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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 1.2.2 on Mon May 14 22:34:18 2001 --> +<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::UScene Class Reference</h1>Game Interface for Scene. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="u_scene_h-source.html">u_scene.h</a>></code> +<p> +Inheritance diagram for NL3D::UScene<p><center><img src="class_NL3D__UScene_inherit_graph.gif" border="0" usemap="#NL3D::UScene_inherit_map" alt="Inheritance graph"></center> +<map name="NL3D::UScene_inherit_map"> +<area href="class_NL3D__CSceneUser.html" shape="rect" coords="0,67,120,86"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__UScene-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Render</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a0">render</a> () = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Render the scene from the CurrentCamera view (<a class="el" href="class_NL3D__UScene.html#a1">setCam</a>()), and the current Viewport.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Camera/Viewport.</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a1">setCam</a> (<a class="el" href="class_NL3D__UCamera.html">UCamera</a> *cam) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the current camera for this scene. nlError if NULL, or if the camera was not created by this <a class="el" href="class_NL3D__UScene.html">UScene</a>.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__UCamera.html">UCamera</a>* </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a2">getCam</a> () = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the current camera.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a3">setViewport</a> (const class <a class="el" href="class_NL3D__CViewport.html">CViewport</a>& viewport) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the current Viewport.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__CViewport.html">CViewport</a> </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a4">getViewport</a> () = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the current Viewport.</em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Component Mgt.</div></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__UCamera.html">UCamera</a>* </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a5">createCamera</a> () = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Create a camera. Usefull for this scene only.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a6">deleteCamera</a> (<a class="el" href="class_NL3D__UCamera.html">UCamera</a> *cam) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Delete a camera.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__UInstance.html">UInstance</a>* </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a7">createInstance</a> (const std::string &shapeName) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Create an instance of the shape "shapename".</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="class_NL3D__UScene.html#a8">createInstanceAsync</a> (const std::string &shapeName,<a class="el" href="class_NL3D__UInstance.html">UInstance</a>**ppInstance) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Same as createInstance but the instance is loaded asynchronously.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__UTransform.html">UTransform</a>* </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a9">createTransform</a> () = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Create a dummy object.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a10">deleteInstance</a> (<a class="el" href="class_NL3D__UInstance.html">UInstance</a> *inst) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Delete an instance via his pointer.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__USkeleton.html">USkeleton</a>* </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a11">createSkeleton</a> (const std::string &shapeName) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Create a skeleton instance of the skeleton shape "shapename".</em> <a href="#a11">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="class_NL3D__UScene.html#a12">deleteSkeleton</a> (<a class="el" href="class_NL3D__USkeleton.html">USkeleton</a> *skel) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Delete a skeleton instance via his pointer.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__ULandscape.html">ULandscape</a>* </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a13">createLandscape</a> () = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a14">deleteLandscape</a> (<a class="el" href="class_NL3D__ULandscape.html">ULandscape</a> *land) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>delete a landscape.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__UInstanceGroup.html">UInstanceGroup</a>* </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a15">createInstanceGroup</a> (const std::string &instanceGroup) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Create a new instance group for this scene.</em> <a href="#a15">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="class_NL3D__UScene.html#a16">deleteInstanceGroup</a> (<a class="el" href="class_NL3D__UInstanceGroup.html">UInstanceGroup</a> *group) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Delete an instance group from this scene.</em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#b0">UScene</a> ()</td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#b1">~UScene</a> ()</td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Game Interface for Scene. +<p> +A <a class="el" href="class_NL3D__UScene.html">UScene</a> create instances, camera lights etc... Those objects are not sharable through different scenes. You cannot use a camera create with Scene1, for viewing Scene2. +<p> +The scene is created with a default camera that you can retrieve with <a class="el" href="class_NL3D__UScene.html#a2">getCam</a>(). +<p> +<dl compact><dt> +<b>Author(s): </b><dd> + Lionel Berenguier , Nevrax France </dl><dl compact><dt> +<b>Date: </b><dd> + 2001 </dl> +<p> + +<p> +Definition at line <a class="el" href="u_scene_h-source.html#l00055">55</a> of file <a class="el" href="u_scene_h-source.html">u_scene.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="b0" doxytag="NL3D::UScene::UScene"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +NL3D::UScene::UScene ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, protected]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="u_scene_h-source.html#l00061">61</a> of file <a class="el" href="u_scene_h-source.html">u_scene.h</a>. </td> + </tr> +</table> +<a name="b1" doxytag="NL3D::UScene::~UScene"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +NL3D::UScene::~UScene ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, protected, virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="u_scene_h-source.html#l00062">62</a> of file <a class="el" href="u_scene_h-source.html">u_scene.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="a5" doxytag="NL3D::UScene::createCamera"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__UCamera.html">UCamera</a> * NL3D::UScene::createCamera ( + </b></td> + <td valign="bottom"><b> +)<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create a camera. Usefull for this scene only. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a7">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a7" doxytag="NL3D::UScene::createInstance"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__UInstance.html">UInstance</a> * NL3D::UScene::createInstance ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>shapeName</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create an instance of the shape "shapename". +<p> +If not present, try to load "shapename" via CPath. If fails (file not found), return NULL. nlerror if the file is not a mesh file. +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a9">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a8" doxytag="NL3D::UScene::createInstanceAsync"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::createInstanceAsync ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>shapeName</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +<a class="el" href="class_NL3D__UInstance.html">UInstance</a> ** <em>ppInstance</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Same as createInstance but the instance is loaded asynchronously. +<p> +You must poll to know if the instance if created by calling <a class="el" href="class_NL3D__UScene.html#a0">render</a>() +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a10">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a15" doxytag="NL3D::UScene::createInstanceGroup"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__UInstanceGroup.html">UInstanceGroup</a> * NL3D::UScene::createInstanceGroup ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>instanceGroup</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create a new instance group for this scene. +<p> +If fails (file not found or serial error), return NULL. +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a17">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a13" doxytag="NL3D::UScene::createLandscape"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__ULandscape.html">ULandscape</a> * NL3D::UScene::createLandscape ( + </b></td> + <td valign="bottom"><b> +)<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :). +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a15">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a11" doxytag="NL3D::UScene::createSkeleton"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__USkeleton.html">USkeleton</a> * NL3D::UScene::createSkeleton ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>shapeName</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create a skeleton instance of the skeleton shape "shapename". +<p> +If not present, try to load "shapename" via CPath. If fails (file not found), return NULL. nlerror if the file is not a skeleton shape file. +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a13">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a9" doxytag="NL3D::UScene::createTransform"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__UTransform.html">UTransform</a> * NL3D::UScene::createTransform ( + </b></td> + <td valign="bottom"><b> +)<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Create a dummy object. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a11">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a6" doxytag="NL3D::UScene::deleteCamera"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::deleteCamera ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__UCamera.html">UCamera</a> * <em>cam</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete a camera. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a8">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a10" doxytag="NL3D::UScene::deleteInstance"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::deleteInstance ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__UInstance.html">UInstance</a> * <em>inst</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete an instance via his pointer. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a12">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a16" doxytag="NL3D::UScene::deleteInstanceGroup"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::deleteInstanceGroup ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__UInstanceGroup.html">UInstanceGroup</a> * <em>group</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete an instance group from this scene. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a18">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a14" doxytag="NL3D::UScene::deleteLandscape"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::deleteLandscape ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__ULandscape.html">ULandscape</a> * <em>land</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +delete a landscape. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a16">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a12" doxytag="NL3D::UScene::deleteSkeleton"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::deleteSkeleton ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__USkeleton.html">USkeleton</a> * <em>skel</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete a skeleton instance via his pointer. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a14">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a2" doxytag="NL3D::UScene::getCam"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__UCamera.html">UCamera</a> * NL3D::UScene::getCam ( + </b></td> + <td valign="bottom"><b> +)<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the current camera. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a4">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a4" doxytag="NL3D::UScene::getViewport"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__CViewport.html">CViewport</a> NL3D::UScene::getViewport ( + </b></td> + <td valign="bottom"><b> +)<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the current Viewport. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a6">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a0" doxytag="NL3D::UScene::render"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::render ( + </b></td> + <td valign="bottom"><b> +)<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Render the scene from the CurrentCamera view (<a class="el" href="class_NL3D__UScene.html#a1">setCam</a>()), and the current Viewport. +<p> +nlError if no current camera. NB: no Driver clear buffers (color or ZBuffer) are done.... <br> + NB: The <a class="el" href="class_NL3D__UDriver.html">UDriver</a> Matrix/Viewport context for 2D/3D interface is restored after this render. NB: nlerror if the current camera has been deleted. +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a2">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a1" doxytag="NL3D::UScene::setCam"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::setCam ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__UCamera.html">UCamera</a> * <em>cam</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the current camera for this scene. nlError if NULL, or if the camera was not created by this <a class="el" href="class_NL3D__UScene.html">UScene</a>. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a3">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<a name="a3" doxytag="NL3D::UScene::setViewport"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::UScene::setViewport ( + </b></td> + <td valign="bottom"><b> +const class <a class="el" href="class_NL3D__CViewport.html">CViewport</a> & <em>viewport</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the current Viewport. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSceneUser.html#a5">NL3D::CSceneUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="u_scene_h-source.html">u_scene.h</a></ul> + + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |