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iSector Struct Reference

The iSector interface is used to work with "sectors". More...

#include <sector.h>

Inheritance diagram for iSector:

iBase List of all members.

Public Methods

virtual csSectorGetPrivateObject ()=0
 @ Used by the engine to retrieve internal sector object (ugly). More...

virtual iObjectQueryObject ()=0
 Get the iObject for this sector.

virtual bool HasFog () const=0
 Has this sector fog?

virtual csFogGetFog () const=0
 Return the fog structure (even if fog is disabled).

virtual void SetFog (float density, const csColor &color)=0
 Fill the fog structure with the given values.

virtual void DisableFog ()=0
 Disable fog in this sector.

virtual iMeshListGetMeshes ()=0
 Get the list of meshes in this sector.

virtual iLightListGetLights ()=0
 Get the list of static and pseudo-dynamic lights in this sector.

virtual void ShineLights ()=0
 Calculate lighting for all objects in this sector.

virtual void ShineLights (iMeshWrapper *)=0
 Version of ShineLights() which only affects one mesh object.

virtual void CalculateSectorBBox (csBox3 &bbox, bool do_meshes) const=0
 Calculate the bounding box of all objects in this sector. More...

virtual void SetVisibilityCuller (const char *Name)=0
 Use the specified mesh object as the visibility culler for this sector.

virtual iVisibilityCullerGetVisibilityCuller () const=0
 Get the visibility culler that is used for this sector. More...

virtual int GetRecLevel () const=0
 Get the current draw recursion level.

virtual iPolygon3DHitBeam (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 iMeshWrapperHitBeam (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...

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.


Detailed Description

The iSector interface is used to work with "sectors".

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.


Member Function Documentation

void iSector::CalculateSectorBBox ( csBox3 & bbox,
bool do_meshes ) const [pure virtual]
 

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.

iSector * iSector::FollowSegment ( csReversibleTransform & t,
csVector3 & new_position,
bool & mirror,
bool only_portals = false ) [pure virtual]
 

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.

csSector * iSector::GetPrivateObject ( ) [pure virtual]
 

@ Used by the engine to retrieve internal sector object (ugly).

@

iVisibilityCuller * iSector::GetVisibilityCuller ( ) const [pure virtual]
 

Get the visibility culler that is used for this sector.

NULL if none.

iMeshWrapper * iSector::HitBeam ( const csVector3 & start,
const csVector3 & end,
csVector3 & intersect,
iPolygon3D ** polygonPtr ) [pure virtual]
 

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.

iPolygon3D * iSector::HitBeam ( const csVector3 & start,
const csVector3 & end,
csVector3 & isect ) [pure virtual]
 

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.


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000