NL3D::UPointLight Class Reference

#include <u_point_light.h>

Inheritance diagram for NL3D::UPointLight:

NL3D::UTransform NL3D::UTransformable NL3D::CPointLightUser

Detailed Description

Game interface for manipulating Dynamic Lights
Author:
Lionel Berenguier

Nevrax France

Date:
2001

Definition at line 45 of file u_point_light.h.

Public Types

enum  TTransformMode { DirectMatrix = 0, RotEuler, RotQuat, TransformModeCount }
enum  TVisibility { Show = 0, Hide, Herit, VisibilityCount }
 The visibility flag. In the root case, Herit means Show. More...


Public Member Functions

virtual void enableSpotlight (bool enable)=0
virtual NLMISC::CRGBA getAmbient () const=0
 Get the ambient color of the light.

virtual float getAttenuationBegin () const=0
 get the begin radius of the attenuation.

virtual float getAttenuationEnd () const=0
 get the end radius of the attenuation.

virtual const CVectorgetDeltaPosToSkeletonWhenOutOfFrustum () const=0
 see setDeltaPosToSkeletonWhenOutOfFrustum()

virtual NLMISC::CRGBA getDiffuse () const=0
 Get the diffuse color of the light.

virtual bool getForceClipRoot () const=0
virtual bool getLastClippedState () const=0
 Return true if the object was rendered during the last Scene->rendere(). return false else (ie clipped).

virtual void getLastParentClusters (std::vector< CCluster * > &clusters) const=0
 Fill a list of cluster that contain this tranform. This is valid after the clip traversal.

virtual const CMatrixgetLastWorldMatrixComputed () const=0
virtual bool getLastWorldVisState () const=0
 Return true if the object was determined as Visible in Hrc during the last Scene->rendere(). NB: interesting only if Herit. else can use getVisibility().

virtual uint getOrderingLayer () const=0
 Get the ordering layer.

virtual NLMISC::CRGBA getSpecular () const=0
 Get the specular color of the light.

virtual float getSpotAngleBegin () const=0
 get the begin radius of the SpotAngles.

virtual float getSpotAngleEnd () const=0
 get the end radius of the SpotAngles.

virtual bool isSpotlight () const=0
 Is Spotlight enabled?

virtual void setAmbient (NLMISC::CRGBA ambient)=0
 Set the ambient color of the light. Default to Black.

virtual void setColor (NLMISC::CRGBA color)=0
 Set the diffuse and specular color of the light to the same value. don't modify _Ambient.

virtual void setDeltaPosToSkeletonWhenOutOfFrustum (const CVector &deltaPos)=0
virtual void setDiffuse (NLMISC::CRGBA diffuse)=0
 Set the diffuse color of the light. Default to White.

virtual void setForceClipRoot (bool forceClipRoot)=0
virtual void setLogicInfo (ILogicInfo *logicInfo)=0
virtual void setOrderingLayer (uint layer)=0
virtual void setSpecular (NLMISC::CRGBA specular)=0
 Set the specular color of the light. Default to White.

virtual void setupAttenuation (float attenuationBegin, float attenuationEnd)=0
virtual void setupSpotAngle (float spotAngleBegin, float spotAngleEnd)=0

Protected Member Functions

Object
 UPointLight ()
virtual ~UPointLight ()


Member Enumeration Documentation

enum NL3D::UTransformable::TTransformMode [inherited]
 

Enumeration values:
DirectMatrix 
RotEuler 
RotQuat 
TransformModeCount 

Definition at line 66 of file u_transformable.h.

00067         {
00068                 DirectMatrix=0,         // DirectMatrixMode .
00069                 RotEuler,                       // Matrix is computed from sperated composantes, with euler rotation.
00070                 RotQuat,                        // Matrix is computed from sperated composantes, with quat rotation (default).
00071 
00072                 TransformModeCount
00073         };

enum NL3D::UTransform::TVisibility [inherited]
 

The visibility flag. In the root case, Herit means Show.

Enumeration values:
Show 
Hide 
Herit 
VisibilityCount 

Definition at line 68 of file u_transform.h.

00069         {
00070                 Show=0,         // The model is shown in the hierarchy
00071                 Hide,           // The model is hidden in the hierarchy
00072                 Herit,          // The model herit the visibilty from his father
00073 
00074                 VisibilityCount
00075         };


Constructor & Destructor Documentation

NL3D::UPointLight::UPointLight  )  [inline, protected]
 

Definition at line 51 of file u_point_light.h.

00051 {}

virtual NL3D::UPointLight::~UPointLight  )  [inline, protected, virtual]
 

Definition at line 52 of file u_point_light.h.

00052 {}


Member Function Documentation

virtual bool NL3D::UTransform::canCastShadowMap  )  const [pure virtual, inherited]
 

true if the instance cast shadow. By default false

Implemented in NL3D::CTransformUser.

virtual bool NL3D::UTransform::canReceiveShadowMap  )  const [pure virtual, inherited]
 

true if the instance receive shadow. By default false

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::enableCastShadowMap bool  state  )  [pure virtual, 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)

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::enableReceiveShadowMap bool  state  )  [pure virtual, 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)

Implemented in NL3D::CTransformUser.

virtual void NL3D::UPointLight::enableSpotlight bool  enable  )  [pure virtual]
 

Setup SpotLight. SpotLight is disabled by default. The direction of the spot is lead by the J vector of the UPointLight WorldMatrix

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UTransform::freezeHRC  )  [pure virtual, inherited]
 

Optimisation: 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.

NB: the model won't be tested in HRC only if this model is a "root" For maximum optimisation, 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.

Implemented in NL3D::CTransformUser.

virtual NLMISC::CRGBA NL3D::UPointLight::getAmbient  )  const [pure virtual]
 

Get the ambient color of the light.

Implemented in NL3D::CPointLightUser.

virtual float NL3D::UPointLight::getAttenuationBegin  )  const [pure virtual]
 

get the begin radius of the attenuation.

Implemented in NL3D::CPointLightUser.

virtual float NL3D::UPointLight::getAttenuationEnd  )  const [pure virtual]
 

get the end radius of the attenuation.

Implemented in NL3D::CPointLightUser.

virtual UInstanceGroup* NL3D::UTransform::getClusterSystem  )  [pure virtual, inherited]
 

Implemented in NL3D::CTransformUser.

virtual const CVector& NL3D::UPointLight::getDeltaPosToSkeletonWhenOutOfFrustum  )  const [pure virtual]
 

see setDeltaPosToSkeletonWhenOutOfFrustum()

Implemented in NL3D::CPointLightUser.

virtual NLMISC::CRGBA NL3D::UPointLight::getDiffuse  )  const [pure virtual]
 

Get the diffuse color of the light.

Implemented in NL3D::CPointLightUser.

virtual bool NL3D::UTransform::getForceClipRoot  )  const [pure virtual, inherited]
 

Implemented in NL3D::CTransformUser.

virtual bool NL3D::UTransform::getLastClippedState  )  const [pure virtual, inherited]
 

Return true if the object was rendered during the last Scene->rendere(). return false else (ie clipped).

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::getLastParentClusters std::vector< CCluster * > &  clusters  )  const [pure virtual, inherited]
 

Fill a list of cluster that contain this tranform. This is valid after the clip traversal.

Implemented in NL3D::CTransformUser.

virtual const CMatrix& NL3D::UTransform::getLastWorldMatrixComputed  )  const [pure virtual, inherited]
 

get the last world matrix computed in last render(). NB: this WM is computed in last render() only if the object was not clipped. So use it wisely. use getLastClippedState() to konw if the object was visible in last render().

Implemented in NL3D::CTransformUser.

virtual bool NL3D::UTransform::getLastWorldVisState  )  const [pure virtual, inherited]
 

Return true if the object was determined as Visible in Hrc during the last Scene->rendere(). NB: interesting only if Herit. else can use getVisibility().

Implemented in NL3D::CTransformUser.

virtual const std::string& NL3D::UTransform::getLoadBalancingGroup  )  const [pure virtual, inherited]
 

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

Implemented in NL3D::CTransformUser.

virtual const CMatrix& NL3D::UTransformable::getMatrix  )  const [pure virtual, inherited]
 

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

Implemented in NL3D::CTransformableUser.

Referenced by NL3D::CDriverUser::setMatrixMode3D().

virtual NLMISC::CRGBA NL3D::UTransform::getMeanColor  )  const [pure virtual, inherited]
 

see setMeanColor()

Implemented in NL3D::CTransformUser.

virtual uint NL3D::UTransform::getOrderingLayer  )  const [pure virtual, inherited]
 

Get the ordering layer.

Implemented in NL3D::CTransformUser.

virtual CVector NL3D::UTransformable::getPivot  )  [pure virtual, inherited]
 

Work only in Rot* mode (nlassert).

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransformable::getPivot CVector pivot  )  [pure virtual, inherited]
 

Work only in Rot* mode (nlassert).

Implemented in NL3D::CTransformableUser.

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

Definition at line 55 of file transformable_user.cpp.

References NL3D_MEM_TRANSFORMABLE.

00056 {
00057         NL3D_MEM_TRANSFORMABLE
00058         return ITransformable::getPivotValueName();
00059 }

virtual CVector NL3D::UTransformable::getPos  )  [pure virtual, inherited]
 

Work only in Rot* mode(nlassert).

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransformable::getPos CVector pos  )  [pure virtual, inherited]
 

Work only in Rot* mode(nlassert).

Implemented in NL3D::CTransformableUser.

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

Definition at line 35 of file transformable_user.cpp.

References NL3D_MEM_TRANSFORMABLE.

00036 {
00037         NL3D_MEM_TRANSFORMABLE
00038         return ITransformable::getPosValueName ();
00039 }

virtual CVector NL3D::UTransformable::getRotEuler  )  [pure virtual, inherited]
 

Work only in RotEuler mode(nlassert).

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransformable::getRotEuler CVector rot  )  [pure virtual, inherited]
 

Work only in RotEuler mode(nlassert).

Implemented in NL3D::CTransformableUser.

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

Definition at line 40 of file transformable_user.cpp.

References NL3D_MEM_TRANSFORMABLE.

00041 {
00042         NL3D_MEM_TRANSFORMABLE
00043         return ITransformable::getRotEulerValueName();
00044 }

virtual CMatrix::TRotOrder NL3D::UTransformable::getRotOrder  )  [pure virtual, inherited]
 

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

Implemented in NL3D::CTransformableUser.

virtual CQuat NL3D::UTransformable::getRotQuat  )  [pure virtual, inherited]
 

Work only in RotQuat mode (nlassert).

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransformable::getRotQuat CQuat quat  )  [pure virtual, inherited]
 

Work only in RotQuat mode (nlassert).

Implemented in NL3D::CTransformableUser.

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

Definition at line 45 of file transformable_user.cpp.

References NL3D_MEM_TRANSFORMABLE.

00046 {
00047         NL3D_MEM_TRANSFORMABLE
00048         return ITransformable::getRotQuatValueName();
00049 }

virtual CVector NL3D::UTransformable::getScale  )  [pure virtual, inherited]
 

Work only in Rot* mode (nlassert).

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransformable::getScale CVector scale  )  [pure virtual, inherited]
 

Work only in Rot* mode (nlassert).

Implemented in NL3D::CTransformableUser.

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

Definition at line 50 of file transformable_user.cpp.

References NL3D_MEM_TRANSFORMABLE.

00051 {
00052         NL3D_MEM_TRANSFORMABLE
00053         return ITransformable::getScaleValueName();
00054 }

virtual NLMISC::CRGBA NL3D::UPointLight::getSpecular  )  const [pure virtual]
 

Get the specular color of the light.

Implemented in NL3D::CPointLightUser.

virtual float NL3D::UPointLight::getSpotAngleBegin  )  const [pure virtual]
 

get the begin radius of the SpotAngles.

Implemented in NL3D::CPointLightUser.

virtual float NL3D::UPointLight::getSpotAngleEnd  )  const [pure virtual]
 

get the end radius of the SpotAngles.

Implemented in NL3D::CPointLightUser.

virtual TTransformMode NL3D::UTransformable::getTransformMode  )  [pure virtual, inherited]
 

get the current transform mode.

Implemented in NL3D::CTransformableUser.

virtual bool NL3D::UTransform::getUserClipping  )  const [pure virtual, inherited]
 

Return the user clipping state.

Implemented in NL3D::CTransformUser.

virtual bool NL3D::UTransform::getUserLightable  )  const [pure virtual, inherited]
 

Get the UserLightable flag.

Implemented in NL3D::CTransformUser.

virtual TVisibility NL3D::UTransform::getVisibility  )  [pure virtual, inherited]
 

Get the local visibility state.

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::heritVisibility  )  [pure virtual, inherited]
 

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

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::hide  )  [pure virtual, inherited]
 

Hide the object and his sons.

Implemented in NL3D::CTransformUser.

virtual uint32 NL3D::UTransform::isOpaque  )  [pure virtual, inherited]
 

Implemented in NL3D::CTransformUser.

virtual bool NL3D::UPointLight::isSpotlight  )  const [pure virtual]
 

Is Spotlight enabled?

Implemented in NL3D::CPointLightUser.

virtual uint32 NL3D::UTransform::isTransparent  )  [pure virtual, inherited]
 

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransformable::lookAt const CVector eye,
const CVector target,
float  roll = 0.f
[pure virtual, 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.

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransform::parent UTransform newFather  )  [pure virtual, inherited]
 

Hierarchy edit. unlink this from oldparent, and make this be a son of newFather. if this was already a son of newFather, no-op.

Parameters:
newFather the new Father. If NULL, the transform will be linked to the root of the hierarchy (Default!).

Implemented in NL3D::CTransformUser.

virtual void NL3D::UPointLight::setAmbient NLMISC::CRGBA  ambient  )  [pure virtual]
 

Set the ambient color of the light. Default to Black.

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UTransform::setClusterSystem UInstanceGroup pIG  )  [pure virtual, inherited]
 

Implemented in NL3D::CTransformUser.

virtual void NL3D::UPointLight::setColor NLMISC::CRGBA  color  )  [pure virtual]
 

Set the diffuse and specular color of the light to the same value. don't modify _Ambient.

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UPointLight::setDeltaPosToSkeletonWhenOutOfFrustum const CVector deltaPos  )  [pure virtual]
 

setup the deltaPosToSkeletonWhenOutOfFrustum When a light is sticked to a skeleton, and if this skeleton is clipped, then the position of the light can't be computed correctly without animating the skeleton. To allow good position of the light, and to avoid recomputing the skeleton even if it is clipped, the light position is set to skeletonMatrix * this "deltaPosToSkeletonWhenOutOfFrustum".

Default is (0, 0, 1.5). You may change this according to the approximate size of the skeleton (dwarf or giant), and you must take into account any mount (horse etc...). eg for a man on a elephant, a good value would be (0,0,5) :)

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UPointLight::setDiffuse NLMISC::CRGBA  diffuse  )  [pure virtual]
 

Set the diffuse color of the light. Default to White.

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UTransform::setForceClipRoot bool  forceClipRoot  )  [pure virtual, 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 be ignored (must remain unclesterized) NB : any call to parent will be ignored (must remain linked to the root)

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::setLoadBalancingGroup const std::string &  group  )  [pure virtual, 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)

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::setLogicInfo ILogicInfo logicInfo  )  [pure virtual, inherited]
 

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

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransformable::setMatrix const CMatrix mat  )  [pure virtual, inherited]
 

Work only in DirecTMatrix mode (nlassert).

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransform::setMeanColor NLMISC::CRGBA  color  )  [pure virtual, 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)

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::setOpacity bool  v  )  [pure virtual, inherited]
 

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::setOrderingLayer uint  layer  )  [pure virtual, inherited]
 

Set the current ordering 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

Implemented in NL3D::CTransformUser.

void NL3D::UTransformable::setPivot float  px,
float  py,
float  pz
[inline, inherited]
 

Work only in Rot* mode (nlassert).

Definition at line 108 of file u_transformable.h.

References NL3D::UTransformable::setPivot().

00108 {setPivot(CVector(px, py, pz));}

virtual void NL3D::UTransformable::setPivot const CVector pivot  )  [pure virtual, inherited]
 

Work only in Rot* mode (nlassert).

Implemented in NL3D::CTransformableUser.

Referenced by NL3D::UTransformable::setPivot().

void NL3D::UTransformable::setPos float  px,
float  py,
float  pz
[inline, inherited]
 

Work only in Rot* mode(nlassert).

Definition at line 86 of file u_transformable.h.

References NL3D::UTransformable::setPos().

00086 {setPos(CVector(px, py, pz));}

virtual void NL3D::UTransformable::setPos const CVector pos  )  [pure virtual, inherited]
 

Work only in Rot* mode(nlassert).

Implemented in NL3D::CTransformableUser.

Referenced by NL3D::UTransformable::setPos().

void NL3D::UTransformable::setRotEuler float  rx,
float  ry,
float  rz
[inline, inherited]
 

Work only in RotEuler mode(nlassert).

Definition at line 90 of file u_transformable.h.

References NL3D::UTransformable::setRotEuler().

00090 {setRotEuler(CVector(rx, ry, rz));}

virtual void NL3D::UTransformable::setRotEuler const CVector rot  )  [pure virtual, inherited]
 

Work only in RotEuler mode(nlassert).

Implemented in NL3D::CTransformableUser.

Referenced by NL3D::UTransformable::setRotEuler().

virtual void NL3D::UTransformable::setRotQuat const CVector jdir,
const CVector vup
[pure virtual, inherited]
 

Work only in RotQuat mode (nlassert). Build a quaternion from a forward direction (a J vector). the roll is determined with help of the vector up vup... vectors do not need to be noramlized.

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransformable::setRotQuat const CVector jdir  )  [pure virtual, inherited]
 

Work only in RotQuat mode (nlassert). Build a quaternion from a forward direction (a J vector). there is no roll... jdir do not need to be noramlized.

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransformable::setRotQuat const CQuat quat  )  [pure virtual, inherited]
 

Work only in RotQuat mode (nlassert).

Implemented in NL3D::CTransformableUser.

void NL3D::UTransformable::setScale float  sx,
float  sy,
float  sz
[inline, inherited]
 

Work only in Rot* mode (nlassert).

Definition at line 104 of file u_transformable.h.

References NL3D::UTransformable::setScale().

00104 {setScale(CVector(sx, sy, sz));}

virtual void NL3D::UTransformable::setScale const CVector scale  )  [pure virtual, inherited]
 

Work only in Rot* mode (nlassert).

Implemented in NL3D::CTransformableUser.

Referenced by NL3D::UTransformable::setScale().

virtual void NL3D::UPointLight::setSpecular NLMISC::CRGBA  specular  )  [pure virtual]
 

Set the specular color of the light. Default to White.

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UTransformable::setTransformMode TTransformMode  mode,
CMatrix::TRotOrder  ro = CMatrix::ZXY
[pure virtual, inherited]
 

Change the transform mode. Components or matrix are not reseted.

Implemented in NL3D::CTransformableUser.

virtual void NL3D::UTransform::setTransparency bool  v  )  [pure virtual, inherited]
 

Implemented in NL3D::CTransformUser.

virtual void NL3D::UPointLight::setupAttenuation float  attenuationBegin,
float  attenuationEnd
[pure virtual]
 

setup the attenuation of the light. if (0,0) attenuation is disabled. clamp(attenuationBegin,0 , +oo) and clamp(attenuationEnd, attenuationBegin, +oo) By default, attenuation is 10-30. PERFORMANCE WARNING: big lights (disabled attenuation and big attenuationEnd) slow down performances. (by experience, with a factor of 2).

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UPointLight::setupSpotAngle float  spotAngleBegin,
float  spotAngleEnd
[pure virtual]
 

setup the spot AngleBegin and AngleEnd that define spot attenuation of the light. Usefull only if SpotLight NB: clamp(angleBegin, 0, PI); clamp(angleEnd, angleBegin, PI); Default is PI/4, PI/2

Implemented in NL3D::CPointLightUser.

virtual void NL3D::UTransform::setUserClipping bool  enable  )  [pure virtual, inherited]
 

Return the user clipping state.

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::setUserLightable bool  enable  )  [pure virtual, 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. NB: most of models don't need it. For example models with LightMaps are by default Lighing-disabled. Default behavior is UserLightable==true.

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::show  )  [pure virtual, inherited]
 

Show the objet and his sons.

Implemented in NL3D::CTransformUser.

virtual void NL3D::UTransform::unfreezeHRC  )  [pure virtual, inherited]
 

see freezeHRC().

Implemented in NL3D::CTransformUser.


The documentation for this class was generated from the following file:
Generated on Tue Mar 16 08:48:48 2004 for NeL by doxygen 1.3.6