class csWorld : public csObject The world! This class basicly represents the 3D engine
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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