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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/scene_8cpp-source.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
Initial commit
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diff --git a/docs/doxygen/nel/scene_8cpp-source.html b/docs/doxygen/nel/scene_8cpp-source.html new file mode 100644 index 00000000..6c9a32cf --- /dev/null +++ b/docs/doxygen/nel/scene_8cpp-source.html @@ -0,0 +1,1043 @@ +<!doctype html public "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"> +<HTML> +<HEAD> + <TITLE>nevrax.org : docs</TITLE> + <LINK REL=stylesheet TYPE="text/css" HREF="http://www.nevrax.org/inc/css/nevrax.css"> + <link href="doxygen.css" rel="stylesheet" type="text/css"> +</HEAD> +<BODY MARGINHEIGHT="0" MARGINWIDTH="0"> + +<!-- uplinks --> +<TABLE CELLSPACING=0 CELLPADDING=0 BORDER=0> + <TR> + <TD WIDTH=16><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD> + <TD WIDTH=140 BGCOLOR=#dddddd><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="140" HEIGHT="16" BORDER=0 ALT=""></TD> + <TD WIDTH=16><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 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+</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>scene.cpp</h1><a href="scene_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="trav__scene_8h.html">3d/trav_scene.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="hrc__trav_8h.html">3d/hrc_trav.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="light__trav_8h.html">3d/light_trav.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="anim__detail__trav_8h.html">3d/anim_detail_trav.h</a>"</font> +00034 <font class="preprocessor">#include "<a class="code" href="load__balancing__trav_8h.html">3d/load_balancing_trav.h</a>"</font> +00035 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font> +00036 <font class="preprocessor">#include "<a class="code" href="transform_8h.html">3d/transform.h</a>"</font> +00037 <font class="preprocessor">#include "<a class="code" href="camera_8h.html">3d/camera.h</a>"</font> +00038 <font class="preprocessor">#include "<a class="code" href="landscape__model_8h.html">3d/landscape_model.h</a>"</font> +00039 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font> +00040 <font class="preprocessor">#include "<a class="code" href="transform__shape_8h.html">3d/transform_shape.h</a>"</font> +00041 <font class="preprocessor">#include "<a class="code" href="mesh__base_8h.html">3d/mesh_base.h</a>"</font> +00042 <font class="preprocessor">#include "<a class="code" href="mesh__base__instance_8h.html">3d/mesh_base_instance.h</a>"</font> +00043 <font class="preprocessor">#include "<a class="code" href="mesh__instance_8h.html">3d/mesh_instance.h</a>"</font> +00044 <font class="preprocessor">#include "<a class="code" href="mesh__mrm__instance_8h.html">3d/mesh_mrm_instance.h</a>"</font> +00045 <font class="preprocessor">#include "<a class="code" href="mesh__multi__lod__instance_8h.html">3d/mesh_multi_lod_instance.h</a>"</font> +00046 <font class="preprocessor">#include "<a class="code" href="shape__bank_8h.html">3d/shape_bank.h</a>"</font> +00047 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font> +00048 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font> +00049 <font class="preprocessor">#include "<a class="code" href="coarse__mesh__manager_8h.html">3d/coarse_mesh_manager.h</a>"</font> +00050 <font class="preprocessor">#include "<a class="code" href="cluster_8h.html">3d/cluster.h</a>"</font> +00051 <font class="preprocessor">#include "<a class="code" href="scene__group_8h.html">3d/scene_group.h</a>"</font> +00052 <font class="preprocessor">#include "<a class="code" href="flare__model_8h.html">3d/flare_model.h</a>"</font> +00053 <font class="preprocessor">#include "<a class="code" href="skip__model_8h.html">3d/skip_model.h</a>"</font> +00054 <font class="preprocessor">#include "<a class="code" href="quad__grid__clip__cluster_8h.html">3d/quad_grid_clip_cluster.h</a>"</font> +00055 <font class="preprocessor">#include "<a class="code" href="water__model_8h.html">3d/water_model.h</a>"</font> +00056 <font class="preprocessor">#include "<a class="code" href="vegetable__blend__layer__model_8h.html">3d/vegetable_blend_layer_model.h</a>"</font> +00057 <font class="preprocessor">#include "<a class="code" href="root__model_8h.html">3d/root_model.h</a>"</font> +00058 <font class="preprocessor">#include "<a class="code" href="point__light__model_8h.html">3d/point_light_model.h</a>"</font> +00059 <font class="preprocessor">#include "<a class="code" href="animation_8h.html">3d/animation.h</a>"</font> +00060 <font class="preprocessor">#include "<a class="code" href="lod__character__manager_8h.html">3d/lod_character_manager.h</a>"</font> +00061 <font class="preprocessor">#include "<a class="code" href="seg__remanence_8h.html">3d/seg_remanence.h</a>"</font> +00062 <font class="preprocessor">#include "<a class="code" href="async__texture__manager_8h.html">3d/async_texture_manager.h</a>"</font> +00063 +00064 <font class="preprocessor">#include <memory></font> +00065 +00066 <font class="preprocessor">#include "<a class="code" href="time__nl_8h.html">nel/misc/time_nl.h</a>"</font> +00067 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font> +00068 <font class="preprocessor">#include "<a class="code" href="path_8h.html">nel/misc/path.h</a>"</font> +00069 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00070 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00071 +<a name="l00072"></a><a class="code" href="scene_8cpp.html#a0">00072</a> <font class="preprocessor">#define NL3D_SCENE_STATIC_COARSE_MANAGER_TEXTURE "nel_coarse_texture.tga"</font> +<a name="l00073"></a><a class="code" href="scene_8cpp.html#a1">00073</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SCENE_DYNAMIC_COARSE_MANAGER_TEXTURE NL3D_SCENE_STATIC_COARSE_MANAGER_TEXTURE</font> +00074 <font class="preprocessor"></font> +<a name="l00075"></a><a class="code" href="scene_8cpp.html#a2">00075</a> <font class="preprocessor">#define NL3D_MEM_INSTANCE NL_ALLOC_CONTEXT( 3dInst )</font> +<a name="l00076"></a><a class="code" href="scene_8cpp.html#a3">00076</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MEM_MOT NL_ALLOC_CONTEXT( 3dMot )</font> +00077 <font class="preprocessor"></font> +<a name="l00078"></a><a class="code" href="scene_8cpp.html#a4">00078</a> <font class="preprocessor">#define NL3D_SCENE_QUADGRID_CLIP_CLUSTER_SIZE 400</font> +<a name="l00079"></a><a class="code" href="scene_8cpp.html#a5">00079</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SCENE_QUADGRID_CLIP_NUM_MAXDIST 3</font> +<a name="l00080"></a><a class="code" href="scene_8cpp.html#a6">00080</a> <font class="preprocessor"></font><font class="keyword">const</font> <font class="keywordtype">float</font> <a class="code" href="scene_8cpp.html#a6">NL3D_QuadGridClipManagerMaxDist</a>[<a class="code" href="scene_8cpp.html#a5">NL3D_SCENE_QUADGRID_CLIP_NUM_MAXDIST</a>]= {200, 400, 600}; +00081 <font class="comment">// The manager is limited to a square of 3000m*3000m around the camera. Beyond, models are clipped individually (bad!!).</font> +<a name="l00082"></a><a class="code" href="scene_8cpp.html#a7">00082</a> <font class="keyword">const</font> <font class="keywordtype">float</font> <a class="code" href="scene_8cpp.html#a7">NL3D_QuadGridClipManagerRadiusMax</a>= 1500; +00083 +00084 +00085 <font class="keyword">namespace </font>NL3D +00086 { +00087 +00088 <font class="comment">// ***************************************************************************</font> +00089 <font class="comment">// ***************************************************************************</font> +00090 <font class="comment">// ***************************************************************************</font> +00091 +00092 +<a name="l00093"></a><a class="code" href="classNL3D_1_1CScene.html#z751_0">00093</a> <font class="keywordtype">void</font> CScene::registerBasics() +00094 { +00095 CTransform::registerBasic(); +00096 CCamera::registerBasic(); +00097 CMeshBaseInstance::registerBasic(); +00098 CMeshInstance::registerBasic(); +00099 CMeshMRMInstance::registerBasic(); +00100 CLandscapeModel::registerBasic(); +00101 CTransformShape::registerBasic(); +00102 CSkeletonModel::registerBasic(); +00103 CParticleSystemModel::registerBasic() ; +00104 CMeshMultiLodInstance::registerBasic(); +00105 CCoarseMeshManager::registerBasic(); +00106 CCluster::registerBasic(); +00107 CFlareModel::registerBasic(); +00108 CSkipModel::registerBasic(); +00109 CQuadGridClipCluster::registerBasic(); +00110 CWaterModel::registerBasic(); +00111 CWaveMakerModel::registerBasic(); +00112 CVegetableBlendLayerModel::registerBasic(); +00113 CRootModel::registerBasic(); +00114 CPointLightModel::registerBasic(); +00115 CSegRemanence::registerBasic(); +00116 } +00117 +00118 +00119 <font class="comment">// ***************************************************************************</font> +00120 <font class="comment">// ***************************************************************************</font> +00121 <font class="comment">// ***************************************************************************</font> +00122 +00123 <font class="comment">// ***************************************************************************</font> +<a name="l00124"></a><a class="code" href="classNL3D_1_1CScene.html#z752_0">00124</a> CScene::CScene() +00125 { +00126 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>= NULL; +00127 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>= NULL; +00128 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>= NULL; +00129 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>= NULL; +00130 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>= NULL; +00131 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>= NULL; +00132 +00133 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> = NULL; +00134 +00135 <a class="code" href="classNL3D_1_1CScene.html#z766_0">_StaticCoarseMeshManager</a> = NULL; +00136 <a class="code" href="classNL3D_1_1CScene.html#z766_1">_DynamicCoarseMeshManager</a> = NULL; +00137 +00138 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>= NULL; +00139 <a class="code" href="classNL3D_1_1CScene.html#o11">SkipModelRoot</a>= NULL; +00140 <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>= NULL; +00141 <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>= NULL; +00142 +00143 <a class="code" href="classNL3D_1_1CScene.html#o3">_CurrentTime</a> = 0 ; +00144 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = 0 ; +00145 <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a> = 0 ; +00146 <a class="code" href="classNL3D_1_1CScene.html#o5">_FirstAnimateCall</a> = <font class="keyword">true</font> ; +00147 +00148 <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>= <font class="keyword">false</font>; +00149 <a class="code" href="classNL3D_1_1CScene.html#o19">_CoarseMeshLightingUpdate</a>= 50; +00150 +00151 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>.set(1,0,0); +00152 <font class="comment">// Default as Sithikt wants.</font> +00153 <a class="code" href="classNL3D_1_1CScene.html#z769_0">_GlobalWindPower</a>= 0.2f; +00154 +00155 <font class="comment">// global manager (created in CDriverUser)</font> +00156 <a class="code" href="classNL3D_1_1CScene.html#z766_2">_LodCharacterManager</a>= NULL; +00157 <a class="code" href="classNL3D_1_1CScene.html#o21">_AsyncTextureManager</a>= NULL; +00158 +00159 <a class="code" href="classNL3D_1_1CScene.html#o9">_NumRender</a> = 0; +00160 +00161 <a class="code" href="classNL3D_1_1CScene.html#o23">_MaxSkeletonsInNotCLodForm</a>= 20; +00162 } +00163 <font class="comment">// ***************************************************************************</font> +<a name="l00164"></a><a class="code" href="classNL3D_1_1CScene.html#z752_10">00164</a> <font class="keywordtype">void</font> CScene::release() +00165 { +00166 <font class="comment">// terminate async loading</font> +00167 CAsyncFileManager::terminate(); +00168 +00169 <font class="comment">// reset the _QuadGridClipManager, => unlink models, and delete clusters.</font> +00170 <a class="code" href="classNL3D_1_1CScene.html#z767_0">_QuadGridClipManager</a>.reset(); +00171 +00172 <font class="comment">// First, delete models and un-register traversals.</font> +00173 CMOT::release(); +00174 +00175 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="classNL3D_1_1CMOT.html#z613_1">getNumTrav</a>(); ++k) +00176 { +00177 ITravScene *ts = dynamic_cast<ITravScene *>(<a class="code" href="classNL3D_1_1CMOT.html#z613_2">getTrav</a>(k)); +00178 <font class="keywordflow">if</font> (ts) +00179 { +00180 ts->Scene = NULL; +00181 } +00182 } +00183 +00184 <font class="comment">// Unlink the rendertrav.</font> +00185 <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.clear(); +00186 +00187 <font class="comment">// Delete only the 5 default Traversals (owned by CScene).</font> +00188 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a> != NULL) +00189 { +00190 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>; +00191 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>= NULL; +00192 } +00193 +00194 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a> != NULL) +00195 { +00196 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>; +00197 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>= NULL; +00198 } +00199 +00200 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a> != NULL) +00201 { +00202 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>; +00203 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>= NULL; +00204 } +00205 +00206 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a> != NULL) +00207 { +00208 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>; +00209 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>= NULL; +00210 } +00211 +00212 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a> != NULL) +00213 { +00214 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>; +00215 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>= NULL; +00216 } +00217 +00218 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a> != NULL) +00219 { +00220 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>; +00221 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>= NULL; +00222 } +00223 +00224 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> = NULL; +00225 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>= NULL; +00226 <a class="code" href="classNL3D_1_1CScene.html#o11">SkipModelRoot</a>= NULL; +00227 <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>= NULL; +00228 <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>= NULL; +00229 <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>= NULL; +00230 +00231 <font class="comment">// reset the _LodCharacterManager</font> +00232 <font class="keywordflow">if</font>(_LodCharacterManager) +00233 <a class="code" href="classNL3D_1_1CScene.html#z766_2">_LodCharacterManager</a>->reset(); +00234 } +00235 <font class="comment">// ***************************************************************************</font> +<a name="l00236"></a><a class="code" href="classNL3D_1_1CScene.html#z752_1">00236</a> CScene::~CScene() +00237 { +00238 <a class="code" href="classNL3D_1_1CScene.html#z752_10">release</a>(); +00239 } +00240 <font class="comment">// ***************************************************************************</font> +<a name="l00241"></a><a class="code" href="classNL3D_1_1CScene.html#z752_2">00241</a> <font class="keywordtype">void</font> CScene::initDefaultTravs() +00242 { +00243 <a class="code" href="scene_8cpp.html#a3">NL3D_MEM_MOT</a> +00244 +00245 <font class="comment">// Add the 4 default traversals.</font> +00246 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>= <font class="keyword">new</font> CHrcTrav; +00247 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>= <font class="keyword">new</font> CClipTrav; +00248 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>= <font class="keyword">new</font> CLightTrav; +00249 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>= <font class="keyword">new</font> CAnimDetailTrav; +00250 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>= <font class="keyword">new</font> CLoadBalancingTrav; +00251 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>= <font class="keyword">new</font> CRenderTrav; +00252 +00253 <font class="comment">// Register them to the scene.</font> +00254 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>); +00255 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>); +00256 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>); +00257 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>); +00258 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00259 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>); +00260 } +00261 <font class="comment">// ***************************************************************************</font> +<a name="l00262"></a><a class="code" href="classNL3D_1_1CScene.html#z752_3">00262</a> <font class="keywordtype">void</font> CScene::initDefaultRoots() +00263 { +00264 <font class="comment">// Create and set root the default models.</font> +00265 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>= static_cast<CTransform*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a276">TransformId</a>)); +00266 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>->setRoot(<a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>); +00267 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setRoot(<a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>); +00268 +00269 <font class="comment">// need no root for AnimDetailTrav, LoadBalancingTrav, LightTrav and RenderTrav</font> +00270 <font class="comment">// because all of them use either the ClipVisibilityList or their own list.</font> +00271 <font class="comment">// AnimDetailTrav->setRoot(Root);</font> +00272 <font class="comment">// LoadBalancingTrav->setRoot(Root);</font> +00273 <font class="comment">// LightTrav->setRoot(Root);</font> +00274 <font class="comment">// RenderTrav->setRoot(Root);</font> +00275 +00276 +00277 <font class="comment">// The root is always freezed (never move).</font> +00278 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>->freeze(); +00279 +00280 +00281 <font class="comment">// Create a SkipModelRoot, for CTransform::freezeHRC().</font> +00282 <a class="code" href="classNL3D_1_1CScene.html#o11">SkipModelRoot</a>= static_cast<CSkipModel*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a237">SkipModelId</a>)); +00283 +00284 +00285 <font class="comment">// Create a SonsOfAncestorSkeletonModelGroup, for models which have a skeleton ancestor</font> +00286 <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>= static_cast<CRootModel*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a233">RootModelId</a>)); +00287 <font class="comment">// must unlink it from all traversals, because special, only used in CClipTrav::traverse()</font> +00288 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>); +00289 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>); +00290 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>); +00291 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>); +00292 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>); +00293 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>); +00294 <font class="comment">// inform the clipTrav of this model.</font> +00295 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setSonsOfAncestorSkeletonModelGroup(<a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>); +00296 +00297 +00298 <font class="comment">// init root for Lighting.</font> +00299 <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>= static_cast<CRootModel*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a233">RootModelId</a>)); +00300 <font class="comment">// unlink it from all traversals, because special, only used in CLightTrav::traverse()</font> +00301 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>); +00302 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>); +00303 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>); +00304 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>); +00305 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>); +00306 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>); +00307 <font class="comment">// inform the LightTrav of this model.</font> +00308 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->setLightModelRoot(<a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>); +00309 } +00310 +00311 <font class="comment">// ***************************************************************************</font> +<a name="l00312"></a><a class="code" href="classNL3D_1_1CScene.html#z752_5">00312</a> <font class="keywordtype">void</font> CScene::initCoarseMeshManager () +00313 { +00314 <a class="code" href="classNL3D_1_1CScene.html#z766_0">_StaticCoarseMeshManager</a>=(CCoarseMeshManager*)<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a> (<a class="code" href="namespaceNL3D.html#a27">CoarseMeshManagerId</a>); +00315 <a class="code" href="classNL3D_1_1CScene.html#z766_1">_DynamicCoarseMeshManager</a>=(CCoarseMeshManager*)<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a> (<a class="code" href="namespaceNL3D.html#a27">CoarseMeshManagerId</a>); +00316 +00317 <font class="comment">// Init default texture files</font> +00318 <a class="code" href="classNL3D_1_1CScene.html#z766_0">_StaticCoarseMeshManager</a>->setTextureFile (<a class="code" href="scene_8cpp.html#a0">NL3D_SCENE_STATIC_COARSE_MANAGER_TEXTURE</a>); +00319 <a class="code" href="classNL3D_1_1CScene.html#z766_1">_DynamicCoarseMeshManager</a>->setTextureFile (<a class="code" href="scene_8cpp.html#a1">NL3D_SCENE_DYNAMIC_COARSE_MANAGER_TEXTURE</a>); +00320 } +00321 +00322 <font class="comment">// ***************************************************************************</font> +<a name="l00323"></a><a class="code" href="classNL3D_1_1CScene.html#z752_4">00323</a> <font class="keywordtype">void</font> CScene::initGlobalnstanceGroup () +00324 { +00325 <font class="comment">// Init the instance group that represent the world</font> +00326 <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a> = <font class="keyword">new</font> CInstanceGroup; +00327 CCluster *pCluster = (CCluster*)<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a> (<a class="code" href="namespaceNL3D.html#a26">ClusterId</a>); +00328 CClipTrav *pClipTrav = (CClipTrav*)(<a class="code" href="classNL3D_1_1CMOT.html#z613_2">getTrav</a> (<a class="code" href="namespaceNL3D.html#a25">ClipTravId</a>)); +00329 pClipTrav->unlink (NULL, pCluster); +00330 pCluster->Name = <font class="stringliteral">"ClusterRoot"</font>; +00331 pCluster->Group = <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a>; +00332 <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a>->addCluster (pCluster); +00333 +00334 <font class="comment">// init the ClipTrav->RootCluster.</font> +00335 pClipTrav->RootCluster = <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a>->_ClusterInstances[0]; +00336 } +00337 +00338 +00339 <font class="comment">// ***************************************************************************</font> +<a name="l00340"></a><a class="code" href="classNL3D_1_1CScene.html#z752_6">00340</a> <font class="keywordtype">void</font> CScene::initQuadGridClipManager () +00341 { +00342 <font class="comment">// Init clip features.</font> +00343 <font class="comment">// setup maxDists clip.</font> +00344 vector<float> maxDists; +00345 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="scene_8cpp.html#a5">NL3D_SCENE_QUADGRID_CLIP_NUM_MAXDIST</a>; i++) +00346 maxDists.push_back(<a class="code" href="scene_8cpp.html#a6">NL3D_QuadGridClipManagerMaxDist</a>[i]); +00347 <font class="comment">// init _QuadGridClipManager.</font> +00348 <a class="code" href="classNL3D_1_1CScene.html#z767_0">_QuadGridClipManager</a>.init(<font class="keyword">this</font>, <a class="code" href="scene_8cpp.html#a4">NL3D_SCENE_QUADGRID_CLIP_CLUSTER_SIZE</a>, maxDists, <a class="code" href="scene_8cpp.html#a7">NL3D_QuadGridClipManagerRadiusMax</a>); +00349 } +00350 +00351 +00352 <font class="comment">// ***************************************************************************</font> +<a name="l00353"></a><a class="code" href="classNL3D_1_1CScene.html#z752_9">00353</a> <font class="keywordtype">void</font> CScene::addTrav(ITrav *<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>) +00354 { +00355 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00356 sint order=0; +00357 +00358 ITravScene *sv= dynamic_cast<ITravScene*>(v); +00359 <font class="keywordflow">if</font>(sv) +00360 { +00361 order= sv->getRenderOrder(); +00362 } +00363 +00364 <font class="comment">// If ok, add it to the render traversal list.</font> +00365 <font class="keywordflow">if</font>(order) +00366 { +00367 <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.insert( TTravMap::value_type(order, sv) ); +00368 } +00369 +00370 <font class="comment">// And register it normally.</font> +00371 CMOT::addTrav(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00372 } +00373 <font class="comment">// ***************************************************************************</font> +<a name="l00374"></a><a class="code" href="classNL3D_1_1CScene.html#z753_0">00374</a> <font class="keywordtype">void</font> CScene::render(<font class="keywordtype">bool</font> doHrcPass) +00375 { +00376 <font class="keywordtype">double</font> fNewGlobalSystemTime = <a class="code" href="classNLMISC_1_1CTime.html#d3">NLMISC::CTime::ticksToSecond</a>(<a class="code" href="classNLMISC_1_1CTime.html#d2">NLMISC::CTime::getPerformanceTime</a>()); +00377 <a class="code" href="classNL3D_1_1CScene.html#o7">_DeltaSystemTimeBetweenRender</a>= fNewGlobalSystemTime - <a class="code" href="classNL3D_1_1CScene.html#o8">_GlobalSystemTime</a>; +00378 <a class="code" href="classNL3D_1_1CScene.html#o8">_GlobalSystemTime</a> = fNewGlobalSystemTime; +00379 <font class="comment">//</font> +00380 ++ <a class="code" href="classNL3D_1_1CScene.html#o9">_NumRender</a>; +00381 <font class="comment">//</font> +00382 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>); +00383 +00384 <font class="comment">// validate models.</font> +00385 CMOT::validateModels(); +00386 +00387 <font class="comment">// Use the camera to setup Clip / Render pass.</font> +00388 <font class="keywordtype">float</font> left, right, bottom, top, znear, zfar; +00389 <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->getFrustum(left, right, bottom, top, znear, zfar); +00390 +00391 <font class="comment">// setup basic camera.</font> +00392 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setFrustum(left, right, bottom, top, znear, zfar, <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->isPerspective()); +00393 +00394 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setFrustum (left, right, bottom, top, znear, zfar, <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->isPerspective()); +00395 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setViewport (<a class="code" href="classNL3D_1_1CScene.html#o2">_Viewport</a>); +00396 +00397 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->setFrustum (left, right, bottom, top, znear, zfar, <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->isPerspective()); +00398 +00399 +00400 <font class="comment">// Set the renderTrav for cliptrav.</font> +00401 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setHrcTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>); +00402 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setLightTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>); +00403 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setAnimDetailTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>); +00404 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setLoadBalancingTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00405 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setRenderTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>); +00406 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->Camera = <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>; +00407 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setQuadGridClipManager (&<a class="code" href="classNL3D_1_1CScene.html#z767_0">_QuadGridClipManager</a>); +00408 +00409 <font class="comment">// For all render traversals, traverse them (except the Hrc one), in ascending order.</font> +00410 TTravMap::iterator it; +00411 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.begin(); it!= <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.end(); it++) +00412 { +00413 ITravScene *trav= (*it).second; +00414 <font class="comment">// TestYoyo</font> +00415 <font class="comment">/*if(AnimDetailTravId!=trav->getClassId() && </font> +00416 <font class="comment"> LoadBalancingTravId!=trav->getClassId() && </font> +00417 <font class="comment"> HrcTravId!=trav->getClassId() && </font> +00418 <font class="comment"> ClipTravId!=trav->getClassId() )</font> +00419 <font class="comment"> continue;*/</font> +00420 <font class="comment">// maybe don't traverse HRC pass.</font> +00421 <font class="keywordflow">if</font>(doHrcPass || <a class="code" href="namespaceNL3D.html#a41">HrcTravId</a>!=trav->getClassId()) +00422 <font class="comment">// Go!</font> +00423 trav->traverse(); +00424 +00425 <font class="comment">// if HrcTrav done, set World Camera matrix for Clip and Render.</font> +00426 <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a41">HrcTravId</a>==trav->getClassId()) +00427 { +00428 CTransformHrcObs *camObs= (CTransformHrcObs*)CMOT::getModelObs(<a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>, <a class="code" href="namespaceNL3D.html#a41">HrcTravId</a>); +00429 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setCamMatrix(camObs->WorldMatrix); +00430 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setCamMatrix (camObs->WorldMatrix); +00431 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->setCamMatrix (camObs->WorldMatrix); +00432 } +00433 } +00434 +00438 <a class="code" href="classNL3D_1_1CScene.html#z768_0">_ParticleSystemManager</a>.refreshModels(<a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->WorldFrustumPyramid, <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->CamPos); +00439 +00440 <font class="comment">// Wainting Instance handling</font> +00441 <font class="keywordtype">double</font> deltaT = <a class="code" href="classNL3D_1_1CScene.html#o7">_DeltaSystemTimeBetweenRender</a>; +00442 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (deltaT, 0.01, 0.1); +00443 <a class="code" href="classNL3D_1_1CScene.html#a0">updateWaitingInstances</a>(deltaT); +00444 +00445 } +00446 +00447 <font class="comment">// ***************************************************************************</font> +<a name="l00448"></a><a class="code" href="classNL3D_1_1CScene.html#a0">00448</a> <font class="keywordtype">void</font> CScene::updateWaitingInstances(<font class="keywordtype">double</font> systemTimeEllapsed) +00449 { +00450 <font class="comment">// First set up max AGP upload</font> +00451 <font class="keywordtype">double</font> fMaxBytesToUp = 100 * 256 * 256 * systemTimeEllapsed; +00452 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->setMaxBytesToUpload ((uint32)fMaxBytesToUp); +00453 <font class="comment">// Parse all the waiting instance</font> +00454 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->processWaitingShapes (); <font class="comment">// Process waiting shapes load shape, texture, and lightmaps</font> +00455 <font class="comment">// and upload all maps to VRAM pieces by pieces</font> +00456 TWaitingInstancesMMap::iterator wimmIt = <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.begin(); +00457 <font class="keywordflow">while</font>( wimmIt != <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.end() ) +00458 { +00459 CShapeBank::TShapeState st = <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent (wimmIt->first); +00460 <font class="keywordflow">if</font> (st == CShapeBank::AsyncLoad_Error) +00461 { +00462 <font class="comment">// Delete the waiting instance - Nobody can be informed of that...</font> +00463 TWaitingInstancesMMap::iterator itDel= wimmIt; +00464 ++wimmIt; +00465 <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.erase(itDel); +00466 } +00467 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (st == CShapeBank::Present) +00468 { +00469 <font class="comment">// Then create a reference to the shape</font> +00470 *(wimmIt->second) = <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->addRef(wimmIt->first)->createInstance (*<font class="keyword">this</font>); +00471 <font class="comment">// Delete the waiting instance</font> +00472 TWaitingInstancesMMap::iterator itDel= wimmIt; +00473 ++wimmIt; +00474 <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.erase(itDel); +00475 } +00476 <font class="keywordflow">else</font> <font class="comment">// st == CShapeBank::NotPresent or loading</font> +00477 { +00478 ++wimmIt; +00479 } +00480 } +00481 } +00482 +00483 <font class="comment">// ***************************************************************************</font> +<a name="l00484"></a><a class="code" href="classNL3D_1_1CScene.html#z752_7">00484</a> <font class="keywordtype">void</font> CScene::setDriver(IDriver *drv) +00485 { +00486 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a> != NULL) +00487 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setDriver(drv); +00488 } +00489 +00490 <font class="comment">// ***************************************************************************</font> +<a name="l00491"></a><a class="code" href="classNL3D_1_1CScene.html#z752_8">00491</a> IDriver *CScene::getDriver()<font class="keyword"> const</font> +00492 <font class="keyword"></font>{ +00493 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a> != NULL) +00494 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->getDriver(); +00495 <font class="keywordflow">else</font> +00496 <font class="keywordflow">return</font> NULL; +00497 } +00498 +00499 +00500 <font class="comment">// ***************************************************************************</font> +00501 <font class="comment">// ***************************************************************************</font> +00502 <font class="comment">// Shape mgt.</font> +00503 <font class="comment">// ***************************************************************************</font> +00504 <font class="comment">// ***************************************************************************</font> +00505 +00506 <font class="comment">// ***************************************************************************</font> +00507 +<a name="l00508"></a><a class="code" href="classNL3D_1_1CScene.html#z755_0">00508</a> <font class="keywordtype">void</font> CScene::setShapeBank(CShapeBank*pShapeBank) +00509 { +00510 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> = pShapeBank; +00511 } +00512 +00513 <font class="comment">// ***************************************************************************</font> +00514 +00515 CTransformShape *CScene::createInstance(<font class="keyword">const</font> string &shapeName) +00516 { +00517 <a class="code" href="scene_8cpp.html#a2">NL3D_MEM_INSTANCE</a> +00518 +00519 <font class="comment">// We must attach a bank to the scene (a ShapeBank handle the shape caches and </font> +00520 <font class="comment">// the creation/deletion of the instances)</font> +00521 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> != NULL ); +00522 +00523 <font class="comment">// If the shape is not present in the bank</font> +00524 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present) +00525 { +00526 <font class="comment">// Load it from file</font> +00527 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->load( shapeName ); +00528 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present) +00529 { +00530 <font class="keywordflow">return</font> NULL; +00531 } +00532 } +00533 <font class="comment">// Then create a reference to the shape</font> +00534 CTransformShape *pTShp = <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->addRef( shapeName )->createInstance(*<font class="keyword">this</font>); +00535 <font class="keywordflow">if</font> (pTShp) pTShp->setDistMax(pTShp->Shape->getDistMax()); +00536 <font class="preprocessor">#ifdef NL_DEBUG</font> +00537 <font class="preprocessor"></font><font class="comment">// pTShp->NameForDebug = shapeName; // \todo traptemp</font> +00538 <font class="preprocessor">#endif</font> +00539 <font class="preprocessor"></font> +00540 <font class="comment">// Look if this instance get lightmap information</font> +00541 <font class="preprocessor">#if defined(__GNUC__) && __GNUC__ < 3</font> +00542 <font class="preprocessor"></font> CMeshBase *pMB = (CMeshBase*)((IShape*)(pTShp->Shape)); +00543 <font class="preprocessor">#else // not GNUC</font> +00544 <font class="preprocessor"></font> CMeshBase *pMB = dynamic_cast<CMeshBase*>((IShape*)(pTShp->Shape)); +00545 <font class="preprocessor">#endif // not GNUC</font> +00546 <font class="preprocessor"></font> CMeshBaseInstance *pMBI = dynamic_cast<CMeshBaseInstance*>( pTShp ); +00547 <font class="keywordflow">if</font>( ( pMB != NULL ) && ( pMBI != NULL ) ) +00548 { <font class="comment">// Try to bind to automatic animation</font> +00549 CMeshBase::TLightInfoMap::iterator itLM = pMB->_LightInfos.begin(); +00550 <font class="keywordflow">while</font>( itLM != pMB->_LightInfos.end() ) +00551 { <font class="comment">// Is it the same name in the name of the lightmap ?</font> +00552 set<CAnimatedLightmap*>::iterator itSet = <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.begin(); +00553 <font class="keywordflow">while</font>( itSet != <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.end() ) +00554 { +00555 <font class="keyword">const</font> <font class="keywordtype">char</font> *GroupName = strchr( (*itSet)->getName().c_str(), <font class="charliteral">'.'</font>)+1; +00556 <font class="keywordflow">if</font>( GroupName == itLM->first ) +00557 { +00558 <font class="comment">// Ok bind automatic animation</font> +00559 pMBI->setAnimatedLightmap( *itSet ); +00560 } +00561 ++itSet; +00562 } +00563 ++itLM; +00564 } +00565 +00566 <font class="comment">// Auto animations</font> +00567 <font class="comment">//==========================</font> +00568 +00569 <font class="keywordflow">if</font> (_AutomaticAnimationSet) +00570 { +00571 <font class="keywordflow">if</font> (pMB->getAutoAnim()) +00572 { +00573 +00574 std::string animName = CFile::getFilenameWithoutExtension(shapeName); +00575 uint animID = <a class="code" href="classNL3D_1_1CScene.html#o20">_AutomaticAnimationSet</a>->getAnimationIdByName(animName); +00576 <font class="keywordflow">if</font> (animID != CAnimationSet::NotFound) +00577 { +00578 CChannelMixer *chanMix = <font class="keyword">new</font> CChannelMixer; +00579 chanMix->setAnimationSet((CAnimationSet *) <a class="code" href="classNL3D_1_1CScene.html#o20">_AutomaticAnimationSet</a>); +00580 chanMix->setSlotAnimation(0, animID); +00581 +00582 pMBI->registerToChannelMixer(chanMix, <font class="stringliteral">""</font>); +00583 <font class="comment">// Gives this object ownership of the channel mixer so we don't need to keep track of it</font> +00584 pMBI->setChannelMixerOwnerShip(<font class="keyword">true</font>); +00585 } +00586 } +00587 } +00588 } +00589 +00590 <font class="keywordflow">return</font> pTShp; +00591 } +00592 +00593 <font class="comment">// ***************************************************************************</font> +00594 +00595 <font class="keywordtype">void</font> CScene::createInstanceAsync(<font class="keyword">const</font> string &shapeName, CTransformShape **pInstance) +00596 { +00597 <font class="comment">// We must attach a bank to the scene (a ShapeBank handle the shape caches and </font> +00598 <font class="comment">// the creation/deletion of the instances)</font> +00599 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> != NULL ); +00600 *pInstance = NULL; +00601 <font class="comment">// Add the instance request</font> +00602 <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.insert(TWaitingInstancesMMap::value_type(shapeName,pInstance)); +00603 <font class="comment">// If the shape is not present in the bank</font> +00604 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present) +00605 { +00606 <font class="comment">// Load it from file asynchronously</font> +00607 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->loadAsync( strlwr(shapeName), <a class="code" href="classNL3D_1_1CScene.html#z752_8">getDriver</a>() ); +00608 } +00609 } +00610 +00611 <font class="comment">// ***************************************************************************</font> +<a name="l00612"></a><a class="code" href="classNL3D_1_1CScene.html#z755_5">00612</a> <font class="keywordtype">void</font> CScene::deleteInstance(CTransformShape *pTrfmShp) +00613 { +00614 IShape *pShp = NULL; +00615 <font class="keywordflow">if</font>( pTrfmShp == NULL ) +00616 <font class="keywordflow">return</font>; +00617 +00618 pShp = pTrfmShp->Shape; +00619 +00620 <a class="code" href="classNL3D_1_1CMOT.html#z614_1">deleteModel</a>( pTrfmShp ); +00621 +00622 <font class="keywordflow">if</font> (pShp) +00623 { +00624 <font class="comment">// Even if model already deleted by smarptr the release function works</font> +00625 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->release( pShp ); +00626 } +00627 +00628 } +00629 +00630 <font class="comment">// ***************************************************************************</font> +00631 <font class="comment">// ANIMATION FOR LIGHT MAPS</font> +<a name="l00632"></a><a class="code" href="classNL3D_1_1CScene.html#z756_1">00632</a> <font class="keywordtype">void</font> CScene::setAutoAnim( CAnimation *pAnim ) +00633 { +00634 uint nAnimNb; +00635 <font class="comment">// Reset the automatic animation if no animation wanted</font> +00636 <font class="keywordflow">if</font>( pAnim == NULL ) +00637 { +00638 set<CAnimatedLightmap*>::iterator itSAL = <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.begin(); +00639 <font class="keywordflow">while</font>( itSAL != <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.end() ) +00640 { +00641 <font class="keyword">delete</font> *itSAL; +00642 ++itSAL; +00643 } +00644 <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.clear(); +00645 nAnimNb = <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.getAnimationIdByName(<font class="stringliteral">"Automatic"</font>); +00646 <font class="keywordflow">if</font>( nAnimNb != CAnimationSet::NotFound ) +00647 { +00648 CAnimation *anim = <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.getAnimation( nAnimNb ); +00649 <font class="keyword">delete</font> anim; +00650 } +00651 <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.reset(); +00652 <a class="code" href="classNL3D_1_1CScene.html#o16">_LMAnimsAuto</a>.deleteAll(); +00653 <font class="keywordflow">return</font>; +00654 } +00655 +00656 +00657 set<string> setTrackNames; +00658 pAnim->getTrackNames( setTrackNames ); +00659 +00660 nAnimNb = <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.addAnimation( <font class="stringliteral">"Automatic"</font>, pAnim ); +00661 <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.build(); +00662 CChannelMixer *cm = <font class="keyword">new</font> CChannelMixer(); +00663 cm->setAnimationSet( &<a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a> ); +00664 +00665 set<string>::iterator itSel = setTrackNames.begin(); +00666 <font class="keywordflow">while</font> ( itSel != setTrackNames.end() ) +00667 { +00668 string ate = *itSel; +00669 <font class="keywordflow">if</font>( strncmp( itSel->c_str(), <font class="stringliteral">"LightmapController."</font>, 19 ) == 0 ) +00670 { +00671 CAnimatedLightmap *animLM = <font class="keyword">new</font> CAnimatedLightmap(); +00672 animLM->setName( *itSel ); +00673 +00674 cm->addChannel( animLM->getName(), animLM, animLM->getValue(CAnimatedLightmap::FactorValue), +00675 animLM->getDefaultTrack(CAnimatedLightmap::FactorValue), CAnimatedLightmap::FactorValue, +00676 CAnimatedLightmap::OwnerBit, <font class="keyword">false</font>); +00677 +00678 <font class="comment">//animLM->registerToChannelMixer( cm, "" );</font> +00679 <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.insert( animLM ); +00680 +00681 } +00682 ++itSel; +00683 } +00684 +00685 CAnimationPlaylist *pl = <font class="keyword">new</font> CAnimationPlaylist(); +00686 pl->setAnimation( 0, nAnimNb ); +00687 pl->setWrapMode( 0, CAnimationPlaylist::Repeat ); +00688 <a class="code" href="classNL3D_1_1CScene.html#o16">_LMAnimsAuto</a>.addPlaylist(pl,cm); +00689 } +00690 +00691 <font class="comment">// ***************************************************************************</font> +00692 +<a name="l00693"></a><a class="code" href="classNL3D_1_1CScene.html#z756_0">00693</a> <font class="keywordtype">void</font> CScene::loadLightmapAutoAnim( <font class="keyword">const</font> std::string &filename ) +00694 { +00695 <font class="keywordflow">try</font> +00696 { +00697 CAnimation *anim = <font class="keyword">new</font> CAnimation(); +00698 CIFile fIn( CPath::lookup(filename) ); +00699 anim->serial( fIn ); +00700 +00701 <a class="code" href="classNL3D_1_1CScene.html#z756_1">setAutoAnim</a>( anim ); +00702 } +00703 <font class="keywordflow">catch</font>(EPathNotFound &) +00704 { +00705 <font class="keywordflow">return</font>; +00706 } +00707 } +00708 +00709 <font class="comment">// ***************************************************************************</font> +<a name="l00710"></a><a class="code" href="classNL3D_1_1CScene.html#z756_2">00710</a> <font class="keywordtype">void</font> CScene::animate( <a class="code" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> atTime ) +00711 { +00712 <font class="keywordflow">if</font> (_FirstAnimateCall) +00713 { +00714 <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a> = atTime ; +00715 <font class="comment">// dummy value for first frame</font> +00716 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = 0.01f ; +00717 <a class="code" href="classNL3D_1_1CScene.html#o5">_FirstAnimateCall</a> = <font class="keyword">false</font> ; +00718 } +00719 <font class="keywordflow">else</font> +00720 { +00721 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = (float) (atTime - <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a>) ; +00722 <font class="comment">//nlassert(_EllapsedTime >= 0);</font> +00723 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> < 0.0f) <font class="comment">// NT WorkStation PATCH (Yes you are not dreaming</font> +00724 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = 0.01f; <font class="comment">// deltaTime can be less than zero!!)</font> +00725 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = fabsf(<a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a>); +00726 <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a> = atTime ; +00727 <a class="code" href="classNL3D_1_1CScene.html#o3">_CurrentTime</a> += <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> ; +00728 } +00729 +00730 <a class="code" href="classNL3D_1_1CScene.html#o16">_LMAnimsAuto</a>.animate( atTime ); +00731 <a class="code" href="classNL3D_1_1CScene.html#z768_0">_ParticleSystemManager</a>.processAnimate(<a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a>); <font class="comment">// deals with permanently animated particle systems</font> +00732 +00733 +00734 <font class="comment">// Change PointLightFactors of all pointLights in registered Igs.</font> +00735 <font class="comment">//----------------</font> +00736 <font class="keyword">static</font> vector<string> anlNames; +00737 <font class="keyword">static</font> vector<CRGBA> anlFactors; +00738 anlNames.clear(); +00739 anlFactors.clear(); +00740 <font class="comment">// First list all current AnimatedLightmaps (for faster vector iteration per ig)</font> +00741 std::set<CAnimatedLightmap*>::iterator itAnlSet; +00742 <font class="keywordflow">for</font>(itAnlSet= <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.begin(); itAnlSet!=<a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.end(); itAnlSet++) +00743 { +00744 <font class="keyword">const</font> <font class="keywordtype">char</font> *GroupName = strchr( (*itAnlSet)->getName().c_str(), <font class="charliteral">'.'</font>)+1; +00745 <font class="comment">// Append to vector</font> +00746 anlNames.push_back(GroupName); +00747 anlFactors.push_back( (*itAnlSet)->getFactor() ); +00748 } +00749 +00750 <font class="comment">// For all registered igs.</font> +00751 <a class="code" href="classNL3D_1_1CScene.html#u2">ItAnimatedIgSet</a> itAnIgSet; +00752 <font class="keywordflow">for</font>(itAnIgSet= <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.begin(); itAnIgSet!=<a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.end(); itAnIgSet++) +00753 { +00754 CInstanceGroup *ig= *itAnIgSet; +00755 <font class="comment">// For all Animated Light Factor</font> +00756 <font class="keywordflow">for</font>(uint i= 0; i<anlNames.size(); i++) +00757 { +00758 ig->setPointLightFactor(anlNames[i], anlFactors[i]); +00759 } +00760 } +00761 } +00762 +00763 +00764 <font class="comment">// ***************************************************************************</font> +<a name="l00765"></a><a class="code" href="classNL3D_1_1CScene.html#z757_1">00765</a> <font class="keywordtype">float</font> CScene::getNbFaceAsked ()<font class="keyword"> const</font> +00766 <font class="keyword"></font>{ +00767 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00768 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->getNbFaceAsked (); +00769 } +00770 +00771 +00772 <font class="comment">// ***************************************************************************</font> +<a name="l00773"></a><a class="code" href="classNL3D_1_1CScene.html#z757_2">00773</a> <font class="keywordtype">void</font> CScene::setGroupLoadMaxPolygon(<font class="keyword">const</font> std::string &group, uint nFaces) +00774 { +00775 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00776 nFaces= max(nFaces, (uint)1); +00777 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->setGroupNbFaceWanted(group, nFaces); +00778 } +00779 <font class="comment">// ***************************************************************************</font> +<a name="l00780"></a><a class="code" href="classNL3D_1_1CScene.html#z757_3">00780</a> uint CScene::getGroupLoadMaxPolygon(<font class="keyword">const</font> std::string &group) +00781 { +00782 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00783 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->getGroupNbFaceWanted(group); +00784 } +00785 <font class="comment">// ***************************************************************************</font> +<a name="l00786"></a><a class="code" href="classNL3D_1_1CScene.html#z757_4">00786</a> <font class="keywordtype">float</font> CScene::getGroupNbFaceAsked (<font class="keyword">const</font> std::string &group)<font class="keyword"> const</font> +00787 <font class="keyword"></font>{ +00788 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00789 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->getGroupNbFaceAsked(group); +00790 } +00791 +00792 +00793 +00794 <font class="comment">// ***************************************************************************</font> +<a name="l00795"></a><a class="code" href="classNL3D_1_1CScene.html#z757_5">00795</a> <font class="keywordtype">void</font> CScene::setPolygonBalancingMode(TPolygonBalancingMode polBalMode) +00796 { +00797 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00798 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->PolygonBalancingMode= (CLoadBalancingGroup::TPolygonBalancingMode)(uint)polBalMode; +00799 } +00800 +00801 +00802 <font class="comment">// ***************************************************************************</font> +<a name="l00803"></a><a class="code" href="classNL3D_1_1CScene.html#z757_6">00803</a> CScene::TPolygonBalancingMode CScene::getPolygonBalancingMode()<font class="keyword"> const</font> +00804 <font class="keyword"></font>{ +00805 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>); +00806 <font class="keywordflow">return</font> (CScene::TPolygonBalancingMode)(uint)<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->PolygonBalancingMode; +00807 } +00808 +00809 <font class="comment">// ***************************************************************************</font> +<a name="l00810"></a><a class="code" href="classNL3D_1_1CScene.html#z759_0">00810</a> <font class="keywordtype">void</font> CScene::setLayersRenderingOrder(<font class="keywordtype">bool</font> directOrder <font class="comment">/*= true*/</font>) +00811 { +00812 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>); +00813 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setLayersRenderingOrder(directOrder); +00814 } +00815 +00816 <font class="comment">// ***************************************************************************</font> +<a name="l00817"></a><a class="code" href="classNL3D_1_1CScene.html#z759_1">00817</a> <font class="keywordtype">bool</font> CScene::getLayersRenderingOrder()<font class="keyword"> const</font> +00818 <font class="keyword"></font>{ +00819 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>); +00820 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->getLayersRenderingOrder(); +00821 } +00822 +00823 <font class="comment">// ***************************************************************************</font> +<a name="l00824"></a><a class="code" href="classNL3D_1_1CScene.html#a7">00824</a> CParticleSystemManager &CScene::getParticleSystemManager() +00825 { +00826 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z768_0">_ParticleSystemManager</a>; +00827 } +00828 +00829 +00830 <font class="comment">// ***************************************************************************</font> +00831 <font class="comment">// ***************************************************************************</font> +00832 <font class="comment">// Lighting Mgt.</font> +00833 <font class="comment">// ***************************************************************************</font> +00834 <font class="comment">// ***************************************************************************</font> +00835 +00836 +00837 <font class="comment">// ***************************************************************************</font> +<a name="l00838"></a><a class="code" href="classNL3D_1_1CScene.html#z760_0">00838</a> <font class="keywordtype">void</font> CScene::enableLightingSystem(<font class="keywordtype">bool</font> enable) +00839 { +00840 <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>= enable; +00841 +00842 <font class="comment">// Set to RenderTrav and LightTrav</font> +00843 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->LightingSystemEnabled= <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>; +00844 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingSystemEnabled= <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>; +00845 } +00846 +00847 +00848 <font class="comment">// ***************************************************************************</font> +<a name="l00849"></a><a class="code" href="classNL3D_1_1CScene.html#z760_2">00849</a> <font class="keywordtype">void</font> CScene::setAmbientGlobal(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> ambient) +00850 { +00851 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->AmbientGlobal= ambient; +00852 } +<a name="l00853"></a><a class="code" href="classNL3D_1_1CScene.html#z760_3">00853</a> <font class="keywordtype">void</font> CScene::setSunAmbient(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> ambient) +00854 { +00855 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunAmbient= ambient; +00856 } +<a name="l00857"></a><a class="code" href="classNL3D_1_1CScene.html#z760_4">00857</a> <font class="keywordtype">void</font> CScene::setSunDiffuse(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> diffuse) +00858 { +00859 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunDiffuse= diffuse; +00860 } +<a name="l00861"></a><a class="code" href="classNL3D_1_1CScene.html#z760_5">00861</a> <font class="keywordtype">void</font> CScene::setSunSpecular(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> specular) +00862 { +00863 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunSpecular= specular; +00864 } +<a name="l00865"></a><a class="code" href="classNL3D_1_1CScene.html#z760_6">00865</a> <font class="keywordtype">void</font> CScene::setSunDirection(<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &direction) +00866 { +00867 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setSunDirection(direction); +00868 } +00869 +00870 +00871 <font class="comment">// ***************************************************************************</font> +<a name="l00872"></a><a class="code" href="classNL3D_1_1CScene.html#z760_7">00872</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getAmbientGlobal()<font class="keyword"> const</font> +00873 <font class="keyword"></font>{ +00874 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->AmbientGlobal; +00875 } +<a name="l00876"></a><a class="code" href="classNL3D_1_1CScene.html#z760_8">00876</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getSunAmbient()<font class="keyword"> const</font> +00877 <font class="keyword"></font>{ +00878 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunAmbient; +00879 } +<a name="l00880"></a><a class="code" href="classNL3D_1_1CScene.html#z760_9">00880</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getSunDiffuse()<font class="keyword"> const</font> +00881 <font class="keyword"></font>{ +00882 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunDiffuse; +00883 } +<a name="l00884"></a><a class="code" href="classNL3D_1_1CScene.html#z760_10">00884</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getSunSpecular()<font class="keyword"> const</font> +00885 <font class="keyword"></font>{ +00886 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunSpecular; +00887 } +<a name="l00888"></a><a class="code" href="classNL3D_1_1CScene.html#z760_11">00888</a> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> CScene::getSunDirection()<font class="keyword"> const</font> +00889 <font class="keyword"></font>{ +00890 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->getSunDirection(); +00891 } +00892 +00893 +00894 <font class="comment">// ***************************************************************************</font> +<a name="l00895"></a><a class="code" href="classNL3D_1_1CScene.html#z760_12">00895</a> <font class="keywordtype">void</font> CScene::setMaxLightContribution(uint nlights) +00896 { +00897 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.setMaxLightContribution(nlights); +00898 } +<a name="l00899"></a><a class="code" href="classNL3D_1_1CScene.html#z760_13">00899</a> uint CScene::getMaxLightContribution()<font class="keyword"> const</font> +00900 <font class="keyword"></font>{ +00901 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.getMaxLightContribution(); +00902 } +00903 +<a name="l00904"></a><a class="code" href="classNL3D_1_1CScene.html#z760_14">00904</a> <font class="keywordtype">void</font> CScene::setLightTransitionThreshold(<font class="keywordtype">float</font> lightTransitionThreshold) +00905 { +00906 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.setLightTransitionThreshold(lightTransitionThreshold); +00907 } +<a name="l00908"></a><a class="code" href="classNL3D_1_1CScene.html#z760_15">00908</a> <font class="keywordtype">float</font> CScene::getLightTransitionThreshold()<font class="keyword"> const</font> +00909 <font class="keyword"></font>{ +00910 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.getLightTransitionThreshold(); +00911 } +00912 +00913 +00914 <font class="comment">// ***************************************************************************</font> +<a name="l00915"></a><a class="code" href="classNL3D_1_1CScene.html#z756_3">00915</a> <font class="keywordtype">void</font> CScene::addInstanceGroupForLightAnimation(CInstanceGroup *ig) +00916 { +00917 <a class="code" href="debug_8h.html#a6">nlassert</a>( ig ); +00918 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.find(ig) == <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.end() ); +00919 <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.insert(ig); +00920 } +00921 +00922 <font class="comment">// ***************************************************************************</font> +<a name="l00923"></a><a class="code" href="classNL3D_1_1CScene.html#z756_4">00923</a> <font class="keywordtype">void</font> CScene::removeInstanceGroupForLightAnimation(CInstanceGroup *ig) +00924 { +00925 <a class="code" href="debug_8h.html#a6">nlassert</a>( ig ); +00926 <a class="code" href="classNL3D_1_1CScene.html#u2">ItAnimatedIgSet</a> itIg= <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.find(ig); +00927 <a class="code" href="debug_8h.html#a6">nlassert</a>( itIg != <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.end() ); +00928 <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.erase(itIg); +00929 } +00930 +00931 +00932 <font class="comment">// ***************************************************************************</font> +<a name="l00933"></a><a class="code" href="classNL3D_1_1CScene.html#z758_2">00933</a> <font class="keywordtype">void</font> CScene::setCoarseMeshLightingUpdate(uint8 period) +00934 { +00935 <a class="code" href="classNL3D_1_1CScene.html#o19">_CoarseMeshLightingUpdate</a>= max((uint8)1, period); +00936 } +00937 +00938 +00939 <font class="comment">// ***************************************************************************</font> +00940 <font class="comment">// ***************************************************************************</font> +00942 <font class="comment">// ***************************************************************************</font> +00943 <font class="comment">// ***************************************************************************</font> +00944 +00945 <font class="comment">// ***************************************************************************</font> +<a name="l00946"></a><a class="code" href="classNL3D_1_1CScene.html#z761_0">00946</a> <font class="keywordtype">void</font> CScene::setGlobalWindPower(<font class="keywordtype">float</font> gwp) +00947 { +00948 <a class="code" href="classNL3D_1_1CScene.html#z769_0">_GlobalWindPower</a>= gwp; +00949 } +00950 <font class="comment">// ***************************************************************************</font> +<a name="l00951"></a><a class="code" href="classNL3D_1_1CScene.html#z761_2">00951</a> <font class="keywordtype">void</font> CScene::setGlobalWindDirection(<font class="keyword">const</font> CVector &gwd) +00952 { +00953 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>= gwd; +00954 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>.z= 0; +00955 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>.normalize(); +00956 } +00957 +00958 +00959 <font class="comment">// ***************************************************************************</font> +00960 <font class="comment">// ***************************************************************************</font> +00962 <font class="comment">// ***************************************************************************</font> +00963 <font class="comment">// ***************************************************************************</font> +00964 +00965 <font class="comment">// ***************************************************************************</font> +<a name="l00966"></a><a class="code" href="classNL3D_1_1CScene.html#z763_2">00966</a> CScene::ItSkeletonModelList CScene::appendSkeletonModelToList(CSkeletonModel *skel) +00967 { +00968 <a class="code" href="classNL3D_1_1CScene.html#o22">_SkeletonModelList</a>.push_front(skel); +00969 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#o22">_SkeletonModelList</a>.begin(); +00970 } +00971 +00972 <font class="comment">// ***************************************************************************</font> +<a name="l00973"></a><a class="code" href="classNL3D_1_1CScene.html#z763_3">00973</a> <font class="keywordtype">void</font> CScene::eraseSkeletonModelToList(CScene::ItSkeletonModelList it) +00974 { +00975 <a class="code" href="classNL3D_1_1CScene.html#o22">_SkeletonModelList</a>.erase(it); +00976 } +00977 +00978 +00979 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- 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> |