#include <mesh.h>
Inheritance diagram for iMeshWrapper:
Public Methods | |
virtual csMeshWrapper* | GetPrivateObject ()=0 |
UGLY!!!@. More... | |
virtual iMeshObject* | GetMeshObject () const=0 |
Get the iMeshObject. | |
virtual void | SetMeshObject (iMeshObject *)=0 |
Set the iMeshObject. | |
virtual iObject* | QueryObject ()=0 |
Get the iObject for this mesh object. | |
virtual void | DeferUpdateLighting (int flags, int num_lights)=0 |
Update lighting as soon as the object becomes visible. More... | |
virtual void | UpdateLighting (iLight **lights, int num_lights)=0 |
Light object according to the given array of lights (i.e. More... | |
virtual iMovable* | GetMovable () const=0 |
Get the movable instance for this object. More... | |
virtual void | PlaceMesh ()=0 |
This routine will find out in which sectors a mesh object is positioned. More... | |
virtual int | HitBeamBBox (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr)=0 |
Check if this mesh is hit by this object space vector. More... | |
virtual bool | HitBeamOutline (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr)=0 |
Check if this object is hit by this object space vector. More... | |
virtual bool | HitBeamObject (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr)=0 |
Check if this object is hit by this object space vector. More... | |
virtual bool | HitBeam (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr)=0 |
Check if this object is hit by this world space vector. More... | |
virtual void | SetDrawCallback (iMeshDrawCallback *cb)=0 |
Set a callback which is called just before the object is drawn. More... | |
virtual iMeshDrawCallback* | GetDrawCallback () const=0 |
Get the draw callback. | |
virtual void | SetFactory (iMeshFactoryWrapper *factory)=0 |
Set the parent factory. | |
virtual void | SetRenderPriority (long rp)=0 |
The renderer will render all objects in a sector based on this number. More... | |
virtual long | GetRenderPriority () const=0 |
Get the render priority. | |
virtual csFlags& | GetFlags ()=0 |
Get flags for this meshwrapper. | |
virtual void | SetZBufMode (csZBufMode mode)=0 |
Set the Z-buf drawing mode to use for this object. | |
virtual csZBufMode | GetZBufMode () const=0 |
Get the Z-buf drawing mode. | |
virtual void | HardTransform (const csReversibleTransform &t)=0 |
Do a hard transform of this object. More... | |
virtual void | GetWorldBoundingBox (csBox3 &cbox)=0 |
Get the bounding box of this object in world space. More... | |
virtual void | GetTransformedBoundingBox (const csReversibleTransform &trans, csBox3 &cbox)=0 |
Get the bounding box of this object after applying a transformation to it. More... | |
virtual float | GetScreenBoundingBox (iCamera *camera, csBox2 &sbox, csBox3 &cbox)=0 |
Get a very inaccurate bounding box of the object in screen space. More... | |
virtual iMeshList* | GetChildren ()=0 |
Get all the children of this mesh object. | |
virtual iMeshWrapper* | GetParentContainer ()=0 |
Get the parent of this mesh. More... | |
virtual void | SetParentContainer (iMeshWrapper *)=0 |
Set the parent of this mesh. More... | |
virtual void | GetRadius (csVector3 &rad, csVector3 ¢) const=0 |
Get the radius of this mesh (ignoring children). | |
virtual void | Draw (iRenderView *rview)=0 |
Draw this mesh. More... | |
virtual bool | WantToDie ()=0 |
Returns true if the object wants to die. |
Every mesh object in the engine is represented by a mesh wrapper, which keeps the pointer to the mesh object, its position, its name, etc.
Think of the mesh wrapper as the hook that holds the mesh object in the engine. An effect of this is that the i???State interfaces (e.g. iSprite3DState) must be queried from the mesh *objects*, not the wrappers!
Note that a mesh object should never be contained in more than one wrapper.
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Update lighting as soon as the object becomes visible. This will call engine->GetNearestLights with the supplied parameters. |
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Draw this mesh. This is a function that you normally don't have to call on your own as the engine does this for you. However it can be useful to have this function in some special cases where you want to render mesh objects in a CSWS window or something like that. |
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Get the movable instance for this object. It is very important to call GetMovable()->UpdateMove() after doing any kind of modification to this movable to make sure that internal data structures are correctly updated. |
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Get the parent of this mesh. Returns NULL if the mesh has no parent (i.e. it is contained in the engine directly). |
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UGLY!!!@. @ |
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Get a very inaccurate bounding box of the object in screen space. Returns -1 if object behind the camera or else the distance between the camera and the furthest point of the 3D box. |
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Get the bounding box of this object after applying a transformation to it. This is really a very inaccurate function as it will take the bounding box of the object in object space and then transform this bounding box. |
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Get the bounding box of this object in world space. This routine will cache the bounding box and only recalculate it if the movable changes. |
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Do a hard transform of this object. This transformation and the original coordinates are not remembered but the object space coordinates are directly computed (world space coordinates are set to the object space coordinates by this routine). Note that some implementations of mesh objects will not change the orientation of the object but only the position. |
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Check if this object is hit by this world space vector. Return the collision point in world space coordinates. |
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Check if this mesh is hit by this object space vector. This will do a rough but fast test based on bounding box only. So this means that it might return a hit even though the object isn't really hit at all. Depends on how much the bounding box overestimates the object. This also returns the face number as defined in csBox3 on which face the hit occured. Usefull for grid structures. |
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Check if this object is hit by this object space vector. Return the collision point in object space coordinates. |
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Check if this object is hit by this object space vector. Outline check. |
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This routine will find out in which sectors a mesh object is positioned. To use it the mesh has to be placed in one starting sector. This routine will then start from that sector, find all portals that touch the sprite and add all additional sectors from those portals. Note that this routine using a bounding sphere for this test so it is possible that the mesh will be added to sectors where it really isn't located (but the sphere is). If the mesh is already in several sectors those additional sectors will be ignored and only the first one will be used for this routine. |
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Set a callback which is called just before the object is drawn. This is useful to do some expensive computations which only need to be done on a visible object. Note that this function will be called even if the object is not visible. In general it is called if there is a likely probability that the object is visible (i.e. it is in the same sector as the camera for example). |
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Set the parent of this mesh. This only changes the 'parent' pointer but does not add the mesh as a child mesh. Internal use only. |
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The renderer will render all objects in a sector based on this number. Low numbers get rendered first. High numbers get rendered later. There are a few often used slots:
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Light object according to the given array of lights (i.e. fill the vertex color array). No shadow calculation will be done. This is assumed to have been done earlier. This is a primitive lighting process based on the lights which hit one point of the sprite (usually the center). More elaborate lighting systems are possible but this will do for now. |