#include <shadows.h>
Inheritance diagram for iShadowBlock:
Public Methods | |
virtual iShadowIterator* | GetShadowIterator (bool reverse=false)=0 |
Get an iterator to iterate over all shadows in this block. | |
virtual iSector* | GetSector ()=0 |
Get a pointer to the sector in which this block was generated. | |
virtual int | GetRecLevel ()=0 |
Get the recursion level of this sector in our frustum check. | |
virtual void | DeleteShadows ()=0 |
Dereference all shadows in the list. | |
virtual void | AddRelevantShadows (iShadowBlock *source, csTransform *trans=NULL)=0 |
Copy all relevant shadow frustums from another shadow block into this block. More... | |
virtual void | AddRelevantShadows (iShadowBlockList *source)=0 |
Copy all relevant shadow frustums from another shadow block list into this block. More... | |
virtual void | AddAllShadows (iShadowBlockList *source)=0 |
Copy all shadow frustums from another shadow block list into this block. More... | |
virtual void | AddUniqueRelevantShadows (iShadowBlockList *source)=0 |
Add unique shadows. More... | |
virtual csFrustum* | AddShadow (const csVector3 &origin, void *userData, int num_verts, csPlane3 &backplane)=0 |
Add a new frustum and return a reference. More... | |
virtual void | UnlinkShadow (int idx)=0 |
Unlink a shadow frustum from the list and dereference it. | |
virtual int | GetShadowCount ()=0 |
Get the number of shadows in this list. | |
virtual csFrustum* | GetShadow (int idx)=0 |
Get the specified shadow. | |
virtual void | Transform (csTransform *trans)=0 |
Apply a transformation to all frustums in this list. |
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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 in csShadowBlock. |
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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 in csShadowBlock. |
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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 in csShadowBlock. |
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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 in csShadowBlock. |
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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 in csShadowBlock. |