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iShadowBlock Struct Reference
[Lighting]

A block of shadows represent the shadows that are casted by one iShadowCaster object. More...

#include <shadows.h>

Inheritance diagram for iShadowBlock:

iBase List of all members.

Public Methods

virtual iShadowIterator * GetShadowIterator (bool reverse=false)=0
 Get an iterator to iterate over all shadows in this block.

virtual void DeleteShadows ()=0
 Dereference all shadows in the list.

virtual void AddRelevantShadows (iShadowBlock *source, csTransform *trans=0)=0
 Copy all relevant shadow frustums from another shadow block into this block.

virtual void AddRelevantShadows (iShadowBlockList *source)=0
 Copy all relevant shadow frustums from another shadow block list into this block.

virtual void AddAllShadows (iShadowBlockList *source)=0
 Copy all shadow frustums from another shadow block list into this block.

virtual void AddUniqueRelevantShadows (iShadowBlockList *source)=0
 Add unique shadows.

virtual csFrustum * AddShadow (const csVector3 &origin, void *userData, int num_verts, csPlane3 &backplane)=0
 Add a new frustum and return a reference.

virtual void UnlinkShadow (int idx)=0
 Unlink a shadow frustum from the list and dereference it.

virtual int GetShadowCount ()=0
 Get the number of shadows in this list.

virtual csFrustum * GetShadow (int idx)=0
 Get the specified shadow.

virtual void Transform (csTransform *trans)=0
 Apply a transformation to all frustums in this list.

virtual const csBox3 & GetBoundingBox ()=0
 Get the bounding box of this shadow block.


Detailed Description

A block of shadows represent the shadows that are casted by one iShadowCaster object.

Definition at line 72 of file shadows.h.


Member Function Documentation

virtual void iShadowBlock::AddAllShadows (  iShadowBlockList *    source )  [pure virtual]
 

Copy all shadow frustums from another shadow block list into this block.

The frustums are not really copied but a new reference is kept.

virtual void iShadowBlock::AddRelevantShadows (  iShadowBlockList *    source )  [pure virtual]
 

Copy all relevant shadow frustums from another shadow block list into this block.

The frustums are not really copied but a new reference is kept.

virtual void iShadowBlock::AddRelevantShadows (  iShadowBlock *    source,
csTransform *    trans = 0
)  [pure virtual]
 

Copy all relevant shadow frustums from another shadow block into this block.

The frustums are not really copied but a new reference is kept. However, if a transformation is given then a copy is made and the shadows are transformed.

virtual csFrustum* iShadowBlock::AddShadow (  const csVector3 &    origin,
void *    userData,
int    num_verts,
csPlane3 &    backplane
)  [pure virtual]
 

Add a new frustum and return a reference.

The frustum will have the specified number of vertices but the vertices still need to be initialized.

virtual void iShadowBlock::AddUniqueRelevantShadows (  iShadowBlockList *    source )  [pure virtual]
 

Add unique shadows.

Only add relevant shadow frustums that are not already in the current list. The frustums are not really copied but a new reference is kept.

virtual void iShadowBlock::DeleteShadows (    )  [pure virtual]
 

Dereference all shadows in the list.

virtual const csBox3& iShadowBlock::GetBoundingBox (    )  [pure virtual]
 

Get the bounding box of this shadow block.

virtual csFrustum* iShadowBlock::GetShadow (  int    idx )  [pure virtual]
 

Get the specified shadow.

virtual int iShadowBlock::GetShadowCount (    )  [pure virtual]
 

Get the number of shadows in this list.

virtual iShadowIterator* iShadowBlock::GetShadowIterator (  bool    reverse = false )  [pure virtual]
 

Get an iterator to iterate over all shadows in this block.

virtual void iShadowBlock::Transform (  csTransform *    trans )  [pure virtual]
 

Apply a transformation to all frustums in this list.

virtual void iShadowBlock::UnlinkShadow (  int    idx )  [pure virtual]
 

Unlink a shadow frustum from the list and dereference it.


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