#include <region.h>
Inheritance diagram for iRegion:
Public Methods | |
virtual iObject* | QueryObject ()=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 iSector* | FindSector (const char *iName)=0 |
Find a sector in this region by name. | |
virtual iMeshWrapper* | FindMeshObject (const char *iName)=0 |
Find a sprite in this region by name. | |
virtual iMeshFactoryWrapper* | FindMeshFactory (const char *iName)=0 |
Find a mesh factory in this region by name. | |
virtual iTextureWrapper* | FindTexture (const char *iName)=0 |
Find a texture in this region by name. | |
virtual iMaterialWrapper* | FindMaterial (const char *iName)=0 |
Find a material in this region by name. | |
virtual iCameraPosition* | FindCameraPosition (const char *iName)=0 |
Find a camera position in this region by name. | |
virtual iCollection* | FindCollection (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... |
A region is basically a collection of objects in the 3D engine that can be treated as a unit.
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Clear this region without removing the entities in it. The entities will simply get unconnected from this region. |
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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). |
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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(). |