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A mesh wrapper is an engine-level object that wraps around an actual mesh object.
iMeshObject| Method Summary | |
void |
addMeshToStaticLOD(int lod,
iMeshWrapper mesh)
Set a given child mesh at a specific lod level. |
void |
castHardwareShadow(boolean castShadow)
Enable/disable hardware based shadows alltogheter. |
iLODControl |
createStaticLOD()
Create a LOD control for this mesh wrapper. |
void |
deferUpdateLighting(int flags,
int num_lights)
Update lighting as soon as the object becomes visible. |
void |
destroyStaticLOD()
Destroy the LOD control for this mesh. |
void |
draw(iRenderView rview)
Draw this mesh. |
void |
drawLight(iRenderView rview,
iLight light)
Draws the diffuse light mesh object. |
void |
drawShadow(iRenderView rview,
iLight light)
Draws the shadow buffer pass. |
iMeshList |
getChildren()
Get all the children of this mesh object. |
boolean |
getDrawAfterShadow()
Get if the meshobject is rendered after all fancy HW-shadow-stuff. |
iMeshDrawCallback |
getDrawCallback(int idx)
Get the specified draw callback. |
int |
getDrawCallbackCount()
Get the number of draw callbacks. |
iMeshFactoryWrapper |
getFactory()
Get the parent factory. |
csFlags |
getFlags()
Get flags for this meshwrapper. |
iLightingInfo |
getLightingInfo()
Get the optional lighting information that is implemented by this mesh object. |
iMeshObject |
getMeshObject()
Get the iMeshObject. |
iMovable |
getMovable()
Get the movable instance for this object. |
iMeshWrapper |
getParentContainer()
Get the parent of this mesh. |
iPortalContainer |
getPortalContainer()
If this mesh is a portal container you can use GetPortalContainer() to get the portal container interface. |
void |
getRadius(csVector3 rad,
csVector3 cent)
Get the radius of this mesh and all its children. |
csRenderMesh[] |
getRenderMeshes(int n)
Returns the render mesh. |
long |
getRenderPriority()
Get the render priority. |
float |
getScreenBoundingBox(iCamera camera,
csBox2 sbox,
csBox3 cbox)
Get a very inaccurate bounding box of the object in screen space. |
iShadowReceiver |
getShadowReceiver()
Get the optional shadow receiver that is implemented by this mesh object. |
iLODControl |
getStaticLOD()
Get the LOD control for this mesh. |
void |
getTransformedBoundingBox(csReversibleTransform trans,
csBox3 cbox)
Get the bounding box of this object after applying a transformation to it. |
int |
getVisibilityNumber()
Optimization to avoid having to do SCF_QUERY_INTERFACE for iVisibilityObject. |
void |
getWorldBoundingBox(csBox3 cbox)
Get the bounding box of this object in world space. |
int |
getZBufMode()
Get the Z-buf drawing mode. |
void |
hardTransform(csReversibleTransform t)
Do a hard transform of this object. |
boolean |
hitBeam(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
Check if this object is hit by this world space vector. |
boolean |
hitBeamBBox(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
Check if this mesh is hit by this object space vector. |
boolean |
hitBeamObject(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
Check if this object is hit by this object space vector. |
boolean |
hitBeamObject(csVector3 start,
csVector3 end,
csVector3 isect,
float pr,
int polygon_idx)
Check if this object is hit by this object space vector. |
boolean |
hitBeamOutline(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
Check if this object is hit by this object space vector. |
void |
placeMesh()
This routine will find out in which sectors a mesh object is positioned. |
iObject |
queryObject()
Get the iObject for this mesh object. |
void |
removeDrawCallback(iMeshDrawCallback cb)
Remove a draw callback. |
void |
removeMeshFromStaticLOD(iMeshWrapper mesh)
Remove a child mesh from all lod levels. |
void |
setDrawAfterShadow(boolean drawAfter)
Sets so that the meshobject is rendered after all fancy HW-shadow-stuff. |
void |
setDrawCallback(iMeshDrawCallback cb)
Set a callback which is called just before the object is drawn. |
void |
setFactory(iMeshFactoryWrapper factory)
Set the parent factory (this only sets a pointer). |
void |
setMeshObject(iMeshObject obj)
Set the iMeshObject. |
void |
setParentContainer(iMeshWrapper obj)
Set the parent of this mesh. |
void |
setRenderPriority(long rp)
The renderer will render all objects in a sector based on this number. |
void |
setZBufMode(int mode)
Set the Z-buf drawing mode to use for this object. |
void |
updateLighting(iLight[] lights,
int num_lights)
Light object according to the given array of lights (i.e. |
| 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 iMeshObject getMeshObject()
public void setMeshObject(iMeshObject obj)
obj - public iPortalContainer getPortalContainer()
public iLightingInfo getLightingInfo()
public iShadowReceiver getShadowReceiver()
public int getVisibilityNumber()
public iMeshFactoryWrapper getFactory()
public void setFactory(iMeshFactoryWrapper factory)
factory -
public void deferUpdateLighting(int flags,
int num_lights)
flags - num_lights -
public void updateLighting(iLight[] lights,
int num_lights)
lights - num_lights - public iMovable getMovable()
public void placeMesh()
public boolean hitBeamBBox(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
start - end - isect - pr -
public boolean hitBeamOutline(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
start - end - isect - pr -
public boolean hitBeamObject(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
start - end - isect - pr -
public boolean hitBeamObject(csVector3 start,
csVector3 end,
csVector3 isect,
float pr,
int polygon_idx)
start - end - isect - pr - polygon_idx -
public boolean hitBeam(csVector3 start,
csVector3 end,
csVector3 isect,
float pr)
start - end - isect - pr -
public void setDrawCallback(iMeshDrawCallback cb)
cb - public void removeDrawCallback(iMeshDrawCallback cb)
cb - public int getDrawCallbackCount()
public iMeshDrawCallback getDrawCallback(int idx)
idx -
public void setRenderPriority(long rp)
rp - public long getRenderPriority()
public csFlags getFlags()
public void setZBufMode(int mode)
mode - public int getZBufMode()
public void hardTransform(csReversibleTransform t)
t - public void getWorldBoundingBox(csBox3 cbox)
cbox -
public void getTransformedBoundingBox(csReversibleTransform trans,
csBox3 cbox)
trans - cbox -
public float getScreenBoundingBox(iCamera camera,
csBox2 sbox,
csBox3 cbox)
camera - sbox - cbox -
public iMeshList getChildren()
public iMeshWrapper getParentContainer()
public void setParentContainer(iMeshWrapper obj)
obj -
public void getRadius(csVector3 rad,
csVector3 cent)
rad - cent - public void draw(iRenderView rview)
rview - public iLODControl createStaticLOD()
public void destroyStaticLOD()
public iLODControl getStaticLOD()
public void addMeshToStaticLOD(int lod,
iMeshWrapper mesh)
lod - mesh - public void removeMeshFromStaticLOD(iMeshWrapper mesh)
mesh - public csRenderMesh[] getRenderMeshes(int n)
n -
public void drawShadow(iRenderView rview,
iLight light)
rview - light -
public void drawLight(iRenderView rview,
iLight light)
rview - light - public void castHardwareShadow(boolean castShadow)
castShadow - public void setDrawAfterShadow(boolean drawAfter)
drawAfter - public boolean getDrawAfterShadow()
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