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NL3D::CTransformUser Class ReferenceUTransform implementation.
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#include <transform_user.h>
Inheritance diagram for NL3D::CTransformUser:
List of all members.
Detailed Description
UTransform implementation.
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Author:
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Lionel Berenguier , Nevrax France
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Date:
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2001
Definition at line 51 of file transform_user.h.
Constructor & Destructor Documentation
NL3D::CTransformUser::CTransformUser |
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CScene * |
scene, |
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IModel * |
trans |
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[inline] |
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virtual NL3D::CTransformUser::~CTransformUser |
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[inline, virtual] |
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Member Function Documentation
void NL3D::CTransformUser::freezeHRC |
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[virtual] |
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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.
Implements NL3D::UTransform.
Definition at line 60 of file transform_user.cpp.
References _Transform, and nlassert. |
virtual bool NL3D::CTransformUser::getLastClippedState |
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const [inline, virtual] |
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const CMatrix & NL3D::CTransformUser::getLastWorldMatrixComputed |
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const [virtual] |
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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().
Implements NL3D::UTransform.
Definition at line 97 of file transform_user.cpp.
References _Transform. |
const std::string & NL3D::CTransformUser::getLoadBalancingGroup |
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const [virtual] |
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NLMISC::CRGBA NL3D::CTransformUser::getMeanColor |
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const [virtual] |
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virtual uint NL3D::CTransformUser::getOrderingLayer |
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const [inline, virtual] |
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CScene* NL3D::CTransformUser::getScene |
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void |
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[inline] |
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CTransform* NL3D::CTransformUser::getTransform |
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[inline] |
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virtual bool NL3D::CTransformUser::getUserLightable |
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const [inline, virtual] |
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virtual TVisibility NL3D::CTransformUser::getVisibility |
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[inline, virtual] |
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virtual void NL3D::CTransformUser::heritVisibility |
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[inline, virtual] |
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virtual void NL3D::CTransformUser::hide |
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[inline, virtual] |
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virtual uint32 NL3D::CTransformUser::isOpaque |
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[inline, virtual] |
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virtual uint32 NL3D::CTransformUser::isTransparent |
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[inline, virtual] |
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virtual void NL3D::CTransformUser::parent |
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UTransform * |
newFather |
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[inline, virtual] |
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void NL3D::CTransformUser::setClusterSystem |
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UInstanceGroup * |
pIG |
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[virtual] |
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void NL3D::CTransformUser::setLoadBalancingGroup |
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const std::string & |
group |
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[virtual] |
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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)
Implements NL3D::UTransform.
Definition at line 75 of file transform_user.cpp.
References _Transform. |
virtual void NL3D::CTransformUser::setLogicInfo |
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ILogicInfo * |
logicInfo |
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[inline, virtual] |
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void NL3D::CTransformUser::setMeanColor |
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NLMISC::CRGBA |
color |
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[virtual] |
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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)
Implements NL3D::UTransform.
Definition at line 86 of file transform_user.cpp.
References _Transform. |
virtual void NL3D::CTransformUser::setOpacity |
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bool |
v |
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[inline, virtual] |
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virtual void NL3D::CTransformUser::setOrderingLayer |
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uint |
layer |
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[inline, virtual] |
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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
Implements NL3D::UTransform.
Definition at line 160 of file transform_user.h.
References _Transform, and NL3D_MEM_TRANSFORM. |
virtual void NL3D::CTransformUser::setTransparency |
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bool |
v |
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[inline, virtual] |
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virtual void NL3D::CTransformUser::setUserLightable |
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bool |
enable |
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[inline, virtual] |
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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.
Implements NL3D::UTransform.
Definition at line 176 of file transform_user.h.
References _Transform, and NL3D_MEM_TRANSFORM. |
virtual void NL3D::CTransformUser::show |
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[inline, virtual] |
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void NL3D::CTransformUser::unfreezeHRC |
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[virtual] |
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Member Data Documentation
CScene* NL3D::CTransformUser::_Scene [protected]
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CTransform* NL3D::CTransformUser::_Transform [protected]
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Definition at line 57 of file transform_user.h.
Referenced by CTransformUser, freezeHRC, getLastClippedState, getLastWorldMatrixComputed, getLoadBalancingGroup, getMeanColor, getOrderingLayer, getTransform, getUserLightable, getVisibility, heritVisibility, hide, isOpaque, isTransparent, parent, setClusterSystem, setLoadBalancingGroup, setLogicInfo, setMeanColor, setOpacity, setOrderingLayer, setTransparency, setUserLightable, show, unfreezeHRC, and ~CTransformUser. |
The documentation for this class was generated from the following files:
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