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NL3D::UScene Class Reference

Game Interface for Scene. More...

#include <u_scene.h>

Inheritance diagram for NL3D::UScene

Inheritance graph
[legend]
List of all members.

Public Methods

Render
virtual void render () = 0
 Render the scene from the CurrentCamera view (setCam()), and the current Viewport. More...

Camera/Viewport.
virtual void setCam (UCamera *cam) = 0
 Set the current camera for this scene. nlError if NULL, or if the camera was not created by this UScene.

virtual UCameragetCam () = 0
 Get the current camera.

virtual void setViewport (const class CViewport& viewport) = 0
 Set the current Viewport.

virtual CViewport getViewport () = 0
 Get the current Viewport.

Component Mgt.
virtual UCameracreateCamera () = 0
 Create a camera. Usefull for this scene only.

virtual void deleteCamera (UCamera *cam) = 0
 Delete a camera.

virtual UInstancecreateInstance (const std::string &shapeName) = 0
 Create an instance of the shape "shapename". More...

virtual void createInstanceAsync (const std::string &shapeName,UInstance**ppInstance) = 0
 Same as createInstance but the instance is loaded asynchronously. More...

virtual UTransformcreateTransform () = 0
 Create a dummy object.

virtual void deleteInstance (UInstance *inst) = 0
 Delete an instance via his pointer.

virtual USkeletoncreateSkeleton (const std::string &shapeName) = 0
 Create a skeleton instance of the skeleton shape "shapename". More...

virtual void deleteSkeleton (USkeleton *skel) = 0
 Delete a skeleton instance via his pointer.

virtual ULandscapecreateLandscape () = 0
 Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).

virtual void deleteLandscape (ULandscape *land) = 0
 delete a landscape.

virtual UInstanceGroupcreateInstanceGroup (const std::string &instanceGroup) = 0
 Create a new instance group for this scene. More...

virtual void deleteInstanceGroup (UInstanceGroup *group) = 0
 Delete an instance group from this scene.


Protected Methods

 UScene ()
virtual ~UScene ()

Detailed Description

Game Interface for Scene.

A UScene create instances, camera lights etc... Those objects are not sharable through different scenes. You cannot use a camera create with Scene1, for viewing Scene2.

The scene is created with a default camera that you can retrieve with getCam().

Author(s):
Lionel Berenguier , Nevrax France
Date:
2001

Definition at line 55 of file u_scene.h.


Constructor & Destructor Documentation

NL3D::UScene::UScene ( ) [inline, protected]
 

Definition at line 61 of file u_scene.h.

NL3D::UScene::~UScene ( ) [inline, protected, virtual]
 

Definition at line 62 of file u_scene.h.


Member Function Documentation

UCamera * NL3D::UScene::createCamera ( ) [pure virtual]
 

Create a camera. Usefull for this scene only.

Reimplemented in NL3D::CSceneUser.

UInstance * NL3D::UScene::createInstance ( const std::string & shapeName ) [pure virtual]
 

Create an instance of the shape "shapename".

If not present, try to load "shapename" via CPath. If fails (file not found), return NULL. nlerror if the file is not a mesh file.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::createInstanceAsync ( const std::string & shapeName,
UInstance ** ppInstance ) [pure virtual]
 

Same as createInstance but the instance is loaded asynchronously.

You must poll to know if the instance if created by calling render()

Reimplemented in NL3D::CSceneUser.

UInstanceGroup * NL3D::UScene::createInstanceGroup ( const std::string & instanceGroup ) [pure virtual]
 

Create a new instance group for this scene.

If fails (file not found or serial error), return NULL.

Reimplemented in NL3D::CSceneUser.

ULandscape * NL3D::UScene::createLandscape ( ) [pure virtual]
 

Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).

Reimplemented in NL3D::CSceneUser.

USkeleton * NL3D::UScene::createSkeleton ( const std::string & shapeName ) [pure virtual]
 

Create a skeleton instance of the skeleton shape "shapename".

If not present, try to load "shapename" via CPath. If fails (file not found), return NULL. nlerror if the file is not a skeleton shape file.

Reimplemented in NL3D::CSceneUser.

UTransform * NL3D::UScene::createTransform ( ) [pure virtual]
 

Create a dummy object.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::deleteCamera ( UCamera * cam ) [pure virtual]
 

Delete a camera.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::deleteInstance ( UInstance * inst ) [pure virtual]
 

Delete an instance via his pointer.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::deleteInstanceGroup ( UInstanceGroup * group ) [pure virtual]
 

Delete an instance group from this scene.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::deleteLandscape ( ULandscape * land ) [pure virtual]
 

delete a landscape.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::deleteSkeleton ( USkeleton * skel ) [pure virtual]
 

Delete a skeleton instance via his pointer.

Reimplemented in NL3D::CSceneUser.

UCamera * NL3D::UScene::getCam ( ) [pure virtual]
 

Get the current camera.

Reimplemented in NL3D::CSceneUser.

CViewport NL3D::UScene::getViewport ( ) [pure virtual]
 

Get the current Viewport.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::render ( ) [pure virtual]
 

Render the scene from the CurrentCamera view (setCam()), and the current Viewport.

nlError if no current camera. NB: no Driver clear buffers (color or ZBuffer) are done....
NB: The UDriver Matrix/Viewport context for 2D/3D interface is restored after this render. NB: nlerror if the current camera has been deleted.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::setCam ( UCamera * cam ) [pure virtual]
 

Set the current camera for this scene. nlError if NULL, or if the camera was not created by this UScene.

Reimplemented in NL3D::CSceneUser.

void NL3D::UScene::setViewport ( const class CViewport & viewport ) [pure virtual]
 

Set the current Viewport.

Reimplemented in NL3D::CSceneUser.


The documentation for this class was generated from the following file: