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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::UVisualCollisionManager class Reference</title>
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<h1>NL3D::UVisualCollisionManager Class Reference</h1><code>#include <<a class="el" href="a06638.html">u_visual_collision_manager.h</a>></code>
<p>
<p>Inheritance diagram for NL3D::UVisualCollisionManager:
<p><center><img src="a03954.png" usemap="#NL3D::UVisualCollisionManager_map" border="0" alt=""></center>
<map name="NL3D::UVisualCollisionManager_map">
<area href="a03712.html" alt="NL3D::CVisualCollisionManagerUser" shape="rect" coords="0,56,219,80">
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<hr><a name="_details"></a><h2>Detailed Description</h2>
Interface to visual collision manager. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
<p>
<p>
Definition at line <a class="el" href="a06638.html#l00047">47</a> of file <a class="el" href="a06638.html">u_visual_collision_manager.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera0">addMeshCollision</a> (const std::vector< <a class="el" href="a03128.html">CVector</a> > &vertices, const std::vector< <a class="el" href="a04558.html#a9">uint16</a> > &triangles)=0</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03953.html">UVisualCollisionEntity</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera1">createEntity</a> ()=0</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera2">deleteEntity</a> (<a class="el" href="a03953.html">UVisualCollisionEntity</a> *entity)=0</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera3">getCameraCollision</a> (const <a class="el" href="a03128.html">CVector</a> &start, const <a class="el" href="a03128.html">CVector</a> &end, float radius, bool cone)=0</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera4">removeMeshCollision</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a564">id</a>)=0</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera5">setLandscape</a> (<a class="el" href="a03931.html">ULandscape</a> *landscape)=0</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera6">setSunContributionPower</a> (float power, float maxThreshold)=0</td></tr>
<tr><td colspan=2><br><h2>Protected Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagerb0">UVisualCollisionManager</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual </td><td class="memItemRight" valign=bottom><a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagerb1">~UVisualCollisionManager</a> ()</td></tr>
</table>
<hr><h2>Constructor & Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1UVisualCollisionManagerb0" doxytag="NL3D::UVisualCollisionManager::UVisualCollisionManager" ></a><p>
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<td class="md" nowrap valign="top"> NL3D::UVisualCollisionManager::UVisualCollisionManager </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [inline, protected]</code></td>
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<p>
Definition at line <a class="el" href="a06638.html#l00050">50</a> of file <a class="el" href="a06638.html">u_visual_collision_manager.h</a>.
<p>
<div class="fragment"><pre>00050 {}
</pre></div> </td>
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<a class="anchor" name="NL3D_1_1UVisualCollisionManagerb1" doxytag="NL3D::UVisualCollisionManager::~UVisualCollisionManager" ></a><p>
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<td class="md" nowrap valign="top"> virtual NL3D::UVisualCollisionManager::~<a class="el" href="a03954.html">UVisualCollisionManager</a> </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [inline, protected, virtual]</code></td>
</tr>
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<p>
<p>
Definition at line <a class="el" href="a06638.html#l00051">51</a> of file <a class="el" href="a06638.html">u_visual_collision_manager.h</a>.
<p>
<div class="fragment"><pre>00051 {}
</pre></div> </td>
</tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1UVisualCollisionManagera0" doxytag="NL3D::UVisualCollisionManager::addMeshCollision" ></a><p>
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<td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UVisualCollisionManager::addMeshCollision </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">const std::vector< <a class="el" href="a03128.html">CVector</a> > & </td>
<td class="mdname" nowrap> <em>vertices</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>const std::vector< <a class="el" href="a04558.html#a9">uint16</a> > & </td>
<td class="mdname" nowrap> <em>triangles</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </td>
<td class="md" colspan="2"><code> [pure virtual]</code></td>
</tr>
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</td>
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<table cellspacing=5 cellpadding=0 border=0>
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<td>
</td>
<td>
<p>
Add a Mesh to the collision manager. For now it is used only for Camera Collision number of vertices and number of triangles must not exceed 65535 <dl compact><dt><b>Returns:</b></dt><dd>the id used for remove, 0 if not succeed</dd></dl>
<p>
Implemented in <a class="el" href="a03712.html#NL3D_1_1CVisualCollisionManagerUsera0">NL3D::CVisualCollisionManagerUser</a>. </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1UVisualCollisionManagera1" doxytag="NL3D::UVisualCollisionManager::createEntity" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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<td class="md" nowrap valign="top"> virtual <a class="el" href="a03953.html">UVisualCollisionEntity</a>* NL3D::UVisualCollisionManager::createEntity </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
</tr>
</table>
</td>
</tr>
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<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
create an entity. NB: <a class="el" href="a03707.html">CVisualCollisionManager</a> owns this ptr, and you must delete it with <a class="el" href="a03954.html#NL3D_1_1UVisualCollisionManagera2">deleteEntity()</a>. NB: all <a class="el" href="a03705.html">CVisualCollisionEntity</a> are deleted when this manager is deleted.
<p>
Implemented in <a class="el" href="a03712.html#NL3D_1_1CVisualCollisionManagerUsera1">NL3D::CVisualCollisionManagerUser</a>. </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1UVisualCollisionManagera2" doxytag="NL3D::UVisualCollisionManager::deleteEntity" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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<td class="md" nowrap valign="top"> virtual void NL3D::UVisualCollisionManager::deleteEntity </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="a03953.html">UVisualCollisionEntity</a> * </td>
<td class="mdname1" valign="top" nowrap> <em>entity</em> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
</tr>
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</td>
</tr>
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<table cellspacing=5 cellpadding=0 border=0>
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<td>
</td>
<td>
<p>
delete an entity.
<p>
Implemented in <a class="el" href="a03712.html#NL3D_1_1CVisualCollisionManagerUsera3">NL3D::CVisualCollisionManagerUser</a>. </td>
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<a class="anchor" name="NL3D_1_1UVisualCollisionManagera3" doxytag="NL3D::UVisualCollisionManager::getCameraCollision" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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<td class="md" nowrap valign="top"> virtual float NL3D::UVisualCollisionManager::getCameraCollision </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td>
<td class="mdname" nowrap> <em>start</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>const <a class="el" href="a03128.html">CVector</a> & </td>
<td class="mdname" nowrap> <em>end</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>float </td>
<td class="mdname" nowrap> <em>radius</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>bool </td>
<td class="mdname" nowrap> <em>cone</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </td>
<td class="md" colspan="2"><code> [pure virtual]</code></td>
</tr>
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<td>
</td>
<td>
<p>
Get Typical Camera 3rd person collision. For landscape, it is done only against TileFaces (ie only under approx 50 m) return a [0,1] value. 0 => collision at start. 1 => no collision. <dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign=top><em>radius</em> </td><td>is the radius of the 'cylinder' </td></tr>
<tr><td valign=top><em>cone</em> </td><td>if true, the object tested is a cone (radius goes to end)</td></tr>
</table>
</dl>
<p>
Implemented in <a class="el" href="a03712.html#NL3D_1_1CVisualCollisionManagerUsera4">NL3D::CVisualCollisionManagerUser</a>. </td>
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<a class="anchor" name="NL3D_1_1UVisualCollisionManagera4" doxytag="NL3D::UVisualCollisionManager::removeMeshCollision" ></a><p>
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<td class="md" nowrap valign="top"> virtual void NL3D::UVisualCollisionManager::removeMeshCollision </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td>
<td class="mdname1" valign="top" nowrap> <em>id</em> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
</tr>
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</td>
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<p>
Remove a Mesh from the collision manager.
<p>
Implemented in <a class="el" href="a03712.html#NL3D_1_1CVisualCollisionManagerUsera5">NL3D::CVisualCollisionManagerUser</a>. </td>
</tr>
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<a class="anchor" name="NL3D_1_1UVisualCollisionManagera5" doxytag="NL3D::UVisualCollisionManager::setLandscape" ></a><p>
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<td class="md" nowrap valign="top"> virtual void NL3D::UVisualCollisionManager::setLandscape </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="a03931.html">ULandscape</a> * </td>
<td class="mdname1" valign="top" nowrap> <em>landscape</em> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
</tr>
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</td>
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<table cellspacing=5 cellpadding=0 border=0>
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<p>
setup the landscape used for this collision manager. ptr is kept, and manager must be cleared when the landscape is deleted.
<p>
Implemented in <a class="el" href="a03712.html#NL3D_1_1CVisualCollisionManagerUsera6">NL3D::CVisualCollisionManagerUser</a>. </td>
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<a class="anchor" name="NL3D_1_1UVisualCollisionManagera6" doxytag="NL3D::UVisualCollisionManager::setSunContributionPower" ></a><p>
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<td class="md" nowrap valign="top"> virtual void NL3D::UVisualCollisionManager::setSunContributionPower </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">float </td>
<td class="mdname" nowrap> <em>power</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>float </td>
<td class="mdname" nowrap> <em>maxThreshold</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </td>
<td class="md" colspan="2"><code> [pure virtual]</code></td>
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</td>
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<td>
<p>
Build a lighting table to remap sun contribution from landscape to sun contribution for objects. The value remap the landscape sun contribution (0 ~ 1) to an object sun contribution (0 ~1) using the following formula:<p>
objectSunContribution = min ( powf ( landscapeSunContribution / maxThreshold, power ), 1 );<p>
Default is 0.5 (=> sqrt) for power and 0.5 for maxThreshold.
<p>
Implemented in <a class="el" href="a03712.html#NL3D_1_1CVisualCollisionManagerUsera7">NL3D::CVisualCollisionManagerUser</a>. </td>
</tr>
</table>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="a06638.html">u_visual_collision_manager.h</a></ul>
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