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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) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/doxygen/nel/classNL3D_1_1UVisualCollisionEntity.html | |
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BORDER=0></A> +</td><td><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="1" HEIGHT="1" BORDER=0 ALT=""> +</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.14 --> +<center> +<a class="qindex" href="index.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">Compound List</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">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <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> </center> +<hr><h1>NL3D::UVisualCollisionEntity Class Reference</h1>Interface to visual collision entity. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="u__visual__collision__entity_8h-source.html">u_visual_collision_entity.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::UVisualCollisionEntity: +<p><center><img src="classNL3D_1_1UVisualCollisionEntity.gif" usemap="#NL3D::UVisualCollisionEntity_map" border="0"></center> +<map name="NL3D::UVisualCollisionEntity_map"> +<area href="classNL3D_1_1CVisualCollisionEntityUser.html" alt="NL3D::CVisualCollisionEntityUser" shape="rect" coords="0,56,199,80"> +</map> +<a href="classNL3D_1_1UVisualCollisionEntity-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a0">snapToGround</a> (CVector &pos)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Snap the entity onto the ground.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a1">snapToGround</a> (CVector &pos, CVector &normal)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Snap the entity onto the ground.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a2">setGroundMode</a> (bool groundMode)=0</td></tr> +<tr><td> </td><td><font size=-1><em>If groundMode is true, the entity is snapped on faces with normal.z > 0.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a3">setCeilMode</a> (bool ceilMode)=0</td></tr> +<tr><td> </td><td><font size=-1><em>If ceilMode is true, the entity is snapped on faces with normal.z < 0.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a4">getGroundMode</a> () const=0</td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a5">getCeilMode</a> () const=0</td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a6">setSnapToRenderedTesselation</a> (bool snapMode)=0</td></tr> +<tr><td> </td><td><font size=-1><em>By default, the visual collision entity is snapped on rendered/geomorphed tesselation (true).</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a7">getSnapToRenderedTesselation</a> () const=0</td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#a8">getSurfaceInfo</a> (const CVector &pos, <a class="el" href="structNL3D_1_1CSurfaceInfo.html">CSurfaceInfo</a> &info)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get surface informations.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Static Lighting</div></td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#z110_0">getStaticLightSetup</a> (const CVector &pos, std::vector< <a class="el" href="classNL3D_1_1CPointLightInfluence.html">CPointLightInfluence</a> > &pointLightList, <a class="el" href="memory__common_8h.html#a7">uint8</a> &sunContribution, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &localAmbient)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the static Light Setup, using landscape under us.</em> <a href="#z110_0">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Debug display</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#z111_0">displayDebugGrid</a> (<a class="el" href="classNL3D_1_1UDriver.html">UDriver</a> &drv) const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Draw lines for the landscape quadgrid collision faces under us NB: a drv.setMatrixMode3D() should have been done before.</em> <a href="#z111_0">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#b0">UVisualCollisionEntity</a> ()</td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html#b1">~UVisualCollisionEntity</a> ()</td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Interface to visual collision entity. +<p> +<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__visual__collision__entity_8h-source.html#l00062">62</a> of file <a class="el" href="u__visual__collision__entity_8h-source.html">u_visual_collision_entity.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="b0" doxytag="NL3D::UVisualCollisionEntity::UVisualCollisionEntity"></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::UVisualCollisionEntity::UVisualCollisionEntity </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, protected]</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="u__visual__collision__entity_8h-source.html#l00065">65</a> of file <a class="el" href="u__visual__collision__entity_8h-source.html">u_visual_collision_entity.h</a>. </td> + </tr> +</table> +<a name="b1" doxytag="NL3D::UVisualCollisionEntity::~UVisualCollisionEntity"></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::UVisualCollisionEntity::~UVisualCollisionEntity </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, protected, virtual]</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="u__visual__collision__entity_8h-source.html#l00066">66</a> of file <a class="el" href="u__visual__collision__entity_8h-source.html">u_visual_collision_entity.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="z111_0" doxytag="NL3D::UVisualCollisionEntity::displayDebugGrid"></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::UVisualCollisionEntity::displayDebugGrid </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UDriver.html">UDriver</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>drv</em> </td> + <td class="md" valign="top">) </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> + + </td> + <td> + +<p> +Draw lines for the landscape quadgrid collision faces under us NB: a drv.setMatrixMode3D() should have been done before. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a12">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a5" doxytag="NL3D::UVisualCollisionEntity::getCeilMode"></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::UVisualCollisionEntity::getCeilMode </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> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a7">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a4" doxytag="NL3D::UVisualCollisionEntity::getGroundMode"></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::UVisualCollisionEntity::getGroundMode </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> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a6">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a7" doxytag="NL3D::UVisualCollisionEntity::getSnapToRenderedTesselation"></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::UVisualCollisionEntity::getSnapToRenderedTesselation </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> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a9">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="z110_0" doxytag="NL3D::UVisualCollisionEntity::getStaticLightSetup"></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::UVisualCollisionEntity::getStaticLightSetup </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>std::vector< <a class="el" href="classNL3D_1_1CPointLightInfluence.html">CPointLightInfluence</a> > & </td> + <td class="mdname" nowrap> <em>pointLightList</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> & </td> + <td class="mdname" nowrap> <em>sunContribution</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>localAmbient</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </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> + + </td> + <td> + +<p> +Get the static Light Setup, using landscape under us. +<p> +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="classNL3D_1_1CPatch.html#m6">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="classNL3D_1_1CVisualCollisionEntityUser.html#a11">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a8" doxytag="NL3D::UVisualCollisionEntity::getSurfaceInfo"></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::UVisualCollisionEntity::getSurfaceInfo </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap><a class="el" href="structNL3D_1_1CSurfaceInfo.html">CSurfaceInfo</a> & </td> + <td class="mdname" nowrap> <em>info</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </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> + + </td> + <td> + +<p> +Get surface informations. +<p> +pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude. <dl compact><dt><b> +Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>info</em> </td><td> +will be filled with surface informations if the method returns true. </td></tr> +</table> +</dl><dl compact><dt><b> +Returns: </b><dd> +true if the surface has been found and informations has been filled. </dl> +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a10">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a3" doxytag="NL3D::UVisualCollisionEntity::setCeilMode"></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::UVisualCollisionEntity::setCeilMode </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>ceilMode</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +If ceilMode is true, the entity is snapped on faces with normal.z < 0. +<p> +Default is false. NB: if both groundMode and ceilMode are false, snapToGround is a no-op. +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a5">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a2" doxytag="NL3D::UVisualCollisionEntity::setGroundMode"></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::UVisualCollisionEntity::setGroundMode </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>groundMode</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +If groundMode is true, the entity is snapped on faces with normal.z > 0. +<p> +Default is true. NB: if both groundMode and ceilMode are false, snapToGround is a no-op. +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a4">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a6" doxytag="NL3D::UVisualCollisionEntity::setSnapToRenderedTesselation"></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::UVisualCollisionEntity::setSnapToRenderedTesselation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>snapMode</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +By default, the visual collision entity is snapped on rendered/geomorphed tesselation (true). +<p> +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="classNL3D_1_1CVisualCollisionEntityUser.html#a8">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a1" doxytag="NL3D::UVisualCollisionEntity::snapToGround"></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::UVisualCollisionEntity::snapToGround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>CVector & </td> + <td class="mdname" nowrap> <em>normal</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </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> + + </td> + <td> + +<p> +Snap the entity onto the ground. +<p> +pos.z 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><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>normal</em> </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><dd> +true if pos.z has been modified (sometimes it may not find a solution). </dl> +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a3">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<a name="a0" doxytag="NL3D::UVisualCollisionEntity::snapToGround"></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::UVisualCollisionEntity::snapToGround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">CVector & </td> + <td class="mdname1" valign="top" nowrap> <em>pos</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Snap the entity onto the ground. +<p> +pos.z 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><dd> +true if pos.z has been modified (sometimes it may not find a solution). </dl> +<p> +Implemented in <a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html#a2">NL3D::CVisualCollisionEntityUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="u__visual__collision__entity_8h-source.html">u_visual_collision_entity.h</a></ul> + + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |