Public Methods |
| csSector (csEngine *) |
| Construct a sector. More...
|
void | CleanupReferences () |
| This function MUST be called before the sector is deleted in order to make sure that all references to the sector are cleaned up.
|
iMeshList* | GetMeshes () |
void | PrepareMesh (iMeshWrapper *mesh) |
| Prepare a mesh for rendering. More...
|
void | UnprepareMesh (iMeshWrapper *mesh) |
| Unprepare a mesh. More...
|
void | RelinkMesh (iMeshWrapper *mesh) |
| Relink a mesh from this sector. More...
|
iLightList* | GetLights () |
| Get the list of lights in this sector.
|
iMeshWrapper* | GetCullerMesh () const |
| Get the mesh which implements the visibility culler.
|
void | UseCuller (const char *meshname) |
| Look for the mesh object and see if it implements iVisibilityCuller. More...
|
iVisibilityCuller* | GetVisibilityCuller () const |
| Get the visibility culler that is used for this sector. More...
|
void | Draw (iRenderView *rview) |
| Draw the sector in the given view and with the given transformation.
|
csPolygon3D* | HitBeam (const csVector3 &start, const csVector3 &end, csVector3 &isect) |
| Follow a beam from start to end and return the first polygon that is hit. More...
|
csMeshWrapper* | HitBeam (const csVector3 &start, const csVector3 &end, csVector3 &intersect, csPolygon3D **polygonPtr) |
| Follow a beam from start to end and return the first object that is hit. More...
|
void | RealCheckFrustum (iFrustumView *lview) |
| Check visibility in a frustum way for all things and polygons in this sector and possibly traverse through portals to other sectors. More...
|
void | CheckFrustum (iFrustumView *lview) |
| Check visibility in a frustum way for all things and polygons in this sector and possibly traverse through portals to other sectors.
|
csObject** | GetVisibleObjects (iFrustumView *lview, int &num_objects) |
| Get a list of all objects which are visible in the given frustum. More...
|
csPolygon3D* | IntersectSphere (csVector3 ¢er, float radius, float *pr=NULL) |
| Intersects world-space sphere with polygons of this set. More...
|
csSector* | FollowSegment (csReversibleTransform &t, csVector3 &new_position, bool &mirror, bool only_portals=false) |
| Follow a segment starting at this sector. More...
|
csPolygon3D* | IntersectSegment (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr=NULL, bool only_portals=false, csMeshWrapper **p_mesh=NULL) |
| Intersect world-space segment with polygons of this sector. More...
|
void | CalculateSectorBBox (csBox3 &bbox, bool do_meshes) const |
| Calculate the bounding box of all objects in this sector. More...
|
void | ShineLights (csProgressPulse *=0) |
| The whole setup starts with csEngine::shine_lights calling csSector::shine_lights for every sector in the engine. More...
|
void | ShineLights (iMeshWrapper *, csProgressPulse *=0) |
| Version of shine_lights() which only affects one mesh object.
|
csEngine* | GetEngine () const |
| Get the engine for this sector.
|
bool | HasFog () const |
| Return true if this has fog.
|
csFog& | GetFog () |
| Return fog structure.
|
void | SetFog (float density, const csColor &color) |
| Conveniance function to set fog to some setting.
|
void | DisableFog () |
| Disable fog.
|
| SCF_DECLARE_IBASE_EXT (csObject) |
Public Attributes |
int | draw_busy |
| How many times are we busy drawing this sector (recursive). More...
|
csSector::ReferencedObject | scfiReferencedObject |
csSector::eiSector | scfiSector |
Static Public Attributes |
bool | do_portals |
| Option variable: render portals? If this variable is false portals are rendered as a solid polygon.
|
int | cfg_reflections |
| Configuration variable: number of allowed reflections for static lighting. More...
|
bool | do_radiosity |
| Option variable: do pseudo-radiosity? When pseudo-radiosity is enabled every polygon behaves as if it is a mirroring portal when lighting calculations are concerned. More...
|
Friends |
class | ReferencedObject |
class | eiSector |
It is one of the base classes for the portal engine.