From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- docs/doxygen/nel/a02713.html | 9744 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 9744 insertions(+) create mode 100644 docs/doxygen/nel/a02713.html (limited to 'docs/doxygen/nel/a02713.html') diff --git a/docs/doxygen/nel/a02713.html b/docs/doxygen/nel/a02713.html new file mode 100644 index 00000000..8a26d104 --- /dev/null +++ b/docs/doxygen/nel/a02713.html @@ -0,0 +1,9744 @@ + + +NeL: NL3D::CLandscapeModel class Reference + + + +
+

NL3D::CLandscapeModel Class Reference

#include <landscape_model.h> +

+

Inheritance diagram for NL3D::CLandscapeModel: +

+ +NL3D::CTransform +NLMISC::CRefCount +NL3D::ITransformable +NL3D::IAnimatable + +

Detailed Description

+The model for MOT. A landscape is not designed to move, but easier here. If you translate/rotate this model, nothing happens. Landscape cannot move. See CLandscape for more information on Landscape.
See also:
CLandscape.
+ +

+ +

+Definition at line 51 of file landscape_model.h. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Herited from IAnimatable

enum  TAnimValues {
+  OwnerBit = IAnimatable::AnimValueLast, +PosValue, +RotEulerValue, +RotQuatValue, +
+  ScaleValue, +PivotValue, +AnimValueLast +
+ }
 Added values. More...

virtual IAnimatedValuegetValue (uint valueId)
 From IAnimatable.

virtual const char * getValueName (uint valueId) const
 From IAnimatable.


[NOHEADER]

void freezeStaticLightSetup (CPointLight *pointLight[NL3D_MAX_LIGHT_CONTRIBUTION], uint numPointLights, uint8 sunContribution, CPointLight *frozenAmbientlight)
const CLightContributiongetLightContribution () const
virtual void getLightHotSpotInWorld (CVector &modelPos, float &modelRadius) const
bool getUserLightable () const
uint32 isBigLightable () const
uint32 isLightable () const
void resetLighting ()
void setUserLightable (bool enable)
void unfreezeStaticLightSetup ()
bool useMergedPointLight () const

Derived from ITransformable.

virtual ITrackgetDefaultTrack (uint valueId)
 Default Track Values are identity (pos,pivot= 0, scale= 1, rots=0).

virtual void registerToChannelMixer (CChannelMixer *chanMixer, const std::string &prefix)

Model updating/traversing features

virtual void traverseAnimDetail ()
 call updateWorldMatrixFromFather(), then traverseAnimDetailWithoutUpdateWorldMatrix()

virtual void traverseLight ()
 traverse the lightedModel per default: recompute LightContribution is isLightable()

virtual void traverseLoadBalancing ()
 no-op by default

virtual void update ()

Skinning Behavior.

virtual const std::vector<
+ NLMISC::CBSphere > * 
getSkinBoneSphere () const
virtual const std::vector<
+ sint32 > * 
getSkinBoneUsage () const
virtual bool isSkinnable () const
 Deriver must change this method if the model can be skinned. called rarely.

virtual sint renderShadowSkinGeom (uint remainingVertices, uint8 *vbDest)
virtual void renderShadowSkinPrimitives (CMaterial &castMat, IDriver *drv, uint baseVertex)
virtual void renderSkin (float alphaMRM)
virtual sint renderSkinGroupGeom (float alphaMRM, uint remainingVertices, uint8 *dest)
virtual void renderSkinGroupPrimitives (uint baseVertex, std::vector< CSkinSpecularRdrPass > &specularRdrPasses, uint skinIndex)
virtual void renderSkinGroupSpecularRdrPass (uint rdrPass)
 Render a specific specular renderPass returned by renderSkinGroupPrimitives.

virtual void setApplySkin (bool state)
virtual bool supportShadowSkinGrouping () const
 Special Skinning For ShadowMapping.

virtual bool supportSkinGrouping () const
uint _FatherBoneId
CSkeletonModel_FatherSkeletonModel

[NOHEADER]

uint32 isNeedUpdateFrozenStaticLightSetup () const
 non-zero if the object has a FrozenStaticLightSetup not correclty updated.

uint32 isNeedUpdateLighting () const
 non-zero if the object needs to updatelighting.

CLightContribution _LightContribution
 The contribution of all lights. This enlarge the struct only of approx 15%.

CLightingManager::CQGItLightedModel _LightedModelIt
 each transform may be in a quadGird of lighted models (see CLightingManager)


Hrc Traversal

void updateClipTravForAncestorSkeleton ()
void updateWorld ()
 Update the world state according to the parent world state and the local states.

CSkeletonModel_AncestorSkeletonModel
bool _ClipLinkedInSonsOfAncestorSkeletonModelGroup
bool _DontUnfreezeChildren
bool _Frozen
sint64 _LocalDate
CMatrix _LocalMatrix
 Hrc IN variables.

CHrcTrav::TVisibility _LocalVis
sint64 _WorldDate
CMatrix _WorldMatrix
 Hrc OUT variables.

bool _WorldVis

Public Types

enum  TTransformMode { DirectMatrix = 0, +RotEuler, +RotQuat, +TransformModeCount + }

Public Member Functions

virtual bool clip ()
 clip method called by traverseClip(). deafult is always visible

void clipAndRenderLandscape ()
 Actual Clip and Render!! See Implementation for Why this scheme.

bool compareMatrixDate (uint64 callerDate) const
void enableAdditive (bool enable)
void freeze ()
void freezeHRC ()
virtual void getAABBox (NLMISC::CAABBox &bbox) const
float getAdditive () const
CSkeletonModelgetAncestorSkeletonModel () const
bool getChannelMixerOwnerShip () const
CInstanceGroupgetClusterSystem ()
bool getForceClipRoot () const
const CMatrixgetMatrix () const
 Get the matrix, compute her if necessary (work in all modes).

uint64 getMatrixDate () const
uint getOrderingLayer () const
 Get the ordering layer.

CScenegetOwnerScene () const
 get the scene which has created us

const sintgetRefCount () const
bool getRefineCenterAuto () const
const CVectorgetRefineCenterUser () const
CSkeletonModelgetSkeletonModel () const
 Get the skeleton model. Returnr NULL in normal mode.

bool getUserClipping () const
 Return the user clipping state.

CHrcTrav::TVisibility getVisibility ()
 Get the local visibility state.

const CMatrixgetWorldMatrix () const
void heritVisibility ()
 herit the visibility from his father. (default behavior).

void hide ()
 Hide the object and his sons.

virtual void initModel ()
bool isAdditive () const
bool isClipVisible () const
bool isHrcVisible () const
uint32 isOpaque ()
uint32 isQuadGridClipEnabled () const
uint32 isTransparent ()
virtual void profileRender ()
 Some prof infos.

void setAdditive (float additive)
void setChannelMixerOwnerShip (bool enable=true)
void setClusterSystem (CInstanceGroup *pCS)
void setDontUnfreezeChildren (bool val)
void setForceClipRoot (bool forceClipRoot)
void setLogicInfo (ILogicInfo *logicInfo)
void setOpacity (bool v)
void setOrderingLayer (uint layer)
void setRefineCenterAuto (bool mode)
void setRefineCenterUser (const CVector &refineCenter)
void setTransparency (bool v)
void setUserClipping (bool enable)
void setWorldMatrix (const CMatrix &mat)
void show ()
 Show the objet and his sons.

virtual void traverseClip ()
 special clip(). NB: the real landscape clip is done in traverseRender()

virtual void traverseHrc ()
 special traverseHRC.

virtual void traverseRender ()
 traverseRender()

void unfreezeHRC ()
ShadowMap Behavior. Receive only
virtual void getReceiverBBox (CAABBox &bbox)
virtual const CMatrixgetReceiverRenderWorldMatrix () const
virtual void receiveShadowMap (CShadowMap *shadowMap, const CVector &casterPos, const CMaterial &shadowMat)

Static Public Member Functions

const char * getPivotValueName ()
const char * getPosValueName ()
const char * getRotEulerValueName ()
const char * getRotQuatValueName ()
const char * getScaleValueName ()
void registerBasic ()
 Call at the begining of the program, to register the model.


Data Fields

sint crefs
CLandscape Landscape
CPtrInfo * pinfo

Static Public Attributes

CPtrInfo NullPtrInfo

Protected Member Functions

sint addValue (CChannelMixer *chanMixer, uint valueId, uint ownerValueId, const std::string &prefix, bool detail)
 CLandscapeModel ()
void clearFlag (uint valueId)
 This method clear a bit in the bitset.

void forceCompute ()
CChannelMixergetChannelMixer () const
bool getShowWhenLODSticked () const
 Test if obj must be displayed when sticked to an object displayed as a LOD (example: sword in hand of a character displayed as a LOD state).

void setFlag (uint valueId)
 This method set a bit in the bitset.

virtual void unlinkFromQuadCluster ()
 special feature for CQuadGridClipManager. called at unfreezeHRC(). Used by CTransformShape.

virtual ~CLandscapeModel ()

Protected Attributes

uint32 _RenderFilterType

Static Private Member Functions

CTransformcreator ()

Private Attributes

bool _ActiveAdditive
float _Additive
bool _RefineCenterAuto
CVector _RefineCenterUser
CMatrix _RenderWorldMatrix
std::vector< CPlaneClusteredPyramid
bool ClusteredPyramidIsFrustum
CPlane CurrentPyramid [NL3D_TESSBLOCK_NUM_CLIP_PLANE]

Friends

struct CPtrInfo
+


Member Enumeration Documentation

+

+ + + + +
+ + +
enum NL3D::ITransformable::TAnimValues [inherited] +
+
+ + + + + +
+   + + +

+Added values. +

+

Enumeration values:
+ + + + + + + + +
OwnerBit  +
PosValue  +
RotEulerValue  +
RotQuatValue  +
ScaleValue  +
PivotValue  +
AnimValueLast  +
+
+ +

+Reimplemented from NL3D::IAnimatable. +

+Reimplemented in NL3D::CCamera, NL3D::CMeshBaseInstance, NL3D::CParticleSystemModel, NL3D::CSegRemanence, and NL3D::CSkeletonModel. +

+Definition at line 280 of file transformable.h. +

+

00281         {
+00282                 OwnerBit= IAnimatable::AnimValueLast,
+00283                 PosValue,
+00284                 RotEulerValue,
+00285                 RotQuatValue,
+00286                 ScaleValue,
+00287                 PivotValue,
+00288                 AnimValueLast
+00289         };
+
+

+ + + + +
+ + +
enum NL3D::ITransformable::TTransformMode [inherited] +
+
+ + + + + +
+   + + +

+

Enumeration values:
+ + + + + +
DirectMatrix  +
RotEuler  +
RotQuat  +
TransformModeCount  +
+
+ +

+Definition at line 58 of file transformable.h. +

+Referenced by NL3D::ITransformable::getTransformMode(). +

+

00059         {
+00060                 DirectMatrix=0,         // DirectMatrixMode.
+00061                 RotEuler,                       // Matrix is computed from sperated composantes, with euler rotation.
+00062                 RotQuat,                        // Matrix is computed from sperated composantes, with quat rotation (default).
+00063 
+00064                 TransformModeCount
+00065         };
+
+


Constructor & Destructor Documentation

+

+ + + + +
+ + + + + + + + + +
NL3D::CLandscapeModel::CLandscapeModel  )  [protected]
+
+ + + + + +
+   + + +

+ +

+Definition at line 53 of file landscape_model.cpp. +

+References _ActiveAdditive, _Additive, _RefineCenterAuto, _RefineCenterUser, NL3D::CLandscape::init(), Landscape, and NL3D::CLandscape::OwnerModel. +

+

00054 {
+00055         Landscape.OwnerModel = this;
+00056         Landscape.init();
+00057         _ActiveAdditive=false;
+00058         _Additive=1.f;
+00059 
+00060         // The model is renderable
+00061         CTransform::setIsRenderable(true);
+00062 
+00063         // RenderFilter: We are a Landscape
+00064         _RenderFilterType= UScene::FilterLandscape;
+00065 
+00066         // Mesh support shadow map receiving only
+00067         CTransform::setIsShadowMapReceiver(true);
+00068 
+00069         _RefineCenterUser= CVector::Null;
+00070         _RefineCenterAuto= true;
+00071 }
+
+

+ + + + +
+ + + + + + + + + +
virtual NL3D::CLandscapeModel::~CLandscapeModel  )  [inline, protected, virtual]
+
+ + + + + +
+   + + +

+ +

+Definition at line 132 of file landscape_model.h. +

+

00132 {}
+
+


Member Function Documentation

+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
sint NL3D::IAnimatable::addValue CChannelMixer chanMixer,
uint  valueId,
uint  ownerValueId,
const std::string &  prefix,
bool  detail
[protected, inherited]
+
+ + + + + +
+   + + +

+This is a tool function which add a given value to a channel.

Returns:
-1 if the track was not found in the animationSet, else it return the channelId as if returned by CAnimationSet::getChannelIdByName(channelName).
+ +

+Definition at line 37 of file animatable.cpp. +

+References NL3D::CChannelMixer::addChannel(), NL3D::IAnimatable::getDefaultTrack(), NL3D::IAnimatable::getValue(), NL3D::IAnimatable::getValueName(), nlassert, sint, and uint. +

+Referenced by NL3D::CTransform::registerToChannelMixer(), NL3D::CParticleSystemModel::registerToChannelMixer(), NL3D::CCamera::registerToChannelMixer(), NL3D::CBone::registerToChannelMixer(), NL3D::CAnimatedMorph::registerToChannelMixer(), NL3D::CAnimatedMaterial::registerToChannelMixer(), and NL3D::CAnimatedLightmap::registerToChannelMixer(). +

+

00038 {
+00039         nlassert(chanMixer);
+00040         return chanMixer->addChannel(prefix+getValueName(valueId), this, getValue(valueId), getDefaultTrack(valueId), valueId, ownerValueId, detail);
+00041 }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::canCastShadowMap  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+true if the instance cast shadow. By default false +

+ +

+Definition at line 470 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), and NL3D::CTransform::IsFinalShadowMapCaster. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CTransform::enableCastShadowMap(), NL3D::CTransform::setGeneratingShadowMap(), and NL3D::CMeshInstance::traverseRender(). +

+

00470 {return getStateFlag(IsFinalShadowMapCaster)!=0;}
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::canReceiveShadowMap  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+true if the instance receive shadow. By default false +

+ +

+Definition at line 477 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), and NL3D::CTransform::IsFinalShadowMapReceiver. +

+Referenced by NL3D::CLandscapeUser::canReceiveShadowMap(), and traverseRender(). +

+

00477 {return getStateFlag(IsFinalShadowMapReceiver)!=0;}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::IAnimatable::clearFlag uint  valueId  )  [inline, protected, inherited]
+
+ + + + + +
+   + + +

+This method clear a bit in the bitset. +

+ +

+Definition at line 233 of file animatable.h. +

+References NL3D::IAnimatable::_BitSet, and uint. +

+Referenced by NL3D::ITransformable::clearTransformFlags(), NL3D::CParticleSystemModel::doAnimate(), and NL3D::CAnimatedMaterial::update(). +

+

00234         {
+00235                 _BitSet&= ~(1<<valueId);
+00236         }
+
+

+ + + + +
+ + + + + + + + + +
virtual bool NL3D::CLandscapeModel::clip  )  [inline, virtual]
+
+ + + + + +
+   + + +

+clip method called by traverseClip(). deafult is always visible +

+ +

+Reimplemented from NL3D::CTransform. +

+Definition at line 113 of file landscape_model.h. +

+

00113 {return true;}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::clipAddChild CTransform son  )  [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1217 of file transform.cpp. +

+References NL3D::CTransform::_ClipParents, NL3D::CTransform::_ClipSons, NL3D::CTransform::clipHasParent(), NL3D::CTransform::CClipNode::ClipNode, NL3D::CFastPtrList< CTransform >::insert(), and NL3D::CTransform::CClipNode::Parent. +

+Referenced by NL3D::CScene::createModel(), NL3D::CSkeletonModel::detachSkeletonSon(), initModel(), NL3D::CScene::initQuadGridClipManager(), NL3D::CQuadGridClipClusterListDist::resetSons(), NL3D::CClipTrav::traverse(), and NL3D::CTransform::updateClipTravForAncestorSkeleton(). +

+

01218 {
+01219         if(!son)
+01220                 return;
+01221 
+01222         // if already linked, no-op.
+01223         if(son->clipHasParent(this))
+01224                 return;
+01225 
+01226         // add a new parent entry for our son.
+01227         CClipNode       *clipNode= new CClipNode;
+01228         son->_ClipParents.push_back(clipNode);
+01229 
+01230         // link the son to us
+01231         clipNode->Parent= this;
+01232 
+01233         // link us to the son 
+01234         _ClipSons.insert(son, &clipNode->ClipNode);
+01235 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeModel::clipAndRenderLandscape  ) 
+
+ + + + + +
+   + + +

+Actual Clip and Render!! See Implementation for Why this scheme. +

+ +

+Definition at line 143 of file landscape_model.cpp. +

+References _RefineCenterAuto, _RefineCenterUser, _RenderWorldMatrix, NL3D::CTravCameraScene::CamLook, NL3D::CTravCameraScene::CamPos, NL3D::CLandscape::clip(), ClusteredPyramid, NL3D::CLandscape::computeDynamicLighting(), CurrentPyramid, NL3D::CLightingManager::getAllDynamicLightList(), NL3D::CScene::getClipTrav(), NL3D::CScene::getCurrentSystemTime(), NL3D::CScene::getCurrentTime(), NL3D::CRenderTrav::getDriver(), NL3D::CScene::getLightTrav(), NL3D::CTransform::getOwnerScene(), NL3D::CLandscape::getPZBModelPosition(), NL3D::CScene::getRenderTrav(), NL3D::CScene::getSunAmbient(), NL3D::CScene::getSunDiffuse(), NL3D::CScene::getSunDirection(), H_AFTER, H_AUTO, H_BEFORE, NLMISC::CMatrix::identity(), isAdditive(), NL3D::CScene::isLightingSystemEnabled(), Landscape, NL3D::CLightTrav::LightingManager, NL3D_CLIP_PLANE_BOTTOM, NL3D_CLIP_PLANE_LEFT, NL3D_CLIP_PLANE_RIGHT, NL3D_CLIP_PLANE_TOP, NL3D_MEM_LANDSCAPE, NL3D_TESSBLOCK_NUM_CLIP_PLANE, nlassert, NL3D::CLandscape::refine(), NL3D::CLandscape::render(), NL3D::CLandscape::setDriver(), NLMISC::CMatrix::setPos(), NL3D::CLandscape::setPZBModelPosition(), NL3D::IDriver::setupModelMatrix(), NL3D::CLandscape::setupVegetableLighting(), NL3D::CLandscape::setVegetableTime(), NL3D::CLandscape::setVegetableUpdateLightingTime(), NL3D::CLandscape::updateLighting(), and NL3D::CClipTrav::WorldFrustumPyramid. +

+

00144 {
+00145         /*
+00146                 NB: For best Optimisation, it is important that the Clip act at same time as the Render.
+00147                 Why? For complex GPU/CPU synchronisation.
+00148 
+00149                 Since the landscape is rendered at end of the opaque pass, the next clip of the next frame will arise 
+00150                 too early (if we assume no transparent or out-scene rendering), RESULTING IN A LOCK => A CPU STALL!!
+00151 
+00152                 In a "landscape only" program, this is not easily avoidable. But in common programs with other 
+00153                 opaque meshs, skinning etc... we'll have lot of CPU/GPU Work between this clip and the Landscape Render.
+00154                 And since the clip() lock the VB, and stall, all those tasks won't be parralelized.
+00155 
+00156                 I have already seen such a stall (3 ms).
+00157 
+00158                 Therefore, all Landscape VB Lock arise at the same time=> The GPU will render the landscape while the CPU
+00159                 will prepare render and do skinning of the next opaque frame for instance.
+00160         */
+00161 
+00162         // Clip
+00163         // ********
+00164 
+00165         // The real Landscape clip is done here, after std clip
+00166         H_AUTO( NL3D_Landscape_Clip );
+00167 
+00168         CClipTrav               &clipTrav= getOwnerScene()->getClipTrav();
+00169         CRenderTrav             &renderTrav= getOwnerScene()->getRenderTrav();
+00170 
+00171         // Yes, this is ugly, but the clip pass is finished in render(), for clipping TessBlocks.
+00172         // This saves an other Landscape patch traversal, so this is faster...
+00173         // Order them in order which clip faster (first horizontal, then vertical).
+00174         // NB: TessBlock are ALWAYS clipped with the frustum pyramid, not the clustered one (faster clip for most common cases).
+00175         CurrentPyramid[0]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_LEFT];
+00176         CurrentPyramid[1]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_RIGHT];
+00177         CurrentPyramid[2]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_TOP];
+00178         CurrentPyramid[3]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_BOTTOM];
+00179         nlassert(NL3D_TESSBLOCK_NUM_CLIP_PLANE==4);
+00180 
+00181         // Before Landscape clip, must setup Driver, for good VB allocation.
+00182         Landscape.setDriver(getOwnerScene()->getRenderTrav().getDriver());
+00183 
+00184         // get the refineCenter.
+00185         CVector         refineCenter;
+00186         if(_RefineCenterAuto)
+00187                 refineCenter= clipTrav.CamPos;
+00188         else
+00189                 refineCenter= _RefineCenterUser;
+00190 
+00191         // Use the Clustered pyramid for Patch, but Frustum pyramid for TessBlocks.
+00192         // We are sure that pyramid has normalized plane normals.
+00193         Landscape.clip(refineCenter, ClusteredPyramid);
+00194 
+00195 
+00196         // Render
+00197         // ********
+00198 
+00199         NL3D_MEM_LANDSCAPE
+00200 
+00201         // Change the landscape cetner. All Geomorphed pos (in VertexBuffer only or during VertexProgram)
+00202         // substract this position.
+00203         Landscape.setPZBModelPosition(renderTrav.CamPos);
+00204 
+00205         /* setup the model matrix
+00206                 ZBuffer Precion: set the modelMatrix to the current landscape PZBModelPosition.
+00207                 NB: don't use renderTrav.CamPos directly because setPZBModelPosition() may modify the position
+00208         */
+00209         _RenderWorldMatrix.identity();
+00210         _RenderWorldMatrix.setPos(Landscape.getPZBModelPosition());
+00211         renderTrav.getDriver()->setupModelMatrix(_RenderWorldMatrix);
+00212 
+00213 
+00214         // Scene Time/Lighting Mgt.
+00215         CScene          *scene= getOwnerScene();
+00216         nlassert(scene);
+00217         {
+00218                 // For vegetable, set the animation Time.
+00219                 Landscape.setVegetableTime(scene->getCurrentTime());
+00220 
+00221                 // For vegetable updateLighting, set the system Time.
+00222                 Landscape.setVegetableUpdateLightingTime(scene->getCurrentSystemTime());
+00223 
+00224                 // updateLighting
+00225                 H_BEFORE( NL3D_Landscape_UpdateLighting );
+00226                 Landscape.updateLighting(scene->getCurrentSystemTime());
+00227                 H_AFTER( NL3D_Landscape_UpdateLighting );
+00228 
+00229                 // if SceneLighting enabled
+00230                 if(scene->isLightingSystemEnabled())
+00231                 {
+00232                         H_AUTO( NL3D_Landscape_DynamicLighting );
+00233 
+00234                         // For vegetable, set the lighting 
+00235                         Landscape.setupVegetableLighting(scene->getSunAmbient(), scene->getSunDiffuse(), 
+00236                                 scene->getSunDirection());
+00237 
+00238                         // current visible Dynamic light list are registered in LightTrav::LightingManager
+00239                         CLightTrav              &lightTrav= scene->getLightTrav();
+00240                         // Get all dynamic light list, and light landscape with it.
+00241                         Landscape.computeDynamicLighting(lightTrav.LightingManager.getAllDynamicLightList());
+00242                 }
+00243         }
+00244 
+00245         // First, refine.
+00246         H_BEFORE( NL3D_Landscape_Refine );
+00247         Landscape.refine(refineCenter);
+00248         H_AFTER( NL3D_Landscape_Refine );
+00249 
+00250         // then render.
+00251         H_BEFORE( NL3D_Landscape_Render );
+00252         Landscape.render(refineCenter, renderTrav.CamLook, CurrentPyramid, isAdditive ());
+00253         H_AFTER( NL3D_Landscape_Render );
+00254 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::clipDelChild CTransform son  )  [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1238 of file transform.cpp. +

+References NL3D::CTransform::clipDelFromParent(). +

+Referenced by NL3D::CScene::initDefaultRoots(), initModel(), NL3D::CClipTrav::traverse(), and NL3D::CTransform::~CTransform(). +

+

01239 {
+01240         if(!son)
+01241                 return;
+01242 
+01243         // try to remove from me from my parent
+01244         son->clipDelFromParent(this);
+01245 }
+
+

+ + + + +
+ + + + + + + + + + +
CTransform * NL3D::CTransform::clipGetChild uint  index  )  const [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1265 of file transform.cpp. +

+References NL3D::CTransform::_ClipSons, index, nlassert, NL3D::CFastPtrList< CTransform >::size(), and uint. +

+Referenced by NL3D::CCluster::recursTraverseClip(), NL3D::CTransform::traverseClip(), NL3D::CRootModel::traverseClip(), NL3D::CParticleSystemModel::traverseClip(), and NL3D::CTransform::~CTransform(). +

+

01266 {
+01267         nlassert(index < _ClipSons.size());
+01268         return (const_cast<CTransform*>(this))->_ClipSons.begin()[index];
+01269 }
+
+

+ + + + +
+ + + + + + + + + +
uint NL3D::CTransform::clipGetNumChildren  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 237 of file transform.h. +

+References NL3D::CTransform::_ClipSons, NL3D::CFastPtrList< CTransform >::size(), and uint. +

+Referenced by NL3D::CCluster::recursTraverseClip(), NL3D::CTransform::traverseClip(), NL3D::CRootModel::traverseClip(), NL3D::CParticleSystemModel::traverseClip(), and NL3D::CTransform::~CTransform(). +

+

00237 {return _ClipSons.size();}
+
+

+ + + + +
+ + + + + + + + + +
uint NL3D::CTransform::clipGetNumParents  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 234 of file transform.h. +

+References NL3D::CTransform::_ClipParents, and uint. +

+Referenced by NL3D::CTransform::clipUnlinkFromAll(), NL3D::CClipTrav::traverse(), and NL3D::CTransform::updateClipTravForAncestorSkeleton(). +

+

00234 {return _ClipParents.size();}
+
+

+ + + + +
+ + + + + + + + + + +
CTransform * NL3D::CTransform::clipGetParent uint  index  )  const [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1258 of file transform.cpp. +

+References NL3D::CTransform::_ClipParents, index, nlassert, and uint. +

+Referenced by NL3D::CTransform::clipUnlinkFromAll(), NL3D::CClipTrav::traverse(), and NL3D::CTransform::updateClipTravForAncestorSkeleton(). +

+

01259 {
+01260         nlassert(index < _ClipParents.size());
+01261         return _ClipParents[index]->Parent;
+01262 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::clipUnlinkFromAll  )  [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1248 of file transform.cpp. +

+References NL3D::CTransform::clipDelFromParent(), NL3D::CTransform::clipGetNumParents(), and NL3D::CTransform::clipGetParent(). +

+Referenced by NL3D::CSkeletonModel::bindSkin(), NL3D::CScene::initQuadGridClipManager(), NL3D::CTransform::updateClipTravForAncestorSkeleton(), and NL3D::CTransform::~CTransform(). +

+

01249 {
+01250         // unlink from all parent clip
+01251         while( clipGetNumParents() )
+01252         {
+01253                 clipDelFromParent( clipGetParent(0) );
+01254         }
+01255 }
+
+

+ + + + +
+ + + + + + + + + + +
bool NL3D::ITransformable::compareMatrixDate uint64  callerDate  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Tells if the LocalMatrix is newer than what caller except. This return true either if the matrix components (pos/rot etc...) are touched, or if matrix is newer than caller date. +

+Definition at line 82 of file transformable.h. +

+References NL3D::ITransformable::_LocalMatrixDate, NL3D::ITransformable::needCompute(), and uint64. +

+Referenced by NL3D::CWaterModel::updateDiffuseMapMatrix(). +

+

00083         {
+00084                 return callerDate<_LocalMatrixDate || needCompute();
+00085         }
+
+

+ + + + +
+ + + + + + + + + + +
virtual bool NL3D::CTransform::computeWorldBBoxForShadow NLMISC::CAABBox worldBB  )  [inline, virtual, inherited]
+
+ + + + + +
+   + + +

+Special For Skeleton Caster. When Skeletons cast shadows, they first compute the WorldBBox. The model should compute its bbox in World (best fit).

Returns:
false if the model don't support it (default), or if hidden in HRC!!
+ +

+Reimplemented in NL3D::CMeshInstance, and NL3D::CSkeletonModel. +

+Definition at line 521 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::computeWorldBBoxForShadow(). +

+

00521 {return false;}
+
+

+ + + + +
+ + + + + + + + + +
virtual void NL3D::CTransform::createShadowMap  )  [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+To implement for ShadowCaster support. typically allocate a CShadowMap and store NB: the texture doesn't have to be inited at this time. Update it each frame in generateShadowMap() +

+Reimplemented in NL3D::CMeshInstance, and NL3D::CSkeletonModel. +

+Definition at line 902 of file transform.h. +

+Referenced by NL3D::CTransform::enableCastShadowMap(). +

+

00902 {}
+
+

+ + + + +
+ + + + + + + + + +
CTransform* NL3D::CLandscapeModel::creator  )  [inline, static, private]
+
+ + + + + +
+   + + +

+ +

+Reimplemented from NL3D::CTransform. +

+Definition at line 135 of file landscape_model.h. +

+

00135 {return new CLandscapeModel;}
+
+

+ + + + +
+ + + + + + + + + +
virtual void NL3D::CTransform::deleteShadowMap  )  [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+To implement for ShadowCaster support. typically free the shadowMap. +

+ +

+Reimplemented in NL3D::CMeshInstance, and NL3D::CSkeletonModel. +

+Definition at line 904 of file transform.h. +

+Referenced by NL3D::CTransform::enableCastShadowMap(). +

+

00904 {}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeModel::enableAdditive bool  enable  )  [inline]
+
+ + + + + +
+   + + +

+Set additive set

+

Parameters:
+ + +
enable is true to activbe additive, false to disactive it.
+
+ +

+Definition at line 82 of file landscape_model.h. +

+References _ActiveAdditive. +

+Referenced by NL3D::CLandscapeUser::enableAdditive(). +

+

00083         {
+00084                 _ActiveAdditive=enable;
+00085         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::enableCastShadowMap bool  state  )  [inherited]
+
+ + + + + +
+   + + +

+By default, map shadow casting is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Casting (eg landscape) Dervier note: createShadowMap() and deleteShadowMap() is called here. +

+Definition at line 1335 of file transform.cpp. +

+References NL3D::CTransform::canCastShadowMap(), NL3D::CTransform::createShadowMap(), NL3D::CTransform::deleteShadowMap(), NL3D::CTransform::getShadowMap(), NL3D::CTransform::IsFinalShadowMapCaster, NL3D::CTransform::modelCanCastShadowMap(), nlassert, and NL3D::CTransform::setStateFlag(). +

+

01336 {
+01337         bool    precState= canCastShadowMap();
+01338 
+01339         if(modelCanCastShadowMap()) 
+01340                 setStateFlag(IsFinalShadowMapCaster, state);
+01341         else
+01342                 setStateFlag(IsFinalShadowMapCaster, false);
+01343 
+01344         // if just enabled, create the shadowMap
+01345         if(canCastShadowMap() && !precState)
+01346         {
+01347                 createShadowMap();
+01348                 // The user must have created it.
+01349                 nlassert(getShadowMap());
+01350         }
+01351         // if just disabled, free ressource
+01352         else if(!canCastShadowMap() && precState)
+01353         {
+01354                 deleteShadowMap();
+01355         }
+01356 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::enableReceiveShadowMap bool  state  )  [inline, inherited]
+
+ + + + + +
+   + + +

+By default, map shadow receiving is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Receiving (eg Particle system) +

+Definition at line 475 of file transform.h. +

+References NL3D::CTransform::IsFinalShadowMapReceiver, NL3D::CTransform::modelCanReceiveShadowMap(), and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CLandscapeUser::enableReceiveShadowMap(). +

+

00475 {if(modelCanReceiveShadowMap()) setStateFlag(IsFinalShadowMapReceiver, state);}
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::forceCompute  )  [protected, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1359 of file transform.cpp. +

+References NL3D::CTransform::_FatherBoneId, NL3D::CTransform::_FatherSkeletonModel, NL3D::CTransform::_HrcParent, NL3D::CSkeletonModel::forceComputeBone(), NL3D::CTransform::update(), and NL3D::CTransform::updateWorldMatrixFromFather(). +

+Referenced by NL3D::CParticleSystemManager::processAnimate(). +

+

01360 {
+01361         // if father is a skeleton, force to compute the bone we are sticked to
+01362         if (_FatherSkeletonModel)
+01363         {
+01364                 _FatherSkeletonModel->forceComputeBone(_FatherBoneId);
+01365         }
+01366         else
+01367         {
+01368                 // force to compûte the father
+01369                 if (_HrcParent)
+01370                 {
+01371                         _HrcParent->forceCompute();
+01372                 }
+01373         }
+01374         // compute
+01375         update();
+01376         updateWorldMatrixFromFather();
+01377 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::freeze  )  [inherited]
+
+ + + + + +
+   + + +

+freeze the preceding position of the model. Do not use, special code for cluster. This inform the scene that preceding position setuped by user is "frozen". ie at next render(), this object won't be added to the "object moving list" (usefull for cluster mgt). The "frozen" state is disabled (at render() time) if:

    +
  • change in position (directly or indireclty, such as animation) is performed after the freeze().
  • the "frozen" state of a father is not enabled (or disabled by a change in position of him :) ).
+ +

+Definition at line 367 of file transform.cpp. +

+References NL3D::CTransform::_Frozen, and NL3D::CTransform::update(). +

+Referenced by NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded(), and NL3D::CScene::initDefaultRoots(). +

+

00368 {
+00369         // First, update the model
+00370         // _Frozen state is disabled here (in CTransform::update()).
+00371         update();
+00372 
+00373         // Then flag the frozen state.
+00374         _Frozen= true;
+00375 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::freezeHRC  )  [inherited]
+
+ + + + + +
+   + + +

+freeze the HRC so the WorldMatrix computed at next render() will be kept for long, and the model won't either be tested in HRC (which is still expensive, even if the worldmatrix doesn't need to be recomputed). The model won't either be validated. It is suposed to not change at all. Also, if it is not a son of a CCluster, it may be accelerated during Cliping (with CQuadGridClipManager).

+NB: the model won't be tested in HRC anymore. calling freezeHRC() on a model in a hierarchy without calling it to the root of the hierarchy will result in that the model won't be validated nor be HRC traversed. To be simplier, you should freezeHRC() all the models of a hierarchy, from base root to leaves.

+NB: if the hierarchy of this object must change, or if the object must moves, you must call unfreezeHRC() first, and you should do this for all the parents of this model. +

+Definition at line 385 of file transform.cpp. +

+References NL3D::CTransform::_FreezeHRCState, NL3D::CTransform::_Frozen, NL3D::CTransform::_TransformDirty, NL3D::CTransform::FreezeHRCStateDisabled, NL3D::CTransform::FreezeHRCStateRequest, NL3D::CTransform::QuadGridClipEnabled, and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CInstanceGroup::freezeHRC(). +

+

00386 {
+00387         // if disabled, say we are ready to validate our worldMatrix for long.
+00388         if(_FreezeHRCState==FreezeHRCStateDisabled)
+00389         {
+00390                 _FreezeHRCState= FreezeHRCStateRequest;
+00391                 setStateFlag(QuadGridClipEnabled, true);
+00392 
+00393                 /* If the transform is not frozen (ie staticaly inserted in a cluster),
+00394                         We must be sure it will be tested against QuadGridClipManager at next ClipTrav pass.
+00395                         => must make this object a "moving object" at next render=> dirt _LocalMatrixDate.
+00396                 */
+00397                 if(!_Frozen)
+00398                 {
+00399                         _TransformDirty= true;
+00400                 }
+00401         }
+00402 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CTransform::freezeStaticLightSetup CPointLight pointLight[NL3D_MAX_LIGHT_CONTRIBUTION],
uint  numPointLights,
uint8  sunContribution,
CPointLight frozenAmbientlight
[inherited]
+
+ + + + + +
+   + + +

+Freeze and set the Static Light Setup. Called by CInstanceGroup::addToScene() NB: it calls resetLighting() first. NB: nlassert(numPointLights<=NL3D_MAX_LIGHT_CONTRIBUTION) +

+Definition at line 1028 of file transform.cpp. +

+References NL3D::CTransform::_LightContribution, NL3D::CLightContribution::Factor, NL3D::CLightContribution::FrozenAmbientLight, NL3D::CLightContribution::FrozenStaticLightSetup, NL3D::CTransform::IsNeedUpdateFrozenStaticLightSetup, NL3D_MAX_LIGHT_CONTRIBUTION, nlassert, NL3D::CLightContribution::NumFrozenStaticLight, NL3D::CLightContribution::PointLight, NL3D::CTransform::resetLighting(), NL3D::CTransform::setStateFlag(), NL3D::CLightContribution::SunContribution, uint, and uint8. +

+

01030 {
+01031         nlassert(numPointLights <= NL3D_MAX_LIGHT_CONTRIBUTION);
+01032 
+01033         // resetLighting() first.
+01034         resetLighting();
+01035 
+01036         // Enable StaticLightSetup.
+01037         _LightContribution.FrozenStaticLightSetup= true;
+01038         _LightContribution.NumFrozenStaticLight= numPointLights;
+01039         _LightContribution.SunContribution= sunContribution;
+01040         // setup the FrozenAmbientLight
+01041         _LightContribution.FrozenAmbientLight= frozenAmbientlight;
+01042         // Setup other pointLights
+01043         uint i;
+01044         for(i=0;i<numPointLights;i++)
+01045         {
+01046                 // set the light
+01047                 _LightContribution.PointLight[i]= pointLight[i];
+01048                 // Enable at max.
+01049                 _LightContribution.Factor[i]= 255;
+01050                 // Compute static AttFactor Later because don't have WorlPosition of the model here!!
+01051                 setStateFlag(IsNeedUpdateFrozenStaticLightSetup, true);
+01052 
+01053                 // Do NOT set the iterator, because it is a staticLight.
+01054         }
+01055         // End the list
+01056         if(i<NL3D_MAX_LIGHT_CONTRIBUTION)
+01057                 _LightContribution.PointLight[i]= NULL;
+01058 }
+
+

+ + + + +
+ + + + + + + + + + +
virtual void NL3D::CTransform::generateShadowMap const CVector lightDir  )  [inline, virtual, inherited]
+
+ + + + + +
+   + + +

+For Casters. Display the Shadow to the "Auxiliary Driver". This method should only write to AlphaBuffer (since RGB may be the current rendered scene!), with Alpha==1 when pixel is shadowed. The ShadowMapManager has already cleared the AlphaBuffer to black, and has already enabled alpha write only. The ShadowMapManager has already setuped Viewport/Scissor as its convenience. The extra blurring is a work of the ShadowMapManager (which blurs multiple shadows in a same pass) NB: you can overwrite the current driver frustum/ViewMatrix/modelMatrix without backuping it (ShadowMapManager work) +

+Reimplemented in NL3D::CMeshInstance, and NL3D::CSkeletonModel. +

+Definition at line 492 of file transform.h. +

+Referenced by NL3D::CShadowMapManager::renderGenerate(). +

+

00492 {}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::getAABBox NLMISC::CAABBox bbox  )  const [virtual, inherited]
+
+ + + + + +
+   + + +

+Get the untransformed AABBox of the transform. NULL (gtCenter()= 0, gtSize()==0) by default. +

+Reimplemented in NL3D::CParticleSystemModel, and NL3D::CTransformShape. +

+Definition at line 514 of file transform.cpp. +

+References NLMISC::CAABBox::setCenter(), and NLMISC::CAABBox::setHalfSize(). +

+Referenced by NL3D::CTransform::traverseLight(). +

+

00515 {
+00516         bbox.setCenter(CVector::Null);
+00517         bbox.setHalfSize(CVector::Null);
+00518 }
+
+

+ + + + +
+ + + + + + + + + +
float NL3D::CLandscapeModel::getAdditive  )  const [inline]
+
+ + + + + +
+   + + +

+Get additive value

+

Returns:
the additive value. [0, 1]
+ +

+Definition at line 73 of file landscape_model.h. +

+References _Additive. +

+

00074         {
+00075                 return _Additive;
+00076         }
+
+

+ + + + +
+ + + + + + + + + +
CSkeletonModel* NL3D::CTransform::getAncestorSkeletonModel  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 207 of file transform.h. +

+References NL3D::CTransform::_AncestorSkeletonModel. +

+Referenced by NL3D::CParticleSystemManager::processAnimate(). +

+

00207 { return _AncestorSkeletonModel; }
+
+

+ + + + +
+ + + + + + + + + +
CChannelMixer* NL3D::CTransform::getChannelMixer  )  const [inline, protected, inherited]
+
+ + + + + +
+   + + +

+get the channelMixer owned by the transform. return result of a refPtr => may be NULL. +

+Definition at line 641 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::computeCurrentBBox(), NL3D::CMeshBaseInstance::traverseHrc(), and NL3D::CSkeletonModel::updateBoneToCompute(). +

+

00641 {return _ChannelMixer;}
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::getChannelMixerOwnerShip  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 257 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), and NL3D::CTransform::IsDeleteChannelMixer. +

+Referenced by NL3D::CTransform::registerToChannelMixer(), and NL3D::CTransform::~CTransform(). +

+

00257 { return getStateFlag(IsDeleteChannelMixer)!=0; }
+
+

+ + + + +
+ + + + + + + + + +
CInstanceGroup* NL3D::CTransform::getClusterSystem  )  [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 320 of file transform.h. +

+References NL3D::CTransform::_ClusterSystem. +

+Referenced by NL3D::CScene::findCameraClusterSystemFromRay(), and NL3D::CClipTrav::traverse(). +

+

00320 { return _ClusterSystem; }
+
+

+ + + + +
+ + + + + + + + + + +
ITrack * NL3D::CTransform::getDefaultTrack uint  valueId  )  [virtual, inherited]
+
+ + + + + +
+   + + +

+Default Track Values are identity (pos,pivot= 0, scale= 1, rots=0). +

+ +

+Implements NL3D::ITransformable. +

+Reimplemented in NL3D::CCamera, NL3D::CMeshBaseInstance, NL3D::CParticleSystemModel, NL3D::CSegRemanence, NL3D::CWaterModel, and NL3D::CWaveMakerModel. +

+Definition at line 311 of file transform.cpp. +

+References nlstop, and uint. +

+

00312 {
+00313         // Cyril: prefer do it here in CTransform, because of CCamera, CLight etc... (which may not need a default value too!!)
+00314 
+00315         // what value ?
+00316         switch (valueId)
+00317         {
+00318         case PosValue:                  return &DefaultPos;
+00319         case RotEulerValue:             return &DefaultRotEuler;
+00320         case RotQuatValue:              return &DefaultRotQuat;
+00321         case ScaleValue:                return &DefaultScale;
+00322         case PivotValue:                return &DefaultPivot;
+00323         }
+00324 
+00325         // No, only ITrnasformable values!
+00326         nlstop;
+00327         // Deriver note: else call BaseClass::getDefaultTrack(valueId);
+00328 
+00329         return NULL;
+00330 
+00331 }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::getForceClipRoot  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 538 of file transform.h. +

+References NL3D::CTransform::ForceClipRoot, and NL3D::CTransform::getStateFlag(). +

+Referenced by NL3D::CTransformUser::getForceClipRoot(). +

+

00538 { return getStateFlag(ForceClipRoot) != 0; }    
+
+

+ + + + +
+ + + + + + + + + +
const CLightContribution& NL3D::CTransform::getLightContribution  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Return the current light contribution of this model +

+Definition at line 373 of file transform.h. +

+References NL3D::CTransform::_LightContribution. +

+Referenced by NL3D::CShadowMapManager::computeShadowColors(), and NL3D::CShadowMapManager::computeShadowDirection(). +

+

00373 { return _LightContribution; }  
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
virtual void NL3D::CTransform::getLightHotSpotInWorld CVector modelPos,
float &  modelRadius
const [inline, virtual, inherited]
+
+ + + + + +
+   + + +

+get the HotSpot of the model for Light computation. For models with global attenuation, this is the point taken for attenuation computes. NB: should return the current world position. NB: return also the modelRadius (only for bigLightable) Default to NULL. +

+Reimplemented in NL3D::CSkeletonModel, and NL3D::CTransformShape. +

+Definition at line 381 of file transform.h. +

+Referenced by NL3D::CLightingManager::computeModelLightContributions(). +

+

00381 {modelPos= CVector::Null; modelRadius=0;}
+
+

+ + + + +
+ + + + + + + + + +
const std::string & NL3D::CTransform::getLoadBalancingGroup  )  const [inherited]
+
+ + + + + +
+   + + +

+Get the load Balancing group of a model. see setLoadBalancingGroup(). +

+Definition at line 532 of file transform.cpp. +

+References NL3D::CTransform::_LoadBalancingGroup, and NL3D::CLoadBalancingGroup::Name. +

+

00533 {
+00534         // get the group name
+00535         return _LoadBalancingGroup->Name;
+00536 }
+
+

+ + + + +
+ + + + + + + + + +
const CMatrix& NL3D::ITransformable::getMatrix  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Get the matrix, compute her if necessary (work in all modes). +

+ +

+Definition at line 76 of file transformable.h. +

+References NL3D::ITransformable::updateMatrix(). +

+Referenced by NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded(), NL3D::CCamera::buildCameraPyramid(), NL3D::CBone::compute(), NL3D::CWaterShape::createInstance(), NL3D::CWaterModel::getAttenuatedHeight(), NL3D::CTransformableUser::getMatrix(), NL3D::CCloudScape::render(), NL3D::CMeshMultiLod::renderCoarseMesh(), and NL3D::CTransform::update(). +

+

00076 {updateMatrix(); return _LocalMatrix;}
+
+

+ + + + +
+ + + + + + + + + +
uint64 NL3D::ITransformable::getMatrixDate  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+return the last date of computed matrix. updateMatrix() if necessary. +

+Definition at line 90 of file transformable.h. +

+References NL3D::ITransformable::_LocalMatrixDate, uint64, and NL3D::ITransformable::updateMatrix(). +

+Referenced by NL3D::CWaterModel::updateDiffuseMapMatrix(). +

+

00091         {
+00092                 updateMatrix();
+00093                 return _LocalMatrixDate;
+00094         }
+
+

+ + + + +
+ + + + + + + + + +
CRGBA NL3D::CTransform::getMeanColor  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+see setMeanColor() +

+ +

+Definition at line 437 of file transform.h. +

+References NL3D::CTransform::_MeanColor. +

+

00437 {return _MeanColor;}
+
+

+ + + + +
+ + + + + + + + + +
uint NL3D::CTransform::getOrderingLayer  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Get the ordering layer. +

+ +

+Definition at line 187 of file transform.h. +

+References NL3D::CTransform::_OrderingLayer, and uint. +

+Referenced by NL3D::CTransformUser::getOrderingLayer(), and NL3D::CRenderTrav::traverse(). +

+

00187 { return _OrderingLayer; }
+
+

+ + + + +
+ + + + + + + + + +
CScene* NL3D::CTransform::getOwnerScene  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+get the scene which has created us +

+ +

+Definition at line 105 of file transform.h. +

+References NL3D::CTransform::_OwnerScene. +

+Referenced by NL3D::CLandscape::addZone(), NL3D::CWaterModel::clip(), NL3D::CTransformShape::clip(), clipAndRenderLandscape(), NL3D::CWaterModel::computeClippedPoly(), NL3D::CSkeletonModel::computeDisplayLodCharacterPriority(), NL3D::CSkeletonModel::computeLodTexture(), NL3D::CWaterModel::computeSimpleClippedPoly(), NL3D::CSkeletonModel::createShadowMap(), NL3D::CMeshInstance::createShadowMap(), NL3D::CSkeletonModel::detachSkeletonSon(), NL3D::CParticleSystemModel::doAnimate(), NL3D::CWaterModel::doSimpleRender(), NL3D::CTargetAnimCtrl::execute(), NL3D::CSkeletonModel::generateShadowMap(), NL3D::CMeshInstance::generateShadowMap(), NL3D::CMeshMultiLodInstance::getCoarseMeshLighting(), NL3D::CTransform::initModel(), NL3D::CSkeletonModel::initModel(), NL3D::CPointLightModel::initModel(), initModel(), NL3D::CParticleSystemModel::insertInVisibleList(), NL3D::CMeshMultiLod::instanciateCoarseMeshSpace(), NL3D::CQuadGridClipManager::linkModel(), NL3D::CQuadGridClipManager::profile(), NL3D::CTransformShape::profileRender(), receiveShadowMap(), NL3D::CCluster::recursTraverseClip(), NL3D::CMeshBaseInstance::releaseCurrentAsyncTextures(), NL3D::CSegRemanence::render(), NL3D::CMeshMultiLod::render(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CSkeletonModel::renderCLod(), NL3D::CMeshMultiLod::renderCoarseMesh(), NL3D::CSkeletonModel::renderIntoSkeletonShadowMap(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), NL3D::CSkeletonModel::renderShadowSkins(), NL3D::CMeshMRMGeom::renderSkin(), NL3D::CMeshGeom::renderSkin(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupGeom(), NL3D::CMeshMRMGeom::renderSkinGroupGeom(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupPrimitives(), NL3D::CMeshMRMGeom::renderSkinGroupPrimitives(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupSpecularRdrPass(), NL3D::CMeshMRMGeom::renderSkinGroupSpecularRdrPass(), NL3D::CSkeletonModel::renderSkinList(), NL3D::CSkeletonModel::renderSkins(), NL3D::CQuadGridClipManager::reset(), NL3D::CTransform::setLoadBalancingGroup(), NL3D::CSkeletonModel::setLodCharacterShape(), NL3D::CMeshBaseInstance::startAsyncTextureLoading(), NL3D::CWaveMakerModel::traverseAnimDetail(), NL3D::CSkeletonModel::traverseAnimDetail(), NL3D::CSegRemanence::traverseAnimDetail(), NL3D::CParticleSystemModel::traverseAnimDetail(), NL3D::CMeshBaseInstance::traverseAnimDetail(), NL3D::CTransform::traverseAnimDetailWithoutUpdateWorldMatrix(), NL3D::CTransform::traverseClip(), NL3D::CQuadGridClipManager::traverseClip(), NL3D::CParticleSystemModel::traverseClip(), traverseClip(), NL3D::CMeshBaseInstance::traverseHrc(), traverseHrc(), NL3D::CTransform::traverseLight(), NL3D::CPointLightModel::traverseLight(), NL3D::CTransformShape::traverseLoadBalancing(), NL3D::CMeshMultiLodInstance::traverseLoadBalancing(), NL3D::CTransformShape::traverseLoadBalancingPass0(), NL3D::CWaterModel::traverseRender(), NL3D::CVegetableBlendLayerModel::traverseRender(), NL3D::CTransformShape::traverseRender(), NL3D::CMeshInstance::traverseRender(), traverseRender(), NL3D::CFlareModel::traverseRender(), NL3D::CTransform::unfreezeHRC(), NL3D::CTransform::update(), NL3D::CTransform::updateClipTravForAncestorSkeleton(), NL3D::CQuadGridClipManager::updateClustersFromCamera(), NL3D::CSkeletonModel::updateShadowMap(), NL3D::CMeshInstance::updateShadowMap(), NL3D::CTransform::updateWorld(), NL3D::CSkeletonModel::~CSkeletonModel(), and NL3D::CTransform::~CTransform(). +

+

00105 {return _OwnerScene;}
+
+

+ + + + +
+ + + + + + + + + +
CVector NL3D::ITransformable::getPivot  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 255 of file transformable.h. +

+References NL3D::ITransformable::_Pivot, nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+

00256         {
+00257                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00258                 return _Pivot.Value;
+00259         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::getPivot CVector pivot  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 224 of file transformable.h. +

+References NL3D::ITransformable::_Pivot, nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CTransformableUser::getPivot(). +

+

00225         {
+00226                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00227                 pivot= _Pivot.Value;
+00228         }
+
+

+ + + + +
+ + + + + + + + + +
const char * NL3D::ITransformable::getPivotValueName  )  [static, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 117 of file transformable.cpp. +

+Referenced by NL3D::ITransformable::getValueName(). +

+

00118 {
+00119         return "pivot";
+00120 }
+
+

+ + + + +
+ + + + + + + + + + +
CVector NL3D::ITransformable::getPos void   )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode(nlassert). +

+ +

+Definition at line 231 of file transformable.h. +

+References nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CSkeletonModel::generateShadowMap(), NL3D::CWaterModel::getHeight(), NL3D::CSkeletonModel::renderIntoSkeletonShadowMap(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), and NL3D::CPointLightModel::traverseLight(). +

+

00232         {
+00233                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00234                 return _Pos.Value;
+00235         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::getPos CVector pos  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode(nlassert). +

+ +

+Definition at line 200 of file transformable.h. +

+References nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CTransformableUser::getPos(), NL3D::CInstanceGroup::getPos(), and NL3D::CPSLight::step(). +

+

00201         {
+00202                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00203                 pos= _Pos.Value;
+00204         }
+
+

+ + + + +
+ + + + + + + + + +
const char * NL3D::ITransformable::getPosValueName  )  [static, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 97 of file transformable.cpp. +

+Referenced by NL3D::ITransformable::getValueName(). +

+

00098 {
+00099         return "pos";
+00100 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeModel::getReceiverBBox CAABBox bbox  )  [virtual]
+
+ + + + + +
+   + + +

+For receivers. get the World Instance bbox that includes the receiver. +

+Reimplemented from NL3D::CTransform. +

+Definition at line 284 of file landscape_model.cpp. +

+References NL3D::CLandscape::getOldRefineCenter(), NL3D::CLandscape::getTileNear(), Landscape, NLMISC::CAABBox::setCenter(), and NLMISC::CAABBox::setHalfSize(). +

+

00285 {
+00286         // Build a dummy bbox around the TileNear distance.
+00287         bbox.setCenter(Landscape.getOldRefineCenter());
+00288         float   hs= Landscape.getTileNear() * 1.5f; // Enlarge a little because may have some triangles outside this dist.
+00289         bbox.setHalfSize(CVector(hs,hs,hs));
+00290 }
+
+

+ + + + +
+ + + + + + + + + +
virtual const CMatrix& NL3D::CLandscapeModel::getReceiverRenderWorldMatrix  )  const [inline, virtual]
+
+ + + + + +
+   + + +

+For receivers. Retrieve the WorldMatrix of the model used for IDriver::render(). By default it returns getWorldMatrix(). The exception is the Landscape and his "ZBuffer Problem" management. +

+Reimplemented from NL3D::CTransform. +

+Definition at line 127 of file landscape_model.h. +

+References _RenderWorldMatrix. +

+

00127 {return _RenderWorldMatrix;}
+
+

+ + + + +
+ + + + + + + + + +
const sint& NLMISC::CRefCount::getRefCount  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 70 of file smart_ptr.h. +

+References NLMISC::CRefCount::crefs, and sint. +

+

00071         {
+00072                 return  crefs;
+00073         }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CLandscapeModel::getRefineCenterAuto  )  const [inline]
+
+ + + + + +
+   + + +

+ +

+Definition at line 101 of file landscape_model.h. +

+References _RefineCenterAuto. +

+Referenced by NL3D::CLandscapeUser::getRefineCenterAuto(). +

+

00101 {return _RefineCenterAuto;}
+
+

+ + + + +
+ + + + + + + + + +
const CVector& NL3D::CLandscapeModel::getRefineCenterUser  )  const [inline]
+
+ + + + + +
+   + + +

+ +

+Definition at line 103 of file landscape_model.h. +

+References _RefineCenterUser. +

+Referenced by NL3D::CLandscapeUser::getRefineCenterUser(). +

+

00103 {return _RefineCenterUser;}
+
+

+ + + + +
+ + + + + + + + + +
CVector NL3D::ITransformable::getRotEuler  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in RotEuler mode(nlassert). +

+ +

+Definition at line 237 of file transformable.h. +

+References NL3D::ITransformable::_RotEuler, nlassert, NL3D::ITransformable::RotEuler, and NL3D::CAnimatedValueBlendable< T >::Value. +

+

00238         {
+00239                 nlassert(_Mode==RotEuler);
+00240                 return _RotEuler.Value;
+00241         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::getRotEuler CVector rot  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in RotEuler mode(nlassert). +

+ +

+Definition at line 206 of file transformable.h. +

+References NL3D::ITransformable::_RotEuler, nlassert, NL3D::ITransformable::RotEuler, and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CTransformableUser::getRotEuler(). +

+

00207         {
+00208                 nlassert(_Mode==RotEuler);
+00209                 rot= _RotEuler.Value;
+00210         }
+
+

+ + + + +
+ + + + + + + + + +
const char * NL3D::ITransformable::getRotEulerValueName  )  [static, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 102 of file transformable.cpp. +

+Referenced by NL3D::ITransformable::getValueName(). +

+

00103 {
+00104         return "roteuler";
+00105 }
+
+

+ + + + +
+ + + + + + + + + +
CMatrix::TRotOrder NL3D::ITransformable::getRotOrder  )  [inline, inherited]
+
+ + + + + +
+   + + +

+get the current rotorder (information vlaid only when RotEuler mode). +

+ +

+Definition at line 194 of file transformable.h. +

+References NL3D::ITransformable::_RotOrder. +

+Referenced by NL3D::CTransformableUser::getRotOrder(). +

+

00195         {
+00196                 return _RotOrder;
+00197         }
+
+

+ + + + +
+ + + + + + + + + +
CQuat NL3D::ITransformable::getRotQuat  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in RotQuat mode (nlassert). +

+ +

+Definition at line 243 of file transformable.h. +

+References NL3D::ITransformable::_RotQuat, nlassert, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+

00244         {
+00245                 nlassert(_Mode==RotQuat);
+00246                 return _RotQuat.Value;
+00247         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::getRotQuat CQuat quat  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in RotQuat mode (nlassert). +

+ +

+Definition at line 212 of file transformable.h. +

+References NL3D::ITransformable::_RotQuat, nlassert, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CTransformableUser::getRotQuat(), and NL3D::CInstanceGroup::getRotQuat(). +

+

00213         {
+00214                 nlassert(_Mode==RotQuat);
+00215                 quat= _RotQuat.Value;
+00216         }
+
+

+ + + + +
+ + + + + + + + + +
const char * NL3D::ITransformable::getRotQuatValueName  )  [static, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 107 of file transformable.cpp. +

+Referenced by NL3D::ITransformable::getValueName(). +

+

00108 {
+00109         return "rotquat";
+00110 }
+
+

+ + + + +
+ + + + + + + + + + +
CVector NL3D::ITransformable::getScale void   )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 249 of file transformable.h. +

+References nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+

00250         {
+00251                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00252                 return _Scale.Value;
+00253         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::getScale CVector scale  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 218 of file transformable.h. +

+References nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CBone::compute(), and NL3D::CTransformableUser::getScale(). +

+

00219         {
+00220                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00221                 scale= _Scale.Value;
+00222         }
+
+

+ + + + +
+ + + + + + + + + +
const char * NL3D::ITransformable::getScaleValueName  )  [static, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 112 of file transformable.cpp. +

+Referenced by NL3D::ITransformable::getValueName(). +

+

00113 {
+00114         return "scale";
+00115 }
+
+

+ + + + +
+ + + + + + + + + +
virtual CShadowMap* NL3D::CTransform::getShadowMap  )  [inline, virtual, inherited]
+
+ + + + + +
+   + + +

+get The shadow Map result for receveing. If NULL, nothing is displayed. +

+Reimplemented in NL3D::CMeshInstance, and NL3D::CSkeletonModel. +

+Definition at line 495 of file transform.h. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CTransform::enableCastShadowMap(), NL3D::CShadowMapManager::renderGenerate(), NL3D::CShadowMapManager::renderProject(), and NL3D::CShadowMapManager::selectShadowMapsToGenerate(). +

+

00495 {return NULL;}
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::getShowWhenLODSticked  )  const [inline, protected, inherited]
+
+ + + + + +
+   + + +

+Test if obj must be displayed when sticked to an object displayed as a LOD (example: sword in hand of a character displayed as a LOD state). +

+ +

+Definition at line 680 of file transform.h. +

+References NL3D::CTransform::_ForceCLodSticked. +

+Referenced by NL3D::CParticleSystemModel::traverseClip(). +

+

00680 { return _ForceCLodSticked; }
+
+

+ + + + +
+ + + + + + + + + +
CSkeletonModel* NL3D::CTransform::getSkeletonModel  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Get the skeleton model. Returnr NULL in normal mode. +

+ +

+Definition at line 205 of file transform.h. +

+References NL3D::CTransform::_FatherSkeletonModel. +

+Referenced by NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CMeshMRMSkinnedGeom::renderShadowSkinGeom(), NL3D::CMeshMRMGeom::renderShadowSkinGeom(), NL3D::CMeshMRMGeom::renderSkin(), NL3D::CMeshGeom::renderSkin(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupGeom(), NL3D::CMeshMRMGeom::renderSkinGroupGeom(), and NL3D::CTransformShape::traverseLoadBalancingPass0(). +

+

00205 {return _FatherSkeletonModel;}
+
+

+ + + + +
+ + + + + + + + + +
virtual const std::vector<NLMISC::CBSphere>* NL3D::CTransform::getSkinBoneSphere  )  const [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). It return a list of sphere relative to each bone of the father skeleton. Use with getSkinBoneUsage() to know to wich bone this sphere apply NB: if a sphere radius is -1, it means that the bone is not used (for any reason...) default is to return NULL. +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 584 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::updateSkinRenderLists(). +

+

00584 {return NULL;}
+
+

+ + + + +
+ + + + + + + + + +
virtual const std::vector<sint32>* NL3D::CTransform::getSkinBoneUsage  )  const [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). It return the list of bone (correct skeleton index) used by the skins (NB: without the parents of the bone). NB: if an index is -1, it means that the skin bone has not been found in the skeleton (skip it) default is to return NULL. +

+Reimplemented in NL3D::CMeshInstance, NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 578 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::computeCLodVertexAlpha(), and NL3D::CSkeletonModel::updateSkinRenderLists(). +

+

00578 {return NULL;}
+
+

+ + + + +
+ + + + + + + + + +
TTransformMode NL3D::ITransformable::getTransformMode  )  [inline, inherited]
+
+ + + + + +
+   + + +

+get the current transform mode. +

+ +

+Definition at line 189 of file transformable.h. +

+References NL3D::ITransformable::TTransformMode. +

+Referenced by NL3D::CTargetAnimCtrl::execute(), and NL3D::CTransformableUser::getTransformMode(). +

+

00190         {
+00191                 return _Mode;
+00192         }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::getUserClipping  )  const [inherited]
+
+ + + + + +
+   + + +

+Return the user clipping state. +

+ +

+Definition at line 1316 of file transform.cpp. +

+References NL3D::CTransform::getStateFlag(), and NL3D::CTransform::UserClipping. +

+Referenced by NL3D::CTransformUser::getUserClipping(). +

+

01317 {
+01318         return getStateFlag(UserClipping) != 0;
+01319 }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::getUserLightable  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Get the UserLightable flag. +

+Definition at line 347 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), and NL3D::CTransform::IsUserLightable. +

+Referenced by NL3D::CTransformUser::getUserLightable(). +

+

00347 {return getStateFlag(IsUserLightable)!=0;}
+
+

+ + + + +
+ + + + + + + + + + +
IAnimatedValue * NL3D::ITransformable::getValue uint  valueId  )  [virtual, inherited]
+
+ + + + + +
+   + + +

+From IAnimatable. +

+ +

+Implements NL3D::IAnimatable. +

+Reimplemented in NL3D::CCamera, and NL3D::CParticleSystemModel. +

+Definition at line 58 of file transformable.cpp. +

+References NL3D::ITransformable::_Pivot, NL3D::ITransformable::_RotEuler, NL3D::ITransformable::_RotQuat, nlstop, NL3D::ITransformable::PivotValue, NL3D::ITransformable::PosValue, NL3D::ITransformable::RotEulerValue, NL3D::ITransformable::RotQuatValue, NL3D::ITransformable::ScaleValue, and uint. +

+

00059 {
+00060         // what value ?
+00061         switch (valueId)
+00062         {
+00063         case PosValue:                  return &_Pos;
+00064         case RotEulerValue:             return &_RotEuler;
+00065         case RotQuatValue:              return &_RotQuat;
+00066         case ScaleValue:                return &_Scale;
+00067         case PivotValue:                return &_Pivot;
+00068         }
+00069 
+00070         // No, only ITrnasformable values!
+00071         nlstop;
+00072         // Deriver note: else call BaseClass::getValue(valueId);
+00073 
+00074         return NULL;
+00075 }
+
+

+ + + + +
+ + + + + + + + + + +
const char * NL3D::ITransformable::getValueName uint  valueId  )  const [virtual, inherited]
+
+ + + + + +
+   + + +

+From IAnimatable. +

+ +

+Implements NL3D::IAnimatable. +

+Reimplemented in NL3D::CCamera, and NL3D::CParticleSystemModel. +

+Definition at line 77 of file transformable.cpp. +

+References NL3D::ITransformable::getPivotValueName(), NL3D::ITransformable::getPosValueName(), NL3D::ITransformable::getRotEulerValueName(), NL3D::ITransformable::getRotQuatValueName(), NL3D::ITransformable::getScaleValueName(), nlstop, NL3D::ITransformable::PivotValue, NL3D::ITransformable::PosValue, NL3D::ITransformable::RotEulerValue, NL3D::ITransformable::RotQuatValue, NL3D::ITransformable::ScaleValue, and uint. +

+

00078 {
+00079         // what value ?
+00080         switch (valueId)
+00081         {
+00082         case PosValue:                  return getPosValueName ();
+00083         case RotEulerValue:             return getRotEulerValueName();
+00084         case RotQuatValue:              return getRotQuatValueName();
+00085         case ScaleValue:                return getScaleValueName();
+00086         case PivotValue:                return getPivotValueName();
+00087         }
+00088 
+00089         // No, only ITrnasformable values!
+00090         nlstop;
+00091         // Deriver note: else call BaseClass::getValueName(valueId);
+00092 
+00093         return "";
+00094 }
+
+

+ + + + +
+ + + + + + + + + +
CHrcTrav::TVisibility NL3D::CTransform::getVisibility  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Get the local visibility state. +

+ +

+Definition at line 203 of file transform.h. +

+References NL3D::CTransform::Visibility. +

+Referenced by NL3D::CTransformUser::getVisibility(), NL3D::CParticleSystemManager::processAnimate(), NL3D::CMeshMRMSkinnedInstance::renderSkin(), NL3D::CMeshMRMInstance::renderSkin(), NL3D::CMeshInstance::renderSkin(), NL3D::CParticleSystemModel::traverseAnimDetail(), and NL3D::CSkeletonModel::updateSkinRenderLists(). +

+

00203 {return Visibility;}
+
+

+ + + + +
+ + + + + + + + + +
const CMatrix& NL3D::CTransform::getWorldMatrix  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Get the worldMatrix that is computed at last Hrc pass +

+Definition at line 299 of file transform.h. +

+Referenced by NL3D::CMeshMRMGeom::activeInstance(), NL3D::CMeshGeom::activeInstance(), NL3D::CLightingManager::addDynamicLight(), NL3D::CCamera::buildCameraPyramid(), NL3D::CParticleSystemModel::checkAgainstPyramid(), NL3D::CTransformShape::clip(), NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CWaterModel::computeClippedPoly(), NL3D::CSkeletonModel::computeDisplayLodCharacterPriority(), NL3D::CShadowMapManager::computeShadowDirection(), NL3D::CWaterModel::computeSimpleClippedPoly(), NL3D::CMeshInstance::computeWorldBBoxForShadow(), NL3D::CParticleSystemModel::doAnimate(), NL3D::CWaterModel::doSimpleRender(), NL3D::CTargetAnimCtrl::execute(), NL3D::CSkeletonModel::generateShadowMap(), NL3D::CMeshInstance::generateShadowMap(), NL3D::CTransformShape::getLightHotSpotInWorld(), NL3D::CTransform::getReceiverRenderWorldMatrix(), NL3D::CLightingManager::insertStaticLightedModel(), NL3D::CQuadGridClipManager::linkModel(), NL3D::CParticleSystemManager::processAnimate(), NL3D::CParticleSystemModel::refreshRscDeletion(), NL3D::CParticleSystemShape::render(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CSkeletonModel::renderCLod(), NL3D::CSkeletonModel::renderIntoSkeletonShadowMap(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), NL3D::CMeshMultiLod::renderMeshGeom(), NL3D::CShadowMapManager::renderProject(), NL3D::CMeshMRMGeom::renderSkin(), NL3D::CMeshGeom::renderSkin(), NL3D::CSkeletonModel::renderSkins(), NL3D::CSegRemanence::samplePos(), NL3D::CShadowMapManager::selectShadowMapsToGenerate(), NL3D::CMeshVPWindTree::setupPerInstanceConstants(), NL3D::CRenderTrav::traverse(), NL3D::CClipTrav::traverse(), NL3D::CWaveMakerModel::traverseAnimDetail(), NL3D::CSkeletonModel::traverseAnimDetail(), NL3D::CParticleSystemModel::traverseClip(), NL3D::CTransform::traverseLight(), NL3D::CPointLightModel::traverseLight(), NL3D::CTransformShape::traverseLoadBalancingPass0(), NL3D::CWaterModel::traverseRender(), NL3D::CFlareModel::traverseRender(), and NL3D::CWaterModel::updateDiffuseMapMatrix(). +

+

00299 {return _WorldMatrix;}
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::heritVisibility  )  [inherited]
+
+ + + + + +
+   + + +

+herit the visibility from his father. (default behavior). +

+ +

+Definition at line 287 of file transform.cpp. +

+References NL3D::CTransform::_FatherSkeletonModel, NL3D::CTransform::_TransformDirty, NL3D::CSkeletonModel::dirtSkinRenderLists(), NL3D::CTransform::isSkinned(), nlassert, and NL3D::CTransform::Visibility. +

+Referenced by NL3D::CTransformUser::heritVisibility(). +

+

00288 {
+00289         // Optim: do nothing if already set
+00290         if(Visibility!= CHrcTrav::Herit)
+00291         {
+00292                 _TransformDirty= true;
+00293                 Visibility= CHrcTrav::Herit;
+00294                 // If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
+00295                 if(isSkinned())
+00296                 {
+00297                         nlassert(_FatherSkeletonModel);
+00298                         _FatherSkeletonModel->dirtSkinRenderLists();
+00299                 }
+00300         }
+00301 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::hide  )  [inherited]
+
+ + + + + +
+   + + +

+Hide the object and his sons. +

+ +

+Definition at line 223 of file transform.cpp. +

+References NL3D::CTransform::_FatherSkeletonModel, NL3D::CTransform::_TransformDirty, NL3D::CSkeletonModel::dirtSkinRenderLists(), NL3D::CTransform::isSkinned(), nlassert, and NL3D::CTransform::Visibility. +

+Referenced by NL3D::CTransformUser::hide(), NL3D::CLandscapeUser::hide(), NL3D::CPSMesh::newElement(), and NL3D::CPSMesh::updatePos(). +

+

00224 {
+00225         // Optim: do nothing if already set
+00226         if(Visibility!= CHrcTrav::Hide)
+00227         {
+00228                 _TransformDirty= true;
+00229                 Visibility= CHrcTrav::Hide;
+00230                 // If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
+00231                 if(isSkinned())
+00232                 {
+00233                         nlassert(_FatherSkeletonModel);
+00234                         _FatherSkeletonModel->dirtSkinRenderLists();
+00235                 }
+00236         }
+00237 }
+
+

+ + + + +
+ + + + + + + + + + +
CTransform * NL3D::CTransform::hrcGetChild uint  index  )  const [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1202 of file transform.cpp. +

+References NL3D::CTransform::_HrcSons, index, nlassert, NL3D::CFastPtrList< CTransform >::size(), and uint. +

+Referenced by NL3D::CTransform::traverseHrc(), NL3D::CRootModel::traverseHrc(), NL3D::CAnimDetailTrav::traverseHrcRecurs(), and NL3D::CTransform::~CTransform(). +

+

01203 {
+01204         nlassert(index < _HrcSons.size());
+01205         return (const_cast<CTransform*>(this))->_HrcSons.begin()[index];
+01206 }
+
+

+ + + + +
+ + + + + + + + + +
uint NL3D::CTransform::hrcGetNumChildren  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 220 of file transform.h. +

+References NL3D::CTransform::_HrcSons, NL3D::CFastPtrList< CTransform >::size(), and uint. +

+Referenced by NL3D::CTransform::traverseHrc(), NL3D::CRootModel::traverseHrc(), NL3D::CAnimDetailTrav::traverseHrcRecurs(), and NL3D::CTransform::~CTransform(). +

+

00220 {return _HrcSons.size();}
+
+

+ + + + +
+ + + + + + + + + +
CTransform* NL3D::CTransform::hrcGetParent  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 218 of file transform.h. +

+References NL3D::CTransform::_HrcParent. +

+Referenced by NL3D::CMeshBaseInstance::traverseHrc(), and NL3D::CTransform::updateWorldMatrixFromFather(). +

+

00218 {return _HrcParent;}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::hrcLinkSon CTransform son  )  [inherited]
+
+ + + + + +
+   + + +

+link son to this in Hierarchy traversal NB: link does nothing if the son node is HRC frozen +

+Definition at line 1151 of file transform.cpp. +

+References NL3D::CTransform::_FreezeHRCState, NL3D::CTransform::_HrcNode, NL3D::CTransform::_HrcParent, NL3D::CTransform::_HrcParentUnfreeze, NL3D::CTransform::_HrcSons, NL3D::CTransform::_WorldDate, NL3D::CTransform::hrcUnlink(), and NL3D::CFastPtrList< CTransform >::insert(). +

+Referenced by NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded(), NL3D::CScene::createModel(), NL3D::CSkeletonModel::detachSkeletonSon(), NL3D::CInstanceGroup::linkRoot(), NL3D::CTransform::setForceClipRoot(), NL3D::CSkeletonModel::stickObjectEx(), and NL3D::CTransform::unfreezeHRC(). +

+

01152 {
+01153         if(!son)
+01154                 return;
+01155 
+01156         // If not unfrozen, can't link
+01157         if (son->_FreezeHRCState != CTransform::FreezeHRCStateDisabled)
+01158                 return;
+01159 
+01160         // no-op if already me.
+01161         if(son->_HrcParent==this)
+01162                 return;
+01163 
+01164         // unlink from anyone
+01165         son->hrcUnlink();
+01166 
+01167         // link son to me
+01168         _HrcSons.insert(son, &son->_HrcNode);
+01169         
+01170         // link me to son
+01171         son->_HrcParent= this;
+01172         
+01173         // Backup parent
+01174         son->_HrcParentUnfreeze= this;
+01175         
+01176         // my son should recompute his worldMatrix!
+01177         son->_WorldDate= -1;
+01178 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::hrcUnlink  )  [inherited]
+
+ + + + + +
+   + + +

+unlink this from any Father in Hrc. No-op if no parent NB: unlink does nothing if the node is HRC frozen +

+Definition at line 1181 of file transform.cpp. +

+References NL3D::CTransform::_HrcNode, NL3D::CTransform::_HrcParent, NL3D::CTransform::_HrcParentUnfreeze, NL3D::CTransform::_WorldDate, NL3D::CTransform::ForceClipRoot, NL3D::CTransform::getStateFlag(), nlassert, and NL3D::CFastPtrListNode::unlink(). +

+Referenced by NL3D::CSkeletonModel::bindSkin(), NL3D::CTransform::hrcLinkSon(), NL3D::CScene::initDefaultRoots(), NL3D::CScene::initQuadGridClipManager(), NL3D::CTransform::setForceClipRoot(), NL3D::CTransform::update(), and NL3D::CTransform::~CTransform(). +

+

01182 {
+01183         // no-op if already NULL
+01184         if(_HrcParent==NULL)
+01185                 return;
+01186 
+01187         // if ForceClipRoot flag is set, then the fx can't be linked elsewhere in the hierarchy
+01188         nlassert(!getStateFlag(ForceClipRoot));
+01189 
+01190         // unlink my parent from me.
+01191         _HrcNode.unlink();
+01192 
+01193         // unlink me from parent
+01194         _HrcParent= NULL;
+01195         _HrcParentUnfreeze= NULL;
+01196 
+01197         // I should recompute my worldMatrix (well not usefull since not linked, but still do it...)
+01198         _WorldDate= -1;
+01199 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeModel::initModel  )  [virtual]
+
+ + + + + +
+   + + +

+Override CTransform::initModel(), to create CLandscape's VegetableManager's BlendLayer models in the scene. +

+Reimplemented from NL3D::CTransform. +

+Definition at line 75 of file landscape_model.cpp. +

+References NL3D::CTransform::clipAddChild(), NL3D::CTransform::clipDelChild(), NL3D::CLandscape::createVegetableBlendLayersModels(), NL3D::CTransform::getOwnerScene(), NL3D::CScene::getRoot(), NL3D::CScene::getRootCluster(), and Landscape. +

+

00076 {
+00077         CTransform::initModel();
+00078 
+00079         // Enable the landscape to be clipped by the Cluster System.
+00080         getOwnerScene()->getRoot()->clipDelChild(this);
+00081         getOwnerScene()->getRootCluster()->clipAddChild(this);
+00082 
+00083         // After creating the landscape (and so the VegetableManager in the ctor).
+00084         // we must init correclty the VegetableManager.
+00085         Landscape.createVegetableBlendLayersModels(getOwnerScene());
+00086 }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CLandscapeModel::isAdditive  )  const [inline]
+
+ + + + + +
+   + + +

+Get additive set

+

Returns:
true to if additive is actived, else false.
+ +

+Definition at line 91 of file landscape_model.h. +

+References _ActiveAdditive. +

+Referenced by clipAndRenderLandscape(), and NL3D::CLandscapeUser::isAdditiveEnabled(). +

+

00092         {
+00093                 return _ActiveAdditive;
+00094         }
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isAnimDetailable  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the model is animDetailable (ie added to the animDetail list if visible) +

+ +

+Definition at line 440 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsAnimDetailable, and uint32. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CTransform::traverseClip(), and NL3D::CSkeletonModel::updateSkinRenderLists(). +

+

00440 {return getStateFlag(IsAnimDetailable);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isBigLightable  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the lighting Manager must take into account the bbox of the transform. Default behavior is false. Deriver must call setIsBigLightable() at initialisation to change it. +

+Definition at line 365 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsBigLightable, and uint32. +

+Referenced by NL3D::CTransformShape::getLightHotSpotInWorld(). +

+

00365 {return getStateFlag(IsBigLightable);}
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::isClipVisible  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+tells if the transform has been clipped in the clip traversal. +

+Definition at line 313 of file transform.h. +

+References NL3D::CTransform::_Visible. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CSkeletonModel::computeDisplayLodCharacterPriority(), NL3D::CSkeletonModel::computeRenderedBBox(), NL3D::CTransformUser::getLastClippedState(), NL3D::CSkeletonModel::isBoneComputed(), NL3D::CParticleSystemManager::processAnimate(), NL3D::CTransform::traverseClip(), NL3D::CParticleSystemModel::traverseClip(), and NL3D::CPointLightModel::traverseLight(). +

+

00314         {
+00315                 return _Visible;
+00316         }
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isCluster  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the CTransform can be casted to a CCluster +

+ +

+Definition at line 451 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsCluster, and uint32. +

+Referenced by NL3D::CClipTrav::traverse(). +

+

00451 {return getStateFlag(IsCluster);}
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::isGeneratingShadowMap  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+true if the instance cast shadow. By default false +

+ +

+Definition at line 515 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), and NL3D::CTransform::IsGeneratingShadowMap. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), and NL3D::CSkeletonModel::traverseAnimDetail(). +

+

00515 {return getStateFlag(IsGeneratingShadowMap)!=0;}
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::isHrcVisible  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+tells if the transform has been determined as visible in the hrc traversal +

+Reimplemented in NL3D::CPointLightModel. +

+Definition at line 306 of file transform.h. +

+References NL3D::CTransform::_WorldVis. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CSkeletonModel::computeWorldBBoxForShadow(), NL3D::CMeshInstance::computeWorldBBoxForShadow(), NL3D::CTransformUser::getLastWorldVisState(), NL3D::CSkeletonModel::renderIntoSkeletonShadowMap(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), and NL3D::CSkeletonModel::traverseAnimDetail(). +

+

00307         {
+00308                 return _WorldVis;
+00309         }
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isLightable  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+true if the model can be lighted (such as CMeshBaseInstance) Default behavior is false. Deriver must use setIsLightable(true) method if the instance can be lighted.

Returns:
0 if getUserLightable() is false, or if the model can't be lighted at all. else return a non-zero value
+ +

+Definition at line 337 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsFinalLightable, and uint32. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CTransform::traverseClip(), NL3D::CTransformShape::traverseRender(), NL3D::CTransform::unfreezeHRC(), NL3D::CTransform::update(), and NL3D::CTransform::updateWorld(). +

+

00337 {return getStateFlag(IsFinalLightable);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isLoadBalancable  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the model is loadBalancable (ie added to the loadBalancing list if visible) +

+ +

+Definition at line 442 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsLoadBalancable, and uint32. +

+Referenced by NL3D::CTransform::traverseClip(). +

+

00442 {return getStateFlag(IsLoadBalancable);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isMeshBaseInstance  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the CTransform can be casted to a CMeshBaseInstance +

+ +

+Definition at line 447 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsMeshBaseInstance, and uint32. +

+Referenced by NL3D::CInstanceUser::enableAsyncTextureMode(), NL3D::CInstanceUser::getAsyncTextureDistance(), NL3D::CInstanceUser::getAsyncTextureMode(), NL3D::CInstanceUser::isAsyncTextureDirty(), NL3D::CInstanceUser::isAsyncTextureReady(), NL3D::CInstanceUser::setAsyncTextureDirty(), NL3D::CInstanceUser::setAsyncTextureDistance(), and NL3D::CInstanceUser::startAsyncTextureLoading(). +

+

00447 {return getStateFlag(IsMeshBaseInstance);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isNeedUpdateFrozenStaticLightSetup  )  const [inline, protected, inherited]
+
+ + + + + +
+   + + +

+non-zero if the object has a FrozenStaticLightSetup not correclty updated. +

+ +

+Definition at line 631 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsNeedUpdateFrozenStaticLightSetup, and uint32. +

+Referenced by NL3D::CTransform::traverseLight(). +

+

00631 {return getStateFlag(IsNeedUpdateFrozenStaticLightSetup);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isNeedUpdateLighting  )  const [inline, protected, inherited]
+
+ + + + + +
+   + + +

+non-zero if the object needs to updatelighting. +

+ +

+Definition at line 629 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsNeedUpdateLighting, and uint32. +

+Referenced by NL3D::CTransform::resetLighting(), and NL3D::CTransform::traverseLight(). +

+

00629 {return getStateFlag(IsNeedUpdateLighting);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isOpaque  )  [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 173 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), and uint32. +

+Referenced by NL3D::CTransformUser::isOpaque(), NL3D::CRenderTrav::traverse(), and NL3D::CSkeletonModel::updateSkinRenderLists(). +

+

00173 { return getStateFlag(IsOpaque); }
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isQuadGridClipEnabled  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+special feature for CQuadGridClipManager. return a non-zero value if true +

+Definition at line 294 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::QuadGridClipEnabled, and uint32. +

+Referenced by NL3D::CClipTrav::traverse(). +

+

00294 {return getStateFlag(QuadGridClipEnabled);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isRenderable  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the model is renderable (ie something may appear on screen) +

+ +

+Definition at line 444 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsRenderable, and uint32. +

+Referenced by NL3D::CTransform::traverseClip(). +

+

00444 {return getStateFlag(IsRenderable);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isSkeleton  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+return non-zero if I am a skeleton. if yes, static_cast<CSkeletonModel*> may be used +

+ +

+Definition at line 421 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsSkeleton, and uint32. +

+Referenced by NL3D::CSkeletonModel::forceComputeBone(), and NL3D::CAnimDetailTrav::traverse(). +

+

00421 {return getStateFlag(IsSkeleton);}
+
+

+ + + + +
+ + + + + + + + + +
virtual bool NL3D::CTransform::isSkinnable  )  const [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver must change this method if the model can be skinned. called rarely. +

+ +

+Reimplemented in NL3D::CMeshInstance, NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 567 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::bindSkin(). +

+

00567 {return false;}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isSkinned  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the model is skinned onto a skeleton. +

+ +

+Definition at line 423 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsSkinned, and uint32. +

+Referenced by NL3D::CSkeletonModel::detachSkeletonSon(), NL3D::CTransform::heritVisibility(), NL3D::CTransform::hide(), NL3D::CTransform::registerToChannelMixer(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CMeshMRMGeom::renderSkin(), NL3D::CMeshGeom::renderSkin(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupGeom(), NL3D::CMeshMRMGeom::renderSkinGroupGeom(), NL3D::CTransform::setIsForceAnimDetail(), NL3D::CTransform::setOpacity(), NL3D::CTransform::setTransparency(), NL3D::CTransform::show(), NL3D::CTransform::updateWorldMatrixFromFather(), and NL3D::CTransform::~CTransform(). +

+

00423 {return getStateFlag(IsSkinned);}
+
+

+ + + + +
+ + + + + + + + + + +
uint32 NL3D::IAnimatable::isTouched uint  valueId  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+Return non 0 int if the value as been touched else 0.

+

Parameters:
+ + +
valueId is the animated value ID in the object we want to test the touch flag. or it may be an OwnerBit.
+
+ +

+Definition at line 184 of file animatable.h. +

+References NL3D::IAnimatable::_BitSet, uint, and uint32. +

+Referenced by NL3D::CParticleSystemModel::doAnimate(), NL3D::ITransformable::needCompute(), NL3D::IAnimatable::propagateTouch(), and NL3D::CAnimatedMaterial::update(). +

+

00185         {
+00186                 return _BitSet&(1<<valueId);
+00187         }
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isTransformShape  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+non-zero if the CTransform can be casted to a CTransformShape +

+ +

+Definition at line 449 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsTransformShape, and uint32. +

+Referenced by NL3D::CTransform::updateWorld(). +

+

00449 {return getStateFlag(IsTransformShape);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::isTransparent  )  [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 174 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), and uint32. +

+Referenced by NL3D::CTransformUser::isTransparent(), NL3D::CRenderTrav::traverse(), and NL3D::CSkeletonModel::updateSkinRenderLists(). +

+

00174 { return getStateFlag(IsTransparent); }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::ITransformable::lookAt const CVector eye,
const CVector target,
float  roll = 0.f
[inherited]
+
+ + + + + +
+   + + +

+Setup Matrix by the lookAt method. Work only in DirectMatrix mode and RotQuat mode (not euler...).

+

Parameters:
+ + + + +
eye is the coordinate of the object.
target is the point the object look at.
roll is the roll angle in radian along the object's Y axis.
+
+ +

+Definition at line 169 of file transformable.cpp. +

+References NL3D::ITransformable::DirectMatrix, NLMISC::CMatrix::getPos(), NLMISC::CMatrix::getRot(), NLMISC::CMatrix::identity(), nlassert, NLMISC::CVector::normalize(), NLMISC::CMatrix::rotateY(), NL3D::ITransformable::RotQuat, NL3D::ITransformable::setMatrix(), NL3D::ITransformable::setPivot(), NL3D::ITransformable::setPos(), NLMISC::CMatrix::setPos(), NLMISC::CMatrix::setRot(), NL3D::ITransformable::setRotQuat(), and NL3D::ITransformable::setScale(). +

+Referenced by NL3D::CTransformableUser::lookAt(), and NL3D::CCamera::update(). +

+

00170 {
+00171         nlassert(_Mode==RotQuat || _Mode==DirectMatrix);
+00172 
+00173         // Roll matrix
+00174         CMatrix rollMT;
+00175         rollMT.identity();
+00176         if (roll!=0.f)
+00177                 rollMT.rotateY (roll);
+00178 
+00179         // Make the target base
+00180         CVector j=target;
+00181         j-=eye;
+00182         j.normalize();
+00183         CVector i=j^CVector (0,0,1.f);
+00184         CVector k=i^j;
+00185         k.normalize();
+00186         i=j^k;
+00187         i.normalize();
+00188 
+00189         // Make the target matrix
+00190         CMatrix targetMT;
+00191         targetMT.identity();
+00192         targetMT.setRot (i, j, k);
+00193         targetMT.setPos (eye);
+00194 
+00195         // Compose matrix
+00196         targetMT*=rollMT;
+00197 
+00198         // Set the matrix
+00199         if(_Mode==DirectMatrix)
+00200                 setMatrix (targetMT);
+00201         else
+00202         {
+00203                 // transfrom to quaternion mode.
+00204                 setScale(CVector(1,1,1));
+00205                 setPivot(CVector::Null);
+00206                 setPos(targetMT.getPos());
+00207                 setRotQuat(targetMT.getRot());
+00208         }
+00209 }
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::modelCanCastShadowMap  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+true if the model provide a method to support shadowMap generation +

+ +

+Definition at line 480 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsShadowMapCaster, and uint32. +

+Referenced by NL3D::CTransform::enableCastShadowMap(). +

+

00480 {return getStateFlag(IsShadowMapCaster);}
+
+

+ + + + +
+ + + + + + + + + +
uint32 NL3D::CTransform::modelCanReceiveShadowMap  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+true if the model provide a method to support shadowMap receiving +

+ +

+Definition at line 482 of file transform.h. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsShadowMapReceiver, and uint32. +

+Referenced by NL3D::CTransform::enableReceiveShadowMap(). +

+

00482 {return getStateFlag(IsShadowMapReceiver);}
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeModel::profileRender  )  [virtual]
+
+ + + + + +
+   + + +

+Some prof infos. +

+ +

+Reimplemented from NL3D::CTransform. +

+Definition at line 270 of file landscape_model.cpp. +

+References Landscape, and NL3D::CLandscape::profileRender(). +

+

00271 {
+00272         Landscape.profileRender();
+00273 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeModel::receiveShadowMap CShadowMap shadowMap,
const CVector casterPos,
const CMaterial shadowMat
[virtual]
+
+ + + + + +
+   + + +

+For receivers. Modulate the Object with a ShadowMap. The model shoud render in the scene driver a version of its geometry simplified, and modulate the background with shadowColor.

Parameters:
+ + + +
casterPos the world position of the caster model.
shadowMat a correclty setuped material with good ShadowColor, ready to be rendered.
+
+ +

+Reimplemented from NL3D::CTransform. +

+Definition at line 293 of file landscape_model.cpp. +

+References _RenderWorldMatrix, NL3D::CRenderTrav::getDriver(), NL3D::CTransform::getOwnerScene(), NL3D::CLandscape::getPZBModelPosition(), NL3D::CScene::getRenderTrav(), Landscape, NL3D::CLandscape::receiveShadowMap(), and NL3D::IDriver::setupModelMatrix(). +

+

00294 {
+00295         IDriver *drv= getOwnerScene()->getRenderTrav().getDriver();
+00296 
+00297         // Setup the matrix. The same than one used for render (ie PZB included)
+00298         drv->setupModelMatrix(_RenderWorldMatrix);
+00299 
+00300         // render.
+00301         Landscape.receiveShadowMap(drv, shadowMap, casterPos, shadowMat, Landscape.getPZBModelPosition());
+00302 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeModel::registerBasic  )  [static]
+
+ + + + + +
+   + + +

+Call at the begining of the program, to register the model. +

+ +

+Reimplemented from NL3D::CTransform. +

+Definition at line 46 of file landscape_model.cpp. +

+References NL3D::LandscapeModelId, and NL3D::TransformId. +

+

00047 {
+00048         CScene::registerModel(LandscapeModelId, TransformId, CLandscapeModel::creator);
+00049 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::CTransform::registerToChannelMixer CChannelMixer chanMixer,
const std::string &  prefix
[virtual, inherited]
+
+ + + + + +
+   + + +

+register transform channels (in global anim mode).

See also:
setChannelMixerOwnerShip
+ +

+Implements NL3D::ITransformable. +

+Reimplemented in NL3D::CCamera, NL3D::CMeshBaseInstance, NL3D::CParticleSystemModel, NL3D::CSegRemanence, and NL3D::CSkeletonModel. +

+Definition at line 334 of file transform.cpp. +

+References NL3D::CTransform::_FatherSkeletonModel, NL3D::IAnimatable::addValue(), NL3D::CSkeletonModel::dirtSkinRenderLists(), NL3D::CTransform::getChannelMixerOwnerShip(), NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsAnimDetailable, NL3D::CTransform::IsForceAnimDetail, NL3D::CTransform::isSkinned(), nlassert, NL3D::CTransform::setChannelMixerOwnerShip(), and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CPlayListUser::registerTransform(). +

+

00335 {
+00336         if (getChannelMixerOwnerShip() && chanMixer != _ChannelMixer)
+00337         {
+00338                 delete _ChannelMixer;
+00339                 setChannelMixerOwnerShip(false);
+00340         }
+00341 
+00342         // Hey!! we are animated!!
+00343         _ChannelMixer= chanMixer;
+00344 
+00345         // Update flag, if we must be inserted in AnimDetail
+00346         setStateFlag(IsAnimDetailable, _ChannelMixer || getStateFlag(IsForceAnimDetail) );
+00347 
+00348         // If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
+00349         if(isSkinned())
+00350         {
+00351                 nlassert(_FatherSkeletonModel);
+00352                 _FatherSkeletonModel->dirtSkinRenderLists();
+00353         }
+00354 
+00355         // For CTransfom, channels are not detailled.
+00356         addValue(chanMixer, PosValue, OwnerBit, prefix, false);
+00357         addValue(chanMixer, RotEulerValue, OwnerBit, prefix, false);
+00358         addValue(chanMixer, RotQuatValue, OwnerBit, prefix, false);
+00359         addValue(chanMixer, ScaleValue, OwnerBit, prefix, false);
+00360         addValue(chanMixer, PivotValue, OwnerBit, prefix, false);
+00361 
+00362         // Deriver note: if necessary, call     BaseClass::registerToChannelMixer(chanMixer, prefix);
+00363 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
virtual void NL3D::CTransform::renderIntoSkeletonShadowMap CSkeletonModel rootSkeleton,
CMaterial castMat
[inline, virtual, inherited]
+
+ + + + + +
+   + + +

+Special For Skeleton Caster. Render into the AuxDriver the mesh, within the current setuped Frustum/ViewMatrix. no-op by default, or if hidden in HRC!!

Parameters:
+ + +
rootSkeleton the skeleton which is currently rendering its shadowMap
+
+ +

+Reimplemented in NL3D::CMeshInstance, and NL3D::CSkeletonModel. +

+Definition at line 527 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::renderIntoSkeletonShadowMap(). +

+

00527 {}
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
virtual sint NL3D::CTransform::renderShadowSkinGeom uint  remainingVertices,
uint8 vbDest
[inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). It return a list of sphere relative to each bone of the father skeleton. Use with getSkinBoneUsage() to know to wich bone this sphere apply NB: if a sphere radius is -1, it means that the bone is not used (for any reason...) default is to return NULL. +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 612 of file transform.h. +

+References sint, uint, and uint8. +

+

00612 {return 0;}
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
virtual void NL3D::CTransform::renderShadowSkinPrimitives CMaterial castMat,
IDriver drv,
uint  baseVertex
[inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). It return a list of sphere relative to each bone of the father skeleton. Use with getSkinBoneUsage() to know to wich bone this sphere apply NB: if a sphere radius is -1, it means that the bone is not used (for any reason...) default is to return NULL. +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 613 of file transform.h. +

+References uint. +

+

00613 {}
+
+

+ + + + +
+ + + + + + + + + + +
virtual void NL3D::CTransform::renderSkin float  alphaMRM  )  [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). It renders the skin with current ctx of the skeletonModel SkeletonModel has already setuped the Light and the modelMatrix in the driver. If the skin is a MRM, it is the skeleton which drives the MRM level with alphaMRM: [0,1] default is nop +

+Reimplemented in NL3D::CMeshInstance, NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 590 of file transform.h. +

+

00590 {}
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
virtual sint NL3D::CTransform::renderSkinGroupGeom float  alphaMRM,
uint  remainingVertices,
uint8 dest
[inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+if supportSkinGrouping(), called to transform the VBuffer, and store it into dest.

Returns:
number of vertices added to the VBuffer, or -1 if > reaminingVertices
+ +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 601 of file transform.h. +

+References sint, uint, and uint8. +

+

00601 {return 0;}
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
virtual void NL3D::CTransform::renderSkinGroupPrimitives uint  baseVertex,
std::vector< CSkinSpecularRdrPass > &  specularRdrPasses,
uint  skinIndex
[inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+if supportSkinGrouping(), called to render the primitives of the already skinned vertices (VB activated in the driver) Optionnaly, fill specRdrPasses with specular rdrPass to sort (used for specular grouping).

Parameters:
+ + +
baseVertex value to add to each PBlock index.
+
+ +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 606 of file transform.h. +

+References uint. +

+

00606 {}
+
+

+ + + + +
+ + + + + + + + + + +
virtual void NL3D::CTransform::renderSkinGroupSpecularRdrPass uint  rdrPass  )  [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Render a specific specular renderPass returned by renderSkinGroupPrimitives. +

+ +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 608 of file transform.h. +

+References uint. +

+

00608 {}
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::resetLighting  )  [inherited]
+
+ + + + + +
+   + + +

+reset lights which influence this models. NB: the model is removed from all lights's list (except FrozenStaticLightSetup). Called by light rendering.

+NB: the model is NOT removed from LightingManager (with eraseStaticLightedModel()). +

+Definition at line 988 of file transform.cpp. +

+References NL3D::CTransform::_LightContribution, NL3D::CLightContribution::FrozenStaticLightSetup, NL3D::CTransform::IsNeedUpdateLighting, NL3D::CTransform::isNeedUpdateLighting(), NL3D_MAX_LIGHT_CONTRIBUTION, NL3D::CLightContribution::NumFrozenStaticLight, NL3D::CLightContribution::PointLight, NL3D::CPointLight::removeLightedModel(), NL3D::CTransform::setStateFlag(), NL3D::CLightContribution::TransformIterator, and uint. +

+Referenced by NL3D::CLightingManager::addDynamicLight(), NL3D::CTransform::freezeStaticLightSetup(), NL3D::CPointLight::resetLightedModels(), NL3D::CTransform::unfreezeStaticLightSetup(), NL3D::CTransform::updateWorld(), and NL3D::CTransform::~CTransform(). +

+

00989 {
+00990         // if the model is already isNeedUpdateLighting, his light setup is reseted.
+00991         // so no need to reset again
+00992         if(isNeedUpdateLighting())
+00993                 return;
+00994 
+00995 
+00996         // For all light not in FrozenStaticLightSetup, remove me from their list
+00997         uint    startLight= 0;
+00998         if(_LightContribution.FrozenStaticLightSetup)
+00999         {
+01000                 startLight= _LightContribution.NumFrozenStaticLight;
+01001         }
+01002 
+01003         // for all light in the list, remove me from their list.
+01004         for(uint i=startLight; i<NL3D_MAX_LIGHT_CONTRIBUTION; i++)
+01005         {
+01006                 CPointLight             *pl= _LightContribution.PointLight[i];
+01007                 // if end of list, break.
+01008                 if(!pl)
+01009                         break;
+01010                 else
+01011                 {
+01012                         // remove me from this light.
+01013                         pl->removeLightedModel(_LightContribution.TransformIterator[i]);
+01014                 }
+01015         }
+01016         // empty the list.
+01017         if(startLight<NL3D_MAX_LIGHT_CONTRIBUTION)
+01018                 _LightContribution.PointLight[startLight]= NULL;
+01019 
+01020 
+01021         // the model needs to update his lighting.
+01022         setStateFlag(IsNeedUpdateLighting, true);
+01023         
+01024 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::IAnimatable::resize uint  count  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Change value count, bit are set to 0

+

Parameters:
+ + +
count is the new value count.
+
+ +

+Definition at line 195 of file animatable.h. +

+References count, nlassert, and uint. +

+

00196         {
+00197                 // with the "uint32 _BitSet" implementation, juste check the size is correct
+00198                 nlassert(count<=32);
+00199         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeModel::setAdditive float  additive  )  [inline]
+
+ + + + + +
+   + + +

+Set additive value

+

Parameters:
+ + +
additive new additive value. [0, 1]
+
+ +

+Definition at line 64 of file landscape_model.h. +

+References _Additive. +

+

00065         {
+00066                 _Additive=additive;
+00067         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setApplySkin bool  state  )  [protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). called by CSkeletonModel::bindSkin() NB: _FatherSkeletonModel is valid when setApplySkin() is called The default behavior must be called: it sets the flag so isSkinned() return the good thing +

+Reimplemented in NL3D::CMeshInstance, NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 584 of file transform.cpp. +

+References NL3D::CTransform::IsSkinned, and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CSkeletonModel::bindSkin(), and NL3D::CSkeletonModel::detachSkeletonSon(). +

+

00585 {
+00586         setStateFlag(IsSkinned, state);
+00587 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setChannelMixerOwnerShip bool  enable = true  )  [inline, inherited]
+
+ + + + + +
+   + + +

+This force gives this object ownership of the channel mixer it is registered to, so it will delete it when the dtor is called. It should be called AFTER this object has been registered to a channel mixer, because a new registration will broke the ownership. This is useful for automatic animations, when there's no owner of the channel mixer that could delete it. +

+Definition at line 256 of file transform.h. +

+References NL3D::CTransform::IsDeleteChannelMixer, and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CScene::createInstance(), and NL3D::CTransform::registerToChannelMixer(). +

+

00256 { setStateFlag(IsDeleteChannelMixer, enable); }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setClusterSystem CInstanceGroup pCS  )  [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 912 of file transform.h. +

+References NL3D::CTransform::_ClusterSystem, NL3D::CTransform::ForceClipRoot, NL3D::CTransform::getStateFlag(), and nlassert. +

+Referenced by NL3D::CScene::findCameraClusterSystemFromRay(), and NL3D::CTransform::setForceClipRoot(). +

+

00913 {
+00914         if (pCS != NULL)
+00915         {
+00916                 nlassert(!getStateFlag(ForceClipRoot)); // the transform must be linked to the root, and have not cluster system when this flag is set
+00917         }
+00918         _ClusterSystem = pCS;
+00919 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setDontUnfreezeChildren bool  val  )  [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 378 of file transform.cpp. +

+References NL3D::CTransform::_DontUnfreezeChildren. +

+Referenced by NL3D::CInstanceGroup::createRoot(). +

+

00379 {
+00380         _DontUnfreezeChildren = val;
+00381 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::IAnimatable::setFather IAnimatable father,
uint  fatherOwnerBit
[inline, inherited]
+
+ + + + + +
+   + + +

+Say which (if any) IAnimatable owns this one. This is important for Touch propagation. By this system, Fathers and ancestors know if they must check their sons (isTouched() return true).

+

Parameters:
+ + + +
father the father we must inform of our update.
fatherOwnerBit What bit of father we must set when we are updated
+
+ +

+Definition at line 153 of file animatable.h. +

+References NL3D::IAnimatable::_Father, NL3D::IAnimatable::_FatherOwnerBit, NL3D::IAnimatable::propagateTouch(), and uint. +

+Referenced by NL3D::CMeshBase::instanciateMeshBase(), and NL3D::CSegRemanence::setAnimatedMaterial(). +

+

00154         {
+00155                 _Father= father; _FatherOwnerBit= fatherOwnerBit;
+00156 
+00157                 // propagate the touch to the fathers.
+00158                 propagateTouch();
+00159         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::IAnimatable::setFlag uint  valueId  )  [inline, protected, inherited]
+
+ + + + + +
+   + + +

+This method set a bit in the bitset. +

+ +

+Definition at line 239 of file animatable.h. +

+References NL3D::IAnimatable::_BitSet, and uint. +

+Referenced by NL3D::IAnimatable::propagateTouch(), and NL3D::IAnimatable::touch(). +

+

00240         {
+00241                 _BitSet|= (1<<valueId);
+00242         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setForceClipRoot bool  forceClipRoot  )  [inherited]
+
+ + + + + +
+   + + +

+Force the transform to always be attached to the root As a consequence, it can't be inserted into a cluster system (even the root cluster) and is thus always visible when in the frustum (not clusterized) NB : any call to setClusterSystem will cause an assertion when the flag is set NB : any call to hrcUnlink will cause an assertion when the flag is set (must remain linked to the root) +

+Definition at line 1380 of file transform.cpp. +

+References NL3D::CTransform::_OwnerScene, NL3D::CTransform::ForceClipRoot, NL3D::CScene::getRoot(), NL3D::CTransform::getStateFlag(), NL3D::CTransform::hrcLinkSon(), NL3D::CTransform::hrcUnlink(), NL3D::CTransform::setClusterSystem(), and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CTransformUser::setForceClipRoot(). +

+

01381 {
+01382         if (forceClipRoot == (getStateFlag(ForceClipRoot) != 0)) return;
+01383         if (forceClipRoot)
+01384         {
+01385                 // unlink from previous father and link to the root
+01386                 hrcUnlink();
+01387                 if (_OwnerScene)
+01388                 {
+01389                         _OwnerScene->getRoot()->hrcLinkSon(this);
+01390                 }
+01391                 setClusterSystem(NULL);
+01392         }
+01393         setStateFlag(ForceClipRoot, forceClipRoot);
+01394 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setGeneratingShadowMap bool  state  )  [inline, inherited]
+
+ + + + + +
+   + + +

+For ShadowMapManager. true if the model is rendering its ShadowMap this frame. +

+ +

+Definition at line 514 of file transform.h. +

+References NL3D::CTransform::canCastShadowMap(), NL3D::CTransform::IsGeneratingShadowMap, and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CShadowMapManager::addShadowCasterGenerate(). +

+

00514 {if(canCastShadowMap()) setStateFlag(IsGeneratingShadowMap, state);}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsBigLightable bool  val  )  [protected, inherited]
+
+ + + + + +
+   + + +

+Deriver must use this method with true to indicate the model is a big lightable. +

+ +

+Definition at line 574 of file transform.cpp. +

+References NL3D::CTransform::IsBigLightable, and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CMeshBase::instanciateMeshBase(). +

+

00575 {
+00576         setStateFlag(IsBigLightable, val);
+00577 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsCluster bool  val  )  [inline, protected, inherited]
+
+ + + + + +
+   + + +

+For CCluster only. +

+ +

+Definition at line 671 of file transform.h. +

+References NL3D::CTransform::IsCluster, and NL3D::CTransform::setStateFlag(). +

+

00671 {setStateFlag(IsCluster, val);}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsForceAnimDetail bool  val  )  [protected, inherited]
+
+ + + + + +
+   + + +

+Deriver must use this method with true if the model must be AnimDetail-ed whatever registerToChannelMixer() has been called or not +

+Definition at line 590 of file transform.cpp. +

+References NL3D::CTransform::_FatherSkeletonModel, NL3D::CSkeletonModel::dirtSkinRenderLists(), NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsAnimDetailable, NL3D::CTransform::IsForceAnimDetail, NL3D::CTransform::isSkinned(), nlassert, and NL3D::CTransform::setStateFlag(). +

+

00591 {
+00592         setStateFlag(IsForceAnimDetail, val );
+00593 
+00594         // Update flag, if we must be inserted in AnimDetail
+00595         setStateFlag(IsAnimDetailable, _ChannelMixer || getStateFlag(IsForceAnimDetail) );
+00596 
+00597         // If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
+00598         if(isSkinned())
+00599         {
+00600                 nlassert(_FatherSkeletonModel);
+00601                 _FatherSkeletonModel->dirtSkinRenderLists();
+00602         }
+00603 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsLightable bool  val  )  [protected, inherited]
+
+ + + + + +
+   + + +

+Deriver must use this method with true to indicate the model support lighting. +

+ +

+Definition at line 552 of file transform.cpp. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsFinalLightable, NL3D::CTransform::IsLightable, NL3D::CTransform::IsUserLightable, and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CMeshBase::instanciateMeshBase(). +

+

00553 {
+00554         setStateFlag(IsLightable, val);
+00555         // update IsFinalLightable
+00556         setStateFlag(IsFinalLightable, (getStateFlag(IsLightable) && getStateFlag(IsUserLightable)) );
+00557 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsLoadbalancable bool  val  )  [protected, inherited]
+
+ + + + + +
+   + + +

+Deriver must use this method with true to indicate the model support loadBalancing. +

+ +

+Definition at line 605 of file transform.cpp. +

+References NL3D::CTransform::IsLoadBalancable, and NL3D::CTransform::setStateFlag(). +

+

00606 {
+00607         setStateFlag(IsLoadBalancable, val );
+00608 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsMeshBaseInstance bool  val  )  [inline, protected, inherited]
+
+ + + + + +
+   + + +

+For CMeshBaseInstance only. +

+ +

+Definition at line 667 of file transform.h. +

+References NL3D::CTransform::IsMeshBaseInstance, and NL3D::CTransform::setStateFlag(). +

+

00667 {setStateFlag(IsMeshBaseInstance, val);}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsRenderable bool  val  )  [protected, inherited]
+
+ + + + + +
+   + + +

+Deriver must use this method with true to indicate the model can be rendered. "can be rendered" means if object has to be inserted in RenderTrav list. eg: a mesh must be inserted in a render list, but not a light, or a NULL transform. The default is false. +

+Definition at line 568 of file transform.cpp. +

+References NL3D::CTransform::IsRenderable, and NL3D::CTransform::setStateFlag(). +

+

00569 {
+00570         setStateFlag(IsRenderable, val);
+00571 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsShadowMapCaster bool  val  )  [inline, protected, inherited]
+
+ + + + + +
+   + + +

+ShadowMap. +

+ +

+Definition at line 674 of file transform.h. +

+References NL3D::CTransform::IsShadowMapCaster, and NL3D::CTransform::setStateFlag(). +

+

00674 {setStateFlag(IsShadowMapCaster, val);}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsShadowMapReceiver bool  val  )  [inline, protected, inherited]
+
+ + + + + +
+   + + +

+Deriver must use this method with true to indicate the model is a big lightable. +

+ +

+Definition at line 675 of file transform.h. +

+References NL3D::CTransform::IsShadowMapReceiver, and NL3D::CTransform::setStateFlag(). +

+

00675 {setStateFlag(IsShadowMapReceiver, val);}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsSkeleton bool  val  )  [protected, inherited]
+
+ + + + + +
+   + + +

+For CSkeletonModel only. +

+ +

+Definition at line 579 of file transform.cpp. +

+References NL3D::CTransform::IsSkeleton, and NL3D::CTransform::setStateFlag(). +

+

00580 {
+00581         setStateFlag(IsSkeleton, val);
+00582 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setIsTransformShape bool  val  )  [inline, protected, inherited]
+
+ + + + + +
+   + + +

+For CTransformShape only. +

+ +

+Definition at line 669 of file transform.h. +

+References NL3D::CTransform::IsTransformShape, and NL3D::CTransform::setStateFlag(). +

+

00669 {setStateFlag(IsTransformShape, val);}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setLoadBalancingGroup const std::string &  group  )  [inherited]
+
+ + + + + +
+   + + +

+Change the load Balancing group of a model. Every models are in a special LoadBalancingGroup. NB: the group is created if did not exist. NB: if models are skinned, it is their Skeleton which drive the group

+By default, models lies in the "Default" group, but Skeletons for skinning and ParticlesSystems which are in "Skin" and "Fx" group respectively. The "Default" group is special because it is not balanced (ie models are only degraded from their distance to camera) +

+Definition at line 522 of file transform.cpp. +

+References NL3D::CTransform::_LoadBalancingGroup, NL3D::CScene::getLoadBalancingTrav(), NL3D::CLoadBalancingTrav::getOrCreateGroup(), and NL3D::CTransform::getOwnerScene(). +

+Referenced by NL3D::CSkeletonShape::createInstance(), NL3D::CSegRemanenceShape::createInstance(), and NL3D::CParticleSystemShape::createInstance(). +

+

00523 {
+00524         // Get the traversal.
+00525         CLoadBalancingTrav      &trav= getOwnerScene()->getLoadBalancingTrav();
+00526         // get the group from trav (create if needed), and set it.
+00527         _LoadBalancingGroup= trav.getOrCreateGroup(group);
+00528 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setLogicInfo ILogicInfo logicInfo  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Set the LogicInfo for this transfrom, eg to retrieve statc light information, see ILogicInfo. Ptr is kept in CTransfrom, so should call setLogicInfo(NULL) before to clean up. +

+Definition at line 389 of file transform.h. +

+References NL3D::CTransform::_LogicInfo. +

+Referenced by NL3D::CTransformUser::setLogicInfo(). +

+

00389 {_LogicInfo= logicInfo;}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::setMatrix const CMatrix mat  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in DirecTMatrix mode (nlassert). +

+ +

+Definition at line 174 of file transformable.h. +

+References NL3D::ITransformable::_LocalMatrixDate, NL3D::ITransformable::DirectMatrix, and nlassert. +

+Referenced by NL3D::ITransformable::lookAt(), and NL3D::CTransformableUser::setMatrix(). +

+

00175         {
+00176                 nlassert(_Mode==DirectMatrix);
+00177                 _LocalMatrix= mat;
+00178                 // The matrix has changed.
+00179                 _LocalMatrixDate++;
+00180         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setMeanColor CRGBA  color  )  [inherited]
+
+ + + + + +
+   + + +

+set the Mean color of the transform. The mean color can be used for many purpose, such as drawing objects if the textures are not loaded. It is used also for Lod Character. Default color is (255,255,255) +

+Definition at line 540 of file transform.cpp. +

+References NL3D::CTransform::_MeanColor. +

+

00541 {
+00542         // if the color is different from prec
+00543         if(color!=_MeanColor)
+00544         {
+00545                 // change it.
+00546                 _MeanColor= color;
+00547         }
+00548 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setOpacity bool  v  )  [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 255 of file transform.cpp. +

+References NL3D::CTransform::_FatherSkeletonModel, NL3D::CSkeletonModel::dirtSkinRenderLists(), NL3D::CTransform::getStateFlag(), NL3D::CTransform::isSkinned(), nlassert, NL3D::CTransform::setStateFlag(), and v. +

+Referenced by NL3D::CFlareModel::CFlareModel(), NL3D::CParticleSystemModel::CParticleSystemModel(), NL3D::CSkeletonModel::CSkeletonModel(), NL3D::CVegetableBlendLayerModel::CVegetableBlendLayerModel(), NL3D::CWaterModel::CWaterModel(), NL3D::CMeshBase::instanciateMeshBase(), NL3D::CTransformUser::setOpacity(), NL3D::CMeshMultiLodInstance::traverseLoadBalancing(), NL3D::CSegRemanence::updateOpacityFromShape(), and NL3D::CParticleSystemModel::updateOpacityInfos(). +

+

00256 { 
+00257         bool bTmp = getStateFlag(IsOpaque) == 0 ? false : true;
+00258         if (bTmp != v)
+00259         {
+00260                 setStateFlag(IsOpaque, v);
+00261                 if(isSkinned())
+00262                 {
+00263                         nlassert(_FatherSkeletonModel);
+00264                         _FatherSkeletonModel->dirtSkinRenderLists();
+00265                 }
+00266         }
+00267 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setOrderingLayer uint  layer  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Set the current layer for this transform. Typically, this is used to sort transparent objects. Isn't used with solid objects. For now : Layer 0 is for underwater Layer 1 is for water surfaces Layer 2 is for object above water +

+Definition at line 184 of file transform.h. +

+References NL3D::CTransform::_OrderingLayer, and uint. +

+Referenced by NL3D::CWaterModel::CWaterModel(), and NL3D::CTransformUser::setOrderingLayer(). +

+

00184 { _OrderingLayer = layer; }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::ITransformable::setPivot float  x,
float  y,
float  z
[inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 169 of file transformable.h. +

+References NL3D::ITransformable::setPivot(), x, y, and z. +

+

00170         {
+00171                 setPivot(CVector(x, y, z));
+00172         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::setPivot const CVector pivot  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 162 of file transformable.h. +

+References NL3D::ITransformable::_Pivot, nlassert, NL3D::ITransformable::PivotValue, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, NL3D::IAnimatable::touch(), and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::ITransformable::lookAt(), NL3D::CTransformableUser::setPivot(), and NL3D::ITransformable::setPivot(). +

+

00163         {
+00164                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00165                 _Pivot.Value= pivot;
+00166                 touch(PivotValue, OwnerBit);
+00167         }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::ITransformable::setPos float  x,
float  y,
float  z
[inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode(nlassert). +

+ +

+Definition at line 121 of file transformable.h. +

+References NL3D::ITransformable::setPos(), x, y, and z. +

+

00122         {
+00123                 setPos(CVector(x,y,z));
+00124         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::setPos const CVector pos  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode(nlassert). +

+ +

+Definition at line 114 of file transformable.h. +

+References nlassert, NL3D::ITransformable::PosValue, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, NL3D::IAnimatable::touch(), and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CCamera::build(), NL3D::ITransformable::lookAt(), NL3D::CTransformableUser::setPos(), NL3D::ITransformable::setPos(), NL3D::CInstanceGroup::setPos(), and NL3D::CPSLight::step(). +

+

00115         {
+00116                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00117                 _Pos.Value= pos;
+00118                 touch(PosValue, OwnerBit);
+00119         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeModel::setRefineCenterAuto bool  mode  )  [inline]
+
+ + + + + +
+   + + +

+if true, the refine Center is auto computed each frame from Camera Position. Else must be given by setRefineCenterUser() Default to true. +

+Definition at line 100 of file landscape_model.h. +

+References _RefineCenterAuto. +

+Referenced by NL3D::CLandscapeUser::setRefineCenterAuto(). +

+

00100 {_RefineCenterAuto= mode;}
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeModel::setRefineCenterUser const CVector refineCenter  )  [inline]
+
+ + + + + +
+   + + +

+ +

+Definition at line 102 of file landscape_model.h. +

+References _RefineCenterUser. +

+Referenced by NL3D::CLandscapeUser::setRefineCenterUser(). +

+

00102 {_RefineCenterUser= refineCenter;}
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::ITransformable::setRotEuler float  rotX,
float  rotY,
float  rotZ
[inline, inherited]
+
+ + + + + +
+   + + +

+Work only in RotEuler mode(nlassert). +

+ +

+Definition at line 133 of file transformable.h. +

+References NL3D::ITransformable::setRotEuler(). +

+

00134         {
+00135                 setRotEuler(CVector(rotX, rotY, rotZ));
+00136         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::setRotEuler const CVector rot  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in RotEuler mode(nlassert). +

+ +

+Definition at line 126 of file transformable.h. +

+References NL3D::ITransformable::_RotEuler, nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotEulerValue, NL3D::IAnimatable::touch(), and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CTransformableUser::setRotEuler(), and NL3D::ITransformable::setRotEuler(). +

+

00127         {
+00128                 nlassert(_Mode==RotEuler);
+00129                 _RotEuler.Value= rot;
+00130                 touch(RotEulerValue, OwnerBit);
+00131         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::setRotQuat const CQuat quat  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in RotQuat mode (nlassert). +

+ +

+Definition at line 138 of file transformable.h. +

+References NL3D::ITransformable::_RotQuat, nlassert, NL3D::ITransformable::RotQuat, NL3D::ITransformable::RotQuatValue, NL3D::IAnimatable::touch(), and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::CTargetAnimCtrl::execute(), NL3D::ITransformable::lookAt(), NL3D::CTransformableUser::setRotQuat(), and NL3D::CInstanceGroup::setRotQuat(). +

+

00139         {
+00140                 nlassert(_Mode==RotQuat);
+00141                 _RotQuat.Value= quat;
+00142                 touch(RotQuatValue, OwnerBit);
+00143         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::setScale float  scale  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 157 of file transformable.h. +

+References NL3D::ITransformable::setScale(). +

+

00158         {
+00159                 setScale(CVector(scale, scale, scale));
+00160         }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::ITransformable::setScale float  scaleX,
float  scaleY,
float  scaleZ
[inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 152 of file transformable.h. +

+References NL3D::ITransformable::setScale(). +

+

00153         {
+00154                 setScale(CVector(scaleX, scaleY, scaleZ));
+00155         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::ITransformable::setScale const CVector scale  )  [inline, inherited]
+
+ + + + + +
+   + + +

+Work only in Rot* mode (nlassert). +

+ +

+Definition at line 145 of file transformable.h. +

+References nlassert, NL3D::ITransformable::RotEuler, NL3D::ITransformable::RotQuat, NL3D::ITransformable::ScaleValue, NL3D::IAnimatable::touch(), and NL3D::CAnimatedValueBlendable< T >::Value. +

+Referenced by NL3D::ITransformable::lookAt(), NL3D::CTransformableUser::setScale(), and NL3D::ITransformable::setScale(). +

+

00146         {
+00147                 nlassert(_Mode==RotEuler || _Mode==RotQuat);
+00148                 _Scale.Value= scale;
+00149                 touch(ScaleValue, OwnerBit);
+00150         }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::ITransformable::setTransformMode TTransformMode  mode,
CMatrix::TRotOrder  ro = CMatrix::ZXY
[inline, inherited]
+
+ + + + + +
+   + + +

+Change the transform mode. Components or matrix are not reseted. +

+ +

+Definition at line 100 of file transformable.h. +

+References NL3D::ITransformable::_RotOrder, NL3D::ITransformable::PosValue, and NL3D::IAnimatable::touch(). +

+Referenced by NL3D::CCamera::build(), NL3D::CCamera::enableTargetAnimation(), NL3D::CPSMesh::newElement(), NL3D::CTransformableUser::setTransformMode(), and NL3D::CPSMesh::updatePos(). +

+

00101         {
+00102                 _Mode= mode;
+00103                 _RotOrder= ro;
+00104                 // just for information.
+00105                 touch(PosValue, OwnerBit);
+00106         }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setTransparency bool  v  )  [inherited]
+
+ + + + + +
+   + + +

+Accessors for opacity/transparency +

+Definition at line 240 of file transform.cpp. +

+References NL3D::CTransform::_FatherSkeletonModel, NL3D::CSkeletonModel::dirtSkinRenderLists(), NL3D::CTransform::getStateFlag(), NL3D::CTransform::isSkinned(), nlassert, NL3D::CTransform::setStateFlag(), and v. +

+Referenced by NL3D::CFlareModel::CFlareModel(), NL3D::CParticleSystemModel::CParticleSystemModel(), NL3D::CSkeletonModel::CSkeletonModel(), NL3D::CVegetableBlendLayerModel::CVegetableBlendLayerModel(), NL3D::CWaterModel::CWaterModel(), NL3D::CMeshBase::instanciateMeshBase(), NL3D::CTransformUser::setTransparency(), NL3D::CMeshMultiLodInstance::traverseLoadBalancing(), NL3D::CSegRemanence::updateOpacityFromShape(), NL3D::CParticleSystemModel::updateOpacityInfos(), and NL3D::CSkeletonModel::updateSkinRenderLists(). +

+

00241 { 
+00242         bool bTmp = getStateFlag(IsTransparent) == 0 ? false : true;
+00243         if (bTmp != v)
+00244         {
+00245                 setStateFlag(IsTransparent, v);
+00246                 if(isSkinned())
+00247                 {
+00248                         nlassert(_FatherSkeletonModel);
+00249                         _FatherSkeletonModel->dirtSkinRenderLists();
+00250                 }
+00251         }
+00252 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setUserClipping bool  enable  )  [inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 1310 of file transform.cpp. +

+References NL3D::CTransform::setStateFlag(), and NL3D::CTransform::UserClipping. +

+Referenced by NL3D::CTransformUser::setUserClipping(). +

+

01311 {
+01312         setStateFlag (UserClipping, enable);
+01313 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setUserLightable bool  enable  )  [inherited]
+
+ + + + + +
+   + + +

+Set the UserLightable flag. if false, isLightable() will always return false. Doing this, user can disable lighting on a model which may be interesting for speed. Default behavior is UserLightable==true. +

+Definition at line 559 of file transform.cpp. +

+References NL3D::CTransform::getStateFlag(), NL3D::CTransform::IsFinalLightable, NL3D::CTransform::IsLightable, NL3D::CTransform::IsUserLightable, and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CTransformUser::setUserLightable(). +

+

00560 {
+00561         setStateFlag(IsUserLightable, enable);
+00562         // update IsFinalLightable
+00563         setStateFlag(IsFinalLightable, (getStateFlag(IsLightable) && getStateFlag(IsUserLightable)) );
+00564 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CTransform::setWorldMatrix const CMatrix mat  )  [inline, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 302 of file transform.h. +

+Referenced by NL3D::CParticleSystemManager::processAnimate(). +

+

00302 { _WorldMatrix = mat;}
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::show  )  [inherited]
+
+ + + + + +
+   + + +

+Show the objet and his sons. +

+ +

+Definition at line 271 of file transform.cpp. +

+References NL3D::CTransform::_FatherSkeletonModel, NL3D::CTransform::_TransformDirty, NL3D::CSkeletonModel::dirtSkinRenderLists(), NL3D::CTransform::isSkinned(), nlassert, and NL3D::CTransform::Visibility. +

+Referenced by NL3D::CTransformUser::show(), and NL3D::CLandscapeUser::show(). +

+

00272 {
+00273         // Optim: do nothing if already set
+00274         if(Visibility!= CHrcTrav::Show)
+00275         {
+00276                 _TransformDirty= true;
+00277                 Visibility= CHrcTrav::Show;
+00278                 // If skinned, then must inform skeleton parent that it must recompute skin render/animDetail lists
+00279                 if(isSkinned())
+00280                 {
+00281                         nlassert(_FatherSkeletonModel);
+00282                         _FatherSkeletonModel->dirtSkinRenderLists();
+00283                 }
+00284         }
+00285 }
+
+

+ + + + +
+ + + + + + + + + +
virtual bool NL3D::CTransform::supportShadowSkinGrouping  )  const [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Special Skinning For ShadowMapping. +

+ +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 611 of file transform.h. +

+

00611 {return false;}
+
+

+ + + + +
+ + + + + + + + + +
virtual bool NL3D::CTransform::supportSkinGrouping  )  const [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+Deriver may support SkinGrouping if isSkinnable(). It renders the skin with current ctx of the skeletonModel, but torn in 2 pass: fillVB,a nd renderPrimitives Deriver may check NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT and NL3D_MESH_SKIN_MANAGER_MAXVERTICES +

+Reimplemented in NL3D::CMeshMRMInstance, and NL3D::CMeshMRMSkinnedInstance. +

+Definition at line 597 of file transform.h. +

+

00597 {return false;}
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::IAnimatable::touch uint  valueId,
uint  ownerValueId
[inline, inherited]
+
+ + + + + +
+   + + +

+Touch a value because it has been modified.

+

Parameters:
+ + + +
valueId is the animated value ID in the object we want to touch.
ownerValueId is the bit of the IAnimatable part which owns this animated value.
+
+ +

+Definition at line 168 of file animatable.h. +

+References NL3D::IAnimatable::propagateTouch(), NL3D::IAnimatable::setFlag(), and uint. +

+Referenced by NL3D::CChannelMixer::eval(), NL3D::CChannelMixer::evalSingleChannel(), NL3D::CParticleSystemModel::reallocRsc(), NL3D::CChannelMixer::refreshList(), NL3D::CCamera::setFov(), NL3D::ITransformable::setPivot(), NL3D::ITransformable::setPos(), NL3D::CCamera::setRoll(), NL3D::ITransformable::setRotEuler(), NL3D::ITransformable::setRotQuat(), NL3D::ITransformable::setScale(), NL3D::CCamera::setTargetPos(), NL3D::ITransformable::setTransformMode(), and NL3D::CParticleSystemInstanceUser::setUserParam(). +

+

00169         {
+00170                 // Set the bit
+00171                 setFlag(valueId);
+00172                 // Set the owner bit
+00173                 setFlag(ownerValueId);
+00174 
+00175                 // propagate the touch to the fathers.
+00176                 propagateTouch();
+00177         }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::traverseAnimDetail  )  [virtual, inherited]
+
+ + + + + +
+   + + +

+call updateWorldMatrixFromFather(), then traverseAnimDetailWithoutUpdateWorldMatrix() +

+ +

+Reimplemented in NL3D::CMeshBaseInstance, NL3D::CParticleSystemModel, NL3D::CQuadGridClipManager, NL3D::CRootModel, NL3D::CSegRemanence, NL3D::CSkeletonModel, and NL3D::CWaveMakerModel. +

+Definition at line 953 of file transform.cpp. +

+References NL3D::CTransform::traverseAnimDetailWithoutUpdateWorldMatrix(), and NL3D::CTransform::updateWorldMatrixFromFather(). +

+Referenced by NL3D::CAnimDetailTrav::traverse(), and NL3D::CAnimDetailTrav::traverseHrcRecurs(). +

+

00954 {
+00955         // First, test if I must update my worldMatrix because of the ancestorSkeleton scheme
+00956         updateWorldMatrixFromFather();
+00957 
+00958         // eval channelMixer.
+00959         traverseAnimDetailWithoutUpdateWorldMatrix();
+00960 
+00961         // NB: if want to add something, do it in traverseAnimDetailWithoutUpdateWorldMatrix(), because
+00962         // CSkeletonModel doesn't call CTransform::traverseAnimDetail()
+00963 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::traverseAnimDetailWithoutUpdateWorldMatrix  )  [protected, inherited]
+
+ + + + + +
+   + + +

+traverse without updatin WorldMatrixFromFather:

    +
  • animdetail if the model channelmixer is not NULL, and if model not clipped
+ +

+Definition at line 938 of file transform.cpp. +

+References NL3D::CChannelMixer::eval(), and NL3D::CTransform::getOwnerScene(). +

+Referenced by NL3D::CTransform::traverseAnimDetail(). +

+

00939 {
+00940         // AnimDetail behavior: animate only if not clipped.
+00941         // NB: no need to test because of VisibilityList use.
+00942 
+00943         // test if the refptr is NULL or not (RefPtr).
+00944         CChannelMixer   *chanmix= _ChannelMixer;
+00945         if(chanmix)
+00946         {
+00947                 // eval detail!!
+00948                 chanmix->eval(true, getOwnerScene()->getAnimDetailTrav().CurrentDate);
+00949         }
+00950 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeModel::traverseClip  )  [virtual]
+
+ + + + + +
+   + + +

+special clip(). NB: the real landscape clip is done in traverseRender() +

+if already clipped in this frame, This means that we are visible from 2 CCluster. +

+Reimplemented from NL3D::CTransform. +

+Definition at line 105 of file landscape_model.cpp. +

+References ClusteredPyramid, ClusteredPyramidIsFrustum, NL3D::CClipTrav::CurrentDate, NL3D::CScene::getClipTrav(), NL3D::CTransform::getOwnerScene(), NL3D::CClipTrav::WorldFrustumPyramid, and NL3D::CClipTrav::WorldPyramid. +

+

00106 {
+00107         CClipTrav               &clipTrav= getOwnerScene()->getClipTrav();
+00108 
+00110         if (_ClipDate == clipTrav.CurrentDate)
+00111         {
+00112                 // We may set the WorldFrustumPyramid. But do this only if not already set.
+00113                 if(!ClusteredPyramidIsFrustum)
+00114                 {
+00115                         /* If the current pyramid is different from the last stored pyramid, this mean per exemple
+00116                          that the player is in a room and look the landscape from 2 windows through portals.
+00117                          The other case is that the camera is in 2 clusters, so the clusterSystem start from this 2, and so we arrive 
+00118                          here 2 times (but through the same portal => same pyramid obviously...)
+00119                          */
+00120                         if( ClusteredPyramid!=clipTrav.WorldPyramid )
+00121                         {
+00122                                 // in this rare case take the Whole frustum pyramid (a more correct code is to make an Union of the 2 pyramids...)
+00123                                 ClusteredPyramid= clipTrav.WorldFrustumPyramid;
+00124                                 ClusteredPyramidIsFrustum= true;
+00125                         }
+00126                 }
+00127         }
+00128         else
+00129         {
+00130                 // If the camera is in Rootcluster or visible through a protal from one Room Cluster only, use the clustered pyramid.
+00131                 ClusteredPyramid= clipTrav.WorldPyramid;
+00132                 // We are not sure we are the FrustumPyramid
+00133                 ClusteredPyramidIsFrustum= false;
+00134         }
+00135 
+00136         // Call normal CTransform traverseClip to insert this model in render list etc...
+00137         // NB: CTransform::traverseClip() update _ClipDate...
+00138         CTransform::traverseClip();
+00139 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeModel::traverseHrc  )  [virtual]
+
+ + + + + +
+   + + +

+special traverseHRC. +

+ +

+Reimplemented from NL3D::CTransform. +

+Definition at line 90 of file landscape_model.cpp. +

+References NL3D::CTransform::getOwnerScene(), Landscape, and NL3D::CLandscape::setPointLightFactor(). +

+

00091 {
+00092         // Call std method.
+00093         CTransform::traverseHrc();
+00094 
+00095         /* Compile Animate PointLight here.
+00096                 NB: Animated PointLight are important for Dynamic Object lighted by landscape lights.
+00097                 The landscape and vegetable are not influenced by thoses animation (as if the light were not animated)
+00098                 NB: important to do before the LightTrav. Also even if landscape is hidden, still must animate those light?
+00099         */
+00100         Landscape.setPointLightFactor(*getOwnerScene());
+00101 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::traverseLight  )  [virtual, inherited]
+
+ + + + + +
+   + + +

+traverse the lightedModel per default: recompute LightContribution is isLightable() +

+ +

+Reimplemented in NL3D::CPointLightModel, NL3D::CQuadGridClipManager, and NL3D::CRootModel. +

+Definition at line 1080 of file transform.cpp. +

+References NL3D::CTransform::_LightContribution, NL3D::CTransform::_LogicInfo, NL3D::CLightContribution::AttFactor, NL3D::CPointLight::computeLinearAttenuation(), NL3D::CLightingManager::computeModelLightContributions(), NL3D::CTransform::getAABBox(), NLMISC::CAABBox::getCenter(), NL3D::CScene::getLightTrav(), NL3D::CTransform::getOwnerScene(), NL3D::CPointLight::getPosition(), NL3D::CTransform::getWorldMatrix(), NL3D::CTransform::isNeedUpdateFrozenStaticLightSetup(), NL3D::CTransform::isNeedUpdateLighting(), NL3D::CLightTrav::LightingManager, NL3D::CLightContribution::NumFrozenStaticLight, NLMISC::OptFastFloor(), NL3D::CLightContribution::PointLight, NL3D::CTransform::setStateFlag(), sint, uint, and uint8. +

+

01081 {
+01082         // if the model do not need to update his lighting, just skip.
+01083         if(!isNeedUpdateLighting())
+01084                 return;
+01085 
+01086 
+01087         // If a freezeStaticLightSetup() has been called on this model recently.
+01088         if(isNeedUpdateFrozenStaticLightSetup())
+01089         {
+01090                 // Now, the correct matrix is computed.
+01091                 // get the untransformed bbox from the model.
+01092                 CAABBox         bbox;
+01093                 getAABBox(bbox);
+01094                 // get transformed center pos of bbox
+01095                 CVector worldModelPos= getWorldMatrix() * bbox.getCenter();
+01096 
+01097                 // So we can compute AttFactor for each static light influencing this static object
+01098                 uint    numPointLights= _LightContribution.NumFrozenStaticLight;
+01099                 for(uint i=0;i<numPointLights;i++)
+01100                 {
+01101                         const CPointLight       *pl= _LightContribution.PointLight[i];
+01102                         // don't worry about the precision of floor, because of *255.
+01103                         float   distToModel= (pl->getPosition() - worldModelPos).norm();
+01104                         sint    attFactor= NLMISC::OptFastFloor( 255 * pl->computeLinearAttenuation(worldModelPos, distToModel) );
+01105                         _LightContribution.AttFactor[i]= (uint8)attFactor;
+01106                 }
+01107 
+01108                 // clean.
+01109                 setStateFlag(CTransform::IsNeedUpdateFrozenStaticLightSetup, false);
+01110         }
+01111 
+01112 
+01113         // see CTransform::clip(), here I am Lightable(), and I have no _AncestorSkeletonModel
+01114         // So I am sure that I really need to recompute my ModelLightContributions.
+01115         getOwnerScene()->getLightTrav().LightingManager.computeModelLightContributions(this,
+01116                 _LightContribution, _LogicInfo);
+01117 
+01118         // done!
+01119         setStateFlag(CTransform::IsNeedUpdateLighting, false);
+01120 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::traverseLoadBalancing  )  [virtual, inherited]
+
+ + + + + +
+   + + +

+no-op by default +

+ +

+Reimplemented in NL3D::CMeshMultiLodInstance, NL3D::CQuadGridClipManager, NL3D::CRootModel, and NL3D::CTransformShape. +

+Definition at line 974 of file transform.cpp. +

+Referenced by NL3D::CLoadBalancingTrav::traverseVisibilityList(). +

+

00975 {
+00976         // noop
+00977 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeModel::traverseRender  )  [virtual]
+
+ + + + + +
+   + + +

+traverseRender() +

+ +

+Reimplemented from NL3D::CTransform. +

+Definition at line 257 of file landscape_model.cpp. +

+References NL3D::CRenderTrav::addRenderLandscape(), NL3D::CShadowMapManager::addShadowReceiver(), NL3D::CTransform::canReceiveShadowMap(), NL3D::CTransform::getOwnerScene(), NL3D::CScene::getRenderTrav(), and NL3D::CRenderTrav::getShadowMapManager(). +

+

00258 {
+00259         CRenderTrav             &renderTRav= getOwnerScene()->getRenderTrav();
+00260 
+00261         // No-Op. But delay the clip and render to the end of Opaque Rendering. For VBLock optim
+00262         renderTRav.addRenderLandscape(this);
+00263 
+00264         // If the landscape receive shadow, then add it.
+00265         if(canReceiveShadowMap())
+00266                 renderTRav.getShadowMapManager().addShadowReceiver(this);
+00267 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::unfreezeHRC  )  [inherited]
+
+ + + + + +
+   + + +

+see freezeHRC(). +

+Definition at line 406 of file transform.cpp. +

+References NL3D::CTransform::_FreezeHRCState, NL3D::CTransform::_HrcParent, NL3D::CTransform::_HrcParentUnfreeze, NL3D::CTransform::_LightedModelIt, NL3D::CLightingManager::eraseStaticLightedModel(), NL3D::CTransform::FreezeHRCStateDisabled, NL3D::CScene::getLightTrav(), NL3D::CTransform::getOwnerScene(), NL3D::CScene::getRoot(), NL3D::CTransform::hrcLinkSon(), NL3D::CTransform::isLightable(), NL3D::CLightTrav::LightingManager, NL3D::CTransform::linkToUpdateList(), nlassert, NL3D::CTransform::QuadGridClipEnabled, NL3D::CTransform::setStateFlag(), and NL3D::CTransform::unlinkFromQuadCluster(). +

+Referenced by NL3D::CSkeletonModel::bindSkin(), NL3D::CMeshBaseInstance::traverseHrc(), and NL3D::CInstanceGroup::unfreezeHRC(). +

+

00407 {
+00408         // if this model is no HRC frozen disabled
+00409         if(_FreezeHRCState!=FreezeHRCStateDisabled)
+00410         {
+00411                 // if model correctly frozen.
+00412                 if(_FreezeHRCState == CTransform::FreezeHRCStateEnabled )
+00413                 {
+00414                         // Should not be linked : can't link after a freezeHRC
+00415                         nlassert (_HrcParent == NULL);
+00416 
+00417                         // Set as unfreeze else, hrcLinkSon doesn't work
+00418                         _FreezeHRCState= FreezeHRCStateDisabled;
+00419 
+00420                         // Link this model to the previous HRC parent.
+00421                         if (_HrcParentUnfreeze)
+00422                                 _HrcParentUnfreeze->hrcLinkSon( this );
+00423                         else
+00424                                 getOwnerScene()->getRoot()->hrcLinkSon( this );
+00425 
+00426                         // Link this object to the validateList.
+00427                         linkToUpdateList();
+00428 
+00429                         // if lightable()
+00430                         if( isLightable() )
+00431                         {
+00432                                 CLightTrav      &lightTrav= getOwnerScene()->getLightTrav();
+00433                                 // Lighting: must remove the object from the quadGrid.
+00434                                 // NB: works if _LightedModelIt==NULL. result is that _LightedModelIt= NULL.
+00435                                 _LightedModelIt= lightTrav.LightingManager.eraseStaticLightedModel(_LightedModelIt);
+00436                         }
+00437 
+00438                 }
+00439                 else
+00440                         _FreezeHRCState= FreezeHRCStateDisabled;
+00441 
+00442                 // unlink me from any QuadCluster, and disable QuadCluster
+00443                 unlinkFromQuadCluster();
+00444                 setStateFlag(QuadGridClipEnabled, false);
+00445         }
+00446 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::unfreezeStaticLightSetup  )  [inherited]
+
+ + + + + +
+   + + +

+unFreeze the Static Light Setup. Must be called if static pointLights are deleted. NB: it calls resetLighting() first. NB: do not need to call it if pointLights and this transform are deleted at same time. +

+Definition at line 1061 of file transform.cpp. +

+References NL3D::CTransform::_LightContribution, NL3D::CLightContribution::FrozenAmbientLight, NL3D::CLightContribution::FrozenStaticLightSetup, NL3D::CTransform::IsNeedUpdateFrozenStaticLightSetup, NL3D::CLightContribution::NumFrozenStaticLight, NL3D::CLightContribution::PointLight, NL3D::CTransform::resetLighting(), and NL3D::CTransform::setStateFlag(). +

+Referenced by NL3D::CInstanceGroup::removeFromScene(). +

+

01062 {
+01063         // resetLighting() first.
+01064         resetLighting();
+01065 
+01066         // Disable StaticLightSetup.
+01067         _LightContribution.FrozenStaticLightSetup= false;
+01068         _LightContribution.NumFrozenStaticLight= 0;
+01069         // End the list
+01070         _LightContribution.PointLight[0]= NULL;
+01071         // No more FrozenAmbientLight
+01072         _LightContribution.FrozenAmbientLight= NULL;
+01073 
+01074         // Don't need to update StaticLightSetup since no more exist.
+01075         setStateFlag(IsNeedUpdateFrozenStaticLightSetup, false);
+01076 }
+
+

+ + + + +
+ + + + + + + + + +
virtual void NL3D::CTransform::unlinkFromQuadCluster  )  [inline, protected, virtual, inherited]
+
+ + + + + +
+   + + +

+special feature for CQuadGridClipManager. called at unfreezeHRC(). Used by CTransformShape. +

+ +

+Reimplemented in NL3D::CTransformShape. +

+Definition at line 561 of file transform.h. +

+Referenced by NL3D::CTransform::unfreezeHRC(). +

+

00561 {}
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::update  )  [virtual, inherited]
+
+ + + + + +
+   + + +

+This function update the model (called by CScene::updateModels()) Deriver Must :

    +
  • call BaseClass::update() (eg: CTransform::update()).
  • test if something is different (eg: animation modification). Then update Model information (eg compute new Matrix).
+

+The default behavior is to update transform Matrix etc... +

+Reimplemented in NL3D::CCamera. +

+Definition at line 450 of file transform.cpp. +

+References NL3D::CTransform::_FreezeHRCState, NL3D::CTransform::_Frozen, NL3D::CTransform::_LastTransformableMatrixDate, NL3D::CTransform::_LightedModelIt, NL3D::CTransform::_LocalDate, NL3D::CTransform::_LocalMatrix, NL3D::CTransform::_LocalVis, NL3D::CTransform::_TransformDirty, NL3D::CHrcTrav::CurrentDate, NL3D::CLightingManager::eraseStaticLightedModel(), NL3D::CScene::getHrcTrav(), NL3D::CScene::getLightTrav(), NL3D::ITransformable::getMatrix(), NL3D::CTransform::getOwnerScene(), NL3D::CTransform::hrcUnlink(), NL3D::CLightingManager::insertStaticLightedModel(), NL3D::CTransform::isLightable(), NL3D::CLightTrav::LightingManager, NL3D::CTransform::unlinkFromUpdateList(), and NL3D::CTransform::Visibility. +

+Referenced by NL3D::CTransform::forceCompute(), NL3D::CTransform::freeze(), and NL3D::CScene::updateModels(). +

+

00451 {
+00452         // test if the matrix has been changed in ITransformable.
+00453         if(ITransformable::compareMatrixDate(_LastTransformableMatrixDate))
+00454         {
+00455                 _LastTransformableMatrixDate= ITransformable::getMatrixDate();
+00456                 _TransformDirty= true;
+00457         }
+00458 
+00459         // update the freezeHRC state.
+00460         if(_FreezeHRCState != CTransform::FreezeHRCStateDisabled)
+00461         {
+00462                 // if the model request to be frozen in HRC
+00463                 if(_FreezeHRCState == CTransform::FreezeHRCStateRequest )
+00464                 {
+00465                         // Wait for next Hrc traversal to compute good _WorldMatrix for this model and his sons.
+00466                         // Also, next Hrc traversal will insert the model in the LightingManager quadGrid (if lightable)
+00467                         _FreezeHRCState = CTransform::FreezeHRCStateReady;
+00468                 }
+00469                 // if the model is ready to be frozen in HRC, then do it!!
+00470                 else if( _FreezeHRCState == CTransform::FreezeHRCStateReady )
+00471                 {
+00472                         // Unlink this model.
+00473                         hrcUnlink();
+00474 
+00475                         // unLink this object from the validateList. NB: the list will still be correclty parsed.
+00476                         unlinkFromUpdateList();
+00477 
+00478                         // if lightable, the model is inserted in a quadgrid to update his lighting only when
+00479                         // dynamicLights touch him (since himself is static).
+00480                         if( isLightable() )
+00481                         {
+00482                                 CLightTrav      &lightTrav= getOwnerScene()->getLightTrav();
+00483                                 // Lighting: must reinsert the object from the quadGrid.
+00484                                 // NB: works if _LightedModelIt==NULL. result is that _LightedModelIt= NULL.
+00485                                 _LightedModelIt= lightTrav.LightingManager.eraseStaticLightedModel(_LightedModelIt);
+00486                                 // insert in the quadgrid.
+00487                                 _LightedModelIt= lightTrav.LightingManager.insertStaticLightedModel(this);
+00488                         }
+00489 
+00490                         // Now this model won't be tested for validation nor for worldMatrix update. End!!
+00491                         _FreezeHRCState = CTransform::FreezeHRCStateEnabled;
+00492                 }
+00493         }
+00494 
+00495         // update _LocalMatrix
+00496         if(_TransformDirty)
+00497         {
+00498                 // update the local matrix.
+00499                 _LocalMatrix= getMatrix();
+00500                 _LocalVis= Visibility;
+00501                 // update the date of the local matrix.
+00502                 _LocalDate= getOwnerScene()->getHrcTrav().CurrentDate;
+00503 
+00504                 // The transform has been modified. Hence, it is no more frozen.
+00505                 _Frozen= false;
+00506 
+00507                 // ok!
+00508                 _TransformDirty= false;
+00509         }
+00510 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::updateClipTravForAncestorSkeleton  )  [protected, inherited]
+
+ + + + + +
+   + + +

+ +

+Definition at line 748 of file transform.cpp. +

+References NL3D::CTransform::_AncestorSkeletonModel, NL3D::CTransform::_ClipLinkedInSonsOfAncestorSkeletonModelGroup, NL3D::CTransform::clipAddChild(), NL3D::CTransform::clipGetNumParents(), NL3D::CTransform::clipGetParent(), NL3D::CTransform::clipUnlinkFromAll(), NL3D::CScene::getClipTrav(), NL3D::CTransform::getOwnerScene(), NL3D::CScene::getRoot(), and NL3D::CScene::SonsOfAncestorSkeletonModelGroup. +

+Referenced by NL3D::CTransform::updateWorld(). +

+

00749 {
+00750         CClipTrav               &clipTrav= getOwnerScene()->getClipTrav();
+00751 
+00752         // If I have an ancestor Skeleton Model, I must be binded in ClipTrav to the SonsOfAncestorSkeletonModelGroup
+00753         if(_AncestorSkeletonModel && !_ClipLinkedInSonsOfAncestorSkeletonModelGroup)
+00754         {
+00755                 // must unlink from ALL olds models.
+00756                 clipUnlinkFromAll();
+00757 
+00758                 // And link to SonsOfAncestorSkeletonModelGroup.
+00759                 getOwnerScene()->SonsOfAncestorSkeletonModelGroup->clipAddChild(this);
+00760 
+00761                 // update the flag.
+00762                 _ClipLinkedInSonsOfAncestorSkeletonModelGroup= true;
+00763         }
+00764 
+00765 
+00766         // else I must be binded to the standard Root.
+00767         if(!_AncestorSkeletonModel && _ClipLinkedInSonsOfAncestorSkeletonModelGroup)
+00768         {
+00769                 // verify first I am really still linked to the SonsOfAncestorSkeletonModelGroup.
+00770                 // This test is important, because link may have changed for any reason (portals, clipManager....).
+00771                 if( clipGetNumParents() == 1 && clipGetParent(0)==getOwnerScene()->SonsOfAncestorSkeletonModelGroup )
+00772                 {
+00773                         // must unlink from ALL olds models.
+00774                         clipUnlinkFromAll();
+00775                         // and now, link to std root.
+00776                         getOwnerScene()->getRoot()->clipAddChild(this);
+00777                 }
+00778 
+00779                 // update the flag
+00780                 _ClipLinkedInSonsOfAncestorSkeletonModelGroup= false;
+00781         }
+00782 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::updateWorld  )  [protected, inherited]
+
+ + + + + +
+   + + +

+Update the world state according to the parent world state and the local states. +

+ +

+Definition at line 663 of file transform.cpp. +

+References NL3D::CTransform::_AncestorSkeletonModel, NL3D::CTransform::_DontUnfreezeChildren, NL3D::CTransform::_FatherSkeletonModel, NL3D::CTransform::_Frozen, NL3D::CTransform::_HrcParent, NL3D::CTransform::_LightContribution, NL3D::CTransform::_LocalDate, NL3D::CTransform::_LocalMatrix, NL3D::CTransform::_LocalVis, NL3D::CHrcTrav::_MovingObjects, NL3D::CTransform::_WorldDate, NL3D::CTransform::_WorldMatrix, NL3D::CTransform::_WorldVis, NL3D::CHrcTrav::CurrentDate, NL3D::CTransform::ForceClipRoot, NL3D::CLightContribution::FrozenStaticLightSetup, NL3D::CScene::getHrcTrav(), NL3D::CTransform::getOwnerScene(), NL3D::CTransform::getStateFlag(), NL3D::CTransform::isLightable(), NL3D::CTransform::isTransformShape(), NL3D::CTransform::resetLighting(), and NL3D::CTransform::updateClipTravForAncestorSkeleton(). +

+Referenced by NL3D::CTransform::traverseHrc(). +

+

00664 {
+00665         const   CMatrix         *pFatherWM;
+00666         bool                            visFather;
+00667 
+00668         // If not root case, link to Fahter.
+00669         if(_HrcParent)
+00670         {
+00671                 pFatherWM= &(_HrcParent->_WorldMatrix);
+00672                 visFather= _HrcParent->_WorldVis;
+00673 
+00674                 // if _HrcParent is not frozen (for any reason), disable us!
+00675 
+00676                 if (!_HrcParent->_Frozen && !_HrcParent->_DontUnfreezeChildren)
+00677                         _Frozen= false;
+00678 
+00679                 // herit _AncestorSkeletonModel
+00680                 if (_HrcParent->_AncestorSkeletonModel)
+00681                         // If my father has an _AncestorSkeletonModel, get it.
+00682                         _AncestorSkeletonModel= _HrcParent->_AncestorSkeletonModel;
+00683                 else
+00684                         // else I have an ancestor skel model if I am sticked/binded directly to a skeleton model.
+00685                         _AncestorSkeletonModel= _FatherSkeletonModel;
+00686         }
+00687         // else, default!!
+00688         else
+00689         {
+00690                 pFatherWM= &(CMatrix::Identity);
+00691                 visFather= true;
+00692 
+00693                 // at the root of the hierarchy, we have no parent, hence no FatherSkeletonModel nor _AncestorSkeletonModel.
+00694                 _AncestorSkeletonModel= NULL;
+00695 
+00696                 // NB: Root is Frozen by essence :), so don't modify the frozen state here.
+00697         }
+00698 
+00699         // Combine matrix
+00700         if(_LocalDate>_WorldDate || (_HrcParent && _HrcParent->_WorldDate>_WorldDate) )
+00701         {
+00702                 // Must recompute the world matrix.  ONLY IF I AM NOT SKINNED/STICKED TO A SKELETON in the hierarchy!
+00703                 if( _AncestorSkeletonModel==NULL )
+00704                 {
+00705                         _WorldMatrix=  *pFatherWM * _LocalMatrix;
+00706                         _WorldDate= getOwnerScene()->getHrcTrav().CurrentDate;
+00707 
+00708                         // Add the model to the moving object list, only if I am a transform shape
+00709                         if (!_Frozen && isTransformShape() && !getStateFlag(ForceClipRoot))
+00710                                 getOwnerScene()->getHrcTrav()._MovingObjects.push_back (static_cast<CTransformShape*>(this));
+00711                 }
+00712         }
+00713 
+00714         // Update dynamic lighting.
+00715         /*
+00716                 If the model is not frozen in StaticLight, then must update lighting each frame.
+00717                 Even if the object doesn't move, a new dynamic light may enter in its aera. Hence we must test
+00718                 it in the light quadrid. StaticLight-ed Objects don't need it because they are inserted in a special quadgrid, 
+00719                 where dynamics lights touch all StaticLight-ed object to force their computing
+00720 
+00721                 NB: not done if _AncestorSkeletonModel!=NULL. no need because  in this case, 
+00722                 result is driven by the _LightContribution of the _AncestorSkeletonModel.
+00723         */
+00724         if( !_LightContribution.FrozenStaticLightSetup && _AncestorSkeletonModel==NULL )
+00725         {
+00726                 // if the model is lightable reset lighting
+00727                 if( isLightable() )
+00728                         resetLighting();
+00729         }
+00730 
+00731         // Combine visibility.
+00732         switch(_LocalVis)
+00733         {
+00734                 case CHrcTrav::Herit: _WorldVis= visFather; break;
+00735                 case CHrcTrav::Hide: _WorldVis= false; break;
+00736                 case CHrcTrav::Show: _WorldVis= true; break;
+00737                 default: break;
+00738         }
+00739 
+00740 
+00741         // If I have an ancestor Skeleton Model, I must be binded in ClipTrav to the SonsOfAncestorSkeletonModelGroup
+00742         updateClipTravForAncestorSkeleton();
+00743 
+00744 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CTransform::updateWorldMatrixFromFather  )  [protected, inherited]
+
+ + + + + +
+   + + +

+For Skeleton Object Stick. update the wolrd matrix. no-op if skinned. no-op if no AcnestorSkeletonModel. use standard father WorldMatrix if !_FatherSkeletonModel else get the correct boneId WorldMatrix from _FatherSkeletonModel +

+Definition at line 905 of file transform.cpp. +

+References NL3D::CTransform::_AncestorSkeletonModel, NL3D::CTransform::_FatherBoneId, NL3D::CTransform::_FatherSkeletonModel, NL3D::CTransform::_LocalMatrix, NL3D::CTransform::_WorldMatrix, NL3D::CSkeletonModel::Bones, NL3D::CTransform::hrcGetParent(), and NL3D::CTransform::isSkinned(). +

+Referenced by NL3D::CTransform::forceCompute(), and NL3D::CTransform::traverseAnimDetail(). +

+

00906 {
+00907         // If I am not skinned, and If I have a skeleton ancestor
+00908         if(!isSkinned() && _AncestorSkeletonModel )
+00909         {
+00910                 // Compute the HRC _WorldMatrix.
+00911                 // if I am not sticked.
+00912                 if(!_FatherSkeletonModel)
+00913                 {
+00914                         // get the normal father worldMatrix in Hrc.
+00915                         CTransform      *fatherTransform= hrcGetParent();
+00916                         // if exist
+00917                         if(fatherTransform)
+00918                         {
+00919                                 const CMatrix &parentWM= fatherTransform->_WorldMatrix;
+00920                                 // combine worldMatrix
+00921                                 _WorldMatrix= parentWM * _LocalMatrix;
+00922                         }
+00923                         else
+00924                                 _WorldMatrix= _LocalMatrix;
+00925                 }
+00926                 else
+00927                 {
+00928                         // get the worldMatrix of the bone if I am sticked.
+00929                         const CMatrix &parentWM= _FatherSkeletonModel->Bones[_FatherBoneId].getWorldMatrix();
+00930                         // combine worldMatrix
+00931                         _WorldMatrix= parentWM * _LocalMatrix;
+00932                 }
+00933         }
+00934 }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CTransform::useMergedPointLight  )  const [inline, inherited]
+
+ + + + + +
+   + + +

+return true if the current light contribution of this model use a MergedPointLight +

+Definition at line 369 of file transform.h. +

+References NL3D::CTransform::_LightContribution, and NL3D::CLightContribution::UseMergedPointLight. +

+

00369 {return _LightContribution.UseMergedPointLight;}
+
+


Friends And Related Function Documentation

+

+ + + + +
+ + +
friend struct CPtrInfo [friend, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 67 of file smart_ptr.h.

+


Field Documentation

+

+ + + + +
+ + +
bool NL3D::CLandscapeModel::_ActiveAdditive [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 137 of file landscape_model.h. +

+Referenced by CLandscapeModel(), enableAdditive(), and isAdditive().

+

+ + + + +
+ + +
float NL3D::CLandscapeModel::_Additive [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 138 of file landscape_model.h. +

+Referenced by CLandscapeModel(), getAdditive(), and setAdditive().

+

+ + + + +
+ + +
CSkeletonModel* NL3D::CTransform::_AncestorSkeletonModel [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 851 of file transform.h. +

+Referenced by NL3D::CClipTrav::clipSkeletonShadowMaps(), NL3D::CTransform::CTransform(), NL3D::CTransform::getAncestorSkeletonModel(), NL3D::CAnimDetailTrav::traverse(), NL3D::CTransform::traverseClip(), NL3D::CTransform::updateClipTravForAncestorSkeleton(), NL3D::CTransform::updateWorld(), and NL3D::CTransform::updateWorldMatrixFromFather().

+

+ + + + +
+ + +
sint64 NL3D::CTransform::_ClipDate [protected, inherited] +
+
+ + + + + +
+   + + +

+date of last traverseClip() +

+ +

+Definition at line 865 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), and NL3D::CTransform::traverseClip().

+

+ + + + +
+ + +
bool NL3D::CTransform::_ClipLinkedInSonsOfAncestorSkeletonModelGroup [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 849 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::bindSkin(), NL3D::CTransform::CTransform(), and NL3D::CTransform::updateClipTravForAncestorSkeleton().

+

+ + + + +
+ + +
bool NL3D::CTransform::_DontUnfreezeChildren [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 848 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::setDontUnfreezeChildren(), and NL3D::CTransform::updateWorld().

+

+ + + + +
+ + +
uint NL3D::CTransform::_FatherBoneId [protected, inherited] +
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). It return a list of sphere relative to each bone of the father skeleton. Use with getSkinBoneUsage() to know to wich bone this sphere apply NB: if a sphere radius is -1, it means that the bone is not used (for any reason...) default is to return NULL. +

+Definition at line 618 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::computeCLodVertexAlpha(), NL3D::CSkeletonModel::detachSkeletonSon(), NL3D::CTransform::forceCompute(), NL3D::CSkeletonModel::stickObjectEx(), and NL3D::CTransform::updateWorldMatrixFromFather().

+

+ + + + +
+ + +
CSkeletonModel* NL3D::CTransform::_FatherSkeletonModel [protected, inherited] +
+
+ + + + + +
+   + + +

+Deriver must change this method if isSkinnable(). It return a list of sphere relative to each bone of the father skeleton. Use with getSkinBoneUsage() to know to wich bone this sphere apply NB: if a sphere radius is -1, it means that the bone is not used (for any reason...) default is to return NULL. +

+Definition at line 616 of file transform.h. +

+Referenced by NL3D::CSkeletonModel::bindSkin(), NL3D::CTransform::CTransform(), NL3D::CSkeletonModel::detachSkeletonSon(), NL3D::CTransform::forceCompute(), NL3D::CSkeletonModel::forceComputeBone(), NL3D::CTransform::getSkeletonModel(), NL3D::CTransform::heritVisibility(), NL3D::CTransform::hide(), NL3D::CTransform::registerToChannelMixer(), NL3D::CTransform::setIsForceAnimDetail(), NL3D::CTransform::setOpacity(), NL3D::CTransform::setTransparency(), NL3D::CTransform::show(), NL3D::CSkeletonModel::stickObjectEx(), NL3D::CTransform::traverseClip(), NL3D::CTransform::updateWorld(), NL3D::CTransform::updateWorldMatrixFromFather(), and NL3D::CTransform::~CTransform().

+

+ + + + +
+ + +
bool NL3D::CTransform::_Frozen [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 847 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::freeze(), NL3D::CTransform::freezeHRC(), NL3D::CTransform::update(), and NL3D::CTransform::updateWorld().

+

+ + + + +
+ + +
sint NL3D::CTransform::_IndexInVisibleList [protected, inherited] +
+
+ + + + + +
+   + + +

+date of last traverseClip() +

+ +

+Definition at line 869 of file transform.h. +

+Referenced by NL3D::CClipTrav::addVisibleModel(), NL3D::CTransform::CTransform(), and NL3D::CTransform::~CTransform().

+

+ + + + +
+ + +
CLightContribution NL3D::CTransform::_LightContribution [protected, inherited] +
+
+ + + + + +
+   + + +

+The contribution of all lights. This enlarge the struct only of approx 15%. +

+ +

+Definition at line 626 of file transform.h. +

+Referenced by NL3D::CTransform::freezeStaticLightSetup(), NL3D::CTransform::getLightContribution(), NL3D::CSkeletonModel::renderSkins(), NL3D::CTransform::resetLighting(), NL3D::CTransform::traverseLight(), NL3D::CTransform::unfreezeStaticLightSetup(), NL3D::CTransform::updateWorld(), and NL3D::CTransform::useMergedPointLight().

+

+ + + + +
+ + +
CLightingManager::CQGItLightedModel NL3D::CTransform::_LightedModelIt [protected, inherited] +
+
+ + + + + +
+   + + +

+each transform may be in a quadGird of lighted models (see CLightingManager) +

+ +

+Definition at line 634 of file transform.h. +

+Referenced by NL3D::CTransform::unfreezeHRC(), NL3D::CTransform::update(), and NL3D::CTransform::~CTransform().

+

+ + + + +
+ + +
CLoadBalancingGroup* NL3D::CTransform::_LoadBalancingGroup [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 894 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::getLoadBalancingGroup(), NL3D::CTransform::initModel(), and NL3D::CTransform::setLoadBalancingGroup().

+

+ + + + +
+ + +
sint64 NL3D::CTransform::_LocalDate [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 841 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::update(), and NL3D::CTransform::updateWorld().

+

+ + + + +
+ + +
CMatrix NL3D::CTransform::_LocalMatrix [protected, inherited] +
+
+ + + + + +
+   + + +

+Hrc IN variables. +

+ +

+Reimplemented from NL3D::ITransformable. +

+Definition at line 839 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::update(), NL3D::CTransform::updateWorld(), and NL3D::CTransform::updateWorldMatrixFromFather().

+

+ + + + +
+ + +
CHrcTrav::TVisibility NL3D::CTransform::_LocalVis [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 840 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::update(), and NL3D::CTransform::updateWorld().

+

+ + + + +
+ + +
bool NL3D::CLandscapeModel::_RefineCenterAuto [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 154 of file landscape_model.h. +

+Referenced by CLandscapeModel(), clipAndRenderLandscape(), getRefineCenterAuto(), and setRefineCenterAuto().

+

+ + + + +
+ + +
CVector NL3D::CLandscapeModel::_RefineCenterUser [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 153 of file landscape_model.h. +

+Referenced by CLandscapeModel(), clipAndRenderLandscape(), getRefineCenterUser(), and setRefineCenterUser().

+

+ + + + +
+ + +
uint32 NL3D::CTransform::_RenderFilterType [protected, inherited] +
+
+ + + + + +
+   + + +

+State for renderFiltering. Default is 0xFFFFFFFF (always displayed) Deriver work to change this value +

+Definition at line 830 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), and NL3D::CTransform::traverseClip().

+

+ + + + +
+ + +
CMatrix NL3D::CLandscapeModel::_RenderWorldMatrix [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 150 of file landscape_model.h. +

+Referenced by clipAndRenderLandscape(), getReceiverRenderWorldMatrix(), and receiveShadowMap().

+

+ + + + +
+ + +
bool NL3D::CTransform::_Visible [protected, inherited] +
+
+ + + + + +
+   + + +

+set to true is the object is visible (not clipped). +

+ +

+Definition at line 867 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::isClipVisible(), and NL3D::CTransform::traverseClip().

+

+ + + + +
+ + +
sint64 NL3D::CTransform::_WorldDate [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 845 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::hrcLinkSon(), NL3D::CTransform::hrcUnlink(), and NL3D::CTransform::updateWorld().

+

+ + + + +
+ + +
CMatrix NL3D::CTransform::_WorldMatrix [protected, inherited] +
+
+ + + + + +
+   + + +

+Hrc OUT variables. +

+ +

+Definition at line 843 of file transform.h. +

+Referenced by NL3D::CTransform::updateWorld(), and NL3D::CTransform::updateWorldMatrixFromFather().

+

+ + + + +
+ + +
bool NL3D::CTransform::_WorldVis [protected, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 844 of file transform.h. +

+Referenced by NL3D::CTransform::CTransform(), NL3D::CTransform::isHrcVisible(), NL3D::CTransform::traverseClip(), and NL3D::CTransform::updateWorld().

+

+ + + + +
+ + +
std::vector<CPlane> NL3D::CLandscapeModel::ClusteredPyramid [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 144 of file landscape_model.h. +

+Referenced by clipAndRenderLandscape(), and traverseClip().

+

+ + + + +
+ + +
bool NL3D::CLandscapeModel::ClusteredPyramidIsFrustum [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 147 of file landscape_model.h. +

+Referenced by traverseClip().

+

+ + + + +
+ + +
sint NLMISC::CRefCount::crefs [mutable, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 79 of file smart_ptr.h. +

+Referenced by NLMISC::CRefCount::CRefCount(), NLMISC::CRefCount::getRefCount(), and NLMISC::CRefCount::~CRefCount().

+

+ + + + +
+ + +
CPlane NL3D::CLandscapeModel::CurrentPyramid[NL3D_TESSBLOCK_NUM_CLIP_PLANE] [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 141 of file landscape_model.h. +

+Referenced by clipAndRenderLandscape().

+

+ + + + +
+ + +
CLandscape NL3D::CLandscapeModel::Landscape +
+
+ + + + + +
+   + + +

+ +

+Definition at line 58 of file landscape_model.h. +

+Referenced by CLandscapeModel(), clipAndRenderLandscape(), NL3D::CScene::createInstance(), NL3D::CLandscapeUser::enableVegetable(), NL3D::CLandscapeUser::flushTiles(), NL3D::CLandscapeUser::getAllZoneLoaded(), NL3D::CLandscapeUser::getDLMGlobalVegetableColor(), NL3D::CLandscapeUser::getHeightFieldDeltaZ(), NL3D::CLandscapeUser::getPointLightDiffuseMaterial(), getReceiverBBox(), NL3D::CLandscapeUser::getThreshold(), NL3D::CLandscapeUser::getTileCallback(), NL3D::CLandscapeUser::getTileMaxSubdivision(), NL3D::CLandscapeUser::getTileNear(), initModel(), NL3D::CLandscapeUser::invalidateAllTiles(), NL3D::CLandscapeUser::loadAllZonesAround(), NL3D::CLandscapeUser::loadBankFiles(), NL3D::CLandscapeUser::loadVegetableTexture(), NL3D::CLandscapeUser::postfixTileFilename(), NL3D::CLandscapeUser::postfixTileVegetableDesc(), profileRender(), receiveShadowMap(), NL3D::CLandscapeUser::refreshZonesAround(), NL3D::CLandscapeUser::removeAllZones(), NL3D::CLandscapeUser::setDLMGlobalVegetableColor(), NL3D::CLandscapeUser::setHeightField(), NL3D::CLandscapeUser::setPointLightDiffuseMaterial(), NL3D::CLandscapeUser::setThreshold(), NL3D::CLandscapeUser::setTileCallback(), NL3D::CLandscapeUser::setTileMaxSubdivision(), NL3D::CLandscapeUser::setTileNear(), NL3D::CLandscapeUser::setUpdateLightingFrequency(), NL3D::CLandscapeUser::setupStaticLight(), NL3D::CLandscapeUser::setupVegetableLighting(), NL3D::CLandscapeUser::setVegetableUpdateLightingFrequency(), NL3D::CLandscapeUser::setVegetableWind(), traverseHrc(), and NL3D::CLandscapeUser::updateLightingAll().

+

+ + + + +
+ + +
CRefCount::CPtrInfo NLMISC::CRefCount::NullPtrInfo [static, inherited] +
+
+ + + + + +
+   + + +

+ +

+Referenced by NLMISC::CRefCount::CRefCount().

+

+ + + + +
+ + +
CPtrInfo* NLMISC::CRefCount::pinfo [mutable, inherited] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 80 of file smart_ptr.h. +

+Referenced by NLMISC::CRefCount::CRefCount(), and NLMISC::CRefCount::~CRefCount().

+


The documentation for this class was generated from the following files: +
Generated on Tue Mar 16 06:49:06 2004 for NeL by + +doxygen +1.3.6
+ + -- cgit v1.2.1