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Public API Reference |
#include <sector.h>
Inheritance diagram for iSector:
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virtual csSector * | GetPrivateObject ()=0 |
@ Used by the engine to retrieve internal sector object (ugly). More... | |
virtual iObject * | QueryObject ()=0 |
Get the iObject for this sector. More... | |
virtual bool | HasFog () const=0 |
Has this sector fog? More... | |
virtual csFog * | GetFog () const=0 |
Return the fog structure (even if fog is disabled). More... | |
virtual void | SetFog (float density, const csColor &color)=0 |
Fill the fog structure with the given values. More... | |
virtual void | DisableFog ()=0 |
Disable fog in this sector. More... | |
virtual iMeshList * | GetMeshes ()=0 |
Get the list of meshes in this sector. More... | |
virtual iLightList * | GetLights ()=0 |
Get the list of static and pseudo-dynamic lights in this sector. More... | |
virtual void | ShineLights ()=0 |
Calculate lighting for all objects in this sector. More... | |
virtual void | ShineLights (iMeshWrapper *)=0 |
Version of ShineLights() which only affects one mesh object. More... | |
virtual void | SetDynamicAmbientLight (const csColor &color)=0 |
Sets dynamic ambient light for all things in the sector. More... | |
virtual csColor | GetDynamicAmbientLight () const=0 |
Get the last set dynamic ambient light for this sector. More... | |
virtual void | CalculateSectorBBox (csBox3 &bbox, bool do_meshes) const=0 |
Calculate the bounding box of all objects in this sector. More... | |
virtual bool | SetVisibilityCullerPlugin (const char *Name)=0 |
Use the specified plugin as the visibility culler for this sector. More... | |
virtual iVisibilityCuller * | GetVisibilityCuller ()=0 |
Get the visibility culler that is used for this sector. More... | |
virtual int | GetRecLevel () const=0 |
Get the current draw recursion level. More... | |
virtual iPolygon3D * | HitBeam (const csVector3 &start, const csVector3 &end, csVector3 &isect)=0 |
Follow a beam from start to end and return the first polygon that is hit. More... | |
virtual iMeshWrapper * | HitBeam (const csVector3 &start, const csVector3 &end, csVector3 &intersect, iPolygon3D **polygonPtr, bool accurate=false)=0 |
Follow a beam from start to end and return the first object that is hit. More... | |
virtual iSector * | FollowSegment (csReversibleTransform &t, csVector3 &new_position, bool &mirror, bool only_portals=false)=0 |
Follow a segment starting at this sector. More... | |
virtual void | Draw (iRenderView *rview)=0 |
Draw the sector with the given render view. More... | |
virtual void | PrepareDraw (iRenderView *rview)=0 |
Prepare the sector to draw. More... | |
virtual void | SetSectorCallback (iSectorCallback *cb)=0 |
Set the sector callback. More... | |
virtual void | RemoveSectorCallback (iSectorCallback *cb)=0 |
Remove a sector callback. More... | |
virtual int | GetSectorCallbackCount () const=0 |
Get the number of sector callbacks. More... | |
virtual iSectorCallback * | GetSectorCallback (int idx) const=0 |
Get the specified sector callback. More... | |
virtual void | CheckFrustum (iFrustumView *lview)=0 |
Used for portal traversal. More... |
A "sector" is an empty region of space that can contain other objects (mesh objects). A sector itself does not represent geometry but only contains other geometry. A sector does contain lights though. The sector is the basic building block for any Crystal Space level. A level can be made from one or more sectors. Using the thing mesh object one can use portals to connect multiple sectors.
Definition at line 82 of file iengine/sector.h.
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Calculate the bounding box of all objects in this sector. This function is not very efficient as it will traverse all objects in the sector one by one and compute a bounding box from that. |
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Used for portal traversal.
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Disable fog in this sector.
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Draw the sector with the given render view.
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Follow a segment starting at this sector. If the segment intersects with a polygon it will stop there unless the polygon is a portal in which case it will recursively go to that sector (possibly applying warping transformations) and continue there.
This routine will modify all the given parameters to reflect space warping. These should be used as the new camera transformation when you decide to really go to the new position.
This function returns the resulting sector and new_position will be set to the last position that you can go to before hitting a wall.
If only_portals is true then only portals will be checked. This means that intersection with normal polygons is not checked. This is a lot faster but it does mean that you need to use another collision detection system to test with walls. |
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Get the last set dynamic ambient light for this sector.
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Return the fog structure (even if fog is disabled).
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Get the list of static and pseudo-dynamic lights in this sector. Do NOT add dynamic lights to this list. For a dynamic light you only have to call SetSector() on those dynamic lights. |
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Get the list of meshes in this sector.
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@ Used by the engine to retrieve internal sector object (ugly). @ |
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Get the current draw recursion level.
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Get the specified sector callback.
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Get the number of sector callbacks.
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Get the visibility culler that is used for this sector. If there is no culler yet a culler of type 'crystalspace.culling.frustvis' will be created and used for this sector. |
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Has this sector fog?
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Follow a beam from start to end and return the first object that is hit. In case it is a thing the iPolygon3D field will be filled with the polygon that was hit. If polygonPtr is null then the polygon will not be filled in. |
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Follow a beam from start to end and return the first polygon that is hit. This function correctly traverse portals and space warping portals. Normally the sector you call this on should be the sector containing the 'start' point. 'isect' will be the intersection point if a polygon is returned. |
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Prepare the sector to draw. Must be called before any rendermesh is requested. |
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Get the iObject for this sector.
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Remove a sector callback.
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Sets dynamic ambient light for all things in the sector.
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Fill the fog structure with the given values.
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Set the sector callback. This will call IncRef() on the callback So make sure you call DecRef() to release your own reference. |
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Use the specified plugin as the visibility culler for this sector. Returns false if the culler could not be loaded for some reason. |
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Version of ShineLights() which only affects one mesh object.
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Calculate lighting for all objects in this sector.
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