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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.
| Method Summary | |
void |
calculateSectorBBox(csBox3 bbox,
boolean do_meshes)
Calculate the bounding box of all objects in this sector. |
void |
checkFrustum(iFrustumView lview)
Used for portal traversal. |
void |
decRecLevel()
Remove one draw recursion level. |
void |
disableFog()
Disable fog in this sector. |
void |
draw(iRenderView rview)
Draw the sector with the given render view. |
iSector |
followSegment(csReversibleTransform t,
csVector3 new_position,
boolean mirror)
Follow a segment starting at this sector. |
iSector |
followSegment(csReversibleTransform t,
csVector3 new_position,
boolean mirror,
boolean only_portals)
Follow a segment starting at this sector. |
csColor |
getDynamicAmbientLight()
Get the last set dynamic ambient light for this sector. |
csFog |
getFog()
Return the fog structure (even if fog is disabled);. |
iLightList |
getLights()
Get the list of static and pseudo-dynamic lights in this sector. |
iMeshList |
getMeshes()
Get the list of meshes in this sector. |
csSet_iMeshWrapper |
getPortalMeshes()
Get the set of meshes containing portals that leave from this sector. |
int |
getRecLevel()
Get the current draw recursion level. |
iSectorCallback |
getSectorCallback(int idx)
Get the specified sector callback. |
int |
getSectorCallbackCount()
Get the number of sector callbacks. |
iVisibilityCuller |
getVisibilityCuller()
Get the visibility culler that is used for this sector. |
csRenderMeshList |
getVisibleMeshes(iRenderView rview)
Get a set of visible meshes for given camera. |
boolean |
hasFog()
Has this sector fog? |
iMeshWrapper |
hitBeam(csVector3 start,
csVector3 end,
csVector3 intersect,
int polygon_idx)
Follow a beam from start to end and return the first object that is hit. |
iMeshWrapper |
hitBeam(csVector3 start,
csVector3 end,
csVector3 intersect,
int polygon_idx,
boolean accurate)
Follow a beam from start to end and return the first object that is hit. |
iMeshWrapper |
hitBeamPortals(csVector3 start,
csVector3 end,
csVector3 isect,
int polygon_idx)
Follow a beam from start to end and return the first polygon that is hit. |
void |
incRecLevel()
Add one draw recursion level. |
void |
prepareDraw(iRenderView rview)
Prepare the sector to draw. |
iObject |
queryObject()
Get the iObject for this sector. |
void |
registerPortalMesh(iMeshWrapper mesh)
Deprecated. *to be removed* |
void |
removeSectorCallback(iSectorCallback cb)
Remove a sector callback. |
void |
setDynamicAmbientLight(csColor color)
Sets dynamic ambient light for all things in the sector. |
void |
setFog(float density,
csColor color)
Fill the fog structure with the given values. |
void |
setSectorCallback(iSectorCallback cb)
Set the sector callback. |
boolean |
setVisibilityCullerPlugin(java.lang.String Name)
Use the specified plugin as the visibility culler for this sector. |
void |
shineLights()
Calculate lighting for all objects in this sector. |
void |
shineLights(iMeshWrapper mesh)
Version of ShineLights(); which only affects one mesh object. |
void |
unregisterPortalMesh(iMeshWrapper mesh)
Deprecated. *to be removed* |
| 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 void calculateSectorBBox(csBox3 bbox,
boolean do_meshes)
bbox - do_meshes - public void checkFrustum(iFrustumView lview)
lview - public void decRecLevel()
public void disableFog()
public void draw(iRenderView rview)
rview -
public iSector followSegment(csReversibleTransform t,
csVector3 new_position,
boolean mirror)
t - new_position - mirror -
public iSector followSegment(csReversibleTransform t,
csVector3 new_position,
boolean mirror,
boolean only_portals)
t - new_position - mirror - only_portals -
public csColor getDynamicAmbientLight()
public csFog getFog()
public iLightList getLights()
public iMeshList getMeshes()
public csSet_iMeshWrapper getPortalMeshes()
public int getRecLevel()
public iSectorCallback getSectorCallback(int idx)
idx -
public int getSectorCallbackCount()
public iVisibilityCuller getVisibilityCuller()
public csRenderMeshList getVisibleMeshes(iRenderView rview)
rview -
public boolean hasFog()
public iMeshWrapper hitBeam(csVector3 start,
csVector3 end,
csVector3 intersect,
int polygon_idx)
start - end - intersect - polygon_idx -
public iMeshWrapper hitBeam(csVector3 start,
csVector3 end,
csVector3 intersect,
int polygon_idx,
boolean accurate)
start - end - intersect - polygon_idx - accurate -
public iMeshWrapper hitBeamPortals(csVector3 start,
csVector3 end,
csVector3 isect,
int polygon_idx)
start - end - isect - polygon_idx -
public void incRecLevel()
public void prepareDraw(iRenderView rview)
rview - public iObject queryObject()
public void registerPortalMesh(iMeshWrapper mesh)
mesh - public void removeSectorCallback(iSectorCallback cb)
cb - public void setDynamicAmbientLight(csColor color)
color -
public void setFog(float density,
csColor color)
density - color - public void setSectorCallback(iSectorCallback cb)
cb - public boolean setVisibilityCullerPlugin(java.lang.String Name)
Name -
public void shineLights(iMeshWrapper mesh)
mesh - public void shineLights()
public void unregisterPortalMesh(iMeshWrapper mesh)
mesh -
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