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NL3D::UTransform Class ReferenceBase interface for manipulating Movable Objects in the scene: camera, lights, instances etc...
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#include <u_transform.h>
Inheritance diagram for NL3D::UTransform:
List of all members.
Detailed Description
Base interface for manipulating Movable Objects in the scene: camera, lights, instances etc...
see UTransformable. A UTransform can be set in a hierachy, and can be hidden. -
Author:
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Lionel Berenguier , Nevrax France
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Date:
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2001
Definition at line 52 of file u_transform.h.
Member Enumeration Documentation
enum NL3D::UTransform::TVisibility
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Constructor & Destructor Documentation
NL3D::UTransform::UTransform |
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[inline, protected] |
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Constructor. By default, RotQuat mode.
Definition at line 59 of file u_transform.h. |
virtual NL3D::UTransform::~UTransform |
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[inline, protected, virtual] |
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Member Function Documentation
virtual void NL3D::UTransform::freezeHRC |
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[pure 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.
Implemented in NL3D::CTransformUser. |
virtual UInstanceGroup* NL3D::UTransform::getClusterSystem |
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[pure virtual] |
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virtual bool NL3D::UTransform::getLastClippedState |
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const [pure virtual] |
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Return true if the object was rendered during the last Scene->rendere(). return false else (ie clipped).
Implemented in NL3D::CTransformUser. |
virtual const CMatrix& NL3D::UTransform::getLastWorldMatrixComputed |
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const [pure 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().
Implemented in NL3D::CTransformUser. |
virtual const std::string& NL3D::UTransform::getLoadBalancingGroup |
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const [pure virtual] |
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virtual NLMISC::CRGBA NL3D::UTransform::getMeanColor |
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const [pure virtual] |
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virtual uint NL3D::UTransform::getOrderingLayer |
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const [pure virtual] |
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virtual bool NL3D::UTransform::getUserLightable |
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const [pure virtual] |
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virtual TVisibility NL3D::UTransform::getVisibility |
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[pure virtual] |
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virtual void NL3D::UTransform::heritVisibility |
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[pure virtual] |
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virtual void NL3D::UTransform::hide |
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[pure virtual] |
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virtual uint32 NL3D::UTransform::isOpaque |
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[pure virtual] |
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virtual uint32 NL3D::UTransform::isTransparent |
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[pure virtual] |
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virtual void NL3D::UTransform::parent |
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UTransform * |
newFather |
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[pure virtual] |
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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:
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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::UTransform::setClusterSystem |
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UInstanceGroup * |
pIG |
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[pure virtual] |
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virtual void NL3D::UTransform::setLoadBalancingGroup |
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const std::string & |
group |
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[pure 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)
Implemented in NL3D::CTransformUser. |
virtual void NL3D::UTransform::setLogicInfo |
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ILogicInfo * |
logicInfo |
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[pure virtual] |
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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::UTransform::setMeanColor |
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NLMISC::CRGBA |
color |
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[pure 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)
Implemented in NL3D::CTransformUser. |
virtual void NL3D::UTransform::setOpacity |
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bool |
v |
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[pure virtual] |
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virtual void NL3D::UTransform::setOrderingLayer |
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uint |
layer |
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[pure 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
Implemented in NL3D::CTransformUser. |
virtual void NL3D::UTransform::setTransparency |
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bool |
v |
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[pure virtual] |
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virtual void NL3D::UTransform::setUserLightable |
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bool |
enable |
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[pure 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.
Implemented in NL3D::CTransformUser. |
virtual void NL3D::UTransform::show |
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[pure virtual] |
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virtual void NL3D::UTransform::unfreezeHRC |
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[pure virtual] |
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The documentation for this class was generated from the following file:
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