class csWorld : public csObject The world! This class basicly represents the 3D engine
| | cleanup This is a vector which holds objects of type 'csCleanable' |
| | collections List of collections |
| | libraries List of libraries |
| | planes List of planes |
| | sectors List of sectors in the world |
| | sprite_templates List of sprite templates |
| | sprites List of all sprites in the world |
| | start_sector The starting sector for the camera as specified in the world file |
| | start_vec The starting vector for the camera as specified in the world file |
| | thing_templates List of thing templates |
| | AddDynLight (csDynLight* dyn) Add a dynamic light to the world |
| | AddHalo (csHaloInformation* pinfo) Add a halo to the world |
| | AdvanceSpriteFrames (long current_time) Advance the frames of all sprites given an elapsed time |
| | Clear () Clear everything in the world |
| | CloseWorldFile () Close the world file |
| | csWorld () Initialize an empty world |
| | Draw (IGraphics3D* g3d, csCamera* c, csClipper* clipper) Draw the world given a camera and a clipper |
| | DrawFunc (IGraphics3D* g3d, csCamera* c, csClipper* clipper, csDrawFunc* callback, void* callback_data = NULL) This function is similar to Draw |
| | EnableCBuffer (bool en) Enable/disable c-buffer |
| | EnableLightingCache (bool en) Cache lighting |
| | FindLight (float x, float y, float z, float dist) Locate the first static light which is closer than 'dist' to the given position |
| | GetCBuffer () Return c-buffer (or NULL if not used) |
| | GetEngineConfig () Get the configurator class for this engine |
| | GetEngineConfigCOM () Get the configurator interface for this engine |
| | GetFirstDynLight () Return the first dynamic light in this world |
| | GetHaloRastizer () Get the Halo Rasterizer COM interface if supported (NULL if not) |
| | GetNearbyLights (csSector* sector, const csVector3& pos, ULong flags, csLight** lights, int max_num_lights) This routine returns all lights which might affect an object at some position according to the following flags:
|
| | GetSpriteTemplate (const char* name, bool use_libs = false) Find a named sprite template in the loaded world and optionally in all loaded libraries |
| | GetTextures () Return the object managing all loaded textures |
| | GetThing (const char* name) Find a thing with a given name |
| | GetThingTemplate (const char* name, bool use_libs = false) Find a named thing template in the loaded world and optionally in all loaded libraries |
| | GetWorldFile () Get the default world archive |
| | HasHalo (csLight* pLight) Check if a light has a halo attached |
| | Initialize (ISystem* sys, IGraphics3D* g3d, csIniFile* config) Initialize the world |
| | IsLightingCacheEnabled () Return true if lighting cache is enabled. |
| | NewSector () Create a new sector and add it to the world |
| | OpenWorldFile (const char* filename) Open a file as the world file |
| | Prepare (IGraphics3D* g3d) Prepare the world |
| | PrepareSectors () Prepare all the loaded sectors |
| | PrepareTextures (IGraphics3D* g3d) Prepare the textures |
| | ReadConfig (csIniFile* config) Read configuration file for all engine specific values |
| | RemoveDynLight (csDynLight* dyn) Remove a dynamic light from the world |
| | RemoveSprite (csSprite3D* sprite) Unlink and delete a sprite from the world |
| | StartWorld () Prepare for creation of a world |
| | UnlinkSprite (csSprite3D* sprite) Unlink a sprite from the world (but do not delete it) |
| | ~csWorld () Delete the world and all entities in the world |
| | c_buffer Optional c-buffer used for rendering. |
| | cfg_engine The engine configurator object. |
| | do_lighting_cache If true then the lighting cache is enabled. |
| | first_dyn_lights Linked list of dynamic lights. |
| | halos List of halos (csHaloInformation). |
| | piHR The Halo rasterizer. If NULL halo's are not supported by the rasterizer. |
| | textures Texture and color information object. |
| | world_file If world file was loaded from a ZIP archive |
| | CreateLightMaps (IGraphics3D* g3d) |
| | ShineLights () |
The world! This class basicly represents the 3D engine. It is the main anchor class for working with Crystal Space.
csObjVector sectors
csObjVector libraries
csObjVector planes
csObjVector collections
csObjVector sprite_templates
csObjVector thing_templates
csObjVector sprites
csTextureList* textures
csDynLight* first_dyn_lights
Archive* world_file
csVector halos
IHaloRasterizer* piHR
csEngineConfig* cfg_engine
bool do_lighting_cache
csCBuffer* c_buffer
void ShineLights()
void CreateLightMaps(IGraphics3D* g3d)
char* start_sector
csVector3 start_vec
csWorld()
virtual ~csWorld()
bool Initialize(ISystem* sys, IGraphics3D* g3d, csIniFile* config)
void PrepareTextures(IGraphics3D* g3d)
void PrepareSectors()
bool Prepare(IGraphics3D* g3d)
void EnableCBuffer(bool en)
csCBuffer* GetCBuffer()
void EnableLightingCache(bool en)
bool IsLightingCacheEnabled()
void ReadConfig(csIniFile* config)
void StartWorld()
IHaloRasterizer* GetHaloRastizer()
csEngineConfig* GetEngineConfig()
IConfig* GetEngineConfigCOM()
Archive* GetWorldFile()
Archive* OpenWorldFile(const char* filename)
void CloseWorldFile()
void Clear()
csSector* NewSector()
csSpriteTemplate* GetSpriteTemplate(const char* name, bool use_libs = false)
csThingTemplate* GetThingTemplate(const char* name, bool use_libs = false)
csThing* GetThing(const char* name)
csTextureList* GetTextures()
void AddDynLight(csDynLight* dyn)
void RemoveDynLight(csDynLight* dyn)
csDynLight* GetFirstDynLight()
int GetNearbyLights(csSector* sector, const csVector3& pos, ULong flags, csLight** lights, int max_num_lights)
It will only return as many lights as the size that you specified
for the light array. The returned lights are not guaranteed to be sorted
but they are guaranteed to be the specified number of lights closest to the
given position.
This function returns the actual number of lights added to the 'lights' array.
void AddHalo(csHaloInformation* pinfo)
bool HasHalo(csLight* pLight)
void Draw(IGraphics3D* g3d, csCamera* c, csClipper* clipper)
void DrawFunc(IGraphics3D* g3d, csCamera* c, csClipper* clipper, csDrawFunc* callback, void* callback_data = NULL)
csStatLight* FindLight(float x, float y, float z, float dist)
void AdvanceSpriteFrames(long current_time)
void UnlinkSprite(csSprite3D* sprite)
void RemoveSprite(csSprite3D* sprite)
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