class csSector : public csPolygonSet A sector is a convex hull of polygons
A sector is a convex hull of polygons. It is one of the base classes for the portal engine.
This routine will modify all the given parameters to reflect space warping.
These should be used as the new camera transformation when you decide to
really go to the new position.
This function returns the resulting sector and new_position will be set
to the last position that you can go to before hitting a wall.
If 'pr' != NULL it will also return a value between 0 and 1
indicating where on the 'start'-'end' vector the intersection
happened.
This function is an extension of csPolygonSet::intersect_segment in
that it will also test for hits against things.
csObjVector lights
csThing* first_thing
int level_r
int level_g
int level_b
int visited
csBspTree* static_bsp
csThing* static_thing
static void* DrawPolygons(csPolygonParentInt*, csPolygonInt** polygon, int num, void* data)
static void* TestQueuePolygons(csPolygonParentInt*, csPolygonInt** polygon, int num, void* data)
static void* CalculateLightingPolygons(csPolygonParentInt*, csPolygonInt** polygon, int num, void* data)
void DrawPolygonsFromQueue(csPolygon2DQueue* queue, csRenderView* rview)
static bool do_portals
static bool do_things
static int cfg_reflections
static bool do_radiosity
int beam_busy
csSector()
virtual ~csSector()
virtual void Prepare()
void AddThing(csThing* thing)
void AddLight(csStatLight* light)
csStatLight* FindLight(float x, float y, float z, float dist)
csThing* GetThing(const char* name)
csThing* GetFirstThing()
csThing* GetStaticThing()
void UseStaticBSP(int mode = BSP_MINIMIZE_SPLITS)
void GetAmbientColor(int& r, int& g, int& b)
void SetAmbientColor(int r, int g, int b)
csPolygon3D* HitBeam(csVector3& start, csVector3& end)
void CreateLightMaps(IGraphics3D* g3d)
void Draw(csRenderView& rview)
void InitLightMaps(bool do_cache = true)
void CalculateLighting(csLightView& lview)
csThing** GetVisibleThings(csLightView& lview, int& num_things)
void CacheLightMaps()
csPolygon3D* IntersectSphere(csVector3& center, float radius, float* pr = NULL)
csSector* FollowSegment(csReversibleTransform& t, csVector3& new_position, bool& mirror)
virtual csPolygon3D* IntersectSegment(const csVector3& start, const csVector3& end, csVector3& isect, float* pr = NULL)
void ShineLights(csProgressPulse* = 0)
void ShineLights(csThing*, csProgressPulse* = 0)
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