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NL3D::UScene Class ReferenceGame Interface for Scene.
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#include <u_scene.h>
Inheritance diagram for NL3D::UScene
[legend]List of all members.
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().
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Author(s):
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Lionel Berenguier , Nevrax France
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Date:
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2001
Definition at line 55 of file u_scene.h.
Constructor & Destructor Documentation
NL3D::UScene::UScene (
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) [inline, protected]
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NL3D::UScene::~UScene (
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) [inline, protected, virtual]
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Member Function Documentation
UCamera * NL3D::UScene::createCamera (
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) [pure virtual]
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Create a camera. Usefull for this scene only.
Reimplemented in NL3D::CSceneUser. |
UInstance * NL3D::UScene::createInstance (
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const std::string & shapeName ) [pure virtual]
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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 (
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const std::string & shapeName,
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UInstance ** ppInstance ) [pure virtual]
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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 (
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const std::string & instanceGroup ) [pure virtual]
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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 (
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) [pure virtual]
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Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).
Reimplemented in NL3D::CSceneUser. |
USkeleton * NL3D::UScene::createSkeleton (
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const std::string & shapeName ) [pure virtual]
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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 (
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) [pure virtual]
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void NL3D::UScene::deleteCamera (
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UCamera * cam ) [pure virtual]
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void NL3D::UScene::deleteInstance (
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UInstance * inst ) [pure virtual]
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void NL3D::UScene::deleteInstanceGroup (
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UInstanceGroup * group ) [pure virtual]
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void NL3D::UScene::deleteLandscape (
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ULandscape * land ) [pure virtual]
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void NL3D::UScene::deleteSkeleton (
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USkeleton * skel ) [pure virtual]
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UCamera * NL3D::UScene::getCam (
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) [pure virtual]
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CViewport NL3D::UScene::getViewport (
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) [pure virtual]
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void NL3D::UScene::render (
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) [pure virtual]
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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 (
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UCamera * cam ) [pure virtual]
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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 (
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const class CViewport & viewport ) [pure virtual]
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The documentation for this class was generated from the following file:
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