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<hr><h1>scene.cpp</h1><a href="scene_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="trav__scene_8h.html">3d/trav_scene.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="hrc__trav_8h.html">3d/hrc_trav.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="light__trav_8h.html">3d/light_trav.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="anim__detail__trav_8h.html">3d/anim_detail_trav.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="load__balancing__trav_8h.html">3d/load_balancing_trav.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="transform_8h.html">3d/transform.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="camera_8h.html">3d/camera.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="landscape__model_8h.html">3d/landscape_model.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
00040 <font class="preprocessor">#include "<a class="code" href="transform__shape_8h.html">3d/transform_shape.h</a>"</font>
00041 <font class="preprocessor">#include "<a class="code" href="mesh__base_8h.html">3d/mesh_base.h</a>"</font>
00042 <font class="preprocessor">#include "<a class="code" href="mesh__base__instance_8h.html">3d/mesh_base_instance.h</a>"</font>
00043 <font class="preprocessor">#include "<a class="code" href="mesh__instance_8h.html">3d/mesh_instance.h</a>"</font>
00044 <font class="preprocessor">#include "<a class="code" href="mesh__mrm__instance_8h.html">3d/mesh_mrm_instance.h</a>"</font>
00045 <font class="preprocessor">#include "<a class="code" href="mesh__multi__lod__instance_8h.html">3d/mesh_multi_lod_instance.h</a>"</font>
00046 <font class="preprocessor">#include "<a class="code" href="shape__bank_8h.html">3d/shape_bank.h</a>"</font>
00047 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00048 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font>
00049 <font class="preprocessor">#include "<a class="code" href="coarse__mesh__manager_8h.html">3d/coarse_mesh_manager.h</a>"</font>
00050 <font class="preprocessor">#include "<a class="code" href="cluster_8h.html">3d/cluster.h</a>"</font>
00051 <font class="preprocessor">#include "<a class="code" href="scene__group_8h.html">3d/scene_group.h</a>"</font>
00052 <font class="preprocessor">#include "<a class="code" href="flare__model_8h.html">3d/flare_model.h</a>"</font>
00053 <font class="preprocessor">#include "<a class="code" href="skip__model_8h.html">3d/skip_model.h</a>"</font>
00054 <font class="preprocessor">#include "<a class="code" href="quad__grid__clip__cluster_8h.html">3d/quad_grid_clip_cluster.h</a>"</font>
00055 <font class="preprocessor">#include "<a class="code" href="water__model_8h.html">3d/water_model.h</a>"</font>
00056 <font class="preprocessor">#include "<a class="code" href="vegetable__blend__layer__model_8h.html">3d/vegetable_blend_layer_model.h</a>"</font>
00057 <font class="preprocessor">#include "<a class="code" href="root__model_8h.html">3d/root_model.h</a>"</font>
00058 <font class="preprocessor">#include "<a class="code" href="point__light__model_8h.html">3d/point_light_model.h</a>"</font>
00059 <font class="preprocessor">#include "<a class="code" href="animation_8h.html">3d/animation.h</a>"</font>
00060 <font class="preprocessor">#include "<a class="code" href="lod__character__manager_8h.html">3d/lod_character_manager.h</a>"</font>
00061 <font class="preprocessor">#include "<a class="code" href="seg__remanence_8h.html">3d/seg_remanence.h</a>"</font>
00062 <font class="preprocessor">#include "<a class="code" href="async__texture__manager_8h.html">3d/async_texture_manager.h</a>"</font>
00063
00064 <font class="preprocessor">#include <memory></font>
00065
00066 <font class="preprocessor">#include "<a class="code" href="time__nl_8h.html">nel/misc/time_nl.h</a>"</font>
00067 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font>
00068 <font class="preprocessor">#include "<a class="code" href="path_8h.html">nel/misc/path.h</a>"</font>
00069 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00070 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00071
<a name="l00072"></a><a class="code" href="scene_8cpp.html#a0">00072</a> <font class="preprocessor">#define NL3D_SCENE_STATIC_COARSE_MANAGER_TEXTURE "nel_coarse_texture.tga"</font>
<a name="l00073"></a><a class="code" href="scene_8cpp.html#a1">00073</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SCENE_DYNAMIC_COARSE_MANAGER_TEXTURE NL3D_SCENE_STATIC_COARSE_MANAGER_TEXTURE</font>
00074 <font class="preprocessor"></font>
<a name="l00075"></a><a class="code" href="scene_8cpp.html#a2">00075</a> <font class="preprocessor">#define NL3D_MEM_INSTANCE NL_ALLOC_CONTEXT( 3dInst )</font>
<a name="l00076"></a><a class="code" href="scene_8cpp.html#a3">00076</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MEM_MOT NL_ALLOC_CONTEXT( 3dMot )</font>
00077 <font class="preprocessor"></font>
<a name="l00078"></a><a class="code" href="scene_8cpp.html#a4">00078</a> <font class="preprocessor">#define NL3D_SCENE_QUADGRID_CLIP_CLUSTER_SIZE 400</font>
<a name="l00079"></a><a class="code" href="scene_8cpp.html#a5">00079</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SCENE_QUADGRID_CLIP_NUM_MAXDIST 3</font>
<a name="l00080"></a><a class="code" href="scene_8cpp.html#a6">00080</a> <font class="preprocessor"></font><font class="keyword">const</font> <font class="keywordtype">float</font> <a class="code" href="scene_8cpp.html#a6">NL3D_QuadGridClipManagerMaxDist</a>[<a class="code" href="scene_8cpp.html#a5">NL3D_SCENE_QUADGRID_CLIP_NUM_MAXDIST</a>]= {200, 400, 600};
00081 <font class="comment">// The manager is limited to a square of 3000m*3000m around the camera. Beyond, models are clipped individually (bad!!).</font>
<a name="l00082"></a><a class="code" href="scene_8cpp.html#a7">00082</a> <font class="keyword">const</font> <font class="keywordtype">float</font> <a class="code" href="scene_8cpp.html#a7">NL3D_QuadGridClipManagerRadiusMax</a>= 1500;
00083
00084
00085 <font class="keyword">namespace </font>NL3D
00086 {
00087
00088 <font class="comment">// ***************************************************************************</font>
00089 <font class="comment">// ***************************************************************************</font>
00090 <font class="comment">// ***************************************************************************</font>
00091
00092
<a name="l00093"></a><a class="code" href="classNL3D_1_1CScene.html#z751_0">00093</a> <font class="keywordtype">void</font> CScene::registerBasics()
00094 {
00095 CTransform::registerBasic();
00096 CCamera::registerBasic();
00097 CMeshBaseInstance::registerBasic();
00098 CMeshInstance::registerBasic();
00099 CMeshMRMInstance::registerBasic();
00100 CLandscapeModel::registerBasic();
00101 CTransformShape::registerBasic();
00102 CSkeletonModel::registerBasic();
00103 CParticleSystemModel::registerBasic() ;
00104 CMeshMultiLodInstance::registerBasic();
00105 CCoarseMeshManager::registerBasic();
00106 CCluster::registerBasic();
00107 CFlareModel::registerBasic();
00108 CSkipModel::registerBasic();
00109 CQuadGridClipCluster::registerBasic();
00110 CWaterModel::registerBasic();
00111 CWaveMakerModel::registerBasic();
00112 CVegetableBlendLayerModel::registerBasic();
00113 CRootModel::registerBasic();
00114 CPointLightModel::registerBasic();
00115 CSegRemanence::registerBasic();
00116 }
00117
00118
00119 <font class="comment">// ***************************************************************************</font>
00120 <font class="comment">// ***************************************************************************</font>
00121 <font class="comment">// ***************************************************************************</font>
00122
00123 <font class="comment">// ***************************************************************************</font>
<a name="l00124"></a><a class="code" href="classNL3D_1_1CScene.html#z752_0">00124</a> CScene::CScene()
00125 {
00126 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>= NULL;
00127 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>= NULL;
00128 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>= NULL;
00129 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>= NULL;
00130 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>= NULL;
00131 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>= NULL;
00132
00133 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> = NULL;
00134
00135 <a class="code" href="classNL3D_1_1CScene.html#z766_0">_StaticCoarseMeshManager</a> = NULL;
00136 <a class="code" href="classNL3D_1_1CScene.html#z766_1">_DynamicCoarseMeshManager</a> = NULL;
00137
00138 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>= NULL;
00139 <a class="code" href="classNL3D_1_1CScene.html#o11">SkipModelRoot</a>= NULL;
00140 <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>= NULL;
00141 <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>= NULL;
00142
00143 <a class="code" href="classNL3D_1_1CScene.html#o3">_CurrentTime</a> = 0 ;
00144 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = 0 ;
00145 <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a> = 0 ;
00146 <a class="code" href="classNL3D_1_1CScene.html#o5">_FirstAnimateCall</a> = <font class="keyword">true</font> ;
00147
00148 <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>= <font class="keyword">false</font>;
00149 <a class="code" href="classNL3D_1_1CScene.html#o19">_CoarseMeshLightingUpdate</a>= 50;
00150
00151 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>.set(1,0,0);
00152 <font class="comment">// Default as Sithikt wants.</font>
00153 <a class="code" href="classNL3D_1_1CScene.html#z769_0">_GlobalWindPower</a>= 0.2f;
00154
00155 <font class="comment">// global manager (created in CDriverUser)</font>
00156 <a class="code" href="classNL3D_1_1CScene.html#z766_2">_LodCharacterManager</a>= NULL;
00157 <a class="code" href="classNL3D_1_1CScene.html#o21">_AsyncTextureManager</a>= NULL;
00158
00159 <a class="code" href="classNL3D_1_1CScene.html#o9">_NumRender</a> = 0;
00160
00161 <a class="code" href="classNL3D_1_1CScene.html#o23">_MaxSkeletonsInNotCLodForm</a>= 20;
00162 }
00163 <font class="comment">// ***************************************************************************</font>
<a name="l00164"></a><a class="code" href="classNL3D_1_1CScene.html#z752_10">00164</a> <font class="keywordtype">void</font> CScene::release()
00165 {
00166 <font class="comment">// terminate async loading</font>
00167 CAsyncFileManager::terminate();
00168
00169 <font class="comment">// reset the _QuadGridClipManager, => unlink models, and delete clusters.</font>
00170 <a class="code" href="classNL3D_1_1CScene.html#z767_0">_QuadGridClipManager</a>.reset();
00171
00172 <font class="comment">// First, delete models and un-register traversals.</font>
00173 CMOT::release();
00174
00175 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="classNL3D_1_1CMOT.html#z613_1">getNumTrav</a>(); ++k)
00176 {
00177 ITravScene *ts = dynamic_cast<ITravScene *>(<a class="code" href="classNL3D_1_1CMOT.html#z613_2">getTrav</a>(k));
00178 <font class="keywordflow">if</font> (ts)
00179 {
00180 ts->Scene = NULL;
00181 }
00182 }
00183
00184 <font class="comment">// Unlink the rendertrav.</font>
00185 <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.clear();
00186
00187 <font class="comment">// Delete only the 5 default Traversals (owned by CScene).</font>
00188 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a> != NULL)
00189 {
00190 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>;
00191 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>= NULL;
00192 }
00193
00194 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a> != NULL)
00195 {
00196 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>;
00197 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>= NULL;
00198 }
00199
00200 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a> != NULL)
00201 {
00202 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>;
00203 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>= NULL;
00204 }
00205
00206 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a> != NULL)
00207 {
00208 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>;
00209 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>= NULL;
00210 }
00211
00212 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a> != NULL)
00213 {
00214 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>;
00215 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>= NULL;
00216 }
00217
00218 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a> != NULL)
00219 {
00220 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>;
00221 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>= NULL;
00222 }
00223
00224 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> = NULL;
00225 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>= NULL;
00226 <a class="code" href="classNL3D_1_1CScene.html#o11">SkipModelRoot</a>= NULL;
00227 <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>= NULL;
00228 <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>= NULL;
00229 <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>= NULL;
00230
00231 <font class="comment">// reset the _LodCharacterManager</font>
00232 <font class="keywordflow">if</font>(_LodCharacterManager)
00233 <a class="code" href="classNL3D_1_1CScene.html#z766_2">_LodCharacterManager</a>->reset();
00234 }
00235 <font class="comment">// ***************************************************************************</font>
<a name="l00236"></a><a class="code" href="classNL3D_1_1CScene.html#z752_1">00236</a> CScene::~CScene()
00237 {
00238 <a class="code" href="classNL3D_1_1CScene.html#z752_10">release</a>();
00239 }
00240 <font class="comment">// ***************************************************************************</font>
<a name="l00241"></a><a class="code" href="classNL3D_1_1CScene.html#z752_2">00241</a> <font class="keywordtype">void</font> CScene::initDefaultTravs()
00242 {
00243 <a class="code" href="scene_8cpp.html#a3">NL3D_MEM_MOT</a>
00244
00245 <font class="comment">// Add the 4 default traversals.</font>
00246 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>= <font class="keyword">new</font> CHrcTrav;
00247 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>= <font class="keyword">new</font> CClipTrav;
00248 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>= <font class="keyword">new</font> CLightTrav;
00249 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>= <font class="keyword">new</font> CAnimDetailTrav;
00250 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>= <font class="keyword">new</font> CLoadBalancingTrav;
00251 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>= <font class="keyword">new</font> CRenderTrav;
00252
00253 <font class="comment">// Register them to the scene.</font>
00254 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>);
00255 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>);
00256 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>);
00257 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>);
00258 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00259 <a class="code" href="classNL3D_1_1CScene.html#z752_9">addTrav</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>);
00260 }
00261 <font class="comment">// ***************************************************************************</font>
<a name="l00262"></a><a class="code" href="classNL3D_1_1CScene.html#z752_3">00262</a> <font class="keywordtype">void</font> CScene::initDefaultRoots()
00263 {
00264 <font class="comment">// Create and set root the default models.</font>
00265 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>= static_cast<CTransform*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a276">TransformId</a>));
00266 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>->setRoot(<a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>);
00267 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setRoot(<a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>);
00268
00269 <font class="comment">// need no root for AnimDetailTrav, LoadBalancingTrav, LightTrav and RenderTrav</font>
00270 <font class="comment">// because all of them use either the ClipVisibilityList or their own list.</font>
00271 <font class="comment">// AnimDetailTrav->setRoot(Root);</font>
00272 <font class="comment">// LoadBalancingTrav->setRoot(Root);</font>
00273 <font class="comment">// LightTrav->setRoot(Root);</font>
00274 <font class="comment">// RenderTrav->setRoot(Root);</font>
00275
00276
00277 <font class="comment">// The root is always freezed (never move).</font>
00278 <a class="code" href="classNL3D_1_1CScene.html#o10">Root</a>->freeze();
00279
00280
00281 <font class="comment">// Create a SkipModelRoot, for CTransform::freezeHRC().</font>
00282 <a class="code" href="classNL3D_1_1CScene.html#o11">SkipModelRoot</a>= static_cast<CSkipModel*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a237">SkipModelId</a>));
00283
00284
00285 <font class="comment">// Create a SonsOfAncestorSkeletonModelGroup, for models which have a skeleton ancestor</font>
00286 <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>= static_cast<CRootModel*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a233">RootModelId</a>));
00287 <font class="comment">// must unlink it from all traversals, because special, only used in CClipTrav::traverse()</font>
00288 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>);
00289 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>);
00290 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>);
00291 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>);
00292 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>);
00293 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>);
00294 <font class="comment">// inform the clipTrav of this model.</font>
00295 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setSonsOfAncestorSkeletonModelGroup(<a class="code" href="classNL3D_1_1CScene.html#o12">SonsOfAncestorSkeletonModelGroup</a>);
00296
00297
00298 <font class="comment">// init root for Lighting.</font>
00299 <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>= static_cast<CRootModel*>(<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a>(<a class="code" href="namespaceNL3D.html#a233">RootModelId</a>));
00300 <font class="comment">// unlink it from all traversals, because special, only used in CLightTrav::traverse()</font>
00301 <a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>);
00302 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>);
00303 <a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>);
00304 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>);
00305 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>);
00306 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->unlink(NULL, <a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>);
00307 <font class="comment">// inform the LightTrav of this model.</font>
00308 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->setLightModelRoot(<a class="code" href="classNL3D_1_1CScene.html#o13">LightModelRoot</a>);
00309 }
00310
00311 <font class="comment">// ***************************************************************************</font>
<a name="l00312"></a><a class="code" href="classNL3D_1_1CScene.html#z752_5">00312</a> <font class="keywordtype">void</font> CScene::initCoarseMeshManager ()
00313 {
00314 <a class="code" href="classNL3D_1_1CScene.html#z766_0">_StaticCoarseMeshManager</a>=(CCoarseMeshManager*)<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a> (<a class="code" href="namespaceNL3D.html#a27">CoarseMeshManagerId</a>);
00315 <a class="code" href="classNL3D_1_1CScene.html#z766_1">_DynamicCoarseMeshManager</a>=(CCoarseMeshManager*)<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a> (<a class="code" href="namespaceNL3D.html#a27">CoarseMeshManagerId</a>);
00316
00317 <font class="comment">// Init default texture files</font>
00318 <a class="code" href="classNL3D_1_1CScene.html#z766_0">_StaticCoarseMeshManager</a>->setTextureFile (<a class="code" href="scene_8cpp.html#a0">NL3D_SCENE_STATIC_COARSE_MANAGER_TEXTURE</a>);
00319 <a class="code" href="classNL3D_1_1CScene.html#z766_1">_DynamicCoarseMeshManager</a>->setTextureFile (<a class="code" href="scene_8cpp.html#a1">NL3D_SCENE_DYNAMIC_COARSE_MANAGER_TEXTURE</a>);
00320 }
00321
00322 <font class="comment">// ***************************************************************************</font>
<a name="l00323"></a><a class="code" href="classNL3D_1_1CScene.html#z752_4">00323</a> <font class="keywordtype">void</font> CScene::initGlobalnstanceGroup ()
00324 {
00325 <font class="comment">// Init the instance group that represent the world</font>
00326 <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a> = <font class="keyword">new</font> CInstanceGroup;
00327 CCluster *pCluster = (CCluster*)<a class="code" href="classNL3D_1_1CMOT.html#z614_0">createModel</a> (<a class="code" href="namespaceNL3D.html#a26">ClusterId</a>);
00328 CClipTrav *pClipTrav = (CClipTrav*)(<a class="code" href="classNL3D_1_1CMOT.html#z613_2">getTrav</a> (<a class="code" href="namespaceNL3D.html#a25">ClipTravId</a>));
00329 pClipTrav->unlink (NULL, pCluster);
00330 pCluster->Name = <font class="stringliteral">"ClusterRoot"</font>;
00331 pCluster->Group = <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a>;
00332 <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a>->addCluster (pCluster);
00333
00334 <font class="comment">// init the ClipTrav->RootCluster.</font>
00335 pClipTrav->RootCluster = <a class="code" href="classNL3D_1_1CScene.html#z765_3">_GlobalInstanceGroup</a>->_ClusterInstances[0];
00336 }
00337
00338
00339 <font class="comment">// ***************************************************************************</font>
<a name="l00340"></a><a class="code" href="classNL3D_1_1CScene.html#z752_6">00340</a> <font class="keywordtype">void</font> CScene::initQuadGridClipManager ()
00341 {
00342 <font class="comment">// Init clip features.</font>
00343 <font class="comment">// setup maxDists clip.</font>
00344 vector<float> maxDists;
00345 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="scene_8cpp.html#a5">NL3D_SCENE_QUADGRID_CLIP_NUM_MAXDIST</a>; i++)
00346 maxDists.push_back(<a class="code" href="scene_8cpp.html#a6">NL3D_QuadGridClipManagerMaxDist</a>[i]);
00347 <font class="comment">// init _QuadGridClipManager.</font>
00348 <a class="code" href="classNL3D_1_1CScene.html#z767_0">_QuadGridClipManager</a>.init(<font class="keyword">this</font>, <a class="code" href="scene_8cpp.html#a4">NL3D_SCENE_QUADGRID_CLIP_CLUSTER_SIZE</a>, maxDists, <a class="code" href="scene_8cpp.html#a7">NL3D_QuadGridClipManagerRadiusMax</a>);
00349 }
00350
00351
00352 <font class="comment">// ***************************************************************************</font>
<a name="l00353"></a><a class="code" href="classNL3D_1_1CScene.html#z752_9">00353</a> <font class="keywordtype">void</font> CScene::addTrav(ITrav *<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>)
00354 {
00355 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
00356 sint order=0;
00357
00358 ITravScene *sv= dynamic_cast<ITravScene*>(v);
00359 <font class="keywordflow">if</font>(sv)
00360 {
00361 order= sv->getRenderOrder();
00362 }
00363
00364 <font class="comment">// If ok, add it to the render traversal list.</font>
00365 <font class="keywordflow">if</font>(order)
00366 {
00367 <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.insert( TTravMap::value_type(order, sv) );
00368 }
00369
00370 <font class="comment">// And register it normally.</font>
00371 CMOT::addTrav(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
00372 }
00373 <font class="comment">// ***************************************************************************</font>
<a name="l00374"></a><a class="code" href="classNL3D_1_1CScene.html#z753_0">00374</a> <font class="keywordtype">void</font> CScene::render(<font class="keywordtype">bool</font> doHrcPass)
00375 {
00376 <font class="keywordtype">double</font> fNewGlobalSystemTime = <a class="code" href="classNLMISC_1_1CTime.html#d3">NLMISC::CTime::ticksToSecond</a>(<a class="code" href="classNLMISC_1_1CTime.html#d2">NLMISC::CTime::getPerformanceTime</a>());
00377 <a class="code" href="classNL3D_1_1CScene.html#o7">_DeltaSystemTimeBetweenRender</a>= fNewGlobalSystemTime - <a class="code" href="classNL3D_1_1CScene.html#o8">_GlobalSystemTime</a>;
00378 <a class="code" href="classNL3D_1_1CScene.html#o8">_GlobalSystemTime</a> = fNewGlobalSystemTime;
00379 <font class="comment">//</font>
00380 ++ <a class="code" href="classNL3D_1_1CScene.html#o9">_NumRender</a>;
00381 <font class="comment">//</font>
00382 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>);
00383
00384 <font class="comment">// validate models.</font>
00385 CMOT::validateModels();
00386
00387 <font class="comment">// Use the camera to setup Clip / Render pass.</font>
00388 <font class="keywordtype">float</font> left, right, bottom, top, znear, zfar;
00389 <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->getFrustum(left, right, bottom, top, znear, zfar);
00390
00391 <font class="comment">// setup basic camera.</font>
00392 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setFrustum(left, right, bottom, top, znear, zfar, <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->isPerspective());
00393
00394 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setFrustum (left, right, bottom, top, znear, zfar, <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->isPerspective());
00395 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setViewport (<a class="code" href="classNL3D_1_1CScene.html#o2">_Viewport</a>);
00396
00397 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->setFrustum (left, right, bottom, top, znear, zfar, <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>->isPerspective());
00398
00399
00400 <font class="comment">// Set the renderTrav for cliptrav.</font>
00401 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setHrcTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_0">HrcTrav</a>);
00402 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setLightTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>);
00403 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setAnimDetailTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_3">AnimDetailTrav</a>);
00404 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setLoadBalancingTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00405 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setRenderTrav (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>);
00406 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->Camera = <a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>;
00407 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setQuadGridClipManager (&<a class="code" href="classNL3D_1_1CScene.html#z767_0">_QuadGridClipManager</a>);
00408
00409 <font class="comment">// For all render traversals, traverse them (except the Hrc one), in ascending order.</font>
00410 TTravMap::iterator it;
00411 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.begin(); it!= <a class="code" href="classNL3D_1_1CScene.html#o0">RenderTraversals</a>.end(); it++)
00412 {
00413 ITravScene *trav= (*it).second;
00414 <font class="comment">// TestYoyo</font>
00415 <font class="comment">/*if(AnimDetailTravId!=trav->getClassId() && </font>
00416 <font class="comment"> LoadBalancingTravId!=trav->getClassId() && </font>
00417 <font class="comment"> HrcTravId!=trav->getClassId() && </font>
00418 <font class="comment"> ClipTravId!=trav->getClassId() )</font>
00419 <font class="comment"> continue;*/</font>
00420 <font class="comment">// maybe don't traverse HRC pass.</font>
00421 <font class="keywordflow">if</font>(doHrcPass || <a class="code" href="namespaceNL3D.html#a41">HrcTravId</a>!=trav->getClassId())
00422 <font class="comment">// Go!</font>
00423 trav->traverse();
00424
00425 <font class="comment">// if HrcTrav done, set World Camera matrix for Clip and Render.</font>
00426 <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a41">HrcTravId</a>==trav->getClassId())
00427 {
00428 CTransformHrcObs *camObs= (CTransformHrcObs*)CMOT::getModelObs(<a class="code" href="classNL3D_1_1CScene.html#o1">CurrentCamera</a>, <a class="code" href="namespaceNL3D.html#a41">HrcTravId</a>);
00429 <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->setCamMatrix(camObs->WorldMatrix);
00430 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setCamMatrix (camObs->WorldMatrix);
00431 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->setCamMatrix (camObs->WorldMatrix);
00432 }
00433 }
00434
00438 <a class="code" href="classNL3D_1_1CScene.html#z768_0">_ParticleSystemManager</a>.refreshModels(<a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->WorldFrustumPyramid, <a class="code" href="classNL3D_1_1CScene.html#z764_1">ClipTrav</a>->CamPos);
00439
00440 <font class="comment">// Wainting Instance handling</font>
00441 <font class="keywordtype">double</font> deltaT = <a class="code" href="classNL3D_1_1CScene.html#o7">_DeltaSystemTimeBetweenRender</a>;
00442 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (deltaT, 0.01, 0.1);
00443 <a class="code" href="classNL3D_1_1CScene.html#a0">updateWaitingInstances</a>(deltaT);
00444
00445 }
00446
00447 <font class="comment">// ***************************************************************************</font>
<a name="l00448"></a><a class="code" href="classNL3D_1_1CScene.html#a0">00448</a> <font class="keywordtype">void</font> CScene::updateWaitingInstances(<font class="keywordtype">double</font> systemTimeEllapsed)
00449 {
00450 <font class="comment">// First set up max AGP upload</font>
00451 <font class="keywordtype">double</font> fMaxBytesToUp = 100 * 256 * 256 * systemTimeEllapsed;
00452 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->setMaxBytesToUpload ((uint32)fMaxBytesToUp);
00453 <font class="comment">// Parse all the waiting instance</font>
00454 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->processWaitingShapes (); <font class="comment">// Process waiting shapes load shape, texture, and lightmaps</font>
00455 <font class="comment">// and upload all maps to VRAM pieces by pieces</font>
00456 TWaitingInstancesMMap::iterator wimmIt = <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.begin();
00457 <font class="keywordflow">while</font>( wimmIt != <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.end() )
00458 {
00459 CShapeBank::TShapeState st = <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent (wimmIt->first);
00460 <font class="keywordflow">if</font> (st == CShapeBank::AsyncLoad_Error)
00461 {
00462 <font class="comment">// Delete the waiting instance - Nobody can be informed of that...</font>
00463 TWaitingInstancesMMap::iterator itDel= wimmIt;
00464 ++wimmIt;
00465 <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.erase(itDel);
00466 }
00467 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (st == CShapeBank::Present)
00468 {
00469 <font class="comment">// Then create a reference to the shape</font>
00470 *(wimmIt->second) = <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->addRef(wimmIt->first)->createInstance (*<font class="keyword">this</font>);
00471 <font class="comment">// Delete the waiting instance</font>
00472 TWaitingInstancesMMap::iterator itDel= wimmIt;
00473 ++wimmIt;
00474 <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.erase(itDel);
00475 }
00476 <font class="keywordflow">else</font> <font class="comment">// st == CShapeBank::NotPresent or loading</font>
00477 {
00478 ++wimmIt;
00479 }
00480 }
00481 }
00482
00483 <font class="comment">// ***************************************************************************</font>
<a name="l00484"></a><a class="code" href="classNL3D_1_1CScene.html#z752_7">00484</a> <font class="keywordtype">void</font> CScene::setDriver(IDriver *drv)
00485 {
00486 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a> != NULL)
00487 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setDriver(drv);
00488 }
00489
00490 <font class="comment">// ***************************************************************************</font>
<a name="l00491"></a><a class="code" href="classNL3D_1_1CScene.html#z752_8">00491</a> IDriver *CScene::getDriver()<font class="keyword"> const</font>
00492 <font class="keyword"></font>{
00493 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a> != NULL)
00494 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->getDriver();
00495 <font class="keywordflow">else</font>
00496 <font class="keywordflow">return</font> NULL;
00497 }
00498
00499
00500 <font class="comment">// ***************************************************************************</font>
00501 <font class="comment">// ***************************************************************************</font>
00502 <font class="comment">// Shape mgt.</font>
00503 <font class="comment">// ***************************************************************************</font>
00504 <font class="comment">// ***************************************************************************</font>
00505
00506 <font class="comment">// ***************************************************************************</font>
00507
<a name="l00508"></a><a class="code" href="classNL3D_1_1CScene.html#z755_0">00508</a> <font class="keywordtype">void</font> CScene::setShapeBank(CShapeBank*pShapeBank)
00509 {
00510 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> = pShapeBank;
00511 }
00512
00513 <font class="comment">// ***************************************************************************</font>
00514
00515 CTransformShape *CScene::createInstance(<font class="keyword">const</font> string &shapeName)
00516 {
00517 <a class="code" href="scene_8cpp.html#a2">NL3D_MEM_INSTANCE</a>
00518
00519 <font class="comment">// We must attach a bank to the scene (a ShapeBank handle the shape caches and </font>
00520 <font class="comment">// the creation/deletion of the instances)</font>
00521 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> != NULL );
00522
00523 <font class="comment">// If the shape is not present in the bank</font>
00524 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present)
00525 {
00526 <font class="comment">// Load it from file</font>
00527 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->load( shapeName );
00528 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present)
00529 {
00530 <font class="keywordflow">return</font> NULL;
00531 }
00532 }
00533 <font class="comment">// Then create a reference to the shape</font>
00534 CTransformShape *pTShp = <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->addRef( shapeName )->createInstance(*<font class="keyword">this</font>);
00535 <font class="keywordflow">if</font> (pTShp) pTShp->setDistMax(pTShp->Shape->getDistMax());
00536 <font class="preprocessor">#ifdef NL_DEBUG</font>
00537 <font class="preprocessor"></font><font class="comment">// pTShp->NameForDebug = shapeName; // \todo traptemp</font>
00538 <font class="preprocessor">#endif</font>
00539 <font class="preprocessor"></font>
00540 <font class="comment">// Look if this instance get lightmap information</font>
00541 <font class="preprocessor">#if defined(__GNUC__) && __GNUC__ < 3</font>
00542 <font class="preprocessor"></font> CMeshBase *pMB = (CMeshBase*)((IShape*)(pTShp->Shape));
00543 <font class="preprocessor">#else // not GNUC</font>
00544 <font class="preprocessor"></font> CMeshBase *pMB = dynamic_cast<CMeshBase*>((IShape*)(pTShp->Shape));
00545 <font class="preprocessor">#endif // not GNUC</font>
00546 <font class="preprocessor"></font> CMeshBaseInstance *pMBI = dynamic_cast<CMeshBaseInstance*>( pTShp );
00547 <font class="keywordflow">if</font>( ( pMB != NULL ) && ( pMBI != NULL ) )
00548 { <font class="comment">// Try to bind to automatic animation</font>
00549 CMeshBase::TLightInfoMap::iterator itLM = pMB->_LightInfos.begin();
00550 <font class="keywordflow">while</font>( itLM != pMB->_LightInfos.end() )
00551 { <font class="comment">// Is it the same name in the name of the lightmap ?</font>
00552 set<CAnimatedLightmap*>::iterator itSet = <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.begin();
00553 <font class="keywordflow">while</font>( itSet != <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.end() )
00554 {
00555 <font class="keyword">const</font> <font class="keywordtype">char</font> *GroupName = strchr( (*itSet)->getName().c_str(), <font class="charliteral">'.'</font>)+1;
00556 <font class="keywordflow">if</font>( GroupName == itLM->first )
00557 {
00558 <font class="comment">// Ok bind automatic animation</font>
00559 pMBI->setAnimatedLightmap( *itSet );
00560 }
00561 ++itSet;
00562 }
00563 ++itLM;
00564 }
00565
00566 <font class="comment">// Auto animations</font>
00567 <font class="comment">//==========================</font>
00568
00569 <font class="keywordflow">if</font> (_AutomaticAnimationSet)
00570 {
00571 <font class="keywordflow">if</font> (pMB->getAutoAnim())
00572 {
00573
00574 std::string animName = CFile::getFilenameWithoutExtension(shapeName);
00575 uint animID = <a class="code" href="classNL3D_1_1CScene.html#o20">_AutomaticAnimationSet</a>->getAnimationIdByName(animName);
00576 <font class="keywordflow">if</font> (animID != CAnimationSet::NotFound)
00577 {
00578 CChannelMixer *chanMix = <font class="keyword">new</font> CChannelMixer;
00579 chanMix->setAnimationSet((CAnimationSet *) <a class="code" href="classNL3D_1_1CScene.html#o20">_AutomaticAnimationSet</a>);
00580 chanMix->setSlotAnimation(0, animID);
00581
00582 pMBI->registerToChannelMixer(chanMix, <font class="stringliteral">""</font>);
00583 <font class="comment">// Gives this object ownership of the channel mixer so we don't need to keep track of it</font>
00584 pMBI->setChannelMixerOwnerShip(<font class="keyword">true</font>);
00585 }
00586 }
00587 }
00588 }
00589
00590 <font class="keywordflow">return</font> pTShp;
00591 }
00592
00593 <font class="comment">// ***************************************************************************</font>
00594
00595 <font class="keywordtype">void</font> CScene::createInstanceAsync(<font class="keyword">const</font> string &shapeName, CTransformShape **pInstance)
00596 {
00597 <font class="comment">// We must attach a bank to the scene (a ShapeBank handle the shape caches and </font>
00598 <font class="comment">// the creation/deletion of the instances)</font>
00599 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a> != NULL );
00600 *pInstance = NULL;
00601 <font class="comment">// Add the instance request</font>
00602 <a class="code" href="classNL3D_1_1CScene.html#z765_2">_WaitingInstances</a>.insert(TWaitingInstancesMMap::value_type(shapeName,pInstance));
00603 <font class="comment">// If the shape is not present in the bank</font>
00604 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->isPresent( shapeName ) != CShapeBank::Present)
00605 {
00606 <font class="comment">// Load it from file asynchronously</font>
00607 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->loadAsync( strlwr(shapeName), <a class="code" href="classNL3D_1_1CScene.html#z752_8">getDriver</a>() );
00608 }
00609 }
00610
00611 <font class="comment">// ***************************************************************************</font>
<a name="l00612"></a><a class="code" href="classNL3D_1_1CScene.html#z755_5">00612</a> <font class="keywordtype">void</font> CScene::deleteInstance(CTransformShape *pTrfmShp)
00613 {
00614 IShape *pShp = NULL;
00615 <font class="keywordflow">if</font>( pTrfmShp == NULL )
00616 <font class="keywordflow">return</font>;
00617
00618 pShp = pTrfmShp->Shape;
00619
00620 <a class="code" href="classNL3D_1_1CMOT.html#z614_1">deleteModel</a>( pTrfmShp );
00621
00622 <font class="keywordflow">if</font> (pShp)
00623 {
00624 <font class="comment">// Even if model already deleted by smarptr the release function works</font>
00625 <a class="code" href="classNL3D_1_1CScene.html#z765_1">_ShapeBank</a>->release( pShp );
00626 }
00627
00628 }
00629
00630 <font class="comment">// ***************************************************************************</font>
00631 <font class="comment">// ANIMATION FOR LIGHT MAPS</font>
<a name="l00632"></a><a class="code" href="classNL3D_1_1CScene.html#z756_1">00632</a> <font class="keywordtype">void</font> CScene::setAutoAnim( CAnimation *pAnim )
00633 {
00634 uint nAnimNb;
00635 <font class="comment">// Reset the automatic animation if no animation wanted</font>
00636 <font class="keywordflow">if</font>( pAnim == NULL )
00637 {
00638 set<CAnimatedLightmap*>::iterator itSAL = <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.begin();
00639 <font class="keywordflow">while</font>( itSAL != <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.end() )
00640 {
00641 <font class="keyword">delete</font> *itSAL;
00642 ++itSAL;
00643 }
00644 <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.clear();
00645 nAnimNb = <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.getAnimationIdByName(<font class="stringliteral">"Automatic"</font>);
00646 <font class="keywordflow">if</font>( nAnimNb != CAnimationSet::NotFound )
00647 {
00648 CAnimation *anim = <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.getAnimation( nAnimNb );
00649 <font class="keyword">delete</font> anim;
00650 }
00651 <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.reset();
00652 <a class="code" href="classNL3D_1_1CScene.html#o16">_LMAnimsAuto</a>.deleteAll();
00653 <font class="keywordflow">return</font>;
00654 }
00655
00656
00657 set<string> setTrackNames;
00658 pAnim->getTrackNames( setTrackNames );
00659
00660 nAnimNb = <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.addAnimation( <font class="stringliteral">"Automatic"</font>, pAnim );
00661 <a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a>.build();
00662 CChannelMixer *cm = <font class="keyword">new</font> CChannelMixer();
00663 cm->setAnimationSet( &<a class="code" href="classNL3D_1_1CScene.html#o14">_LightmapAnimations</a> );
00664
00665 set<string>::iterator itSel = setTrackNames.begin();
00666 <font class="keywordflow">while</font> ( itSel != setTrackNames.end() )
00667 {
00668 string ate = *itSel;
00669 <font class="keywordflow">if</font>( strncmp( itSel->c_str(), <font class="stringliteral">"LightmapController."</font>, 19 ) == 0 )
00670 {
00671 CAnimatedLightmap *animLM = <font class="keyword">new</font> CAnimatedLightmap();
00672 animLM->setName( *itSel );
00673
00674 cm->addChannel( animLM->getName(), animLM, animLM->getValue(CAnimatedLightmap::FactorValue),
00675 animLM->getDefaultTrack(CAnimatedLightmap::FactorValue), CAnimatedLightmap::FactorValue,
00676 CAnimatedLightmap::OwnerBit, <font class="keyword">false</font>);
00677
00678 <font class="comment">//animLM->registerToChannelMixer( cm, "" );</font>
00679 <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.insert( animLM );
00680
00681 }
00682 ++itSel;
00683 }
00684
00685 CAnimationPlaylist *pl = <font class="keyword">new</font> CAnimationPlaylist();
00686 pl->setAnimation( 0, nAnimNb );
00687 pl->setWrapMode( 0, CAnimationPlaylist::Repeat );
00688 <a class="code" href="classNL3D_1_1CScene.html#o16">_LMAnimsAuto</a>.addPlaylist(pl,cm);
00689 }
00690
00691 <font class="comment">// ***************************************************************************</font>
00692
<a name="l00693"></a><a class="code" href="classNL3D_1_1CScene.html#z756_0">00693</a> <font class="keywordtype">void</font> CScene::loadLightmapAutoAnim( <font class="keyword">const</font> std::string &filename )
00694 {
00695 <font class="keywordflow">try</font>
00696 {
00697 CAnimation *anim = <font class="keyword">new</font> CAnimation();
00698 CIFile fIn( CPath::lookup(filename) );
00699 anim->serial( fIn );
00700
00701 <a class="code" href="classNL3D_1_1CScene.html#z756_1">setAutoAnim</a>( anim );
00702 }
00703 <font class="keywordflow">catch</font>(EPathNotFound &)
00704 {
00705 <font class="keywordflow">return</font>;
00706 }
00707 }
00708
00709 <font class="comment">// ***************************************************************************</font>
<a name="l00710"></a><a class="code" href="classNL3D_1_1CScene.html#z756_2">00710</a> <font class="keywordtype">void</font> CScene::animate( <a class="code" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> atTime )
00711 {
00712 <font class="keywordflow">if</font> (_FirstAnimateCall)
00713 {
00714 <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a> = atTime ;
00715 <font class="comment">// dummy value for first frame</font>
00716 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = 0.01f ;
00717 <a class="code" href="classNL3D_1_1CScene.html#o5">_FirstAnimateCall</a> = <font class="keyword">false</font> ;
00718 }
00719 <font class="keywordflow">else</font>
00720 {
00721 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = (float) (atTime - <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a>) ;
00722 <font class="comment">//nlassert(_EllapsedTime >= 0);</font>
00723 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> < 0.0f) <font class="comment">// NT WorkStation PATCH (Yes you are not dreaming</font>
00724 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = 0.01f; <font class="comment">// deltaTime can be less than zero!!)</font>
00725 <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> = fabsf(<a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a>);
00726 <a class="code" href="classNL3D_1_1CScene.html#o4">_RealTime</a> = atTime ;
00727 <a class="code" href="classNL3D_1_1CScene.html#o3">_CurrentTime</a> += <a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a> ;
00728 }
00729
00730 <a class="code" href="classNL3D_1_1CScene.html#o16">_LMAnimsAuto</a>.animate( atTime );
00731 <a class="code" href="classNL3D_1_1CScene.html#z768_0">_ParticleSystemManager</a>.processAnimate(<a class="code" href="classNL3D_1_1CScene.html#o6">_EllapsedTime</a>); <font class="comment">// deals with permanently animated particle systems</font>
00732
00733
00734 <font class="comment">// Change PointLightFactors of all pointLights in registered Igs.</font>
00735 <font class="comment">//----------------</font>
00736 <font class="keyword">static</font> vector<string> anlNames;
00737 <font class="keyword">static</font> vector<CRGBA> anlFactors;
00738 anlNames.clear();
00739 anlFactors.clear();
00740 <font class="comment">// First list all current AnimatedLightmaps (for faster vector iteration per ig)</font>
00741 std::set<CAnimatedLightmap*>::iterator itAnlSet;
00742 <font class="keywordflow">for</font>(itAnlSet= <a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.begin(); itAnlSet!=<a class="code" href="classNL3D_1_1CScene.html#o15">_AnimatedLightmap</a>.end(); itAnlSet++)
00743 {
00744 <font class="keyword">const</font> <font class="keywordtype">char</font> *GroupName = strchr( (*itAnlSet)->getName().c_str(), <font class="charliteral">'.'</font>)+1;
00745 <font class="comment">// Append to vector</font>
00746 anlNames.push_back(GroupName);
00747 anlFactors.push_back( (*itAnlSet)->getFactor() );
00748 }
00749
00750 <font class="comment">// For all registered igs.</font>
00751 <a class="code" href="classNL3D_1_1CScene.html#u2">ItAnimatedIgSet</a> itAnIgSet;
00752 <font class="keywordflow">for</font>(itAnIgSet= <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.begin(); itAnIgSet!=<a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.end(); itAnIgSet++)
00753 {
00754 CInstanceGroup *ig= *itAnIgSet;
00755 <font class="comment">// For all Animated Light Factor</font>
00756 <font class="keywordflow">for</font>(uint i= 0; i<anlNames.size(); i++)
00757 {
00758 ig->setPointLightFactor(anlNames[i], anlFactors[i]);
00759 }
00760 }
00761 }
00762
00763
00764 <font class="comment">// ***************************************************************************</font>
<a name="l00765"></a><a class="code" href="classNL3D_1_1CScene.html#z757_1">00765</a> <font class="keywordtype">float</font> CScene::getNbFaceAsked ()<font class="keyword"> const</font>
00766 <font class="keyword"></font>{
00767 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00768 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->getNbFaceAsked ();
00769 }
00770
00771
00772 <font class="comment">// ***************************************************************************</font>
<a name="l00773"></a><a class="code" href="classNL3D_1_1CScene.html#z757_2">00773</a> <font class="keywordtype">void</font> CScene::setGroupLoadMaxPolygon(<font class="keyword">const</font> std::string &group, uint nFaces)
00774 {
00775 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00776 nFaces= max(nFaces, (uint)1);
00777 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->setGroupNbFaceWanted(group, nFaces);
00778 }
00779 <font class="comment">// ***************************************************************************</font>
<a name="l00780"></a><a class="code" href="classNL3D_1_1CScene.html#z757_3">00780</a> uint CScene::getGroupLoadMaxPolygon(<font class="keyword">const</font> std::string &group)
00781 {
00782 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00783 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->getGroupNbFaceWanted(group);
00784 }
00785 <font class="comment">// ***************************************************************************</font>
<a name="l00786"></a><a class="code" href="classNL3D_1_1CScene.html#z757_4">00786</a> <font class="keywordtype">float</font> CScene::getGroupNbFaceAsked (<font class="keyword">const</font> std::string &group)<font class="keyword"> const</font>
00787 <font class="keyword"></font>{
00788 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00789 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->getGroupNbFaceAsked(group);
00790 }
00791
00792
00793
00794 <font class="comment">// ***************************************************************************</font>
<a name="l00795"></a><a class="code" href="classNL3D_1_1CScene.html#z757_5">00795</a> <font class="keywordtype">void</font> CScene::setPolygonBalancingMode(TPolygonBalancingMode polBalMode)
00796 {
00797 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00798 <a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->PolygonBalancingMode= (CLoadBalancingGroup::TPolygonBalancingMode)(uint)polBalMode;
00799 }
00800
00801
00802 <font class="comment">// ***************************************************************************</font>
<a name="l00803"></a><a class="code" href="classNL3D_1_1CScene.html#z757_6">00803</a> CScene::TPolygonBalancingMode CScene::getPolygonBalancingMode()<font class="keyword"> const</font>
00804 <font class="keyword"></font>{
00805 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>);
00806 <font class="keywordflow">return</font> (CScene::TPolygonBalancingMode)(uint)<a class="code" href="classNL3D_1_1CScene.html#z764_4">LoadBalancingTrav</a>->PolygonBalancingMode;
00807 }
00808
00809 <font class="comment">// ***************************************************************************</font>
<a name="l00810"></a><a class="code" href="classNL3D_1_1CScene.html#z759_0">00810</a> <font class="keywordtype">void</font> CScene::setLayersRenderingOrder(<font class="keywordtype">bool</font> directOrder <font class="comment">/*= true*/</font>)
00811 {
00812 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>);
00813 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setLayersRenderingOrder(directOrder);
00814 }
00815
00816 <font class="comment">// ***************************************************************************</font>
<a name="l00817"></a><a class="code" href="classNL3D_1_1CScene.html#z759_1">00817</a> <font class="keywordtype">bool</font> CScene::getLayersRenderingOrder()<font class="keyword"> const</font>
00818 <font class="keyword"></font>{
00819 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>);
00820 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->getLayersRenderingOrder();
00821 }
00822
00823 <font class="comment">// ***************************************************************************</font>
<a name="l00824"></a><a class="code" href="classNL3D_1_1CScene.html#a7">00824</a> CParticleSystemManager &CScene::getParticleSystemManager()
00825 {
00826 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z768_0">_ParticleSystemManager</a>;
00827 }
00828
00829
00830 <font class="comment">// ***************************************************************************</font>
00831 <font class="comment">// ***************************************************************************</font>
00832 <font class="comment">// Lighting Mgt.</font>
00833 <font class="comment">// ***************************************************************************</font>
00834 <font class="comment">// ***************************************************************************</font>
00835
00836
00837 <font class="comment">// ***************************************************************************</font>
<a name="l00838"></a><a class="code" href="classNL3D_1_1CScene.html#z760_0">00838</a> <font class="keywordtype">void</font> CScene::enableLightingSystem(<font class="keywordtype">bool</font> enable)
00839 {
00840 <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>= enable;
00841
00842 <font class="comment">// Set to RenderTrav and LightTrav</font>
00843 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->LightingSystemEnabled= <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>;
00844 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingSystemEnabled= <a class="code" href="classNL3D_1_1CScene.html#o18">_LightingSystemEnabled</a>;
00845 }
00846
00847
00848 <font class="comment">// ***************************************************************************</font>
<a name="l00849"></a><a class="code" href="classNL3D_1_1CScene.html#z760_2">00849</a> <font class="keywordtype">void</font> CScene::setAmbientGlobal(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> ambient)
00850 {
00851 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->AmbientGlobal= ambient;
00852 }
<a name="l00853"></a><a class="code" href="classNL3D_1_1CScene.html#z760_3">00853</a> <font class="keywordtype">void</font> CScene::setSunAmbient(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> ambient)
00854 {
00855 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunAmbient= ambient;
00856 }
<a name="l00857"></a><a class="code" href="classNL3D_1_1CScene.html#z760_4">00857</a> <font class="keywordtype">void</font> CScene::setSunDiffuse(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> diffuse)
00858 {
00859 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunDiffuse= diffuse;
00860 }
<a name="l00861"></a><a class="code" href="classNL3D_1_1CScene.html#z760_5">00861</a> <font class="keywordtype">void</font> CScene::setSunSpecular(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> specular)
00862 {
00863 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunSpecular= specular;
00864 }
<a name="l00865"></a><a class="code" href="classNL3D_1_1CScene.html#z760_6">00865</a> <font class="keywordtype">void</font> CScene::setSunDirection(<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &direction)
00866 {
00867 <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->setSunDirection(direction);
00868 }
00869
00870
00871 <font class="comment">// ***************************************************************************</font>
<a name="l00872"></a><a class="code" href="classNL3D_1_1CScene.html#z760_7">00872</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getAmbientGlobal()<font class="keyword"> const</font>
00873 <font class="keyword"></font>{
00874 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->AmbientGlobal;
00875 }
<a name="l00876"></a><a class="code" href="classNL3D_1_1CScene.html#z760_8">00876</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getSunAmbient()<font class="keyword"> const</font>
00877 <font class="keyword"></font>{
00878 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunAmbient;
00879 }
<a name="l00880"></a><a class="code" href="classNL3D_1_1CScene.html#z760_9">00880</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getSunDiffuse()<font class="keyword"> const</font>
00881 <font class="keyword"></font>{
00882 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunDiffuse;
00883 }
<a name="l00884"></a><a class="code" href="classNL3D_1_1CScene.html#z760_10">00884</a> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> CScene::getSunSpecular()<font class="keyword"> const</font>
00885 <font class="keyword"></font>{
00886 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->SunSpecular;
00887 }
<a name="l00888"></a><a class="code" href="classNL3D_1_1CScene.html#z760_11">00888</a> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> CScene::getSunDirection()<font class="keyword"> const</font>
00889 <font class="keyword"></font>{
00890 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_5">RenderTrav</a>->getSunDirection();
00891 }
00892
00893
00894 <font class="comment">// ***************************************************************************</font>
<a name="l00895"></a><a class="code" href="classNL3D_1_1CScene.html#z760_12">00895</a> <font class="keywordtype">void</font> CScene::setMaxLightContribution(uint nlights)
00896 {
00897 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.setMaxLightContribution(nlights);
00898 }
<a name="l00899"></a><a class="code" href="classNL3D_1_1CScene.html#z760_13">00899</a> uint CScene::getMaxLightContribution()<font class="keyword"> const</font>
00900 <font class="keyword"></font>{
00901 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.getMaxLightContribution();
00902 }
00903
<a name="l00904"></a><a class="code" href="classNL3D_1_1CScene.html#z760_14">00904</a> <font class="keywordtype">void</font> CScene::setLightTransitionThreshold(<font class="keywordtype">float</font> lightTransitionThreshold)
00905 {
00906 <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.setLightTransitionThreshold(lightTransitionThreshold);
00907 }
<a name="l00908"></a><a class="code" href="classNL3D_1_1CScene.html#z760_15">00908</a> <font class="keywordtype">float</font> CScene::getLightTransitionThreshold()<font class="keyword"> const</font>
00909 <font class="keyword"></font>{
00910 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#z764_2">LightTrav</a>->LightingManager.getLightTransitionThreshold();
00911 }
00912
00913
00914 <font class="comment">// ***************************************************************************</font>
<a name="l00915"></a><a class="code" href="classNL3D_1_1CScene.html#z756_3">00915</a> <font class="keywordtype">void</font> CScene::addInstanceGroupForLightAnimation(CInstanceGroup *ig)
00916 {
00917 <a class="code" href="debug_8h.html#a6">nlassert</a>( ig );
00918 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.find(ig) == <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.end() );
00919 <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.insert(ig);
00920 }
00921
00922 <font class="comment">// ***************************************************************************</font>
<a name="l00923"></a><a class="code" href="classNL3D_1_1CScene.html#z756_4">00923</a> <font class="keywordtype">void</font> CScene::removeInstanceGroupForLightAnimation(CInstanceGroup *ig)
00924 {
00925 <a class="code" href="debug_8h.html#a6">nlassert</a>( ig );
00926 <a class="code" href="classNL3D_1_1CScene.html#u2">ItAnimatedIgSet</a> itIg= <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.find(ig);
00927 <a class="code" href="debug_8h.html#a6">nlassert</a>( itIg != <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.end() );
00928 <a class="code" href="classNL3D_1_1CScene.html#o17">_AnimatedIgSet</a>.erase(itIg);
00929 }
00930
00931
00932 <font class="comment">// ***************************************************************************</font>
<a name="l00933"></a><a class="code" href="classNL3D_1_1CScene.html#z758_2">00933</a> <font class="keywordtype">void</font> CScene::setCoarseMeshLightingUpdate(uint8 period)
00934 {
00935 <a class="code" href="classNL3D_1_1CScene.html#o19">_CoarseMeshLightingUpdate</a>= max((uint8)1, period);
00936 }
00937
00938
00939 <font class="comment">// ***************************************************************************</font>
00940 <font class="comment">// ***************************************************************************</font>
00942 <font class="comment">// ***************************************************************************</font>
00943 <font class="comment">// ***************************************************************************</font>
00944
00945 <font class="comment">// ***************************************************************************</font>
<a name="l00946"></a><a class="code" href="classNL3D_1_1CScene.html#z761_0">00946</a> <font class="keywordtype">void</font> CScene::setGlobalWindPower(<font class="keywordtype">float</font> gwp)
00947 {
00948 <a class="code" href="classNL3D_1_1CScene.html#z769_0">_GlobalWindPower</a>= gwp;
00949 }
00950 <font class="comment">// ***************************************************************************</font>
<a name="l00951"></a><a class="code" href="classNL3D_1_1CScene.html#z761_2">00951</a> <font class="keywordtype">void</font> CScene::setGlobalWindDirection(<font class="keyword">const</font> CVector &gwd)
00952 {
00953 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>= gwd;
00954 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>.z= 0;
00955 <a class="code" href="classNL3D_1_1CScene.html#z769_1">_GlobalWindDirection</a>.normalize();
00956 }
00957
00958
00959 <font class="comment">// ***************************************************************************</font>
00960 <font class="comment">// ***************************************************************************</font>
00962 <font class="comment">// ***************************************************************************</font>
00963 <font class="comment">// ***************************************************************************</font>
00964
00965 <font class="comment">// ***************************************************************************</font>
<a name="l00966"></a><a class="code" href="classNL3D_1_1CScene.html#z763_2">00966</a> CScene::ItSkeletonModelList CScene::appendSkeletonModelToList(CSkeletonModel *skel)
00967 {
00968 <a class="code" href="classNL3D_1_1CScene.html#o22">_SkeletonModelList</a>.push_front(skel);
00969 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CScene.html#o22">_SkeletonModelList</a>.begin();
00970 }
00971
00972 <font class="comment">// ***************************************************************************</font>
<a name="l00973"></a><a class="code" href="classNL3D_1_1CScene.html#z763_3">00973</a> <font class="keywordtype">void</font> CScene::eraseSkeletonModelToList(CScene::ItSkeletonModelList it)
00974 {
00975 <a class="code" href="classNL3D_1_1CScene.html#o22">_SkeletonModelList</a>.erase(it);
00976 }
00977
00978
00979 } <font class="comment">// NL3D</font>
</pre></div>
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