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iSector Struct Reference
[Crystal Space 3D Engine]

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

#include <iengine/sector.h>

Inheritance diagram for iSector:

iBase List of all members.

Public Member Functions

virtual iObjectQueryObject ()=0
 Get the iObject for this sector.
virtual void SetRenderLoop (iRenderLoop *rl)=0
 Set the renderloop to use for this sector.
virtual iRenderLoopGetRenderLoop ()=0
 Get the renderloop 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 SetDynamicAmbientLight (const csColor &color)=0
 Sets dynamic ambient light for all things in the sector.
virtual csColor GetDynamicAmbientLight () const =0
 Get the last set dynamic ambient light for this sector.
virtual void CalculateSectorBBox (csBox3 &bbox, bool do_meshes) const =0
 Calculate the bounding box of all objects in this sector.
virtual bool SetVisibilityCullerPlugin (const char *name, iDocumentNode *culler_params=0)=0
 Use the specified plugin as the visibility culler for this sector.
virtual iVisibilityCullerGetVisibilityCuller ()=0
 Get the visibility culler that is used for this sector.
virtual int GetRecLevel () const =0
 Get the current draw recursion level.
virtual void IncRecLevel ()=0
 Add one draw recursion level.
virtual void DecRecLevel ()=0
 Remove one draw recursion level.
virtual iMeshWrapperHitBeamPortals (const csVector3 &start, const csVector3 &end, csVector3 &isect, int *polygon_idx)=0
 Follow a beam from start to end and return the first polygon that is hit.
virtual iMeshWrapperHitBeam (const csVector3 &start, const csVector3 &end, csVector3 &intersect, int *polygon_idx, bool accurate=false)=0
 Follow a beam from start to end and return the first object that is hit.
virtual iSectorFollowSegment (csReversibleTransform &t, csVector3 &new_position, bool &mirror, bool only_portals=false)=0
 Follow a segment starting at this sector.
virtual void Draw (iRenderView *rview)=0
 Draw the sector with the given render view.
virtual void PrepareDraw (iRenderView *rview)=0
 Prepare the sector to draw.
virtual csRenderMeshListGetVisibleMeshes (iRenderView *)=0
 Get a set of visible meshes for given camera.
virtual void SetSectorCallback (iSectorCallback *cb)=0
 Set the sector callback.
virtual void RemoveSectorCallback (iSectorCallback *cb)=0
 Remove a sector callback.
virtual int GetSectorCallbackCount () const =0
 Get the number of sector callbacks.
virtual iSectorCallbackGetSectorCallback (int idx) const =0
 Get the specified sector callback.
virtual void AddSectorMeshCallback (iSectorMeshCallback *cb)=0
 Add a mesh callback.
virtual void RemoveSectorMeshCallback (iSectorMeshCallback *cb)=0
 Remove a mesh callback.
virtual void CheckFrustum (iFrustumView *lview)=0
 Used for portal traversal.
virtual const csSet< iMeshWrapper * > & GetPortalMeshes () const =0
 Get the set of meshes containing portals that leave from this sector.
virtual void RegisterPortalMesh (iMeshWrapper *mesh)=0
 Register a mesh with a portal.
virtual void UnregisterPortalMesh (iMeshWrapper *mesh)=0
 Unregister a mesh with a portal.
virtual void UnlinkObjects ()=0
 Unlink all mesh objects from this sector.

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.

Main creators of instances implementing this interface:

Main ways to get pointers to this interface: Main users of this interface:

Definition at line 122 of file sector.h.


Member Function Documentation

virtual void iSector::AddSectorMeshCallback iSectorMeshCallback cb  )  [pure virtual]
 

Add a mesh callback.

This will call IncRef() on the callback So make sure you call DecRef() to release your own reference.

virtual 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.

virtual void iSector::CheckFrustum iFrustumView lview  )  [pure virtual]
 

Used for portal traversal.

virtual void iSector::DecRecLevel  )  [pure virtual]
 

Remove one draw recursion level.

virtual void iSector::DisableFog  )  [pure virtual]
 

Disable fog in this sector.

virtual void iSector::Draw iRenderView rview  )  [pure virtual]
 

Draw the sector with the given render view.

virtual 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.

virtual csColor iSector::GetDynamicAmbientLight  )  const [pure virtual]
 

Get the last set dynamic ambient light for this sector.

virtual csFog* iSector::GetFog  )  const [pure virtual]
 

Return the fog structure (even if fog is disabled).

virtual iLightList* iSector::GetLights  )  [pure virtual]
 

Get the list of static and pseudo-dynamic lights in this sector.

virtual iMeshList* iSector::GetMeshes  )  [pure virtual]
 

Get the list of meshes in this sector.

virtual const csSet<iMeshWrapper*>& iSector::GetPortalMeshes  )  const [pure virtual]
 

Get the set of meshes containing portals that leave from this sector.

Note that portals are uni-directional. The portals represented by this list are portals that are on some mesh object that is actually located in this sector.

virtual int iSector::GetRecLevel  )  const [pure virtual]
 

Get the current draw recursion level.

virtual iRenderLoop* iSector::GetRenderLoop  )  [pure virtual]
 

Get the renderloop for this sector.

If this returns 0 then it means there is no specific renderloop for this sector. In that case the default renderloop in the engine will be used.

virtual iSectorCallback* iSector::GetSectorCallback int  idx  )  const [pure virtual]
 

Get the specified sector callback.

virtual int iSector::GetSectorCallbackCount  )  const [pure virtual]
 

Get the number of sector callbacks.

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

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.

virtual csRenderMeshList* iSector::GetVisibleMeshes iRenderView  )  [pure virtual]
 

Get a set of visible meshes for given camera.

These will be cached for a given frame and camera, but if the cached result isn't enough it will be reculled. The returned pointer is valid as long as the sector exsist (the sector will delete it)

virtual bool iSector::HasFog  )  const [pure virtual]
 

Has this sector fog?

virtual iMeshWrapper* iSector::HitBeam const csVector3 start,
const csVector3 end,
csVector3 intersect,
int *  polygon_idx,
bool  accurate = false
[pure virtual]
 

Follow a beam from start to end and return the first object that is hit.

In case it is a thing the polygon_idx field will be filled with the indices of the polygon that was hit. If polygon_idx is null then the polygon will not be filled in. This function doesn't support portals.

virtual iMeshWrapper* iSector::HitBeamPortals const csVector3 start,
const csVector3 end,
csVector3 isect,
int *  polygon_idx
[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. This function returns -1 if no polygon was hit or the polygon index otherwise.

virtual void iSector::IncRecLevel  )  [pure virtual]
 

Add one draw recursion level.

virtual void iSector::PrepareDraw iRenderView rview  )  [pure virtual]
 

Prepare the sector to draw.

Must be called before any rendermesh is requested.

virtual iObject* iSector::QueryObject  )  [pure virtual]
 

Get the iObject for this sector.

virtual void iSector::RegisterPortalMesh iMeshWrapper mesh  )  [pure virtual]
 

Register a mesh with a portal.

@@ TO BE REMOVED...

virtual void iSector::RemoveSectorCallback iSectorCallback cb  )  [pure virtual]
 

Remove a sector callback.

virtual void iSector::RemoveSectorMeshCallback iSectorMeshCallback cb  )  [pure virtual]
 

Remove a mesh callback.

virtual void iSector::SetDynamicAmbientLight const csColor color  )  [pure virtual]
 

Sets dynamic ambient light for all things in the sector.

virtual void iSector::SetFog float  density,
const csColor color
[pure virtual]
 

Fill the fog structure with the given values.

virtual void iSector::SetRenderLoop iRenderLoop rl  )  [pure virtual]
 

Set the renderloop to use for this sector.

If this is not set then the default engine renderloop will be used.

virtual void iSector::SetSectorCallback iSectorCallback cb  )  [pure virtual]
 

Set the sector callback.

This will call IncRef() on the callback So make sure you call DecRef() to release your own reference.

virtual bool iSector::SetVisibilityCullerPlugin const char *  name,
iDocumentNode culler_params = 0
[pure virtual]
 

Use the specified plugin as the visibility culler for this sector.

Returns false if the culler could not be loaded for some reason. The optional culler parameters will be given to the new visibility culler.

virtual void iSector::ShineLights iMeshWrapper  )  [pure virtual]
 

Version of ShineLights() which only affects one mesh object.

virtual void iSector::ShineLights  )  [pure virtual]
 

Calculate lighting for all objects in this sector.

virtual void iSector::UnlinkObjects  )  [pure virtual]
 

Unlink all mesh objects from this sector.

This will not remove the mesh objects but simply unlink them so that they are no longer part of this sector. This happens automatically when the sector is removed but you can force it by calling this function here.

virtual void iSector::UnregisterPortalMesh iMeshWrapper mesh  )  [pure virtual]
 

Unregister a mesh with a portal.

@@ TO BE REMOVED...


The documentation for this struct was generated from the following file:
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