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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>NL3D::CPSZone Class Reference</h1>This class hold any entity that has an effect over located : a sink , a bouncing zone etc This is a kind a specialized force, and it has an attached list of the targets Not sharable accross systems. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::CPSZone: +<p><center><img src="classNL3D_1_1CPSZone.gif" usemap="#NL3D::CPSZone_map" border="0"></center> +<map name="NL3D::CPSZone_map"> +<area href="classNL3D_1_1CPSTargetLocatedBindable.html" alt="NL3D::CPSTargetLocatedBindable" shape="rect" coords="430,168,635,192"> +<area href="classNL3D_1_1CPSLocatedBindable.html" alt="NL3D::CPSLocatedBindable" shape="rect" coords="430,112,635,136"> +<area href="classNLMISC_1_1IStreamable.html" alt="NLMISC::IStreamable" shape="rect" coords="430,56,635,80"> +<area href="classNLMISC_1_1IClassable.html" alt="NLMISC::IClassable" shape="rect" coords="430,0,635,24"> +<area href="classNL3D_1_1CPSZoneCylinder.html" alt="NL3D::CPSZoneCylinder" shape="rect" coords="0,280,205,304"> +<area href="classNL3D_1_1CPSZoneDisc.html" alt="NL3D::CPSZoneDisc" shape="rect" coords="215,280,420,304"> +<area href="classNL3D_1_1CPSZonePlane.html" alt="NL3D::CPSZonePlane" shape="rect" coords="430,280,635,304"> +<area href="classNL3D_1_1CPSZoneRectangle.html" alt="NL3D::CPSZoneRectangle" shape="rect" coords="645,280,850,304"> +<area href="classNL3D_1_1CPSZoneSphere.html" alt="NL3D::CPSZoneSphere" shape="rect" coords="860,280,1065,304"> +</map> +<a href="classNL3D_1_1CPSZone-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Types</h2></td></tr> +<tr><td nowrap align=right valign=top>enum </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#s2">TCollisionBehaviour</a> { <a class="el" href="classNL3D_1_1CPSZone.html#s2s0">bounce</a> = 0, +<a class="el" href="classNL3D_1_1CPSZone.html#s2s1">destroy</a> = 1 + }</td></tr> +<tr><td> </td><td><font size=-1><em>behaviour when a collision occurs.</em> <a href="#s2">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#a0">CPSZone</a> ()</td></tr> +<tr><td> </td><td><font size=-1><em>Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a11">uint32</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#a1">getType</a> (void) const</td></tr> +<tr><td> </td><td><font size=-1><em>Gives the type for this bindable.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a11">uint32</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#a2">getPriority</a> (void) const</td></tr> +<tr><td> </td><td><font size=-1><em>Get the priority of the bindable The more high it is, the earlier it is dealt with.</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_1CPSZone.html#a3">step</a> (<a class="el" href="namespaceNL3D.html#a484">TPSProcessPass</a> pass, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> realEt)</td></tr> +<tr><td> </td><td><font size=-1><em>Process one pass for the zone The default behaviour call performMotion or show depending on the pass being processed.</em> <a href="#a3">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_1CPSZone.html#a4">performMotion</a> (<a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime)=0</td></tr> +<tr><td> </td><td><font size=-1><em>This is usually called by the step method for the pass dedicated to zone.</em> <a href="#a4">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_1CPSZone.html#a5">show</a> (<a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Show the zone (edition mode).</em> <a href="#a5">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_1CPSZone.html#a6">attachTarget</a> (<a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *ptr)</td></tr> +<tr><td> </td><td><font size=-1><em>Add a new type of located for this zone to apply on.</em> <a href="#a6">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_1CPSZone.html#a7">serial</a> (<a class="el" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) throw (NLMISC::EStream)</td></tr> +<tr><td> </td><td><font size=-1><em>serialization, DERIVER must override this, and call the parent version.</em> <a href="#a7">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_1CPSZone.html#a8">releaseTargetRsc</a> (<a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *target)</td></tr> +<tr><td> </td><td><font size=-1><em>inherit from <a class="el" href="classNL3D_1_1CPSTargetLocatedBindable.html">CPSTargetLocatedBindable</a>. Its called when one of the targets has been detroyed.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#a9">setBounceFactor</a> (float bounceFactor)</td></tr> +<tr><td> </td><td><font size=-1><em>set the bounce factor. It has meaning only if the behaviour is set to bounce...</em> <a href="#a9">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>float </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#a10">getBounceFactor</a> (void) const</td></tr> +<tr><td> </td><td><font size=-1><em>get the bounce factor. It has meaning only if the behaviour is set to bounce...</em> <a href="#a10">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#a11">setCollisionBehaviour</a> (<a class="el" href="classNL3D_1_1CPSZone.html#s2">TCollisionBehaviour</a> behaviour)</td></tr> +<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPSZone.html#s2">TCollisionBehaviour</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#a12">getCollisionBehaviour</a> (void) const</td></tr> +<tr><td colspan=2><br><h2>Protected Attributes</h2></td></tr> +<tr><td nowrap align=right valign=top>float </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#n0">_BounceFactor</a></td></tr> +<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPSZone.html#s2">TCollisionBehaviour</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html#n1">_CollisionBehaviour</a></td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +This class hold any entity that has an effect over located : a sink , a bouncing zone etc This is a kind a specialized force, and it has an attached list of the targets Not sharable accross systems. +<p> +<dl compact><dt><b> +Author: </b><dd> +Nicolas Vizerie , Nevrax France </dl><dl compact><dt><b> +Date: </b><dd> +2001 </dl> +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00055">55</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>.<hr><h2>Member Enumeration Documentation</h2> +<a name="s2" doxytag="NL3D::CPSZone::TCollisionBehaviour"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> enum NL3D::CPSZone::TCollisionBehaviour + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +behaviour when a collision occurs. +<p> +<dl compact><dt><b> +Enumeration values:</b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em><a name="s2s0" doxytag="bounce"></a><em>bounce</em></em> </td><td> +</td></tr> +<tr><td valign=top><em><a name="s2s1" doxytag="destroy"></a><em>destroy</em></em> </td><td> +</td></tr> +</table> +</dl> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00061">61</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +Referenced by <a class="el" href="ps__zone_8h-source.html#l00115">getCollisionBehaviour</a>, and <a class="el" href="ps__zone_8h-source.html#l00113">setCollisionBehaviour</a>. </td> + </tr> +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a name="a0" doxytag="NL3D::CPSZone::CPSZone"></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::CPSZone::CPSZone </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Constructor. +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8cpp-source.html#l00046">46</a> of file <a class="el" href="ps__zone_8cpp-source.html">ps_zone.cpp</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="a6" doxytag="NL3D::CPSZone::attachTarget"></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"> void NL3D::CPSZone::attachTarget </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>ptr</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Add a new type of located for this zone to apply on. +<p> +We override this to queery the target to allocate the CollisionInfo attribute +<p> +Reimplemented from <a class="el" href="classNL3D_1_1CPSTargetLocatedBindable.html#a0">NL3D::CPSTargetLocatedBindable</a>. +<p> +Definition at line <a class="el" href="ps__zone_8cpp-source.html#l00069">69</a> of file <a class="el" href="ps__zone_8cpp-source.html">ps_zone.cpp</a>. </td> + </tr> +</table> +<a name="a10" doxytag="NL3D::CPSZone::getBounceFactor"></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"> float NL3D::CPSZone::getBounceFactor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the bounce factor. It has meaning only if the behaviour is set to bounce... +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00110">110</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +References <a class="el" href="ps__zone_8h-source.html#l00122">_BounceFactor</a>. </td> + </tr> +</table> +<a name="a12" doxytag="NL3D::CPSZone::getCollisionBehaviour"></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"> <a class="el" href="classNL3D_1_1CPSZone.html#s2">TCollisionBehaviour</a> NL3D::CPSZone::getCollisionBehaviour </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00115">115</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +References <a class="el" href="ps__zone_8h-source.html#l00125">_CollisionBehaviour</a>, and <a class="el" href="ps__zone_8h-source.html#l00061">TCollisionBehaviour</a>. </td> + </tr> +</table> +<a name="a2" doxytag="NL3D::CPSZone::getPriority"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a11">uint32</a> NL3D::CPSZone::getPriority </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [inline, virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the priority of the bindable The more high it is, the earlier it is dealt with. +<p> + +<p> +Implements <a class="el" href="classNL3D_1_1CPSLocatedBindable.html#a3">NL3D::CPSLocatedBindable</a>. +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00075">75</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. </td> + </tr> +</table> +<a name="a1" doxytag="NL3D::CPSZone::getType"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a11">uint32</a> NL3D::CPSZone::getType </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [inline, virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Gives the type for this bindable. +<p> + +<p> +Implements <a class="el" href="classNL3D_1_1CPSLocatedBindable.html#a2">NL3D::CPSLocatedBindable</a>. +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00069">69</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +References <a class="el" href="ps__located_8h-source.html#l00772">NL3D::PSZone</a>. </td> + </tr> +</table> +<a name="a4" doxytag="NL3D::CPSZone::performMotion"></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::CPSZone::performMotion </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td> + <td class="mdname1" valign="top" nowrap> <em>ellapsedTime</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> +This is usually called by the step method for the pass dedicated to zone. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPSZonePlane.html#a0">NL3D::CPSZonePlane</a>. +<p> +Referenced by <a class="el" href="ps__zone_8cpp-source.html#l00091">step</a>. </td> + </tr> +</table> +<a name="a8" doxytag="NL3D::CPSZone::releaseTargetRsc"></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"> void NL3D::CPSZone::releaseTargetRsc </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>target</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +inherit from <a class="el" href="classNL3D_1_1CPSTargetLocatedBindable.html">CPSTargetLocatedBindable</a>. Its called when one of the targets has been detroyed. +<p> +It's called when one of the targets has been detroyed or detached The default behaviour, release collision infos from the located +<p> +Reimplemented from <a class="el" href="classNL3D_1_1CPSTargetLocatedBindable.html#a7">NL3D::CPSTargetLocatedBindable</a>. +<p> +Definition at line <a class="el" href="ps__zone_8cpp-source.html#l00082">82</a> of file <a class="el" href="ps__zone_8cpp-source.html">ps_zone.cpp</a>. </td> + </tr> +</table> +<a name="a7" doxytag="NL3D::CPSZone::serial"></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"> void NL3D::CPSZone::serial </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>f</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> throw (<a class="el" href="structNLMISC_1_1EStream.html">NLMISC::EStream</a>)<code> [virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +serialization, DERIVER must override this, and call the parent version. +<p> + +<p> +Reimplemented from <a class="el" href="classNL3D_1_1CPSTargetLocatedBindable.html#a8">NL3D::CPSTargetLocatedBindable</a>. +<p> +Reimplemented in <a class="el" href="classNL3D_1_1CPSZonePlane.html#a8">NL3D::CPSZonePlane</a>. +<p> +Definition at line <a class="el" href="ps__zone_8cpp-source.html#l00050">50</a> of file <a class="el" href="ps__zone_8cpp-source.html">ps_zone.cpp</a>. </td> + </tr> +</table> +<a name="a9" doxytag="NL3D::CPSZone::setBounceFactor"></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"> void NL3D::CPSZone::setBounceFactor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>bounceFactor</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the bounce factor. It has meaning only if the behaviour is set to bounce... +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00107">107</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +References <a class="el" href="ps__zone_8h-source.html#l00122">_BounceFactor</a>. </td> + </tr> +</table> +<a name="a11" doxytag="NL3D::CPSZone::setCollisionBehaviour"></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"> void NL3D::CPSZone::setCollisionBehaviour </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPSZone.html#s2">TCollisionBehaviour</a> </td> + <td class="mdname1" valign="top" nowrap> <em>behaviour</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00113">113</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +References <a class="el" href="ps__zone_8h-source.html#l00125">_CollisionBehaviour</a>, and <a class="el" href="ps__zone_8h-source.html#l00061">TCollisionBehaviour</a>. </td> + </tr> +</table> +<a name="a5" doxytag="NL3D::CPSZone::show"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::CPSZone::show </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td> + <td class="mdname1" valign="top" nowrap> <em>ellapsedTime</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> +Show the zone (edition mode). +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPSZonePlane.html#a1">NL3D::CPSZonePlane</a>. +<p> +Referenced by <a class="el" href="ps__zone_8cpp-source.html#l00091">step</a>. </td> + </tr> +</table> +<a name="a3" doxytag="NL3D::CPSZone::step"></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"> void NL3D::CPSZone::step </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a484">TPSProcessPass</a> </td> + <td class="mdname" nowrap> <em>pass</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td> + <td class="mdname" nowrap> <em>ellapsedTime</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td> + <td class="mdname" nowrap> <em>realEt</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Process one pass for the zone The default behaviour call performMotion or show depending on the pass being processed. +<p> + +<p> +Implements <a class="el" href="classNL3D_1_1CPSLocatedBindable.html#a4">NL3D::CPSLocatedBindable</a>. +<p> +Definition at line <a class="el" href="ps__zone_8cpp-source.html#l00091">91</a> of file <a class="el" href="ps__zone_8cpp-source.html">ps_zone.cpp</a>. +<p> +References <a class="el" href="classNL3D_1_1CPSZone.html#a4">performMotion</a>, <a class="el" href="namespaceNL3D.html#a484a167">NL3D::PSCollision</a>, <a class="el" href="namespaceNL3D.html#a484a171">NL3D::PSToolRender</a>, <a class="el" href="classNL3D_1_1CPSZone.html#a5">show</a>, <a class="el" href="animation__time_8h-source.html#l00044">NL3D::TAnimationTime</a>, and <a class="el" href="particle__system__process_8h-source.html#l00053">NL3D::TPSProcessPass</a>. </td> + </tr> +</table> +<hr><h2>Member Data Documentation</h2> +<a name="n0" doxytag="NL3D::CPSZone::_BounceFactor"></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"> float NL3D::CPSZone::_BounceFactor<code> [protected]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00122">122</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +Referenced by <a class="el" href="ps__zone_8h-source.html#l00110">getBounceFactor</a>, <a class="el" href="ps__zone_8cpp-source.html#l01267">NL3D::CPSZoneRectangle::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00527">NL3D::CPSZoneDisc::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00324">NL3D::CPSZoneSphere::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00211">NL3D::CPSZonePlane::performMotion</a>, and <a class="el" href="ps__zone_8h-source.html#l00107">setBounceFactor</a>. </td> + </tr> +</table> +<a name="n1" doxytag="NL3D::CPSZone::_CollisionBehaviour"></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"> <a class="el" href="classNL3D_1_1CPSZone.html#s2">TCollisionBehaviour</a> NL3D::CPSZone::_CollisionBehaviour<code> [protected]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="ps__zone_8h-source.html#l00125">125</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. +<p> +Referenced by <a class="el" href="ps__zone_8h-source.html#l00115">getCollisionBehaviour</a>, and <a class="el" href="ps__zone_8h-source.html#l00113">setCollisionBehaviour</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="ps__zone_8h-source.html">ps_zone.h</a><li><a class="el" href="ps__zone_8cpp-source.html">ps_zone.cpp</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> |