Google

Main Page   Class Hierarchy   Compound List   File List   Compound Members  

iRegion Struct Reference

A region. More...

#include <region.h>

Inheritance diagram for iRegion:

iBase List of all members.

Public Methods

virtual iObjectQueryObject ()=0
 Get the iObject for this region.

virtual void Clear ()=0
 Clear this region without removing the entities in it. More...

virtual void DeleteAll ()=0
 Delete all entities in this region.

virtual bool PrepareTextures ()=0
 Prepare all textures and materials in this region.

virtual bool ShineLights ()=0
 Do lighting calculations (or read from cache).

virtual bool Prepare ()=0
 Prepare all objects in this region. More...

virtual iSectorFindSector (const char *iName)=0
 Find a sector in this region by name.

virtual iMeshWrapperFindMeshObject (const char *iName)=0
 Find a sprite in this region by name.

virtual iMeshFactoryWrapperFindMeshFactory (const char *iName)=0
 Find a mesh factory in this region by name.

virtual iTextureWrapperFindTexture (const char *iName)=0
 Find a texture in this region by name.

virtual iMaterialWrapperFindMaterial (const char *iName)=0
 Find a material in this region by name.

virtual iCameraPositionFindCameraPosition (const char *iName)=0
 Find a camera position in this region by name.

virtual iCollectionFindCollection (const char *iName)=0
 Find a collection in this region by name.

virtual bool IsInRegion (iObject *obj)=0
 Check if some object is in this region. More...


Detailed Description

A region.

A region is basically a collection of objects in the 3D engine that can be treated as a unit.


Member Function Documentation

void iRegion::Clear ( ) [pure virtual]
 

Clear this region without removing the entities in it.

The entities will simply get unconnected from this region.

bool iRegion::IsInRegion ( iObject * obj ) [pure virtual]
 

Check if some object is in this region.

The speed of this function is independent of the number of objects in this region (i.e. very fast).

bool iRegion::Prepare ( ) [pure virtual]
 

Prepare all objects in this region.

This has to be called directly after loading new objects. This function is equivalent to calling PrepareTextures() followed by ShineLights().


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000