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<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:/cgi-bin/nel-search.cgi" href="/cgi-bin/nel-search.cgi">Search</a> </center>
<hr><h1>NL3D::CScene Class Reference</h1>A <a class="el" href="class_NL3D__CScene.html">CScene</a>, which own a list of Render Traversals, and a <a class="el" href="class_NL3D__CScene.html#a8">render</a>() method.
<a href="#_details">More...</a>
<p>
<code>#include <<a class="el" href="scene_h-source.html">scene.h</a>></code>
<p>
Inheritance diagram for NL3D::CScene<p><center><img src="class_NL3D__CScene_inherit_graph.gif" border="0" usemap="#NL3D::CScene_inherit_map" alt="Inheritance graph"></center>
<map name="NL3D::CScene_inherit_map">
<area href="class_NL3D__CMOT.html" shape="rect" coords="1,1,95,19">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::CScene:<p><center><img src="class_NL3D__CScene_coll_graph.gif" border="0" usemap="#NL3D::CScene_coll_map" alt="Collaboration graph"></center>
<map name="NL3D::CScene_coll_map">
<area href="class_NL3D__CMOT.html" shape="rect" coords="517,4,611,23">
<area href="class_NL3D__CLightTrav.html" shape="rect" coords="505,58,623,76">
<area href="class_NL3D__CCamera.html" shape="rect" coords="512,176,616,195">
<area href="class_NL3D__CTransform.html" shape="rect" coords="239,146,359,164">
<area href="class_NL3D__CClipTrav.html" shape="rect" coords="508,342,620,360">
<area href="class_NL3D__CRenderTrav.html" shape="rect" coords="236,288,361,307">
<area href="class_NL3D__CViewport.html" shape="rect" coords="0,256,115,275">
<area href="class_NL3D__CShapeBank.html" shape="rect" coords="503,402,625,420">
<area href="class_NL3D__CHrcTrav.html" shape="rect" coords="511,466,617,484">
<area href="class_NL3D__CAnimDetailTrav.html" shape="rect" coords="488,530,640,548">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__CScene-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td colspan=2><br><h2>Shape/Instances.</h2></td></tr>
<tr><td nowrap align=right valign=top>typedef std::multimap<std::string,<br>
<a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a>**> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#u1">TWaitingInstancesMMap</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CShapeBank.html">CShapeBank</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o9">_ShapeBank</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CScene.html#u1">TWaitingInstancesMMap</a> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o10">_WaitingInstances</a></td></tr>
<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Construction / destruction.</div></td></tr>
<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a0">CScene</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a1">~CScene</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>Destructor. <a class="el" href="class_NL3D__CScene.html#a7">release</a>().</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a2">initDefaultTravs</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>Create / register the 5 basic traversals:<a class="el" href="class_NL3D__CHrcTrav.html">CHrcTrav</a>, <a class="el" href="class_NL3D__CClipTrav.html">CClipTrav</a>, <a class="el" href="class_NL3D__CLightTrav.html">CLightTrav</a>, <a class="el" href="class_NL3D__CAnimDetailTrav.html">CAnimDetailTrav</a>, CRenderTravInit.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a3">initDefaultRoots</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>Create/setRoot the defaults models roots: a <a class="el" href="class_NL3D__CTransform.html">CTransform</a> and a CLightGroup.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a4">setDriver</a> (<a class="el" href="class_NL3D__IDriver.html">IDriver</a> *drv)</td></tr>
<tr><td> </td><td><font size=-1><em>Set the driver to render Traversal.</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__IDriver.html">IDriver</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a5">getDriver</a> () const</td></tr>
<tr><td> </td><td><font size=-1><em>Get the driver of render Traversal.</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a6">addTrav</a> (<a class="el" href="class_NL3D__ITrav.html">ITrav</a> *v)</td></tr>
<tr><td> </td><td><font size=-1><em>Add a <a class="el" href="class_NL3D__ITrav.html">ITrav</a> or a <a class="el" href="class_NL3D__ITravScene.html">ITravScene</a> to the scene.</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a7">release</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>Release all relative to the scene (Models, traversals...)... Destroy the Basic traversals too.</em> <a href="#a7">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Render</div></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a8">render</a> (bool doHrcPass=true)</td></tr>
<tr><td> </td><td><font size=-1><em>Render the scene, via the registered <a class="el" href="class_NL3D__ITravScene.html">ITravScene</a>, from the CurrentCamera view.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Camera/Viewport.</div></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a9">setCam</a> (<a class="el" href="class_NL3D__CCamera.html">CCamera</a> *cam)</td></tr>
<tr><td> </td><td><font size=-1><em>Set/Get the current camera/Viewport.</em> <a href="#a9">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CCamera.html">CCamera</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a10">getCam</a> ()</td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a11">setViewport</a> (const class <a class="el" href="class_NL3D__CViewport.html">CViewport</a>& viewport)</td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CViewport.html">CViewport</a> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a12">getViewport</a> ()</td></tr>
<tr><td colspan="2"><div class="groupHeader">Instance Mgt.</div></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a13">setShapeBank</a> (<a class="el" href="class_NL3D__CShapeBank.html">CShapeBank</a>*pShapeBank)</td></tr>
<tr><td> </td><td><font size=-1><em>Set the shape bank.</em> <a href="#a13">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a14">createInstance</a> (const std::string &shapeName)</td></tr>
<tr><td> </td><td><font size=-1><em>Create a model, instance of the shape "shapename".</em> <a href="#a14">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a15">createInstanceAsync</a> (const std::string &shapeName, <a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a> **pInstance)</td></tr>
<tr><td> </td><td><font size=-1><em>Create an instance, if the shape is not present, load the shape asynchronously.</em> <a href="#a15">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#a16">deleteInstance</a> (<a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a>*model)</td></tr>
<tr><td> </td><td><font size=-1><em>Delete an instance via his pointer.</em> <a href="#a16">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Static Public Methods</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Basic registration.</div></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#d0">registerBasics</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>Register Basic models and observers.</em> <a href="#d0">More...</a><em></em></font><br><br></td></tr>
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<tr><td nowrap align=right valign=top>typedef <a class="el" href="class_NL3D__std__map.html">std::map</a><<a class="el" href="types_nl_h.html#a12">sint</a>, <a class="el" href="class_NL3D__ITravScene.html">ITravScene</a>*> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#u0">TTravMap</a></td></tr>
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<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CScene.html#u0">TTravMap</a> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o0">RenderTraversals</a></td></tr>
<tr><td nowrap align=right valign=top>CRefPtr<<a class="el" href="class_NL3D__CCamera.html">CCamera</a>> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o1">CurrentCamera</a></td></tr>
<tr><td> </td><td><font size=-1><em>The camera / Viewport.</em> <a href="#o1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CViewport.html">CViewport</a> </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o2">_Viewport</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CTransform.html">CTransform</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o8">Root</a></td></tr>
<tr><td colspan="2"><div class="groupHeader">The 5 default traversals, created / linked by CScene::initDefaultTraversals().</div></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CHrcTrav.html">CHrcTrav</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o3">HrcTrav</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CClipTrav.html">CClipTrav</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o4">ClipTrav</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CLightTrav.html">CLightTrav</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o5">LightTrav</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CAnimDetailTrav.html">CAnimDetailTrav</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o6">AnimDetailTrav</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CRenderTrav.html">CRenderTrav</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CScene.html#o7">RenderTrav</a></td></tr>
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<hr><a name="_details"></a><h2>Detailed Description</h2>
A <a class="el" href="class_NL3D__CScene.html">CScene</a>, which own a list of Render Traversals, and a <a class="el" href="class_NL3D__CScene.html#a8">render</a>() method.
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<b>USER</b> <b>RULES</b>:<ul>
<li>Before creating any <a class="el" href="class_NL3D__CScene.html">CScene</a>, call the cool method <a class="el" href="class_NL3D__CScene.html#d0">CScene::registerBasics</a>(), to register baisc models and observers.<li>Create a <a class="el" href="class_NL3D__CScene.html">CScene</a> (NB: may be static <code>CScene</code> <code>scene;)</code>.<li>call first initDefaultRoot() to create / register automatically the 5 basic traversals:<ul>
<li><a class="el" href="class_NL3D__CHrcTrav.html">CHrcTrav</a><li><a class="el" href="class_NL3D__CClipTrav.html">CClipTrav</a><li><a class="el" href="class_NL3D__CLightTrav.html">CLightTrav</a><li><a class="el" href="class_NL3D__CAnimDetailTrav.html">CAnimDetailTrav</a><li><a class="el" href="class_NL3D__CRenderTrav.html">CRenderTrav</a></ul>
<li>add others user-specified traversals with <a class="el" href="class_NL3D__CScene.html#a6">addTrav</a>().<li>initRootModels() to create/setRoot the defaults models roots for the basic traversals:<ul>
<li><a class="el" href="class_NL3D__CTransform.html">CTransform</a><li>CLightGroup</ul>
<li>set your driver for this scene with <a class="el" href="class_NL3D__CScene.html#a4">setDriver</a>().<li>create any other model with <a class="el" href="class_NL3D__CMOT.html#a4">createModel</a>() (such as a camera).<li>Specify a Camera (SmartPtr-ed !!)<li><a class="el" href="class_NL3D__CScene.html#a8">render</a>().</ul>
<a class="el" href="class_NL3D__CScene.html">CScene</a> own those Traversals and those Root and kill them at <a class="el" href="class_NL3D__CScene.html#a1">~CScene</a>().
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Coordinate System: right hand cordinates with: X to the right, Y to the far, Z to the top.
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Z ^ | > Y | / | / |/ -------> X
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<b>Shape</b> <b>System:\n</b> The scene has an instance Managagement:<ul>
<li><a class="el" href="class_NL3D__IShape.html">IShape</a> design the object that is instancied (a mesh as example).<li>ITransformShape is the instance, which smart_point to a <a class="el" href="class_NL3D__IShape.html">IShape</a>.<li>user can add shape manually in the scene <a class="el" href="class_NL3D__CShapeBank.html">CShapeBank</a> with <a class="el" href="class_NL3D__CShapeBank.html#a7">CShapeBank::add</a>() (), or remove them with <a class="el" href="class_NL3D__CShapeBank.html#a3">CShapeBank::release</a>() ().<li>user create instance of a shape with CScene::createInstance(string shapeName); This create/load auto the shape if needed (searching in CPath, shapename must be a valid file name), and then create the instance, with help of <a class="el" href="class_NL3D__IShape.html#a2">IShape::createInstance</a>().</ul>
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<b>Author(s): </b><dd>
Lionel Berenguier , Nevrax France </dl><dl compact><dt>
<b>Date: </b><dd>
2000 </dl>
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Definition at line <a class="el" href="scene_h-source.html#l00109">109</a> of file <a class="el" href="scene_h-source.html">scene.h</a>.<hr><h2>Member Typedef Documentation</h2>
<a name="u0" doxytag="NL3D::CScene::TTravMap"></a><p>
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typedef <a class="el" href="class_NL3D__std__map.html">std::map</a><<a class="el" href="types_nl_h.html#a12">sint</a>, <a class="el" href="class_NL3D__ITravScene.html">ITravScene</a>*> NL3D::CScene::TTravMap<code> [private]</code>
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Definition at line <a class="el" href="scene_h-source.html#l00195">195</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
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<a name="u1" doxytag="NL3D::CScene::TWaitingInstancesMMap"></a><p>
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typedef std::multimap<std::string,<a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a>**> NL3D::CScene::TWaitingInstancesMMap<code> [private]</code>
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Definition at line <a class="el" href="scene_h-source.html#l00219">219</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
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<hr><h2>Constructor & Destructor Documentation</h2>
<a name="a0" doxytag="NL3D::CScene::CScene"></a><p>
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NL3D::CScene::CScene (
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)
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Constructor.
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Definition at line <a class="el" href="scene_cpp-source.html#l00070">70</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a1" doxytag="NL3D::CScene::~CScene"></a><p>
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NL3D::CScene::~CScene (
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Destructor. <a class="el" href="class_NL3D__CScene.html#a7">release</a>().
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Definition at line <a class="el" href="scene_cpp-source.html#l00127">127</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<hr><h2>Member Function Documentation</h2>
<a name="a6" doxytag="NL3D::CScene::addTrav"></a><p>
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void NL3D::CScene::addTrav (
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<a class="el" href="class_NL3D__ITrav.html">ITrav</a> * <em>v</em> )
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Add a <a class="el" href="class_NL3D__ITrav.html">ITrav</a> or a <a class="el" href="class_NL3D__ITravScene.html">ITravScene</a> to the scene.
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If not a <a class="el" href="class_NL3D__ITravScene.html">ITravScene</a> (tested with help of dynamic_cast) or if trav->getRenderOrder()==0, The traversal is not added to the "render traversal list", else it is. Such a traversal will be traverse() -ed in the order given. The getRenderOrder() is called only in the <a class="el" href="class_NL3D__CScene.html#a6">addTrav</a>() method (so this is a static information).
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Reimplemented from <a class="el" href="class_NL3D__CMOT.html#a2">NL3D::CMOT</a>.
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Definition at line <a class="el" href="scene_cpp-source.html#l00161">161</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a14" doxytag="NL3D::CScene::createInstance"></a><p>
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<a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a> * NL3D::CScene::createInstance (
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const std::string & <em>shapeName</em> )<code> [virtual]</code>
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Create a model, instance of the shape "shapename".
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If not present, try to load "shapename" via the CPath. If fails, return NULL.
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Definition at line <a class="el" href="scene_cpp-source.html#l00273">273</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a15" doxytag="NL3D::CScene::createInstanceAsync"></a><p>
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void NL3D::CScene::createInstanceAsync (
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<a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a> ** <em>pInstance</em> )
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Create an instance, if the shape is not present, load the shape asynchronously.
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The instance is really created when we process it in the rendering.
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Definition at line <a class="el" href="scene_cpp-source.html#l00295">295</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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void NL3D::CScene::deleteInstance (
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<a class="el" href="class_NL3D__CTransformShape.html">CTransformShape</a> * <em>pTrfmShp</em> )
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Delete an instance via his pointer.
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An instance is an entity which reference a shape.
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Definition at line <a class="el" href="scene_cpp-source.html#l00313">313</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a10" doxytag="NL3D::CScene::getCam"></a><p>
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<a class="el" href="class_NL3D__CCamera.html">CCamera</a> * NL3D::CScene::getCam (
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Definition at line <a class="el" href="scene_h-source.html#l00162">162</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
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<a name="a5" doxytag="NL3D::CScene::getDriver"></a><p>
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<a class="el" href="class_NL3D__IDriver.html">IDriver</a> * NL3D::CScene::getDriver (
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Get the driver of render Traversal.
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Definition at line <a class="el" href="scene_cpp-source.html#l00249">249</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a12" doxytag="NL3D::CScene::getViewport"></a><p>
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<a class="el" href="class_NL3D__CViewport.html">CViewport</a> NL3D::CScene::getViewport (
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Definition at line <a class="el" href="scene_h-source.html#l00167">167</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
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<a name="a3" doxytag="NL3D::CScene::initDefaultRoots"></a><p>
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void NL3D::CScene::initDefaultRoots (
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Create/setRoot the defaults models roots: a <a class="el" href="class_NL3D__CTransform.html">CTransform</a> and a CLightGroup.
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Definition at line <a class="el" href="scene_cpp-source.html#l00149">149</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a2" doxytag="NL3D::CScene::initDefaultTravs"></a><p>
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void NL3D::CScene::initDefaultTravs (
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Create / register the 5 basic traversals:<a class="el" href="class_NL3D__CHrcTrav.html">CHrcTrav</a>, <a class="el" href="class_NL3D__CClipTrav.html">CClipTrav</a>, <a class="el" href="class_NL3D__CLightTrav.html">CLightTrav</a>, <a class="el" href="class_NL3D__CAnimDetailTrav.html">CAnimDetailTrav</a>, CRenderTravInit.
<p>
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Definition at line <a class="el" href="scene_cpp-source.html#l00132">132</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="d0" doxytag="NL3D::CScene::registerBasics"></a><p>
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<td class="md">
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<td nowrap valign="top"><b>
void NL3D::CScene::registerBasics (
</b></td>
<td valign="bottom"><b>
)<code> [static]</code>
</b></td>
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</td>
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<td>
</td>
<td>
<p>
Register Basic models and observers.
<p>
<p>
Definition at line <a class="el" href="scene_cpp-source.html#l00054">54</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a7" doxytag="NL3D::CScene::release"></a><p>
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<td class="md">
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<td nowrap valign="top"><b>
void NL3D::CScene::release (
</b></td>
<td valign="bottom"><b>
void )
</b></td>
</tr>
</table>
</td>
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<tr>
<td>
</td>
<td>
<p>
Release all relative to the scene (Models, traversals...)... Destroy the Basic traversals too.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CMOT.html#a7">NL3D::CMOT</a>.
<p>
Definition at line <a class="el" href="scene_cpp-source.html#l00084">84</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a8" doxytag="NL3D::CScene::render"></a><p>
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<td class="md">
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<td nowrap valign="top"><b>
void NL3D::CScene::render (
</b></td>
<td valign="bottom"><b>
bool <em>doHrcPass</em> = true )
</b></td>
</tr>
</table>
</td>
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<td>
</td>
<td>
<p>
Render the scene, via the registered <a class="el" href="class_NL3D__ITravScene.html">ITravScene</a>, from the CurrentCamera view.
<p>
NB: no Driver clear buffers (color or ZBuffer) are done.... This call t->traverse() function to registered render traversal following their order given. <dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>doHrcPass</em>
</td><td>
set it to false to indicate that the <a class="el" href="class_NL3D__CHrcTrav.html">CHrcTrav</a> have not to be traversed. UseFull to optimize if you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras). </td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="scene_cpp-source.html#l00179">179</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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<a name="a9" doxytag="NL3D::CScene::setCam"></a><p>
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<td class="md">
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<td nowrap valign="top"><b>
void NL3D::CScene::setCam (
</b></td>
<td valign="bottom"><b>
<a class="el" href="class_NL3D__CCamera.html">CCamera</a> * <em>cam</em> )<code> [inline]</code>
</b></td>
</tr>
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</td>
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<td>
</td>
<td>
<p>
Set/Get the current camera/Viewport.
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00161">161</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
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<a name="a4" doxytag="NL3D::CScene::setDriver"></a><p>
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<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
void NL3D::CScene::setDriver (
</b></td>
<td valign="bottom"><b>
<a class="el" href="class_NL3D__IDriver.html">IDriver</a> * <em>drv</em> )
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Set the driver to render Traversal.
<p>
<p>
Definition at line <a class="el" href="scene_cpp-source.html#l00242">242</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
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</table>
<a name="a13" doxytag="NL3D::CScene::setShapeBank"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
void NL3D::CScene::setShapeBank (
</b></td>
<td valign="bottom"><b>
<a class="el" href="class_NL3D__CShapeBank.html">CShapeBank</a> * <em>pShapeBank</em> )
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Set the shape bank.
<p>
<p>
Definition at line <a class="el" href="scene_cpp-source.html#l00266">266</a> of file <a class="el" href="scene_cpp-source.html">scene.cpp</a>. </td>
</tr>
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<a name="a11" doxytag="NL3D::CScene::setViewport"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
void NL3D::CScene::setViewport (
</b></td>
<td valign="bottom"><b>
const class <a class="el" href="class_NL3D__CViewport.html">CViewport</a> & <em>viewport</em> )<code> [inline]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00163">163</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<hr><h2>Member Data Documentation</h2>
<a name="o6" doxytag="NL3D::CScene::AnimDetailTrav"></a><p>
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<tr>
<td class="md">
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<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CAnimDetailTrav.html">CAnimDetailTrav</a> * NL3D::CScene::AnimDetailTrav<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00207">207</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o4" doxytag="NL3D::CScene::ClipTrav"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CClipTrav.html">CClipTrav</a> * NL3D::CScene::ClipTrav<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00205">205</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o1" doxytag="NL3D::CScene::CurrentCamera"></a><p>
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<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
CRefPtr< <a class="el" href="class_NL3D__CCamera.html">CCamera</a> > NL3D::CScene::CurrentCamera<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
The camera / Viewport.
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00199">199</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o3" doxytag="NL3D::CScene::HrcTrav"></a><p>
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<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CHrcTrav.html">CHrcTrav</a> * NL3D::CScene::HrcTrav<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00204">204</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
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<a name="o5" doxytag="NL3D::CScene::LightTrav"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
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<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CLightTrav.html">CLightTrav</a> * NL3D::CScene::LightTrav<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00206">206</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o7" doxytag="NL3D::CScene::RenderTrav"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CRenderTrav.html">CRenderTrav</a> * NL3D::CScene::RenderTrav<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00208">208</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o0" doxytag="NL3D::CScene::RenderTraversals"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CScene.html#u0">TTravMap</a> NL3D::CScene::RenderTraversals<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00196">196</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o8" doxytag="NL3D::CScene::Root"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CTransform.html">CTransform</a> * NL3D::CScene::Root<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00212">212</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
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</table>
<a name="o9" doxytag="NL3D::CScene::_ShapeBank"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CShapeBank.html">CShapeBank</a> * NL3D::CScene::_ShapeBank<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00217">217</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o2" doxytag="NL3D::CScene::_Viewport"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CViewport.html">CViewport</a> NL3D::CScene::_Viewport<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00200">200</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<a name="o10" doxytag="NL3D::CScene::_WaitingInstances"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__CScene.html#u1">TWaitingInstancesMMap</a> NL3D::CScene::_WaitingInstances<code> [private]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="scene_h-source.html#l00220">220</a> of file <a class="el" href="scene_h-source.html">scene.h</a>. </td>
</tr>
</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="scene_h-source.html">scene.h</a><li><a class="el" href="scene_cpp-source.html">scene.cpp</a></ul>
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