNextPowerOf2</a>(size); +01218 <a class="code" href="a03348.html#NL3D_1_1CScener29">_ShadowMapTextureSize</a>= <a class="code" href="a04223.html#a587">size</a>; +01219 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez806_5" doxytag="NL3D::CScene::setShapeBank" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setShapeBank </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03376.html">CShapeBank</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>pShapeBank</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the shape bank. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00593">593</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +<div class="fragment"><pre>00594 { +00595 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a> = pShapeBank; +00596 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_17" doxytag="NL3D::CScene::setSunAmbient" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setSunAmbient </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>ambient</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the Ambient of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00848">848</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00167">NL3D::CRenderTrav::SunAmbient</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00245">NL3D::CSceneUser::setSunAmbient()</a>. +<p> +<div class="fragment"><pre>00849 { +00850 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.SunAmbient= ambient; +00851 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_18" doxytag="NL3D::CScene::setSunDiffuse" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setSunDiffuse </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>diffuse</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the Diffuse of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00852">852</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00167">NL3D::CRenderTrav::SunDiffuse</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00252">NL3D::CSceneUser::setSunDiffuse()</a>. +<p> +<div class="fragment"><pre>00853 { +00854 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.SunDiffuse= diffuse; +00855 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_19" doxytag="NL3D::CScene::setSunDirection" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setSunDirection </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">NLMISC::CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>direction</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the Direction of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00860">860</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06329.html#l00319">NL3D::CRenderTrav::setSunDirection()</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00266">NL3D::CSceneUser::setSunDirection()</a>. +<p> +<div class="fragment"><pre>00861 { +00862 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.setSunDirection(direction); +00863 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez816_20" doxytag="NL3D::CScene::setSunSpecular" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setSunSpecular </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>specular</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the Specular of the Sun used for the scene. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00856">856</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06330.html#l00167">NL3D::CRenderTrav::SunSpecular</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00259">NL3D::CSceneUser::setSunSpecular()</a>. +<p> +<div class="fragment"><pre>00857 { +00858 <a class="code" href="a03348.html#NL3D_1_1CScenez832_5">RenderTrav</a>.SunSpecular= specular; +00859 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez802_4" doxytag="NL3D::CScene::setViewport" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setViewport </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const class <a class="el" href="a03704.html">CViewport</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>viewport</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Special For Camera Third person. Traverse the ClusterSystem with a Ray (clip through portals, cluster system hierarchy...), to find where could lies the camera at End point. As result, a camera->setClusterSystem() is done with the found cluster system +<p> +Definition at line <a class="el" href="a06349.html#l00181">181</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06352.html#l00946">NL3D::CSceneUser::CSceneUser()</a>, and <a class="el" href="a06352.html#l00643">NL3D::CSceneUser::setViewport()</a>. +<p> +<div class="fragment"><pre>00182 { +00183 <a class="code" href="a03348.html#NL3D_1_1CScener32">_Viewport</a>=viewport; +00184 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea12" doxytag="NL3D::CScene::setWaterCallback" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::setWaterCallback </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>wcb</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00593">593</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +References <a class="el" href="a06349.html#l00717">_WaterCallback</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01134">NL3D::CSceneUser::setWaterCallback()</a>. +<p> +<div class="fragment"><pre>00593 { <a class="code" href="a03348.html#NL3D_1_1CScener33">_WaterCallback</a> = wcb; } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScened0" doxytag="NL3D::CScene::updateModels" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::updateModels </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [private]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Update all models. All dirty models are cleaned. +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l01067">1067</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06569.html#l00722">NL3D::CTransform::_NextModelToUpdate</a>, <a class="el" href="a06349.html#l00738">_UpdateModelList</a>, and <a class="el" href="a06568.html#l00450">NL3D::CTransform::update()</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00300">render()</a>. +<p> +<div class="fragment"><pre>01068 { +01069 <span class="comment">// check all the models which must be checked.</span> +01070 <a class="code" href="a03348.html#NL3D_1_1CScenen1">CTransform</a> *model= <a class="code" href="a03348.html#NL3D_1_1CScener31">_UpdateModelList</a>; +01071 <a class="code" href="a03348.html#NL3D_1_1CScenen1">CTransform</a> *next; +01072 <span class="keywordflow">while</span>( model ) +01073 { +01074 <span class="comment">// next to update. get next now, because model->update() may remove model from the list.</span> +01075 next= model->_NextModelToUpdate; +01076 +01077 <span class="comment">// update the model.</span> +01078 model->update(); +01079 +01080 <span class="comment">// next.</span> +01081 model= next; +01082 } +01083 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenea13" doxytag="NL3D::CScene::updateWaitingInstances" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CScene::updateWaitingInstances </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">double </td> + <td class="mdname1" valign="top" nowrap> <em>systemTimeEllapsed</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Update instances that are loaded asynchronously <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>systemTimeEllapsed</em> </td><td>: the time between 2 calls to updateWaitingInstances, in seconds</td></tr> + </table> +</dl> + +<p> +Definition at line <a class="el" href="a06348.html#l00537">537</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +References <a class="el" href="a06349.html#l00660">_WaitingInstances</a>, <a class="el" href="a06378.html#l00059">NL3D::CShapeBank::addRef()</a>, <a class="el" href="a06376.html#l00050">NL3D::IShape::createInstance()</a>, <a class="el" href="a06378.html#l00397">NL3D::CShapeBank::isPresent()</a>, <a class="el" href="a06378.html#l00134">NL3D::CShapeBank::processWaitingShapes()</a>, <a class="el" href="a06378.html#l00302">NL3D::CShapeBank::setMaxBytesToUpload()</a>, and <a class="el" href="a05981.html#l00100">uint32</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00300">render()</a>, and <a class="el" href="a06352.html#l00569">NL3D::CSceneUser::updateWaitingInstances()</a>. +<p> +<div class="fragment"><pre>00538 { +00539 <span class="comment">// First set up max AGP upload</span> +00540 <span class="keywordtype">double</span> fMaxBytesToUp = 100 * 256 * 256 * systemTimeEllapsed; +00541 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->setMaxBytesToUpload ((<a class="code" href="a04558.html#a11">uint32</a>)fMaxBytesToUp); +00542 <span class="comment">// Parse all the waiting instance</span> +00543 <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->processWaitingShapes (); <span class="comment">// Process waiting shapes load shape, texture, and lightmaps</span> +00544 <span class="comment">// and upload all maps to VRAM pieces by pieces</span> +00545 TWaitingInstancesMMap::iterator wimmIt = <a class="code" href="a03348.html#NL3D_1_1CScenez834_3">_WaitingInstances</a>.begin(); +00546 <span class="keywordflow">while</span>( wimmIt != <a class="code" href="a03348.html#NL3D_1_1CScenez834_3">_WaitingInstances</a>.end() ) +00547 { +00548 CShapeBank::TShapeState st = <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->isPresent (wimmIt->first); +00549 <span class="keywordflow">if</span> (st == CShapeBank::AsyncLoad_Error) +00550 { +00551 <span class="comment">// Delete the waiting instance - Nobody can be informed of that...</span> +00552 TWaitingInstancesMMap::iterator itDel= wimmIt; +00553 ++wimmIt; +00554 <a class="code" href="a03348.html#NL3D_1_1CScenez834_3">_WaitingInstances</a>.erase(itDel); +00555 } +00556 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (st == CShapeBank::Present) +00557 { +00558 <span class="comment">// Then create a reference to the shape</span> +00559 *(wimmIt->second) = <a class="code" href="a03348.html#NL3D_1_1CScenez834_2">_ShapeBank</a>->addRef(wimmIt->first)->createInstance (*<span class="keyword">this</span>); +00560 <span class="comment">// Delete the waiting instance</span> +00561 TWaitingInstancesMMap::iterator itDel= wimmIt; +00562 ++wimmIt; +00563 <a class="code" href="a03348.html#NL3D_1_1CScenez834_3">_WaitingInstances</a>.erase(itDel); +00564 } +00565 <span class="keywordflow">else</span> <span class="comment">// st == CShapeBank::NotPresent or loading</span> +00566 { +00567 ++wimmIt; +00568 } +00569 } +00570 } +</pre></div> </td> + </tr> +</table> +<hr><h2>Friends And Related Function Documentation</h2> +<a class="anchor" name="NL3D_1_1CScenen0" doxytag="NL3D::CScene::CClipTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> friend class <a class="el" href="a02353.html">CClipTrav</a><code> [friend]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00735">735</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenen1" doxytag="NL3D::CScene::CTransform" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> friend class <a class="el" href="a02316.html">CTransform</a><code> [friend]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00734">734</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<hr><h2>Field Documentation</h2> +<a class="anchor" name="NL3D_1_1CScener0" doxytag="NL3D::CScene::_AnimatedIgSet" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03348.html#NL3D_1_1CSceney1">TAnimatedIgSet</a> <a class="el" href="a03348.html#NL3D_1_1CScener0">NL3D::CScene::_AnimatedIgSet</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00653">653</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00910">addInstanceGroupForLightAnimation()</a>, <a class="el" href="a06348.html#l00710">animate()</a>, and <a class="el" href="a06348.html#l00918">removeInstanceGroupForLightAnimation()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener1" doxytag="NL3D::CScene::_AnimatedLight" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> std::list<<a class="el" href="a02196.html">CAnimatedLightmap</a>> <a class="el" href="a03348.html#NL3D_1_1CScener1">NL3D::CScene::_AnimatedLight</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00642">642</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01112">setAutomaticAnimationSet()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener2" doxytag="NL3D::CScene::_AnimatedLightNameToIndex" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> std::map<std::string, <a class="el" href="a04558.html#a15">uint</a>> <a class="el" href="a03348.html#NL3D_1_1CScener2">NL3D::CScene::_AnimatedLightNameToIndex</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00641">641</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01101">getAnimatedLightNameToIndex()</a>, and <a class="el" href="a06348.html#l01112">setAutomaticAnimationSet()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener3" doxytag="NL3D::CScene::_AnimatedLightPtr" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> std::vector<<a class="el" href="a02196.html">CAnimatedLightmap</a>*> <a class="el" href="a03348.html#NL3D_1_1CScener3">NL3D::CScene::_AnimatedLightPtr</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00643">643</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00710">animate()</a>, <a class="el" href="a06349.html#l00418">getAnimatedLightFactor()</a>, and <a class="el" href="a06348.html#l01112">setAutomaticAnimationSet()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener4" doxytag="NL3D::CScene::_AsyncTextureManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02230.html">CAsyncTextureManager</a>* <a class="el" href="a03348.html#NL3D_1_1CScener4">NL3D::CScene::_AsyncTextureManager</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00703">703</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener5" doxytag="NL3D::CScene::_AutomaticAnimationSet" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03408.html">NLMISC::CSmartPtr</a><<a class="el" href="a02210.html">CAnimationSet</a>> <a class="el" href="a03348.html#NL3D_1_1CScener5">NL3D::CScene::_AutomaticAnimationSet</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00699">699</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00600">createInstance()</a>, <a class="el" href="a06349.html#l00497">getAutomaticAnimationSet()</a>, and <a class="el" href="a06348.html#l01112">setAutomaticAnimationSet()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener6" doxytag="NL3D::CScene::_CoarseMeshLightingUpdate" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03348.html#NL3D_1_1CScener6">NL3D::CScene::_CoarseMeshLightingUpdate</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set setCoarseMeshLightingUpdate +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00683">683</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00346">getCoarseMeshLightingUpdate()</a>, and <a class="el" href="a06348.html#l00928">setCoarseMeshLightingUpdate()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez836_0" doxytag="NL3D::CScene::_CoarseMeshManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02371.html">CCoarseMeshManager</a>* <a class="el" href="a03348.html#NL3D_1_1CScenez836_0">NL3D::CScene::_CoarseMeshManager</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00668">668</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00335">getCoarseMeshManager()</a>, and <a class="el" href="a06348.html#l00194">release()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener7" doxytag="NL3D::CScene::_CurrentTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> <a class="el" href="a03348.html#NL3D_1_1CScener7">NL3D::CScene::_CurrentTime</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00603">603</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener8" doxytag="NL3D::CScene::_DeltaSystemTimeBetweenRender" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> double <a class="el" href="a03348.html#NL3D_1_1CScener8">NL3D::CScene::_DeltaSystemTimeBetweenRender</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00616">616</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06349.html#l00282">getEllapsedSystemTime()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener9" doxytag="NL3D::CScene::_EllapsedTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a366">TAnimationTime</a> <a class="el" href="a03348.html#NL3D_1_1CScener9">NL3D::CScene::_EllapsedTime</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00613">613</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener10" doxytag="NL3D::CScene::_FilterRenderFlags" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> <a class="el" href="a03348.html#NL3D_1_1CScener10">NL3D::CScene::_FilterRenderFlags</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00712">712</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06348.html#l00816">enableElementRender()</a>, and <a class="el" href="a06349.html#l00508">getFilterRenderFlags()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener11" doxytag="NL3D::CScene::_FirstAnimateCall" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> bool <a class="el" href="a03348.html#NL3D_1_1CScener11">NL3D::CScene::_FirstAnimateCall</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00610">610</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00710">animate()</a>, and <a class="el" href="a06348.html#l00134">CScene()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener12" doxytag="NL3D::CScene::_FlareContext" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a03348.html#NL3D_1_1CScener12">NL3D::CScene::_FlareContext</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00746">746</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00556">getFlareContext()</a>, and <a class="el" href="a06349.html#l00554">setFlareContext()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez834_1" doxytag="NL3D::CScene::_GlobalInstanceGroup" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02671.html">CInstanceGroup</a>* <a class="el" href="a03348.html#NL3D_1_1CScenez834_1">NL3D::CScene::_GlobalInstanceGroup</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00662">662</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06349.html#l00252">getGlobalInstanceGroup()</a>, <a class="el" href="a06348.html#l00249">initDefaultRoots()</a>, and <a class="el" href="a06348.html#l00194">release()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener13" doxytag="NL3D::CScene::_GlobalSystemTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> double <a class="el" href="a03348.html#NL3D_1_1CScener13">NL3D::CScene::_GlobalSystemTime</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00617">617</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06349.html#l00279">getCurrentSystemTime()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez842_0" doxytag="NL3D::CScene::_GlobalWindDirection" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">CVector</a> <a class="el" href="a03348.html#NL3D_1_1CScenez842_0">NL3D::CScene::_GlobalWindDirection</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00694">694</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00467">getGlobalWindDirection()</a>, and <a class="el" href="a06348.html#l00946">setGlobalWindDirection()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez842_1" doxytag="NL3D::CScene::_GlobalWindPower" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03348.html#NL3D_1_1CScenez842_1">NL3D::CScene::_GlobalWindPower</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00693">693</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00462">getGlobalWindPower()</a>, and <a class="el" href="a06348.html#l00941">setGlobalWindPower()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener14" doxytag="NL3D::CScene::_InitTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> <a class="el" href="a03348.html#NL3D_1_1CScener14">NL3D::CScene::_InitTime</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00607">607</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00710">animate()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener15" doxytag="NL3D::CScene::_LightGroupColor" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> std::vector<<a class="el" href="a03337.html">NLMISC::CRGBA</a>> <a class="el" href="a03348.html#NL3D_1_1CScener15">NL3D::CScene::_LightGroupColor</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00648">648</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06349.html#l00410">getLightmapGroupColor()</a>, <a class="el" href="a06349.html#l00405">getNumLightGroup()</a>, <a class="el" href="a06348.html#l01112">setAutomaticAnimationSet()</a>, and <a class="el" href="a06348.html#l01087">setLightGroupColor()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener16" doxytag="NL3D::CScene::_LightingSystemEnabled" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> bool <a class="el" href="a03348.html#NL3D_1_1CScener16">NL3D::CScene::_LightingSystemEnabled</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00680">680</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06348.html#l00833">enableLightingSystem()</a>, and <a class="el" href="a06349.html#l00378">isLightingSystemEnabled()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener17" doxytag="NL3D::CScene::_LMAnimsAuto" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03085.html">CPlayListManager</a> <a class="el" href="a03348.html#NL3D_1_1CScener17">NL3D::CScene::_LMAnimsAuto</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00644">644</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00710">animate()</a>, <a class="el" href="a06348.html#l00194">release()</a>, and <a class="el" href="a06348.html#l01112">setAutomaticAnimationSet()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez836_1" doxytag="NL3D::CScene::_LodCharacterManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02800.html">CLodCharacterManager</a>* <a class="el" href="a03348.html#NL3D_1_1CScenez836_1">NL3D::CScene::_LodCharacterManager</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00670">670</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener18" doxytag="NL3D::CScene::_MaxSkeletonsInNotCLodForm" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a03348.html#NL3D_1_1CScener18">NL3D::CScene::_MaxSkeletonsInNotCLodForm</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00709">709</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00329">getMaxSkeletonsInNotCLodForm()</a>, and <a class="el" href="a06349.html#l00328">setMaxSkeletonsInNotCLodForm()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener19" doxytag="NL3D::CScene::_Models" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> std::set<<a class="el" href="a02316.html">CTransform</a>*> <a class="el" href="a03348.html#NL3D_1_1CScener19">NL3D::CScene::_Models</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00737">737</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06348.html#l01053">deleteModel()</a>, and <a class="el" href="a06348.html#l00194">release()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener20" doxytag="NL3D::CScene::_NextRenderProfile" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> bool <a class="el" href="a03348.html#NL3D_1_1CScener20">NL3D::CScene::_NextRenderProfile</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00715">715</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00528">isNextRenderProfile()</a>, <a class="el" href="a06348.html#l01204">profileNextRender()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener21" doxytag="NL3D::CScene::_NumRender" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a13">uint64</a> <a class="el" href="a03348.html#NL3D_1_1CScener21">NL3D::CScene::_NumRender</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00618">618</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00285">getNumRender()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez840_0" doxytag="NL3D::CScene::_ParticleSystemManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03048.html">CParticleSystemManager</a> <a class="el" href="a03348.html#NL3D_1_1CScenez840_0">NL3D::CScene::_ParticleSystemManager</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00687">687</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00810">getParticleSystemManager()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez838_0" doxytag="NL3D::CScene::_QuadGridClipManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03287.html">CQuadGridClipManager</a>* <a class="el" href="a03348.html#NL3D_1_1CScenez838_0">NL3D::CScene::_QuadGridClipManager</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00675">675</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener22" doxytag="NL3D::CScene::_RealTime" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> <a class="el" href="a03348.html#NL3D_1_1CScener22">NL3D::CScene::_RealTime</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00606">606</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00710">animate()</a>, and <a class="el" href="a06348.html#l00134">CScene()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenev0" doxytag="NL3D::CScene::_RegModels" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> set< <a class="el" href="a03349.html">CScene::CModelEntry</a> > <a class="el" href="a03348.html#NL3D_1_1CScenev0">NL3D::CScene::_RegModels</a><code> [static, private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06348.html#l00982">982</a> of file <a class="el" href="a06348.html">scene.cpp</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01004">createModel()</a>, and <a class="el" href="a06348.html#l00986">registerModel()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener23" doxytag="NL3D::CScene::_ShadowMapBlurSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a03348.html#NL3D_1_1CScener23">NL3D::CScene::_ShadowMapBlurSize</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00751">751</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00571">getShadowMapBlurSize()</a>, and <a class="el" href="a06348.html#l01228">setShadowMapBlurSize()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener24" doxytag="NL3D::CScene::_ShadowMapDistFadeEnd" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03348.html#NL3D_1_1CScener24">NL3D::CScene::_ShadowMapDistFadeEnd</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00753">753</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00584">getShadowMapDistFadeEnd()</a>, and <a class="el" href="a06348.html#l01252">setShadowMapDistFadeEnd()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener25" doxytag="NL3D::CScene::_ShadowMapDistFadeStart" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03348.html#NL3D_1_1CScener25">NL3D::CScene::_ShadowMapDistFadeStart</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00752">752</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00581">getShadowMapDistFadeStart()</a>, and <a class="el" href="a06348.html#l01247">setShadowMapDistFadeStart()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener26" doxytag="NL3D::CScene::_ShadowMapMaxCasterAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a03348.html#NL3D_1_1CScener26">NL3D::CScene::_ShadowMapMaxCasterAround</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00755">755</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00590">getShadowMapMaxCasterAround()</a>, and <a class="el" href="a06348.html#l01262">setShadowMapMaxCasterAround()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener27" doxytag="NL3D::CScene::_ShadowMapMaxCasterInScreen" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a03348.html#NL3D_1_1CScener27">NL3D::CScene::_ShadowMapMaxCasterInScreen</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00754">754</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00587">getShadowMapMaxCasterInScreen()</a>, and <a class="el" href="a06348.html#l01257">setShadowMapMaxCasterInScreen()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener28" doxytag="NL3D::CScene::_ShadowMapMaxDepth" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03348.html#NL3D_1_1CScener28">NL3D::CScene::_ShadowMapMaxDepth</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00750">750</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00567">getShadowMapMaxDepth()</a>, and <a class="el" href="a06348.html#l01222">setShadowMapMaxDepth()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener29" doxytag="NL3D::CScene::_ShadowMapTextureSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a03348.html#NL3D_1_1CScener29">NL3D::CScene::_ShadowMapTextureSize</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00749">749</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00563">getShadowMapTextureSize()</a>, and <a class="el" href="a06348.html#l01214">setShadowMapTextureSize()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez834_2" doxytag="NL3D::CScene::_ShapeBank" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03376.html">CShapeBank</a>* <a class="el" href="a03348.html#NL3D_1_1CScenez834_2">NL3D::CScene::_ShapeBank</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00657">657</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener30" doxytag="NL3D::CScene::_SkeletonModelList" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03348.html#NL3D_1_1CScenez824_1">TSkeletonModelList</a> <a class="el" href="a03348.html#NL3D_1_1CScener30">NL3D::CScene::_SkeletonModelList</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00707">707</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00961">appendSkeletonModelToList()</a>, <a class="el" href="a06348.html#l00968">eraseSkeletonModelToList()</a>, <a class="el" href="a06349.html#l00518">getSkeletonModelListBegin()</a>, and <a class="el" href="a06349.html#l00519">getSkeletonModelListEnd()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener31" doxytag="NL3D::CScene::_UpdateModelList" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02316.html">CTransform</a>* <a class="el" href="a03348.html#NL3D_1_1CScener31">NL3D::CScene::_UpdateModelList</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00738">738</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06568.html#l00612">NL3D::CTransform::linkToUpdateList()</a>, <a class="el" href="a06348.html#l00194">release()</a>, <a class="el" href="a06568.html#l00630">NL3D::CTransform::unlinkFromUpdateList()</a>, and <a class="el" href="a06348.html#l01067">updateModels()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener32" doxytag="NL3D::CScene::_Viewport" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03704.html">CViewport</a> <a class="el" href="a03348.html#NL3D_1_1CScener32">NL3D::CScene::_Viewport</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00600">600</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez834_3" doxytag="NL3D::CScene::_WaitingInstances" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03348.html#NL3D_1_1CScenez834_0">TWaitingInstancesMMap</a> <a class="el" href="a03348.html#NL3D_1_1CScenez834_3">NL3D::CScene::_WaitingInstances</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00660">660</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00674">createInstanceAsync()</a>, and <a class="el" href="a06348.html#l00537">updateWaitingInstances()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener33" doxytag="NL3D::CScene::_WaterCallback" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a>* <a class="el" href="a03348.html#NL3D_1_1CScener33">NL3D::CScene::_WaterCallback</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00717">717</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00594">getWaterCallback()</a>, and <a class="el" href="a06349.html#l00593">setWaterCallback()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez832_0" doxytag="NL3D::CScene::AnimDetailTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02213.html">CAnimDetailTrav</a> <a class="el" href="a03348.html#NL3D_1_1CScenez832_0">NL3D::CScene::AnimDetailTrav</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00626">626</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00477">getAnimDetailTrav()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez826_3" doxytag="NL3D::CScene::BenchRes" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03942.html">UScene::CBenchResults</a> <a class="el" href="a03348.html#NL3D_1_1CScenez826_3">NL3D::CScene::BenchRes</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00531">531</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06352.html#l01009">NL3D::CSceneUser::getProfileResults()</a>, <a class="el" href="a06348.html#l01204">profileNextRender()</a>, <a class="el" href="a06011.html#l01288">NL3D::CMeshMRMSkinnedGeom::profileSceneRender()</a>, <a class="el" href="a06005.html#l02600">NL3D::CMeshMRMGeom::profileSceneRender()</a>, and <a class="el" href="a05989.html#l01932">NL3D::CMeshGeom::profileSceneRender()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez832_1" doxytag="NL3D::CScene::ClipTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02353.html">CClipTrav</a> <a class="el" href="a03348.html#NL3D_1_1CScenez832_1">NL3D::CScene::ClipTrav</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00624">624</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00475">getClipTrav()</a>, <a class="el" href="a06348.html#l00249">initDefaultRoots()</a>, <a class="el" href="a06348.html#l00194">release()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener34" doxytag="NL3D::CScene::CurrentCamera" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03321.html">CRefPtr</a><<a class="el" href="a02315.html">CCamera</a>> <a class="el" href="a03348.html#NL3D_1_1CScener34">NL3D::CScene::CurrentCamera</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +The camera / Viewport. +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00599">599</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06349.html#l00180">getCam()</a>, <a class="el" href="a06348.html#l00194">release()</a>, <a class="el" href="a06348.html#l00300">render()</a>, and <a class="el" href="a06349.html#l00179">setCam()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez832_2" doxytag="NL3D::CScene::HrcTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02639.html">CHrcTrav</a> <a class="el" href="a03348.html#NL3D_1_1CScenez832_2">NL3D::CScene::HrcTrav</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00623">623</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00474">getHrcTrav()</a>, and <a class="el" href="a06348.html#l00300">render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez832_3" doxytag="NL3D::CScene::LightTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02753.html">CLightTrav</a> <a class="el" href="a03348.html#NL3D_1_1CScenez832_3">NL3D::CScene::LightTrav</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00625">625</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06348.html#l00833">enableLightingSystem()</a>, <a class="el" href="a06348.html#l00903">getLightTransitionThreshold()</a>, <a class="el" href="a06349.html#l00476">getLightTrav()</a>, <a class="el" href="a06348.html#l00894">getMaxLightContribution()</a>, <a class="el" href="a06348.html#l00300">render()</a>, <a class="el" href="a06348.html#l00899">setLightTransitionThreshold()</a>, and <a class="el" href="a06348.html#l00890">setMaxLightContribution()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez832_4" doxytag="NL3D::CScene::LoadBalancingTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02775.html">CLoadBalancingTrav</a> <a class="el" href="a03348.html#NL3D_1_1CScenez832_4">NL3D::CScene::LoadBalancingTrav</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00627">627</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06348.html#l00772">getGroupLoadMaxPolygon()</a>, <a class="el" href="a06348.html#l00777">getGroupNbFaceAsked()</a>, <a class="el" href="a06349.html#l00478">getLoadBalancingTrav()</a>, <a class="el" href="a06348.html#l00759">getNbFaceAsked()</a>, <a class="el" href="a06348.html#l00792">getPolygonBalancingMode()</a>, <a class="el" href="a06348.html#l00300">render()</a>, <a class="el" href="a06348.html#l00766">setGroupLoadMaxPolygon()</a>, and <a class="el" href="a06348.html#l00785">setPolygonBalancingMode()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScenez832_5" doxytag="NL3D::CScene::RenderTrav" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03325.html">CRenderTrav</a> <a class="el" href="a03348.html#NL3D_1_1CScenez832_5">NL3D::CScene::RenderTrav</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00628">628</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener35" doxytag="NL3D::CScene::Root" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02316.html">CTransform</a>* <a class="el" href="a03348.html#NL3D_1_1CScener35">NL3D::CScene::Root</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00632">632</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l01004">createModel()</a>, <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06349.html#l00482">getRoot()</a>, <a class="el" href="a06348.html#l00249">initDefaultRoots()</a>, and <a class="el" href="a06348.html#l00194">release()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener36" doxytag="NL3D::CScene::RootCluster" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02362.html">CCluster</a>* <a class="el" href="a03348.html#NL3D_1_1CScener36">NL3D::CScene::RootCluster</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00634">634</a> of file <a class="el" href="a06349.html">scene.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CScener37" doxytag="NL3D::CScene::SonsOfAncestorSkeletonModelGroup" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03340.html">CRootModel</a>* <a class="el" href="a03348.html#NL3D_1_1CScener37">NL3D::CScene::SonsOfAncestorSkeletonModelGroup</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06349.html#l00636">636</a> of file <a class="el" href="a06349.html">scene.h</a>. +<p> +Referenced by <a class="el" href="a06348.html#l00134">CScene()</a>, <a class="el" href="a06348.html#l00249">initDefaultRoots()</a>, <a class="el" href="a06348.html#l00194">release()</a>, <a class="el" href="a05555.html#l00120">NL3D::CClipTrav::traverse()</a>, and <a class="el" href="a06568.html#l00748">NL3D::CTransform::updateClipTravForAncestorSkeleton()</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="a06349.html">scene.h</a><li><a class="el" href="a06348.html">scene.cpp</a></ul> +<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 07:39:54 2004 for NeL by +<a href="http://www.doxygen.org/index.html"> +<img src="doxygen.png" alt="doxygen" align="middle" border=0 > +</a>1.3.6 </small></address> +</body> +</html> |