// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- inline Ni3DRenderView::Ni3DRenderView(NiCamera* pkCamera, NiCullingProcess* pkCullingProcess, bool bAlwaysUseCameraViewport) : m_spCamera(pkCamera), m_spCullingProcess(pkCullingProcess), m_bAlwaysUseCameraViewport(bAlwaysUseCameraViewport) { } //--------------------------------------------------------------------------- inline void Ni3DRenderView::SetCamera(NiCamera* pkCamera) { m_spCamera = pkCamera; } //--------------------------------------------------------------------------- inline NiCamera* Ni3DRenderView::GetCamera() const { return m_spCamera; } //--------------------------------------------------------------------------- inline void Ni3DRenderView::SetCullingProcess( NiCullingProcess* pkCullingProcess) { m_spCullingProcess = pkCullingProcess; } //--------------------------------------------------------------------------- inline NiCullingProcess* Ni3DRenderView::GetCullingProcess() const { return m_spCullingProcess; } //--------------------------------------------------------------------------- inline void Ni3DRenderView::SetAlwaysUseCameraViewport( bool bAlwaysUseCameraViewport) { m_bAlwaysUseCameraViewport = bAlwaysUseCameraViewport; } //--------------------------------------------------------------------------- inline bool Ni3DRenderView::GetAlwaysUseCameraViewport() const { return m_bAlwaysUseCameraViewport; } //--------------------------------------------------------------------------- inline void Ni3DRenderView::AppendScene(NiAVObject* pkScene) { NIASSERT(pkScene); m_kScenes.AddTail(pkScene); } //--------------------------------------------------------------------------- inline void Ni3DRenderView::PrependScene(NiAVObject* pkScene) { NIASSERT(pkScene); m_kScenes.AddHead(pkScene); } //--------------------------------------------------------------------------- inline void Ni3DRenderView::RemoveScene(NiAVObject* pkScene) { NIASSERT(pkScene); m_kScenes.Remove(pkScene); } //--------------------------------------------------------------------------- inline void Ni3DRenderView::RemoveAllScenes() { m_kScenes.RemoveAll(); } //--------------------------------------------------------------------------- inline NiTPointerList& Ni3DRenderView::GetScenes() { return m_kScenes; } //--------------------------------------------------------------------------- inline const NiTPointerList& Ni3DRenderView::GetScenes() const { return m_kScenes; } //---------------------------------------------------------------------------