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NL3D::CPSZone Class ReferenceThis class hold any entity that has an effect over located : a sink, a bouncing zone etc This is a kind a specialized force, and it has an attached list of the targets Not sharable.
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#include <ps_zone.h>
Inheritance diagram for NL3D::CPSZone
[legend]Collaboration diagram for NL3D::CPSZone:
[legend]List of all members.
Detailed Description
This class hold any entity that has an effect over located : a sink, a bouncing zone etc This is a kind a specialized force, and it has an attached list of the targets Not sharable.
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Author(s):
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Nicolas Vizerie , Nevrax France
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Date:
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2001
Definition at line 54 of file ps_zone.h.
Constructor & Destructor Documentation
NL3D::CPSZone::CPSZone (
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)
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NL3D::CPSZone::~CPSZone (
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Member Function Documentation
void NL3D::CPSZone::attachTarget (
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CPSLocated * ptr ) [virtual]
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Add a new type of located for this zone to apply on.
We override this to queery the target to allocate the CollisionInfo attribute
Reimplemented from NL3D::CPSTargetLocatedBindable.
Definition at line 60 of file ps_zone.cpp. |
uint32 NL3D::CPSZone::getPriority (
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void ) const [inline, virtual]
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uint32 NL3D::CPSZone::getType (
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void ) const [inline, virtual]
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void NL3D::CPSZone::performMotion (
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CAnimationTime ellapsedTime ) [pure virtual]
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This is usually called by the step method for the pass dedicated to zone.
Reimplemented in NL3D::CPSZonePlane. |
void NL3D::CPSZone::releaseTargetRsc (
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CPSLocated * target ) [virtual]
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void NL3D::CPSZone::show (
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CAnimationTime ellapsedTime ) [pure virtual]
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Show the zone (edition mode). This is usually called.
Reimplemented in NL3D::CPSZonePlane. |
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Process one pass for the zone The default behaviour call performMotion or show depending on the pass being processed.
Reimplemented from NL3D::CPSLocatedBindable.
Definition at line 79 of file ps_zone.cpp. |
The documentation for this class was generated from the following files:
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