#include <u_visual_collision_manager.h>
Inheritance diagram for NL3D::UVisualCollisionManager:
Nevrax France
Definition at line 47 of file u_visual_collision_manager.h.
Public Member Functions | |
virtual uint | addMeshCollision (const std::vector< CVector > &vertices, const std::vector< uint16 > &triangles)=0 |
virtual UVisualCollisionEntity * | createEntity ()=0 |
virtual void | deleteEntity (UVisualCollisionEntity *entity)=0 |
virtual float | getCameraCollision (const CVector &start, const CVector &end, float radius, bool cone)=0 |
virtual void | removeMeshCollision (uint id)=0 |
virtual void | setLandscape (ULandscape *landscape)=0 |
virtual void | setSunContributionPower (float power, float maxThreshold)=0 |
Protected Member Functions | |
UVisualCollisionManager () | |
virtual | ~UVisualCollisionManager () |
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Definition at line 50 of file u_visual_collision_manager.h.
00050 {} |
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Definition at line 51 of file u_visual_collision_manager.h.
00051 {} |
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Add a Mesh to the collision manager. For now it is used only for Camera Collision number of vertices and number of triangles must not exceed 65535
Implemented in NL3D::CVisualCollisionManagerUser. |
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create an entity. NB: CVisualCollisionManager owns this ptr, and you must delete it with deleteEntity(). NB: all CVisualCollisionEntity are deleted when this manager is deleted. Implemented in NL3D::CVisualCollisionManagerUser. |
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delete an entity. Implemented in NL3D::CVisualCollisionManagerUser. |
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Get Typical Camera 3rd person collision. For landscape, it is done only against TileFaces (ie only under approx 50 m) return a [0,1] value. 0 => collision at start. 1 => no collision.
Implemented in NL3D::CVisualCollisionManagerUser. |
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Remove a Mesh from the collision manager. Implemented in NL3D::CVisualCollisionManagerUser. |
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setup the landscape used for this collision manager. ptr is kept, and manager must be cleared when the landscape is deleted. Implemented in NL3D::CVisualCollisionManagerUser. |
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Build a lighting table to remap sun contribution from landscape to sun contribution for objects. The value remap the landscape sun contribution (0 ~ 1) to an object sun contribution (0 ~1) using the following formula: objectSunContribution = min ( powf ( landscapeSunContribution / maxThreshold, power ), 1 ); Default is 0.5 (=> sqrt) for power and 0.5 for maxThreshold. Implemented in NL3D::CVisualCollisionManagerUser. |