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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!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::UVisualCollisionEntity class Reference</title>
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+</head><body>
+<!-- Generated by Doxygen 1.3.6 -->
+<div class="qindex"> <form class="search" action="search.php" method="get">
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+<h1>NL3D::UVisualCollisionEntity Class Reference</h1><code>#include &lt;<a class="el" href="a06637.html">u_visual_collision_entity.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::UVisualCollisionEntity:
+<p><center><img src="a03953.png" usemap="#NL3D::UVisualCollisionEntity_map" border="0" alt=""></center>
+<map name="NL3D::UVisualCollisionEntity_map">
+<area href="a03706.html" alt="NL3D::CVisualCollisionEntityUser" shape="rect" coords="0,56,199,80">
+</map>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Interface to visual collision entity. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06637.html#l00062">62</a> of file <a class="el" href="a06637.html">u_visual_collision_entity.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya0">getCeilMode</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya1">getGroundMode</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya2">getSnapToRenderedTesselation</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya3">setCeilMode</a> (bool ceilMode)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya4">setGroundMode</a> (bool groundMode)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya5">setSnapToRenderedTesselation</a> (bool snapMode)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya6">snapToGround</a> (<a class="el" href="a03128.html">CVector</a> &amp;pos, <a class="el" href="a03128.html">CVector</a> &amp;normal)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntitya7">snapToGround</a> (<a class="el" href="a03128.html">CVector</a> &amp;pos)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Debug display</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntityz1603_0">displayDebugGrid</a> (<a class="el" href="a02438.html">UDriver</a> &amp;drv) const=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Static Lighting</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntityz1601_0">getStaticLightSetup</a> (const <a class="el" href="a03128.html">CVector</a> &amp;pos, std::vector&lt; <a class="el" href="a03092.html">CPointLightInfluence</a> &gt; &amp;pointLightList, <a class="el" href="a04558.html#a7">uint8</a> &amp;sunContribution, <a class="el" href="a03337.html">NLMISC::CRGBA</a> &amp;localAmbient)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Surface Informations</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntityz1599_0">getSurfaceInfo</a> (const <a class="el" href="a03128.html">CVector</a> &amp;pos, <a class="el" href="a03463.html">CSurfaceInfo</a> &amp;info)=0</td></tr>
+
+<tr><td colspan=2><br><h2>Protected Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntityb0">UVisualCollisionEntity</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03953.html#NL3D_1_1UVisualCollisionEntityb1">~UVisualCollisionEntity</a> ()</td></tr>
+
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntityb0" doxytag="NL3D::UVisualCollisionEntity::UVisualCollisionEntity" ></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::UVisualCollisionEntity::UVisualCollisionEntity </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, protected]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06637.html#l00065">65</a> of file <a class="el" href="a06637.html">u_visual_collision_entity.h</a>.
+<p>
+<div class="fragment"><pre>00065 {}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntityb1" doxytag="NL3D::UVisualCollisionEntity::~UVisualCollisionEntity" ></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"> virtual NL3D::UVisualCollisionEntity::~<a class="el" href="a03953.html">UVisualCollisionEntity</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, protected, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06637.html#l00066">66</a> of file <a class="el" href="a06637.html">u_visual_collision_entity.h</a>.
+<p>
+<div class="fragment"><pre>00066 {}
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntityz1603_0" doxytag="NL3D::UVisualCollisionEntity::displayDebugGrid" ></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"> virtual void NL3D::UVisualCollisionEntity::displayDebugGrid </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02438.html">UDriver</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>drv</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Draw lines for the landscape quadgrid collision faces under us NB: a drv.setMatrixMode3D() should have been done before.
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera1">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya0" doxytag="NL3D::UVisualCollisionEntity::getCeilMode" ></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"> virtual bool NL3D::UVisualCollisionEntity::getCeilMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera2">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya1" doxytag="NL3D::UVisualCollisionEntity::getGroundMode" ></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"> virtual bool NL3D::UVisualCollisionEntity::getGroundMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera3">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya2" doxytag="NL3D::UVisualCollisionEntity::getSnapToRenderedTesselation" ></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"> virtual bool NL3D::UVisualCollisionEntity::getSnapToRenderedTesselation </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera4">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntityz1601_0" doxytag="NL3D::UVisualCollisionEntity::getStaticLightSetup" ></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"> virtual bool NL3D::UVisualCollisionEntity::getStaticLightSetup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a03092.html">CPointLightInfluence</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pointLightList</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a7">uint8</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>sunContribution</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> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>localAmbient</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the static Light Setup, using landscape under us. append lights to pointLightList. NB: if find no landscape faces, don't modify pointLightList, set sunContribution=255, and return false Else, use <a class="el" href="a03057.html#NL3D_1_1CPatcho4">CPatch::TileLightInfluences</a> to get lights, and use CPatch::Lumels to get sunContribution. NB: because CPatch::Lumels encode the gouraud shading on the surface, return lumelValue*2 so the object won't be too darken.
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera5">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntityz1599_0" doxytag="NL3D::UVisualCollisionEntity::getSurfaceInfo" ></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"> virtual bool NL3D::UVisualCollisionEntity::getSurfaceInfo </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03463.html">CSurfaceInfo</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>info</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get surface informations. pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>info</em>&nbsp;</td><td>will be filled with surface informations if the method returns true. </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>Returns:</b></dt><dd>true if the surface has been found and informations has been filled.</dd></dl>
+
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera6">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya3" doxytag="NL3D::UVisualCollisionEntity::setCeilMode" ></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"> virtual void NL3D::UVisualCollisionEntity::setCeilMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ceilMode</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+If ceilMode is true, the entity is snapped on faces with <a class="el" href="a04223.html#a574">normal.z</a> &lt; 0. Default is false. NB: if both groundMode and ceilMode are false, snapToGround is a no-op.
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera7">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya4" doxytag="NL3D::UVisualCollisionEntity::setGroundMode" ></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"> virtual void NL3D::UVisualCollisionEntity::setGroundMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>groundMode</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+If groundMode is true, the entity is snapped on faces with <a class="el" href="a04223.html#a574">normal.z</a> &gt; 0. Default is true. NB: if both groundMode and ceilMode are false, snapToGround is a no-op.
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera8">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya5" doxytag="NL3D::UVisualCollisionEntity::setSnapToRenderedTesselation" ></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"> virtual void NL3D::UVisualCollisionEntity::setSnapToRenderedTesselation </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>snapMode</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+By default, the visual collision entity is snapped on rendered/geomorphed tesselation (true). Use this method to change this behavior. if false, the entity is snapped to the tile level tesselation according to noise etc...
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera9">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya6" doxytag="NL3D::UVisualCollisionEntity::snapToGround" ></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"> virtual bool NL3D::UVisualCollisionEntity::snapToGround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>normal</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Snap the entity onto the ground. <a class="el" href="a04223.html#a574">pos.z</a> is modified so that it lies on the ground, according to rendered landscapes and meshes setuped into the visual collision manager. pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>normal</em>&nbsp;</td><td>the ret normal of where it is snapped. NB: if return false, not modified. </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>Returns:</b></dt><dd>true if <a class="el" href="a04223.html#a574">pos.z</a> has been modified (sometimes it may not find a solution).</dd></dl>
+
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera10">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UVisualCollisionEntitya7" doxytag="NL3D::UVisualCollisionEntity::snapToGround" ></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"> virtual bool NL3D::UVisualCollisionEntity::snapToGround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pos</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Snap the entity onto the ground. <a class="el" href="a04223.html#a574">pos.z</a> is modified so that it lies on the ground, according to rendered landscapes and meshes setuped into the visual collision manager. pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude. <dl compact><dt><b>Returns:</b></dt><dd>true if <a class="el" href="a04223.html#a574">pos.z</a> has been modified (sometimes it may not find a solution).</dd></dl>
+
+<p>
+Implemented in <a class="el" href="a03706.html#NL3D_1_1CVisualCollisionEntityUsera11">NL3D::CVisualCollisionEntityUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="a06637.html">u_visual_collision_entity.h</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 08:53:26 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>