#include <lview.h>
Inheritance diagram for csShadowBlock:
Public Methods | |
csShadowBlock (iSector *sector, int draw_busy, int max_shadows=30, int delta=30) | |
Create a new empty list for a sector. | |
csShadowBlock (int max_shadows=30, int delta=30) | |
Create a new empty list. | |
virtual | ~csShadowBlock () |
Destroy the list and release all shadow references. | |
virtual void | DeleteShadows () |
Dereference all shadows in the list. | |
void | AddRelevantShadows (csShadowBlock *source, csTransform *trans=NULL) |
Copy all relevant shadow frustums from another shadow block into this block. More... | |
virtual void | AddRelevantShadows (iShadowBlock *source, csTransform *trans=NULL) |
Copy all relevant shadow frustums from another shadow block into this block. More... | |
void | AddRelevantShadows (csShadowBlockList *source) |
Copy all relevant shadow frustums from another shadow block list into this block. More... | |
virtual void | AddRelevantShadows (iShadowBlockList *source) |
Copy all relevant shadow frustums from another shadow block list into this block. More... | |
void | AddAllShadows (csShadowBlockList *source) |
Copy all shadow frustums from another shadow block list into this block. More... | |
virtual void | AddAllShadows (iShadowBlockList *source) |
Copy all shadow frustums from another shadow block list into this block. More... | |
void | AddUniqueRelevantShadows (csShadowBlockList *source) |
Add unique shadows. More... | |
virtual void | AddUniqueRelevantShadows (iShadowBlockList *source) |
Add unique shadows. More... | |
virtual csFrustum* | AddShadow (const csVector3 &origin, void *userData, int num_verts, csPlane3 &backplane) |
Add a new frustum and return a reference. More... | |
virtual void | UnlinkShadow (int idx) |
Unlink a shadow frustum from the list and dereference it. | |
virtual int | GetShadowCount () |
Get the number of shadows in this list. | |
csFrustum* | GetShadow (int idx) |
Get the specified shadow. | |
void | Transform (csTransform *trans) |
Apply a transformation to all frustums in this list. | |
csShadowIterator* | GetCsShadowIterator (bool reverse=false) |
Get iterator to iterate over all shadows in this block. | |
iShadowIterator* | GetShadowIterator (bool reverse=false) |
Get iterator to iterate over all shadows in this block. | |
virtual iSector* | GetSector () |
Get Sector. | |
virtual int | GetRecLevel () |
Get draw_busy for sector. | |
Public Attributes | |
SCF_DECLARE_IBASE | |
Friends | |
class | csShadowBlockList |
class | csShadowIterator |
This block will use IncRef()/DecRef() on the shadow frustums so that it is possible and legal to put a single shadow in several blocks.
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Copy all shadow frustums from another shadow block list into this block. The frustums are not really copied but a new reference is kept. Reimplemented from iShadowBlock. |
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Copy all shadow frustums from another shadow block list into this block. The frustums are not really copied but a new reference is kept. |
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Copy all relevant shadow frustums from another shadow block list into this block. The frustums are not really copied but a new reference is kept. Reimplemented from iShadowBlock. |
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Copy all relevant shadow frustums from another shadow block list into this block. The frustums are not really copied but a new reference is kept. |
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Copy all relevant shadow frustums from another shadow block into this block. The frustums are not really copied but a new reference is kept. However, if a transformation is given then a copy is made and the shadows are transformed. Reimplemented from iShadowBlock. |
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Copy all relevant shadow frustums from another shadow block into this block. The frustums are not really copied but a new reference is kept. However, if a transformation is given then a copy is made and the shadows are transformed. |
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Add a new frustum and return a reference. The frustum will have the specified number of vertices but the vertices still need to be initialized. Reimplemented from iShadowBlock. |
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Add unique shadows. Only add relevant shadow frustums that are not already in the current list. The frustums are not really copied but a new reference is kept. Reimplemented from iShadowBlock. |
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Add unique shadows. Only add relevant shadow frustums that are not already in the current list. The frustums are not really copied but a new reference is kept. |