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iRegion Struct Reference
[Crystal Space 3D Engine]

A region. More...

#include <region.h>

Inheritance diagram for iRegion:

iBase List of all members.

Public Methods

virtual iObject * QueryObject ()=0
 Get the iObject for this region.

virtual void Add (iObject *obj)=0
 Add an object to this region.

virtual void Clear ()=0
 Clear this region without removing the entities in it.

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.

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.


Detailed Description

A region.

A region is basically a collection of objects in the 3D engine that can be treated as a unit.

Definition at line 48 of file region.h.


Member Function Documentation

virtual void iRegion::Add (  iObject *    obj )  [pure virtual]
 

Add an object to this region.

virtual void iRegion::Clear (    )  [pure virtual]
 

Clear this region without removing the entities in it.

The entities will simply get unconnected from this region.

virtual void iRegion::DeleteAll (    )  [pure virtual]
 

Delete all entities in this region.

virtual iCameraPosition* iRegion::FindCameraPosition (  const char *    iName )  [pure virtual]
 

Find a camera position in this region by name.

virtual iCollection* iRegion::FindCollection (  const char *    iName )  [pure virtual]
 

Find a collection in this region by name.

virtual iMaterialWrapper* iRegion::FindMaterial (  const char *    iName )  [pure virtual]
 

Find a material in this region by name.

virtual iMeshFactoryWrapper* iRegion::FindMeshFactory (  const char *    iName )  [pure virtual]
 

Find a mesh factory in this region by name.

virtual iMeshWrapper* iRegion::FindMeshObject (  const char *    iName )  [pure virtual]
 

Find a sprite in this region by name.

virtual iSector* iRegion::FindSector (  const char *    iName )  [pure virtual]
 

Find a sector in this region by name.

virtual iTextureWrapper* iRegion::FindTexture (  const char *    iName )  [pure virtual]
 

Find a texture in this region by name.

virtual bool iRegion::IsInRegion (  iObject *    obj )  [pure virtual]
 

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).

virtual bool iRegion::Prepare (    )  [pure virtual]
 

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().

virtual bool iRegion::PrepareTextures (    )  [pure virtual]
 

Prepare all textures and materials in this region.

virtual iObject* iRegion::QueryObject (    )  [pure virtual]
 

Get the iObject for this region.

virtual bool iRegion::ShineLights (    )  [pure virtual]
 

Do lighting calculations (or read from cache).


The documentation for this struct was generated from the following file:
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