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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<center>
+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::UTransform Class Reference</h1>Base interface for manipulating Movable Objects in the scene: camera, lights, instances etc...
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="u__transform_8h-source.html">u_transform.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::UTransform:
+<p><center><img src="classNL3D_1_1UTransform.gif" usemap="#NL3D::UTransform_map" border="0"></center>
+<map name="NL3D::UTransform_map">
+<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="675,0,890,24">
+<area href="classNL3D_1_1CTransformUser.html" alt="NL3D::CTransformUser" shape="rect" coords="0,112,215,136">
+<area href="classNL3D_1_1UCamera.html" alt="NL3D::UCamera" shape="rect" coords="450,112,665,136">
+<area href="classNL3D_1_1UInstance.html" alt="NL3D::UInstance" shape="rect" coords="675,112,890,136">
+<area href="classNL3D_1_1UPointLight.html" alt="NL3D::UPointLight" shape="rect" coords="1125,112,1340,136">
+<area href="classNL3D_1_1USkeleton.html" alt="NL3D::USkeleton" shape="rect" coords="1350,112,1565,136">
+<area href="classNL3D_1_1CCameraUser.html" alt="NL3D::CCameraUser" shape="rect" coords="225,168,440,192">
+<area href="classNL3D_1_1CInstanceUser.html" alt="NL3D::CInstanceUser" shape="rect" coords="225,224,440,248">
+<area href="classNL3D_1_1CParticleSystemInstanceUser.html" alt="NL3D::CParticleSystemInstanceUser" shape="rect" coords="225,280,440,304">
+<area href="classNL3D_1_1CPointLightUser.html" alt="NL3D::CPointLightUser" shape="rect" coords="225,336,440,360">
+<area href="classNL3D_1_1CSkeletonUser.html" alt="NL3D::CSkeletonUser" shape="rect" coords="225,392,440,416">
+<area href="classNL3D_1_1CCameraUser.html" alt="NL3D::CCameraUser" shape="rect" coords="450,168,665,192">
+<area href="classNL3D_1_1CInstanceUser.html" alt="NL3D::CInstanceUser" shape="rect" coords="900,168,1115,192">
+<area href="classNL3D_1_1UParticleSystemInstance.html" alt="NL3D::UParticleSystemInstance" shape="rect" coords="900,224,1115,248">
+<area href="classNL3D_1_1CPointLightUser.html" alt="NL3D::CPointLightUser" shape="rect" coords="1125,168,1340,192">
+<area href="classNL3D_1_1CSkeletonUser.html" alt="NL3D::CSkeletonUser" shape="rect" coords="1350,168,1565,192">
+</map>
+<a href="classNL3D_1_1UTransform-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
+<tr><td nowrap align=right valign=top>enum &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#s4">TVisibility</a> { <a class="el" href="classNL3D_1_1UTransform.html#s4s0">Show</a> = 0,
+<a class="el" href="classNL3D_1_1UTransform.html#s4s1">Hide</a>,
+<a class="el" href="classNL3D_1_1UTransform.html#s4s2">Herit</a>,
+<a class="el" href="classNL3D_1_1UTransform.html#s4s3">VisibilityCount</a>
+ }</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The visibility flag. In the root case, Herit means Show.</em> <a href="#s4">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#a0">setOrderingLayer</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> layer)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the current ordering layer for this transform.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#a1">getOrderingLayer</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the ordering layer.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#a2">setLogicInfo</a> (<a class="el" href="classNL3D_1_1ILogicInfo.html">ILogicInfo</a> *logicInfo)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the LogicInfo for this transfrom, eg to retrieve statc light information, see <a class="el" href="classNL3D_1_1ILogicInfo.html">ILogicInfo</a>.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#a3">getLastClippedState</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Return true if the object was rendered during the last Scene-&gt;rendere(). return false else (ie clipped).</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual const CMatrix &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#a4">getLastWorldMatrixComputed</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the last world matrix computed in last render().</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Hierarchy manipulation</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z98_0">parent</a> (UTransform *newFather)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Hierarchy edit.</em> <a href="#z98_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z98_1">setClusterSystem</a> (<a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> *pIG)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z98_2">getClusterSystem</a> ()=0</td></tr>
+<tr><td colspan="2"><div class="groupHeader">visibility</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z99_0">hide</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Hide the object and his sons.</em> <a href="#z99_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z99_1">show</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Show the objet and his sons.</em> <a href="#z99_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z99_2">heritVisibility</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>herit the visibility from his father. (default behavior).</em> <a href="#z99_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UTransform.html#s4">TVisibility</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z99_3">getVisibility</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the local visibility state.</em> <a href="#z99_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">freezeHRC</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z100_0">freezeHRC</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Optimisation: freeze the HRC so the WorldMatrix computed at next render() will be kept for long, and the model won't either be tested in HRC.</em> <a href="#z100_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z100_1">unfreezeHRC</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1UTransform.html#z100_0">freezeHRC</a>().</em> <a href="#z100_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z101_0">setUserLightable</a> (bool enable)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the UserLightable flag.</em> <a href="#z101_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z101_1">getUserLightable</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the UserLightable flag.</em> <a href="#z101_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z102_0">setLoadBalancingGroup</a> (const std::string &amp;group)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change the load Balancing group of a model.</em> <a href="#z102_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual const std::string &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z102_1">getLoadBalancingGroup</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the load Balancing group of a model.</em> <a href="#z102_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z103_0">setMeanColor</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> color)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the Mean color of the transform.</em> <a href="#z103_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z103_1">getMeanColor</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1UTransform.html#z103_0">setMeanColor</a>().</em> <a href="#z103_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z104_0">setTransparency</a> (bool <a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z104_1">setOpacity</a> (bool <a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z104_2">isOpaque</a> ()=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z104_3">isTransparent</a> ()=0</td></tr>
+<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z97_0">UTransform</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Constructor. By default, RotQuat mode.</em> <a href="#z97_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html#z97_1">~UTransform</a> ()</td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Base interface for manipulating Movable Objects in the scene: camera, lights, instances etc...
+<p>
+see <a class="el" href="classNL3D_1_1UTransformable.html">UTransformable</a>. A <a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> can be set in a hierachy, and can be hidden. <dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2001 </dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="u__transform_8h-source.html#l00052">52</a> of file <a class="el" href="u__transform_8h-source.html">u_transform.h</a>.<hr><h2>Member Enumeration Documentation</h2>
+<a name="s4" doxytag="NL3D::UTransform::TVisibility"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum NL3D::UTransform::TVisibility
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The visibility flag. In the root case, Herit means Show.
+<p>
+<dl compact><dt><b>
+Enumeration values:</b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a name="s4s0" doxytag="Show"></a><em>Show</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="s4s1" doxytag="Hide"></a><em>Hide</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="s4s2" doxytag="Herit"></a><em>Herit</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="s4s3" doxytag="VisibilityCount"></a><em>VisibilityCount</em></em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="u__transform_8h-source.html#l00067">67</a> of file <a class="el" href="u__transform_8h-source.html">u_transform.h</a>.
+<p>
+Referenced by <a class="el" href="transform__user_8h-source.html#l00144">NL3D::CTransformUser::getVisibility</a>. </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="z97_0" doxytag="NL3D::UTransform::UTransform"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::UTransform::UTransform </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Constructor. By default, RotQuat mode.
+<p>
+
+<p>
+Definition at line <a class="el" href="u__transform_8h-source.html#l00059">59</a> of file <a class="el" href="u__transform_8h-source.html">u_transform.h</a>. </td>
+ </tr>
+</table>
+<a name="z97_1" doxytag="NL3D::UTransform::~UTransform"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual NL3D::UTransform::~UTransform </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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="u__transform_8h-source.html#l00060">60</a> of file <a class="el" href="u__transform_8h-source.html">u_transform.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="z100_0" doxytag="NL3D::UTransform::freezeHRC"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::freezeHRC </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Optimisation: freeze the HRC so the WorldMatrix computed at next render() will be kept for long, and the model won't either be tested in HRC.
+<p>
+NB: the model won't be tested in HRC only if this model is a "root" For maximum optimisation, you should <a class="el" href="classNL3D_1_1UTransform.html#z100_0">freezeHRC</a>() all the models of a hierarchy, from base root to leaves.
+<p>
+NB: if the hierarchy of this object must change, or if the object must moves, you must call <a class="el" href="classNL3D_1_1UTransform.html#z100_1">unfreezeHRC</a>() first, and you should do this for all the parents of this model.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z862_0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z98_2" doxytag="NL3D::UTransform::getClusterSystem"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a>* NL3D::UTransform::getClusterSystem </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z860_2">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="a3" doxytag="NL3D::UTransform::getLastClippedState"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UTransform::getLastClippedState </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Return true if the object was rendered during the last Scene-&gt;rendere(). return false else (ie clipped).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#a3">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="a4" doxytag="NL3D::UTransform::getLastWorldMatrixComputed"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual const CMatrix&amp; NL3D::UTransform::getLastWorldMatrixComputed </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+get the last world matrix computed in last render().
+<p>
+NB: this WM is computed in last render() only if the object was not clipped. So use it wisely. use <a class="el" href="classNL3D_1_1UTransform.html#a3">getLastClippedState</a>() to konw if the object was visible in last render().
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#a4">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z102_1" doxytag="NL3D::UTransform::getLoadBalancingGroup"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual const std::string&amp; NL3D::UTransform::getLoadBalancingGroup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Get the load Balancing group of a model.
+<p>
+see <a class="el" href="classNL3D_1_1UTransform.html#z102_0">setLoadBalancingGroup</a>().
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z864_1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z103_1" doxytag="NL3D::UTransform::getMeanColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UTransform::getMeanColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+see <a class="el" href="classNL3D_1_1UTransform.html#z103_0">setMeanColor</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z865_1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="a1" doxytag="NL3D::UTransform::getOrderingLayer"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::UTransform::getOrderingLayer </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Get the ordering layer.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#a1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z101_1" doxytag="NL3D::UTransform::getUserLightable"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UTransform::getUserLightable </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Get the UserLightable flag.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z863_1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z99_3" doxytag="NL3D::UTransform::getVisibility"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="classNL3D_1_1UTransform.html#s4">TVisibility</a> NL3D::UTransform::getVisibility </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Get the local visibility state.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z861_3">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z99_2" doxytag="NL3D::UTransform::heritVisibility"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::heritVisibility </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+herit the visibility from his father. (default behavior).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z861_2">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z99_0" doxytag="NL3D::UTransform::hide"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::hide </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Hide the object and his sons.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z861_0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z104_2" doxytag="NL3D::UTransform::isOpaque"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a11">uint32</a> NL3D::UTransform::isOpaque </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z866_2">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z104_3" doxytag="NL3D::UTransform::isTransparent"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a11">uint32</a> NL3D::UTransform::isTransparent </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z866_3">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z98_0" doxytag="NL3D::UTransform::parent"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::parent </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">UTransform *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>newFather</em> </td>
+ <td class="md" valign="top">)&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>
+Hierarchy edit.
+<p>
+unlink this from oldparent, and make this be a son of newFather. if this was already a son of newFather, no-op. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>newFather</em>&nbsp;</td><td>
+the new Father. If NULL, the transform will be linked to the root of the hierarchy (Default!). </td></tr>
+</table>
+</dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z860_0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z98_1" doxytag="NL3D::UTransform::setClusterSystem"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setClusterSystem </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pIG</em> </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z860_1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z102_0" doxytag="NL3D::UTransform::setLoadBalancingGroup"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setLoadBalancingGroup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>group</em> </td>
+ <td class="md" valign="top">)&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>
+Change the load Balancing group of a model.
+<p>
+Every models are in a special LoadBalancingGroup. NB: the group is created if did not exist. NB: if models are skinned, it is their Skeleton which drive the group
+<p>
+By default, models lies in the "Default" group, but Skeletons for skinning and ParticlesSystems which are in "Skin" and "Fx" group respectively. The "Default" group is special because it is not balanced (ie models are only degraded from their distance to camera)
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z864_0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="a2" doxytag="NL3D::UTransform::setLogicInfo"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setLogicInfo </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ILogicInfo.html">ILogicInfo</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>logicInfo</em> </td>
+ <td class="md" valign="top">)&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>
+Set the LogicInfo for this transfrom, eg to retrieve statc light information, see <a class="el" href="classNL3D_1_1ILogicInfo.html">ILogicInfo</a>.
+<p>
+Ptr is kept in UTransfrom, so should call setLogicInfo(NULL) before to clean up.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#a2">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z103_0" doxytag="NL3D::UTransform::setMeanColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setMeanColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>color</em> </td>
+ <td class="md" valign="top">)&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>
+set the Mean color of the transform.
+<p>
+The mean color can be used for many purpose, such as drawing objects if the textures are not loaded. It is used also for Lod Character. Default color is (255,255,255)
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z865_0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z104_1" doxytag="NL3D::UTransform::setOpacity"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setOpacity </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>v</em> </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z866_1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="a0" doxytag="NL3D::UTransform::setOrderingLayer"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setOrderingLayer </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>layer</em> </td>
+ <td class="md" valign="top">)&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>
+Set the current ordering layer for this transform.
+<p>
+Typically, this is used to sort transparent objects. Isn't used with solid objects. For now : Layer 0 is for underwater Layer 1 is for water surfaces Layer 2 is for object above water
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#a0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z104_0" doxytag="NL3D::UTransform::setTransparency"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setTransparency </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>v</em> </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z866_0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z101_0" doxytag="NL3D::UTransform::setUserLightable"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::setUserLightable </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enable</em> </td>
+ <td class="md" valign="top">)&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>
+Set the UserLightable flag.
+<p>
+if false, isLightable() will always return false. Doing this, user can disable lighting on a model which may be interesting for speed. NB: most of models don't need it. For example models with LightMaps are by default Lighing-disabled. Default behavior is UserLightable==true.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z863_0">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z99_1" doxytag="NL3D::UTransform::show"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::show </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Show the objet and his sons.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z861_1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<a name="z100_1" doxytag="NL3D::UTransform::unfreezeHRC"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UTransform::unfreezeHRC </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+see <a class="el" href="classNL3D_1_1UTransform.html#z100_0">freezeHRC</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CTransformUser.html#z862_1">NL3D::CTransformUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="u__transform_8h-source.html">u_transform.h</a></ul>
+
+
+<!-- footer -->
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