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SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
This interface is the main interface to the 3D engine. The engine is responsible for creating new engine-specific objects such as sectors, mesh objects, mesh object factories, lights, and so on.
Method Summary | |
void |
clearRenderPriorities()
Clear all render priorities. |
iMaterial |
createBaseMaterial(iTextureWrapper txt)
Create a base material that can be used to give to the texture manager. |
iMaterial |
createBaseMaterial(iTextureWrapper txt,
int num_layers,
iTextureWrapper[] wrappers,
csTextureLayer[] layers)
Create a base material that can be used to give to the texture manager. |
iTextureWrapper |
createBlackTexture(java.lang.String name,
int w,
int h,
csColor iTransp,
int iFlags)
Create a black texture. |
iCamera |
createCamera()
Create a new camera. |
iFrustumView |
createFrustumView()
Create a iFrustumView instance that you can give to iVisibilityCuller->CastShadows(). |
iLight |
createLight(java.lang.String name,
csVector3 pos,
float radius,
csColor color,
boolean pseudoDyn)
Create a static/pseudo-dynamic light. |
iLoaderContext |
createLoaderContext()
Create a loader context that you can give to loader plugins. |
iLoaderContext |
createLoaderContext(iRegion region)
Create a loader context that you can give to loader plugins. |
iLoaderContext |
createLoaderContext(iRegion region,
boolean curRegOnly)
Create a loader context that you can give to loader plugins. |
iMaterialWrapper |
createMaterial(java.lang.String name,
iTextureWrapper texture)
Register a material to be loaded during Prepare(). |
iMeshFactoryWrapper |
createMeshFactory(iMeshObjectFactory factory,
java.lang.String name)
Create a mesh factory wrapper for an existing mesh factory |
iMeshFactoryWrapper |
createMeshFactory(java.lang.String name)
Create an uninitialized mesh factory wrapper. |
iMeshFactoryWrapper |
createMeshFactory(java.lang.String classId,
java.lang.String name)
Convenience function to create a mesh factory from a given type. |
iMeshWrapper |
createMeshWrapper(iMeshFactoryWrapper factory,
java.lang.String name)
Convenience function to create a mesh object for a given factory. |
iMeshWrapper |
createMeshWrapper(iMeshFactoryWrapper factory,
java.lang.String name,
iSector sector)
Convenience function to create a mesh object for a given factory. |
iMeshWrapper |
createMeshWrapper(iMeshFactoryWrapper factory,
java.lang.String name,
iSector sector,
csVector3 pos)
Convenience function to create a mesh object for a given factory. |
iMeshWrapper |
createMeshWrapper(iMeshObject meshobj,
java.lang.String name)
Create a mesh wrapper for an existing mesh object. |
iMeshWrapper |
createMeshWrapper(iMeshObject meshobj,
java.lang.String name,
iSector sector)
Create a mesh wrapper for an existing mesh object. |
iMeshWrapper |
createMeshWrapper(iMeshObject meshobj,
java.lang.String name,
iSector sector,
csVector3 pos)
Create a mesh wrapper for an existing mesh object. |
iMeshWrapper |
createMeshWrapper(java.lang.String name)
Create an uninitialized mesh wrapper |
iMeshWrapper |
createMeshWrapper(java.lang.String classid,
java.lang.String name)
Create a mesh wrapper from a class id. |
iMeshWrapper |
createMeshWrapper(java.lang.String classid,
java.lang.String name,
iSector sector)
Create a mesh wrapper from a class id. |
iMeshWrapper |
createMeshWrapper(java.lang.String classid,
java.lang.String name,
iSector sector,
csVector3 pos)
Create a mesh wrapper from a class id. |
iObjectWatcher |
createObjectWatcher()
Create an object watcher instance that you can use to watch other objects. |
iMeshWrapper |
createPortal(java.lang.String name,
iMeshWrapper parentMesh,
iSector destSector,
csVector3 vertices,
int num_vertices,
iPortal portal)
Conveniance function to create a portal from one sector to another and make this portal a child mesh of another mesh. |
iMeshWrapper |
createPortal(java.lang.String name,
iSector sourceSector,
csVector3 pos,
iSector destSector,
csVector3 vertices,
int num_vertices,
iPortal portal)
Conveniance function to create a portal from one sector to another. |
iMeshWrapper |
createPortalContainer(java.lang.String name)
Create an empty portal container in some sector. |
iMeshWrapper |
createPortalContainer(java.lang.String name,
iSector sector)
Create an empty portal container in some sector. |
iMeshWrapper |
createPortalContainer(java.lang.String name,
iSector sector,
csVector3 pos)
Create an empty portal container in some sector. |
iRegion |
createRegion(java.lang.String name)
Create a new region and add it to the region list. |
iSector |
createSector(java.lang.String name)
Create a empty sector with given name. |
iMeshWrapper |
createSectorWallsMesh(iSector sector,
java.lang.String name)
Convenience function to create the thing containing the convex outline of a sector. |
iTextureWrapper |
createTexture(java.lang.String name,
java.lang.String fileName,
csColor transp,
int flags)
Create a texture from a file. |
iMeshWrapper |
createThingMesh(iSector sector,
java.lang.String name)
Convenience function to create a thing mesh in a sector. |
void |
deleteAll()
Delete everything in the engine. |
void |
draw(iCamera c,
iClipper2D clipper)
Draw the 3D world given a camera and a clipper. |
iCameraPosition |
findCameraPosition(java.lang.String name)
Find the given camera position. |
iCameraPosition |
findCameraPosition(java.lang.String name,
iRegion region)
Find the given camera position. |
iCollection |
findCollection(java.lang.String name)
Find the given collection. |
iCollection |
findCollection(java.lang.String name,
iRegion region)
Find the given collection. |
iLight |
findLight(java.lang.String Name)
Find a static/pseudo-dynamic light by name. |
iLight |
findLight(java.lang.String Name,
boolean RegionOnly)
Find a static/pseudo-dynamic light by name. |
iLight |
findLightID(java.lang.String light_id)
Find a static/pseudo-dynamic light by id. |
iMaterialWrapper |
findMaterial(java.lang.String name)
Find the given material. |
iMaterialWrapper |
findMaterial(java.lang.String name,
iRegion region)
Find the given material. |
iMeshFactoryWrapper |
findMeshFactory(java.lang.String name)
Find the given mesh factory. |
iMeshFactoryWrapper |
findMeshFactory(java.lang.String name,
iRegion region)
Find the given mesh factory. |
iMeshWrapper |
findMeshObject(java.lang.String name)
Find the given mesh object. |
iMeshWrapper |
findMeshObject(java.lang.String name,
iRegion region)
Find the given mesh object. |
iSector |
findSector(java.lang.String name)
Find the given sector. |
iSector |
findSector(java.lang.String name,
iRegion region)
Find the given sector. |
iTextureWrapper |
findTexture(java.lang.String name)
Find the given texture. |
iTextureWrapper |
findTexture(java.lang.String name,
iRegion region)
Find the given texture. |
void |
forceRelight()
Force a relight of all lighting. |
void |
forceRelight(iLight light)
Force a relight for the given light. |
void |
forceRelight(iLight light,
iRegion region)
Force a relight for the given light. |
void |
forceRelight(iRegion region)
Force a relight of all lighting. |
void |
forceRelight(iRegion region,
iProgressMeter meter)
Force a relight of all lighting. |
long |
getAlphaRenderPriority()
Get the render priority for alpha objects (attached to 'alpha' name). |
csColor |
getAmbientLight()
Return the amount of ambient light. |
int |
getBeginDrawFlags()
Get the required flags for 3D->BeginDraw() which should be called from the application. |
iCacheManager |
getCacheManager()
Get the cache manager that the engine is currently using. |
iCameraPositionList |
getCameraPositions()
Get the list of camera positions. |
boolean |
getClearScreen()
Get the value of the clear screen flag set with SetClearScreen(). |
boolean |
getClearZBuf()
Get the value of the clear Z-buffer flag set with SetClearZBuf(). |
iCollectionList |
getCollections()
Get the list of collections. |
iTextureHandle |
getContext()
Return the current drawing context. |
iRenderLoop |
getCurrentDefaultRenderloop()
For NR: Returns the current render loop. |
int |
getCurrentFrameNumber()
Get the current framenumber. |
void |
getDefaultAmbientLight(csColor c)
Return the default amount of ambient light. |
boolean |
getDefaultClearScreen()
Get default clear screen flag. |
boolean |
getDefaultClearZBuf()
Get default clear z-buffer flag. |
int[] |
getDefaultMaxLightmapSize()
Retrieve default maximum lightmap size. |
int |
getLightingCacheMode()
Get the mode for the lighting cache. |
iLightIterator |
getLightIterator()
Create an iterator to iterate over all static lights of the engine. |
iLightIterator |
getLightIterator(iRegion region)
Create an iterator to iterate over all static lights of the engine. |
iMaterialList |
getMaterialList()
Get the list of all materials. |
int |
getMaxLightmapAspectRatio()
Get the maximum aspect ratio for lightmaps. |
int[] |
getMaxLightmapSize()
Retrieve maximum lightmap size. |
iMeshList |
getMeshes()
Get the list of meshes. |
iMeshFactoryList |
getMeshFactories()
Get the list of mesh factories. |
int |
getNearbyLights(iSector sector,
csBox3 box,
int flags,
iLight[] lights,
int max_num_lights)
This routine returns all lights which might affect an object with some bounding box according to the following flags: |
int |
getNearbyLights(iSector sector,
csVector3 pos,
int flags,
iLight[] lights,
int max_num_lights)
This routine returns all lights which might affect an object at some position according to the following flags: |
iMeshWrapperIterator |
getNearbyMeshes(iSector sector,
csVector3 pos,
float radius)
This routine returns an iterator to iterate over all meshes that are within a radius of a given position. |
iMeshWrapperIterator |
getNearbyMeshes(iSector sector,
csVector3 pos,
float radius,
boolean crossPortals)
This routine returns an iterator to iterate over all meshes that are within a radius of a given position. |
iObjectIterator |
getNearbyObjects(iSector sector,
csVector3 pos,
float radius)
This routine returns an iterator to iterate over all objects that are within a radius of a given position. |
iObjectIterator |
getNearbyObjects(iSector sector,
csVector3 pos,
float radius,
boolean crossPortals)
This routine returns an iterator to iterate over all objects that are within a radius of a given position. |
iSectorIterator |
getNearbySectors(iSector sector,
csVector3 pos,
float radius)
This routine returns an iterator to iterate over all nearby sectors. |
long |
getObjectRenderPriority()
Get the render priority for general objects (attached to 'object' name). |
long |
getPortalRenderPriority()
Get the render priority for portal objects (attached to 'portal' name). |
iRegionList |
getRegions()
Get the list of all regions. |
iRenderLoopManager |
getRenderLoopManager()
For NR: Retrieve the render loop manager. |
long |
getRenderPriority(java.lang.String name)
Get a render priority by name. |
boolean |
getRenderPriorityCamera(long priority)
Get the render priority camera flag. |
boolean |
getRenderPriorityCamera(java.lang.String name)
Get the render priority camera flag. |
int |
getRenderPriorityCount()
Get the number of render priorities. |
java.lang.String |
getRenderPriorityName(long priority)
Get the name of the render priority or 0 if none existant. |
int |
getRenderPrioritySorting(long priority)
Get the render priority sorting flag. |
int |
getRenderPrioritySorting(java.lang.String name)
Get the render priority sorting flag. |
iSectorList |
getSectors()
Get the list of sectors. |
long |
getSkyRenderPriority()
Get the render priority for sky objects (attached to 'sky' name). |
int |
getTextureFormat()
Query the format to load textures (usually this depends on texture manager). |
iTextureList |
getTextureList()
Get the list of all textures. |
iClipper2D |
getTopLevelClipper()
Get the top-level clipper. |
iSharedVariableList |
getVariableList()
Get the list of all shared variables. |
iMeshWrapperIterator |
getVisibleMeshes(iSector sector,
csFrustum frustum)
This routine returns an iterator to iterate over all meshes that are potentially visible as seen from a given position. |
iMeshWrapperIterator |
getVisibleMeshes(iSector sector,
csVector3 pos)
This routine returns an iterator to iterate over all meshes that are potentially visible as seen from a given position. |
iObjectIterator |
getVisibleObjects(iSector sector,
csFrustum frustum)
This routine returns an iterator to iterate over all objects that are potentially visible as seen from a given position. |
iObjectIterator |
getVisibleObjects(iSector sector,
csVector3 pos)
This routine returns an iterator to iterate over all objects that are potentially visible as seen from a given position. |
long |
getWallRenderPriority()
Get the render priority for wall objects (attached to 'wall' name). |
iMeshFactoryWrapper |
loadMeshFactory(java.lang.String name,
java.lang.String loaderClassId,
iDataBuffer input)
Convenience function to load a mesh factory from a given loader plugin. |
iMeshWrapper |
loadMeshWrapper(java.lang.String name,
java.lang.String loaderClassId,
iDataBuffer input,
iSector sector,
csVector3 pos)
Convenience function to load a mesh object from a given loader plugin. |
boolean |
prepare()
Prepare the engine. |
boolean |
prepare(iProgressMeter meter)
Prepare the engine. |
void |
prepareMeshes()
Calls UpdateMove for all meshes to initialise bsp bounding boxes. |
void |
prepareTextures()
Prepare the textures. |
iObject |
queryObject()
Get the iObject for the engine. |
void |
registerRenderPriority(java.lang.String name,
long priority)
Register a new render priority. |
void |
registerRenderPriority(java.lang.String name,
long priority,
int rendsort)
Register a new render priority. |
void |
registerRenderPriority(java.lang.String name,
long priority,
int rendsort,
boolean do_camera)
Register a new render priority. |
void |
removeLight(iLight light)
Remove a light and update all lightmaps. |
boolean |
removeObject(iBase object)
Convenience function to 'remove' a CS object from the engine. |
void |
resetWorldSpecificSettings()
Reset a subset of flags/settings (which may differ from one world/map to another) to its defaults. |
void |
setAmbientLight(csColor color)
Set the amount of ambient light. |
void |
setCacheManager(iCacheManager cache_mgr)
Set the cache manager that the engine will use. |
void |
setClearScreen(boolean yesno)
Require that the screen is cleared every frame. |
void |
setClearZBuf(boolean yesno)
Require that the Z-buffer is cleared every frame. |
void |
setContext(iTextureHandle ctxt)
Set the drawing context. |
boolean |
setCurrentDefaultRenderloop(iRenderLoop loop)
Set the current render loop. |
void |
setLightingCacheMode(int mode)
Set the mode for the lighting cache (combination of CS_ENGINE_CACHE_???). |
void |
setMaxLightmapSize(int w,
int h)
Set the maximum lightmap dimensions. |
void |
setRenderPriorityCamera(long priority,
boolean do_camera)
Set the render priority camera flag. |
void |
shineLights()
Calculate all lighting information. |
void |
shineLights(iRegion region)
Calculate all lighting information. |
void |
shineLights(iRegion region,
iProgressMeter meter)
Calculate all lighting information. |
void |
wantToDie(iMeshWrapper mesh)
Sometimes a mesh wants to destruct itself (for example a particle system that has only limited lifetime). |
Methods inherited from interface crystalspace.jbind.interfaces.iutil.scf.iBase |
decRef, getName, getRefCount, getVersion, incRef, queryInterface, queryInterfaceSafe |
Methods inherited from interface crystalspace.jbind.interfaces.iPointer |
changePointer, getPointer, isMemoryOwner, setMemoryOwner |
Method Detail |
public iObject queryObject()
public boolean prepare()
public boolean prepare(iProgressMeter meter)
meter
-
public void forceRelight()
public void forceRelight(iRegion region)
region
- public void forceRelight(iRegion region, iProgressMeter meter)
region
- meter
- public void forceRelight(iLight light)
light
- public void forceRelight(iLight light, iRegion region)
light
- region
- public void removeLight(iLight light)
light
- public void prepareTextures()
public void prepareMeshes()
public void shineLights()
public void shineLights(iRegion region)
region
- public void shineLights(iRegion region, iProgressMeter meter)
region
- meter
- public int getTextureFormat()
public void deleteAll()
public void registerRenderPriority(java.lang.String name, long priority)
name
- priority
- public void registerRenderPriority(java.lang.String name, long priority, int rendsort)
name
- priority
- rendsort
- public void registerRenderPriority(java.lang.String name, long priority, int rendsort, boolean do_camera)
name
- priority
- rendsort
- do_camera
- public long getRenderPriority(java.lang.String name)
name
-
public void setRenderPriorityCamera(long priority, boolean do_camera)
priority
- do_camera
- public boolean getRenderPriorityCamera(java.lang.String name)
name
-
public boolean getRenderPriorityCamera(long priority)
priority
-
public int getRenderPrioritySorting(java.lang.String name)
name
-
public int getRenderPrioritySorting(long priority)
priority
-
public long getSkyRenderPriority()
public long getPortalRenderPriority()
public long getWallRenderPriority()
public long getObjectRenderPriority()
public long getAlphaRenderPriority()
public void clearRenderPriorities()
public int getRenderPriorityCount()
public java.lang.String getRenderPriorityName(long priority)
priority
-
public iMaterial createBaseMaterial(iTextureWrapper txt)
txt
- The texture map this material will use.
public iMaterial createBaseMaterial(iTextureWrapper txt, int num_layers, iTextureWrapper[] wrappers, csTextureLayer[] layers)
txt
- the base texture (lowermost texture layer)num_layers
- the number of texture layers supplid in the next
parameterwrappers
- an array of pointers to iTextureWrapper objects,
supplying the texture to use for each texture layerlayers
- an array of csTextureLayer structures cooresponding to
each texture layer and describing how the layer is aligned and blended
with the layers beneath it.
CreateBaseMaterial(iTextureWrapper* txt) note about
registering/preparing materials.
public iTextureWrapper createTexture(java.lang.String name, java.lang.String fileName, csColor transp, int flags)
name
- fileName
- transp
- flags
-
public iTextureWrapper createBlackTexture(java.lang.String name, int w, int h, csColor iTransp, int iFlags)
name
- The name to use for this texture in the enginew
- the texture width (must be a power of 2, eg 64, 128, 256, 512...)h
- the texture height (must be a power of 2, eg 64, 128, 256, 512...)iTransp
- pixels in the image with this key color will be considered transparent instead of being drawniFlags
- @see createTexture()
note about registering/preparing textures.
public iMaterialWrapper createMaterial(java.lang.String name, iTextureWrapper texture)
name
- the engine name for this materialtexture
- texture to use for this material
public iSector createSector(java.lang.String name)
name
-
public iMeshWrapper createSectorWallsMesh(iSector sector, java.lang.String name)
sector
- name
-
public iMeshWrapper createThingMesh(iSector sector, java.lang.String name)
sector
- name
-
public iSectorList getSectors()
public iMeshFactoryList getMeshFactories()
public iMeshList getMeshes()
public iCollectionList getCollections()
public iCameraPositionList getCameraPositions()
public iTextureList getTextureList()
public iMaterialList getMaterialList()
public iSharedVariableList getVariableList()
public iRegion createRegion(java.lang.String name)
name
-
public iRegionList getRegions()
public iMaterialWrapper findMaterial(java.lang.String name)
name
-
public iMaterialWrapper findMaterial(java.lang.String name, iRegion region)
name
- region
-
public iTextureWrapper findTexture(java.lang.String name)
name
-
public iTextureWrapper findTexture(java.lang.String name, iRegion region)
name
- region
-
public iSector findSector(java.lang.String name)
name
-
public iSector findSector(java.lang.String name, iRegion region)
name
- region
-
public iMeshWrapper findMeshObject(java.lang.String name)
name
-
public iMeshWrapper findMeshObject(java.lang.String name, iRegion region)
name
- region
-
public iMeshFactoryWrapper findMeshFactory(java.lang.String name)
name
-
public iMeshFactoryWrapper findMeshFactory(java.lang.String name, iRegion region)
name
- region
-
public iCameraPosition findCameraPosition(java.lang.String name)
name
-
public iCameraPosition findCameraPosition(java.lang.String name, iRegion region)
name
- region
-
public iCollection findCollection(java.lang.String name)
name
-
public iCollection findCollection(java.lang.String name, iRegion region)
name
- region
-
public void setLightingCacheMode(int mode)
mode
- public int getLightingCacheMode()
public void setClearZBuf(boolean yesno)
yesno
- public boolean getClearZBuf()
public boolean getDefaultClearZBuf()
public void setClearScreen(boolean yesno)
yesno
- public boolean getClearScreen()
public boolean getDefaultClearScreen()
public void setMaxLightmapSize(int w, int h)
w
- h
- public int[] getMaxLightmapSize()
public int[] getDefaultMaxLightmapSize()
public int getMaxLightmapAspectRatio()
public void resetWorldSpecificSettings()
public iCamera createCamera()
public iLight createLight(java.lang.String name, csVector3 pos, float radius, csColor color, boolean pseudoDyn)
name
- the engine name for this light (may be 0)pos
- the position of this light in world coordinatesradius
- the maximum distance at which this light will affect objectscolor
- the color of this light (also affects light intensity)pseudoDyn
- create a pseudo-dynamic light (an unmoving light which
can efficiently change intensity or color)
public iLight findLight(java.lang.String Name)
Name
-
public iLight findLight(java.lang.String Name, boolean RegionOnly)
Name
- RegionOnly
-
public iLight findLightID(java.lang.String light_id)
light_id
-
public iLightIterator getLightIterator()
public iLightIterator getLightIterator(iRegion region)
region
-
public int getBeginDrawFlags()
public iClipper2D getTopLevelClipper()
public iMeshFactoryWrapper createMeshFactory(java.lang.String classId, java.lang.String name)
classId
- the SCF name of the plugin (like
'crystalspace.mesh.object.ball'). The type plugin will only be loaded
if needed.name
- The factory will be registered with the engine under the
given name. If there is already a factory with that name no new factory will
be created but the found one is returned instead. If the name is 0 then no
name will be set and no check will happen if the factory already exists.
public iMeshFactoryWrapper createMeshFactory(iMeshObjectFactory factory, java.lang.String name)
factory
- the mesh factory to be wrapped, the engine
doesn't "know" about a mesh factory until associated with a FactoryWrappername
- the engine name for the factory wrapper
public iMeshFactoryWrapper createMeshFactory(java.lang.String name)
name
- the engine name for the factory wrapper
public iLoaderContext createLoaderContext()
public iLoaderContext createLoaderContext(iRegion region)
region
- optional loader region
public iLoaderContext createLoaderContext(iRegion region, boolean curRegOnly)
region
- optional loader regioncurRegOnly
- if region is valid and and curRegOnly is
true then only that region will be searched.
public iMeshFactoryWrapper loadMeshFactory(java.lang.String name, java.lang.String loaderClassId, iDataBuffer input)
name
- loaderClassId
- input
-
public iMeshWrapper createMeshWrapper(iMeshFactoryWrapper factory, java.lang.String name)
factory
- name
-
public iMeshWrapper createMeshWrapper(iMeshFactoryWrapper factory, java.lang.String name, iSector sector)
factory
- name
- sector
-
public iMeshWrapper createMeshWrapper(iMeshFactoryWrapper factory, java.lang.String name, iSector sector, csVector3 pos)
factory
- name
- sector
- pos
-
public iMeshWrapper createMeshWrapper(iMeshObject meshobj, java.lang.String name)
meshobj
- name
-
public iMeshWrapper createMeshWrapper(iMeshObject meshobj, java.lang.String name, iSector sector)
meshobj
- name
- sector
-
public iMeshWrapper createMeshWrapper(iMeshObject meshobj, java.lang.String name, iSector sector, csVector3 pos)
meshobj
- name
- sector
- pos
-
public iMeshWrapper createMeshWrapper(java.lang.String classid, java.lang.String name)
classid
- The SCF name of the plugin (like
'crystalspace.mesh.object.ball'). The type plugin will only be loaded if
needed.name
- The engine name for the mesh wrapper; may be null.
Different mesh objects can have the same name (in contrast with factory
objects).
public iMeshWrapper createMeshWrapper(java.lang.String classid, java.lang.String name, iSector sector)
classid
- The SCF name of the plugin (like
'crystalspace.mesh.object.ball'). The type plugin will only be loaded if
needed.name
- The engine name for the mesh wrapper; may be null.
Different mesh objects can have the same name (in contrast with factory
objects).sector
- the sector to initially place this mesh in If 'sector' is 0
then the mesh object will not be set to a position.
public iMeshWrapper createMeshWrapper(java.lang.String classid, java.lang.String name, iSector sector, csVector3 pos)
classid
- The SCF name of the plugin (like
'crystalspace.mesh.object.ball'). The type plugin will only be loaded if
needed.name
- The engine name for the mesh wrapper; may be null.
Different mesh objects can have the same name (in contrast with factory
objects).sector
- the sector to initially place this mesh in If 'sector' is 0
then the mesh object will not be set to a position.pos
- the position in the sector
public iMeshWrapper createMeshWrapper(java.lang.String name)
name
-
public iMeshWrapper loadMeshWrapper(java.lang.String name, java.lang.String loaderClassId, iDataBuffer input, iSector sector, csVector3 pos)
name
- loaderClassId
- input
- sector
- pos
-
public iMeshWrapper createPortalContainer(java.lang.String name)
name
-
public iMeshWrapper createPortalContainer(java.lang.String name, iSector sector)
name
- sector
-
public iMeshWrapper createPortalContainer(java.lang.String name, iSector sector, csVector3 pos)
name
- sector
- pos
-
public iMeshWrapper createPortal(java.lang.String name, iMeshWrapper parentMesh, iSector destSector, csVector3 vertices, int num_vertices, iPortal portal)
name
- parentMesh
- destSector
- vertices
- num_vertices
- portal
-
public iMeshWrapper createPortal(java.lang.String name, iSector sourceSector, csVector3 pos, iSector destSector, csVector3 vertices, int num_vertices, iPortal portal)
name
- sourceSector
- pos
- destSector
- vertices
- num_vertices
- portal
-
public void draw(iCamera c, iClipper2D clipper)
c
- clipper
- public void setContext(iTextureHandle ctxt)
ctxt
- public iTextureHandle getContext()
public void setAmbientLight(csColor color)
color
- public csColor getAmbientLight()
public int getNearbyLights(iSector sector, csVector3 pos, int flags, iLight[] lights, int max_num_lights)
sector
- pos
- flags
- lights
- max_num_lights
-
public int getNearbyLights(iSector sector, csBox3 box, int flags, iLight[] lights, int max_num_lights)
sector
- box
- flags
- lights
- max_num_lights
-
public iSectorIterator getNearbySectors(iSector sector, csVector3 pos, float radius)
sector
- pos
- radius
-
public iObjectIterator getNearbyObjects(iSector sector, csVector3 pos, float radius)
sector
- pos
- radius
-
public iObjectIterator getNearbyObjects(iSector sector, csVector3 pos, float radius, boolean crossPortals)
sector
- pos
- radius
- crossPortals
-
public iMeshWrapperIterator getNearbyMeshes(iSector sector, csVector3 pos, float radius)
sector
- pos
- radius
-
public iMeshWrapperIterator getNearbyMeshes(iSector sector, csVector3 pos, float radius, boolean crossPortals)
sector
- pos
- radius
- crossPortals
-
public iObjectIterator getVisibleObjects(iSector sector, csVector3 pos)
sector
- pos
-
public iMeshWrapperIterator getVisibleMeshes(iSector sector, csVector3 pos)
sector
- pos
-
public iObjectIterator getVisibleObjects(iSector sector, csFrustum frustum)
sector
- frustum
-
public iMeshWrapperIterator getVisibleMeshes(iSector sector, csFrustum frustum)
sector
- frustum
-
public boolean removeObject(iBase object)
object
-
public void setCacheManager(iCacheManager cache_mgr)
cache_mgr
- public iCacheManager getCacheManager()
public void getDefaultAmbientLight(csColor c)
c
- public iFrustumView createFrustumView()
public iObjectWatcher createObjectWatcher()
public void wantToDie(iMeshWrapper mesh)
mesh
- public iRenderLoopManager getRenderLoopManager()
public iRenderLoop getCurrentDefaultRenderloop()
public boolean setCurrentDefaultRenderloop(iRenderLoop loop)
loop
-
public int getCurrentFrameNumber()
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