Public Methods |
virtual csSector* | GetPrivateObject ()=0 |
| @ Used by the engine to retrieve internal sector object (ugly). More...
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virtual iObject* | QueryObject ()=0 |
| Get the iObject for this sector.
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virtual bool | HasFog () const=0 |
| Has this sector fog?
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virtual csFog* | GetFog () const=0 |
| Return the fog structure (even if fog is disabled).
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virtual void | SetFog (float density, const csColor &color)=0 |
| Fill the fog structure with the given values.
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virtual void | DisableFog ()=0 |
| Disable fog in this sector.
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virtual iMeshList* | GetMeshes ()=0 |
| Get the list of meshes in this sector.
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virtual iLightList* | GetLights ()=0 |
| Get the list of static and pseudo-dynamic lights in this sector.
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virtual void | ShineLights ()=0 |
| Calculate lighting for all objects in this sector.
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virtual void | ShineLights (iMeshWrapper *)=0 |
| Version of ShineLights() which only affects one mesh object.
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virtual void | CalculateSectorBBox (csBox3 &bbox, bool do_meshes) const=0 |
| Calculate the bounding box of all objects in this sector. More...
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virtual void | SetVisibilityCuller (const char *Name)=0 |
| Use the specified mesh object as the visibility culler for this sector.
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virtual iVisibilityCuller* | GetVisibilityCuller () const=0 |
| Get the visibility culler that is used for this sector. More...
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virtual int | GetRecLevel () const=0 |
| Get the current draw recursion level.
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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...
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virtual iMeshWrapper* | HitBeam (const csVector3 &start, const csVector3 &end, csVector3 &intersect, iPolygon3D **polygonPtr)=0 |
| Follow a beam from start to end and return the first object that is hit. More...
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virtual iSector* | FollowSegment (csReversibleTransform &t, csVector3 &new_position, bool &mirror, bool only_portals=false)=0 |
| Follow a segment starting at this sector. More...
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virtual void | Draw (iRenderView *rview)=0 |
| Draw the sector with the given render view.
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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.