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+ <TD><B>Documentation</B></TD>
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+<!-- Generated by Doxygen 1.2.2 on Mon May 14 22:34:18 2001 -->
+<center>
+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::UScene Class Reference</h1>Game Interface for Scene.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="u_scene_h-source.html">u_scene.h</a>&gt;</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&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a0">render</a> () = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</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>&nbsp;</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a2">getCam</a> () = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</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>&amp; viewport) = 0</td></tr>
+<tr><td>&nbsp;</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>&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a4">getViewport</a> () = 0</td></tr>
+<tr><td>&nbsp;</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a5">createCamera</a> () = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</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>&nbsp;</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a7">createInstance</a> (const std::string &amp;shapeName) = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a8">createInstanceAsync</a> (const std::string &amp;shapeName,<a class="el" href="class_NL3D__UInstance.html">UInstance</a>**ppInstance) = 0</td></tr>
+<tr><td>&nbsp;</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a9">createTransform</a> () = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</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>&nbsp;</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a11">createSkeleton</a> (const std::string &amp;shapeName) = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</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>&nbsp;</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a13">createLandscape</a> () = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</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>&nbsp;</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__UScene.html#a15">createInstanceGroup</a> (const std::string &amp;instanceGroup) = 0</td></tr>
+<tr><td>&nbsp;</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&nbsp;</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>&nbsp;</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>&nbsp;</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&nbsp;</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 &amp; 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>
+ &nbsp;
+ </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>
+ &nbsp;
+ </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>
+ &nbsp;
+ </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 &amp; <em>shapeName</em>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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 &amp; <em>shapeName</em>,
+ </b></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td><b>
+<a class="el" href="class_NL3D__UInstance.html">UInstance</a> ** <em>ppInstance</em>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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 &amp; <em>instanceGroup</em>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>
+ &nbsp;
+ </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 &amp; <em>shapeName</em>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>
+ &nbsp;
+ </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>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>
+ &nbsp;
+ </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>
+ &nbsp;
+ </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>
+ &nbsp;
+ </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>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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> &amp; <em>viewport</em>&nbsp;)<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </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>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </FONT>
+</TD>
+<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD>
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+</TABLE>
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