#include <u_visual_collision_entity.h>
Inheritance diagram for NL3D::UVisualCollisionEntity:
Nevrax France
Definition at line 62 of file u_visual_collision_entity.h.
Public Member Functions | |
virtual bool | getCeilMode () const=0 |
virtual bool | getGroundMode () const=0 |
virtual bool | getSnapToRenderedTesselation () const=0 |
virtual void | setCeilMode (bool ceilMode)=0 |
virtual void | setGroundMode (bool groundMode)=0 |
virtual void | setSnapToRenderedTesselation (bool snapMode)=0 |
virtual bool | snapToGround (CVector &pos, CVector &normal)=0 |
virtual bool | snapToGround (CVector &pos)=0 |
Debug display | |
virtual void | displayDebugGrid (UDriver &drv) const=0 |
Static Lighting | |
virtual bool | getStaticLightSetup (const CVector &pos, std::vector< CPointLightInfluence > &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient)=0 |
Surface Informations | |
virtual bool | getSurfaceInfo (const CVector &pos, CSurfaceInfo &info)=0 |
Protected Member Functions | |
UVisualCollisionEntity () | |
virtual | ~UVisualCollisionEntity () |
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Definition at line 65 of file u_visual_collision_entity.h.
00065 {} |
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Definition at line 66 of file u_visual_collision_entity.h.
00066 {} |
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Draw lines for the landscape quadgrid collision faces under us NB: a drv.setMatrixMode3D() should have been done before. Implemented in NL3D::CVisualCollisionEntityUser. |
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Implemented in NL3D::CVisualCollisionEntityUser. |
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Implemented in NL3D::CVisualCollisionEntityUser. |
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Implemented in NL3D::CVisualCollisionEntityUser. |
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Get the static Light Setup, using landscape under us. append lights to pointLightList. NB: if find no landscape faces, don't modify pointLightList, set sunContribution=255, and return false Else, use CPatch::TileLightInfluences to get lights, and use CPatch::Lumels to get sunContribution. NB: because CPatch::Lumels encode the gouraud shading on the surface, return lumelValue*2 so the object won't be too darken. Implemented in NL3D::CVisualCollisionEntityUser. |
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Get surface informations. pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
Implemented in NL3D::CVisualCollisionEntityUser. |
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If ceilMode is true, the entity is snapped on faces with normal.z < 0. Default is false. NB: if both groundMode and ceilMode are false, snapToGround is a no-op. Implemented in NL3D::CVisualCollisionEntityUser. |
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If groundMode is true, the entity is snapped on faces with normal.z > 0. Default is true. NB: if both groundMode and ceilMode are false, snapToGround is a no-op. Implemented in NL3D::CVisualCollisionEntityUser. |
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By default, the visual collision entity is snapped on rendered/geomorphed tesselation (true). Use this method to change this behavior. if false, the entity is snapped to the tile level tesselation according to noise etc... Implemented in NL3D::CVisualCollisionEntityUser. |
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Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes and meshes setuped into the visual collision manager. pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
Implemented in NL3D::CVisualCollisionEntityUser. |
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Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes and meshes setuped into the visual collision manager. pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
Implemented in NL3D::CVisualCollisionEntityUser. |