Sophie

Sophie

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crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

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<h1>iengine/sector.h</h1><a href="sector_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span>
<a name="l00002"></a>00002 <span class="comment">    Crystal Space 3D engine</span>
<a name="l00003"></a>00003 <span class="comment">    Copyright (C) 1998-2001 by Jorrit Tyberghein</span>
<a name="l00004"></a>00004 <span class="comment">                  2004 by Marten Svanfeldt</span>
<a name="l00005"></a>00005 <span class="comment"></span>
<a name="l00006"></a>00006 <span class="comment">    This library is free software; you can redistribute it and/or</span>
<a name="l00007"></a>00007 <span class="comment">    modify it under the terms of the GNU Library General Public</span>
<a name="l00008"></a>00008 <span class="comment">    License as published by the Free Software Foundation; either</span>
<a name="l00009"></a>00009 <span class="comment">    version 2 of the License, or (at your option) any later version.</span>
<a name="l00010"></a>00010 <span class="comment"></span>
<a name="l00011"></a>00011 <span class="comment">    This library is distributed in the hope that it will be useful,</span>
<a name="l00012"></a>00012 <span class="comment">    but WITHOUT ANY WARRANTY; without even the implied warranty of</span>
<a name="l00013"></a>00013 <span class="comment">    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU</span>
<a name="l00014"></a>00014 <span class="comment">    Library General Public License for more details.</span>
<a name="l00015"></a>00015 <span class="comment"></span>
<a name="l00016"></a>00016 <span class="comment">    You should have received a copy of the GNU Library General Public</span>
<a name="l00017"></a>00017 <span class="comment">    License along with this library; if not, write to the Free</span>
<a name="l00018"></a>00018 <span class="comment">    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.</span>
<a name="l00019"></a>00019 <span class="comment">*/</span>
<a name="l00020"></a>00020 
<a name="l00021"></a>00021 <span class="preprocessor">#ifndef __CS_IENGINE_SECTOR_H__</span>
<a name="l00022"></a>00022 <span class="preprocessor"></span><span class="preprocessor">#define __CS_IENGINE_SECTOR_H__</span>
<a name="l00023"></a>00023 <span class="preprocessor"></span>
<a name="l00031"></a>00031 <span class="preprocessor">#include "<a class="code" href="cscolor_8h.html" title="Floating-point color.">csutil/cscolor.h</a>"</span>
<a name="l00032"></a>00032 <span class="preprocessor">#include "<a class="code" href="scf_8h.html" title="Crystal Space Shared Class Facility (SCF).">csutil/scf.h</a>"</span>
<a name="l00033"></a>00033 <span class="preprocessor">#include "<a class="code" href="set_8h.html" title="Basic set for objects.">csutil/set.h</a>"</span>
<a name="l00034"></a>00034 <span class="preprocessor">#include "<a class="code" href="vector3_8h.html" title="3D vector.">csgeom/vector3.h</a>"</span>
<a name="l00035"></a>00035 
<a name="l00036"></a>00036 <span class="keyword">struct </span><a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>;
<a name="l00037"></a>00037 <span class="keyword">struct </span><a class="code" href="structiMeshGenerator.html" title="iMeshGenerator defines the interface for a mesh generator.">iMeshGenerator</a>;
<a name="l00038"></a>00038 <span class="keyword">struct </span><a class="code" href="structiMeshList.html" title="A list of meshes.">iMeshList</a>;
<a name="l00039"></a>00039 <span class="keyword">struct </span><a class="code" href="structiLightList.html" title="This structure represents a list of lights.">iLightList</a>;
<a name="l00040"></a>00040 <span class="keyword">struct </span><a class="code" href="structiLight.html" title="The iLight interface is the SCF interface for the csLight class.">iLight</a>;
<a name="l00041"></a>00041 <span class="keyword">struct </span><a class="code" href="structiVisibilityCuller.html" title="This interface represents a visibility culling system.">iVisibilityCuller</a>;
<a name="l00042"></a>00042 <span class="keyword">struct </span><a class="code" href="structiLightSectorInfluence.html" title="A light-sector influence (LSI).">iLightSectorInfluence</a>;
<a name="l00043"></a>00043 
<a name="l00044"></a>00044 <span class="keyword">struct </span><a class="code" href="structiObject.html" title="This interface is an SCF interface for encapsulating csObject.">iObject</a>;
<a name="l00045"></a>00045 
<a name="l00046"></a>00046 <span class="keyword">struct </span><a class="code" href="structiRenderView.html" title="This interface represents all information needed to render some object in a current...">iRenderView</a>;
<a name="l00047"></a>00047 <span class="keyword">struct </span><a class="code" href="structiRenderLoop.html" title="Render loop.">iRenderLoop</a>;
<a name="l00048"></a>00048 <span class="keyword">struct </span><a class="code" href="structiFrustumView.html" title="This structure represents all information needed for the frustum visibility calculator...">iFrustumView</a>;
<a name="l00049"></a>00049 <span class="keyword">struct </span><a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>;
<a name="l00050"></a>00050 <span class="keyword">struct </span><a class="code" href="structiDocumentNode.html" title="Representation of a node in a document.">iDocumentNode</a>;
<a name="l00051"></a>00051 
<a name="l00052"></a>00052 <span class="keyword">struct </span><a class="code" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically...">iShaderVariableContext</a>;
<a name="l00053"></a>00053 
<a name="l00054"></a>00054 <span class="keyword">class </span><a class="code" href="classcsBox3.html" title="A bounding box in 3D space.">csBox3</a>;
<a name="l00055"></a>00055 <span class="keyword">class </span><a class="code" href="classcsRenderMeshList.html" title="This class is used when we need to store, sort and then render a list of rendermeshes...">csRenderMeshList</a>;
<a name="l00056"></a>00056 <span class="keyword">class </span><a class="code" href="classcsReversibleTransform.html" title="A class which defines a reversible transformation from one coordinate system to another...">csReversibleTransform</a>;
<a name="l00057"></a>00057 <span class="keyword">class </span><a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a>;
<a name="l00058"></a>00058 
<a name="l00059"></a><a class="code" href="group__engine3d.html#g446563fb6a66addc4e35c18a9d59e4b3">00059</a> <span class="keyword">enum</span> <a class="code" href="group__engine3d.html#g446563fb6a66addc4e35c18a9d59e4b3">csFogMode</a>
<a name="l00060"></a>00060 {
<a name="l00061"></a><a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b33190a28768c65a74f908f4f405a32f92">00061</a>   <a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b33190a28768c65a74f908f4f405a32f92">CS_FOG_MODE_NONE</a> = 0,
<a name="l00062"></a><a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b3189ae8f62a93af02dd274c4b5437fe7b">00062</a>   <a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b3189ae8f62a93af02dd274c4b5437fe7b">CS_FOG_MODE_LINEAR</a>,
<a name="l00063"></a><a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b3d1ece3bda2618708759efa2c623460f4">00063</a>   <a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b3d1ece3bda2618708759efa2c623460f4">CS_FOG_MODE_EXP</a>,
<a name="l00064"></a><a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b34c8b5995a766925aaccbdcdeee5c5190">00064</a>   <a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b34c8b5995a766925aaccbdcdeee5c5190">CS_FOG_MODE_EXP2</a>,
<a name="l00065"></a><a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b3d3b1ee19313ab6461470122ad2c16ff1">00065</a>   <a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b3d3b1ee19313ab6461470122ad2c16ff1">CS_FOG_MODE_CRYSTALSPACE</a>
<a name="l00066"></a>00066 };
<a name="l00067"></a>00067 
<a name="l00071"></a><a class="code" href="structcsFog.html">00071</a> <span class="keyword">struct </span><a class="code" href="structcsFog.html" title="Sector fog structure.">csFog</a>
<a name="l00072"></a>00072 {
<a name="l00074"></a><a class="code" href="structcsFog.html#e05ada46a47e64ca812ba52a656d15d8">00074</a>   <span class="keywordtype">float</span> <a class="code" href="structcsFog.html#e05ada46a47e64ca812ba52a656d15d8" title="Density (for CS_FOG_MODE_EXP, CS_FOG_MODE_EXP2, CS_FOG_MODE_CRYSTALSPACE).">density</a>;
<a name="l00076"></a><a class="code" href="structcsFog.html#58776b24a00dc414fb1f5e04cf654865">00076</a>   <a class="code" href="classcsColor.html" title="A class used to represent a color in RGB space.">csColor</a> <a class="code" href="structcsFog.html#58776b24a00dc414fb1f5e04cf654865" title="Color.">color</a>;
<a name="l00078"></a><a class="code" href="structcsFog.html#56e2f86349873d3ba89a6576b2e0dfd3">00078</a>   <span class="keywordtype">float</span> <a class="code" href="structcsFog.html#56e2f86349873d3ba89a6576b2e0dfd3" title="Fog fade start distance (for CS_FOG_MODE_LINEAR).">start</a>;
<a name="l00080"></a><a class="code" href="structcsFog.html#1bc8a0f83ef3037923000c5e805d639a">00080</a>   <span class="keywordtype">float</span> <a class="code" href="structcsFog.html#1bc8a0f83ef3037923000c5e805d639a" title="Fog fade end distance (for CS_FOG_MODE_LINEAR).">end</a>;
<a name="l00082"></a><a class="code" href="structcsFog.html#ada72c78e3565f07377609a80143c36f">00082</a>   <a class="code" href="group__engine3d.html#g446563fb6a66addc4e35c18a9d59e4b3">csFogMode</a> <a class="code" href="structcsFog.html#ada72c78e3565f07377609a80143c36f" title="Fog mode.">mode</a>;
<a name="l00083"></a>00083 
<a name="l00084"></a><a class="code" href="structcsFog.html#727065e1236f8caa55b1ea5ccd049136">00084</a>   <a class="code" href="structcsFog.html#727065e1236f8caa55b1ea5ccd049136">csFog</a>() : <a class="code" href="structcsFog.html#e05ada46a47e64ca812ba52a656d15d8" title="Density (for CS_FOG_MODE_EXP, CS_FOG_MODE_EXP2, CS_FOG_MODE_CRYSTALSPACE).">density</a> (0), <a class="code" href="structcsFog.html#58776b24a00dc414fb1f5e04cf654865" title="Color.">color</a> (0, 0, 0), <a class="code" href="structcsFog.html#56e2f86349873d3ba89a6576b2e0dfd3" title="Fog fade start distance (for CS_FOG_MODE_LINEAR).">start</a> (0), <a class="code" href="structcsFog.html#1bc8a0f83ef3037923000c5e805d639a" title="Fog fade end distance (for CS_FOG_MODE_LINEAR).">end</a> (0), 
<a name="l00085"></a>00085     <a class="code" href="structcsFog.html#ada72c78e3565f07377609a80143c36f" title="Fog mode.">mode</a> (<a class="code" href="group__engine3d.html#gg446563fb6a66addc4e35c18a9d59e4b33190a28768c65a74f908f4f405a32f92">CS_FOG_MODE_NONE</a>) {}
<a name="l00086"></a>00086 };
<a name="l00087"></a>00087 
<a name="l00096"></a><a class="code" href="structiSectorCallback.html">00096</a> <span class="keyword">struct </span><a class="code" href="structiSectorCallback.html" title="Set a callback which is called when this sector is traversed.">iSectorCallback</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a>
<a name="l00097"></a>00097 {
<a name="l00098"></a>00098   SCF_INTERFACE (<a class="code" href="structiSectorCallback.html" title="Set a callback which is called when this sector is traversed.">iSectorCallback</a>, 0, 0, 1);
<a name="l00099"></a>00099 
<a name="l00104"></a>00104   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSectorCallback.html#4ef650f0c7c5b687db5783c0b6446a25" title="Sector will be traversed.">Traverse</a> (<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>* sector, <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a>* context) = 0;
<a name="l00105"></a>00105 };
<a name="l00106"></a>00106 
<a name="l00114"></a><a class="code" href="structiSectorMeshCallback.html">00114</a> <span class="keyword">struct </span><a class="code" href="structiSectorMeshCallback.html" title="Set a callback which is called when a mesh is added or removed from this sector.">iSectorMeshCallback</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a>
<a name="l00115"></a>00115 {
<a name="l00116"></a>00116   SCF_INTERFACE (<a class="code" href="structiSectorMeshCallback.html" title="Set a callback which is called when a mesh is added or removed from this sector.">iSectorMeshCallback</a>, 0, 0, 1);
<a name="l00117"></a>00117 
<a name="l00122"></a>00122   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSectorMeshCallback.html#8f4619936099c49a4b644f27d9044ac5" title="New mesh.">NewMesh</a> (<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>* sector, <a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>* mesh) = 0;
<a name="l00123"></a>00123 
<a name="l00127"></a>00127   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSectorMeshCallback.html#5a23f76808bd66c01e0602c96307b652" title="Remove mesh.">RemoveMesh</a> (<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>* sector, <a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>* mesh) = 0;
<a name="l00128"></a>00128 };
<a name="l00129"></a>00129 
<a name="l00136"></a><a class="code" href="structiLightVisibleCallback.html">00136</a> <span class="keyword">struct </span><a class="code" href="structiLightVisibleCallback.html" title="A callback that is fired whenever a light is visible.">iLightVisibleCallback</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a>
<a name="l00137"></a>00137 {
<a name="l00138"></a>00138   SCF_INTERFACE (<a class="code" href="structiLightVisibleCallback.html" title="A callback that is fired whenever a light is visible.">iLightVisibleCallback</a>, 0, 0, 1);
<a name="l00139"></a>00139 
<a name="l00141"></a>00141   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiLightVisibleCallback.html#405ca7bb6f3e3b5177d353ec5d4a98c3" title="The light is visible.">LightVisible</a> (<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>* sector, <a class="code" href="structiLight.html" title="The iLight interface is the SCF interface for the csLight class.">iLight</a>* light) = 0;
<a name="l00142"></a>00142 };
<a name="l00143"></a>00143 
<a name="l00147"></a><a class="code" href="structcsSectorHitBeamResult.html">00147</a> <span class="keyword">struct </span><a class="code" href="structcsSectorHitBeamResult.html" title="Return structure for the iSector-&amp;gt;HitBeam() routines.">csSectorHitBeamResult</a>
<a name="l00148"></a>00148 {
<a name="l00150"></a><a class="code" href="structcsSectorHitBeamResult.html#753a309f41bf247ba6d5621daf4cdf56">00150</a>   <a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>* <a class="code" href="structcsSectorHitBeamResult.html#753a309f41bf247ba6d5621daf4cdf56" title="The resulting mesh that we hit.">mesh</a>;
<a name="l00151"></a>00151 
<a name="l00153"></a><a class="code" href="structcsSectorHitBeamResult.html#c2d501bcbcfc1e4bb01848240f188be0">00153</a>   <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a> <a class="code" href="structcsSectorHitBeamResult.html#c2d501bcbcfc1e4bb01848240f188be0" title="Intersection point in world space.">isect</a>;
<a name="l00154"></a>00154 
<a name="l00156"></a><a class="code" href="structcsSectorHitBeamResult.html#ac6b73d93ba3e96f661b433abc908df0">00156</a>   <span class="keywordtype">int</span> <a class="code" href="structcsSectorHitBeamResult.html#ac6b73d93ba3e96f661b433abc908df0" title="The polygon/triangle index that was hit.">polygon_idx</a>;
<a name="l00157"></a>00157 
<a name="l00162"></a><a class="code" href="structcsSectorHitBeamResult.html#8ce051da6d2e8bd02b3a5561eab3bf97">00162</a>   <a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>* <a class="code" href="structcsSectorHitBeamResult.html#8ce051da6d2e8bd02b3a5561eab3bf97" title="The final sector for the end point.">final_sector</a>;
<a name="l00163"></a>00163 };
<a name="l00164"></a>00164 
<a name="l00188"></a><a class="code" href="structiSector.html">00188</a> <span class="keyword">struct </span><a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a>
<a name="l00189"></a>00189 {
<a name="l00190"></a>00190   SCF_INTERFACE(<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>,2,2,0);
<a name="l00192"></a>00192   <span class="keyword">virtual</span> <a class="code" href="structiObject.html" title="This interface is an SCF interface for encapsulating csObject.">iObject</a> *<a class="code" href="structiSector.html#2cfe19e91ce3163cd6688ee135135c31" title="Get the iObject for this sector.">QueryObject</a> () = 0;
<a name="l00193"></a>00193 
<a name="l00196"></a>00196 
<a name="l00197"></a>00197   <span class="keyword">virtual</span> <a class="code" href="structiMeshList.html" title="A list of meshes.">iMeshList</a>* <a class="code" href="structiSector.html#4e42a93965ed1c35036926ea6625ad4e" title="Get the list of meshes in this sector.">GetMeshes</a> () = 0;
<a name="l00198"></a>00198 
<a name="l00205"></a>00205   <span class="keyword">virtual</span> <a class="code" href="classcsRenderMeshList.html" title="This class is used when we need to store, sort and then render a list of rendermeshes...">csRenderMeshList</a>* <a class="code" href="structiSector.html#df1b5bca9ecb427b4473adab5d0adb27" title="Get a set of visible meshes for given camera.">GetVisibleMeshes</a> (<a class="code" href="structiRenderView.html" title="This interface represents all information needed to render some object in a current...">iRenderView</a> *) = 0;
<a name="l00206"></a>00206 
<a name="l00213"></a>00213   <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classcsSet.html" title="This class implements a basic set for objects.">csSet&lt;csPtrKey&lt;iMeshWrapper&gt;</a> &gt;&amp; <a class="code" href="structiSector.html#61e9a7508e4a9fbb456abad329a4323a" title="Get the set of meshes containing portals that leave from this sector.">GetPortalMeshes</a> () <span class="keyword">const</span> = 0;
<a name="l00214"></a>00214 
<a name="l00221"></a>00221   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#3820ed5b71d90a2a9a7c318263cf555b" title="Unlink all mesh objects from this sector.">UnlinkObjects</a> () = 0;
<a name="l00222"></a>00222 
<a name="l00227"></a>00227   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#604e622530fe3c4444bb7befab2ee43c" title="Add a mesh callback.">AddSectorMeshCallback</a> (<a class="code" href="structiSectorMeshCallback.html" title="Set a callback which is called when a mesh is added or removed from this sector.">iSectorMeshCallback</a>* cb) = 0;
<a name="l00228"></a>00228 
<a name="l00232"></a>00232   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#af58d2f868d4e09b0d85938f8f836cd7" title="Remove a mesh callback.">RemoveSectorMeshCallback</a> (<a class="code" href="structiSectorMeshCallback.html" title="Set a callback which is called when a mesh is added or removed from this sector.">iSectorMeshCallback</a>* cb) = 0;
<a name="l00237"></a>00237 
<a name="l00238"></a>00238   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#688880e04de47b4e65b94c8b52602bb0" title="Draw the sector with the given render view.">Draw</a> (<a class="code" href="structiRenderView.html" title="This interface represents all information needed to render some object in a current...">iRenderView</a>* rview) = 0;
<a name="l00239"></a>00239 
<a name="l00244"></a>00244   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#72352a154e3c66aedce95465886a3f2c" title="Prepare the sector to draw.">PrepareDraw</a> (<a class="code" href="structiRenderView.html" title="This interface represents all information needed to render some object in a current...">iRenderView</a>* rview) = 0;
<a name="l00245"></a>00245 
<a name="l00249"></a>00249   <span class="keyword">virtual</span> <span class="keywordtype">int</span> <a class="code" href="structiSector.html#f35b966b5def8a83628074c9fdf4fec3" title="Get the current draw recursion level.">GetRecLevel</a> () <span class="keyword">const</span> = 0;
<a name="l00250"></a>00250 
<a name="l00254"></a>00254   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#c1083d1ffea7758027898aa94249f485" title="Add one draw recursion level.">IncRecLevel</a> () = 0;
<a name="l00255"></a>00255 
<a name="l00259"></a>00259   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#31693696db7569dba12fa17e91cd0d1f" title="Remove one draw recursion level.">DecRecLevel</a> () = 0;
<a name="l00260"></a>00260 
<a name="l00265"></a>00265   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#37277386f6b10ec40cc6ac31b0cdcd93" title="Set the renderloop to use for this sector.">SetRenderLoop</a> (<a class="code" href="structiRenderLoop.html" title="Render loop.">iRenderLoop</a>* rl) = 0;
<a name="l00266"></a>00266 
<a name="l00272"></a>00272   <span class="keyword">virtual</span> <a class="code" href="structiRenderLoop.html" title="Render loop.">iRenderLoop</a>* <a class="code" href="structiSector.html#afc7002d02b023a813a1594e2d60edd2" title="Get the renderloop for this sector.">GetRenderLoop</a> () = 0;
<a name="l00280"></a>00280   <span class="keyword">virtual</span> <a class="code" href="structiMeshGenerator.html" title="iMeshGenerator defines the interface for a mesh generator.">iMeshGenerator</a>* <a class="code" href="structiSector.html#4be5f0385b0fa4abe92d5ec42bb1f208" title="Create a mesh generator.">CreateMeshGenerator</a> (<span class="keyword">const</span> <span class="keywordtype">char</span>* name) = 0;
<a name="l00281"></a>00281 
<a name="l00285"></a>00285   <span class="keyword">virtual</span> <span class="keywordtype">size_t</span> <a class="code" href="structiSector.html#c4421cd09f4bccb6e98aae5fca3c702f" title="Get the number of mesh generators.">GetMeshGeneratorCount</a> () <span class="keyword">const</span> = 0;
<a name="l00286"></a>00286 
<a name="l00290"></a>00290   <span class="keyword">virtual</span> <a class="code" href="structiMeshGenerator.html" title="iMeshGenerator defines the interface for a mesh generator.">iMeshGenerator</a>* <a class="code" href="structiSector.html#16b64e7b9e25413ae9f4c9dd1c50a823" title="Get the specific mesh generator.">GetMeshGenerator</a> (<span class="keywordtype">size_t</span> idx) = 0;
<a name="l00291"></a>00291 
<a name="l00295"></a>00295   <span class="keyword">virtual</span> <a class="code" href="structiMeshGenerator.html" title="iMeshGenerator defines the interface for a mesh generator.">iMeshGenerator</a>* <a class="code" href="structiSector.html#8e89bb1406959d4c505c7162519f748b" title="Get the specific mesh generator by name.">GetMeshGeneratorByName</a> (<span class="keyword">const</span> <span class="keywordtype">char</span>* name) = 0;
<a name="l00296"></a>00296 
<a name="l00300"></a>00300   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#2e6e50cf9cfeec88e3b4ee0231cf5962" title="Remove a mesh generator.">RemoveMeshGenerator</a> (<span class="keywordtype">size_t</span> idx) = 0;
<a name="l00301"></a>00301 
<a name="l00305"></a>00305   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#68b49ef326c76a19cb50b7b8a84869f6" title="Remove all mesh generators.">RemoveMeshGenerators</a> () = 0;
<a name="l00310"></a>00310 
<a name="l00311"></a>00311   <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiSector.html#ba7fb0763e5e37f0ff4d7975615f2e0c" title="Has this sector fog?">HasFog</a> () <span class="keyword">const</span> = 0;
<a name="l00313"></a>00313   <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="structcsFog.html" title="Sector fog structure.">csFog</a>&amp; <a class="code" href="structiSector.html#cd8d75aa30c154e861633a10a32f3584" title="Return the fog structure (even if fog is disabled).">GetFog</a> () <span class="keyword">const</span> = 0;
<a name="l00315"></a>00315   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#60f1c4665f14946550b90527308a9ed4" title="Fill the fog structure with the given values.">SetFog</a> (<span class="keywordtype">float</span> density, <span class="keyword">const</span> <a class="code" href="classcsColor.html" title="A class used to represent a color in RGB space.">csColor</a>&amp; color) = 0;
<a name="l00317"></a>00317   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#60f1c4665f14946550b90527308a9ed4" title="Fill the fog structure with the given values.">SetFog</a> (<span class="keyword">const</span> <a class="code" href="structcsFog.html" title="Sector fog structure.">csFog</a>&amp; fog) = 0;
<a name="l00319"></a>00319   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#ca4b06506020fd2af7ecf3088d137b35" title="Disable fog in this sector.">DisableFog</a> () = 0;
<a name="l00327"></a>00327   <span class="keyword">virtual</span> <a class="code" href="structiLightList.html" title="This structure represents a list of lights.">iLightList</a>* <a class="code" href="structiSector.html#e36d55cdd6b57528a6e94744a242107b" title="Get the list of static and pseudo-dynamic lights in this sector.">GetLights</a> () = 0;
<a name="l00328"></a>00328 
<a name="l00330"></a>00330   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#584bace18c68db2c7a2b4fbb681502fd" title="Calculate lighting for all objects in this sector.">ShineLights</a> () = 0;
<a name="l00332"></a>00332   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#584bace18c68db2c7a2b4fbb681502fd" title="Calculate lighting for all objects in this sector.">ShineLights</a> (<a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>*) = 0;
<a name="l00333"></a>00333 
<a name="l00338"></a>00338   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#e6b0b9c0e2f4d2a87d27d6f84e6631f1" title="Sets dynamic ambient light this sector.">SetDynamicAmbientLight</a> (<span class="keyword">const</span> <a class="code" href="classcsColor.html" title="A class used to represent a color in RGB space.">csColor</a>&amp; color) = 0;
<a name="l00339"></a>00339 
<a name="l00341"></a>00341   <span class="keyword">virtual</span> <a class="code" href="classcsColor.html" title="A class used to represent a color in RGB space.">csColor</a> <a class="code" href="structiSector.html#9dff10bc1df035dc8856c4d3b0aef502" title="Get the last set dynamic ambient light for this sector.">GetDynamicAmbientLight</a> () <span class="keyword">const</span> = 0;
<a name="l00342"></a>00342 
<a name="l00347"></a>00347   <span class="keyword">virtual</span> <a class="code" href="group__util.html#g91ad9478d81a7aaf2593e8d9c3d06a14" title="Shortcut for default unsigned int.">uint</a> <a class="code" href="structiSector.html#6af1804c9626080845f4544b6b61c96f" title="Get the version number of the dynamic ambient color.">GetDynamicAmbientVersion</a> () <span class="keyword">const</span> = 0;
<a name="l00357"></a>00357   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#5b55e0e2a0669fb57a287c2a28bca69c" title="Calculate the bounding box of all objects in this sector.">CalculateSectorBBox</a> (<a class="code" href="classcsBox3.html" title="A bounding box in 3D space.">csBox3</a>&amp; bbox,
<a name="l00358"></a>00358     <span class="keywordtype">bool</span> do_meshes) <span class="keyword">const</span> = 0;
<a name="l00359"></a>00359 
<a name="l00367"></a>00367   <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiSector.html#6de240ef220d4f16db189e85d106f625" title="Use the specified plugin as the visibility culler for this sector.">SetVisibilityCullerPlugin</a> (<span class="keyword">const</span> <span class="keywordtype">char</span>* name,
<a name="l00368"></a>00368         <a class="code" href="structiDocumentNode.html" title="Representation of a node in a document.">iDocumentNode</a>* culler_params = 0) = 0;
<a name="l00374"></a>00374   <span class="keyword">virtual</span> <a class="code" href="structiVisibilityCuller.html" title="This interface represents a visibility culling system.">iVisibilityCuller</a>* <a class="code" href="structiSector.html#73d8eeeb501ce328da2bf5ec5ef03424" title="Get the visibility culler that is used for this sector.">GetVisibilityCuller</a> () = 0;
<a name="l00375"></a>00375 
<a name="l00380"></a>00380   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#799f47128e89730f8e3c712e65a0f6ad" title="Check visibility in a frustum way for all things and polygons in this sector and...">CheckFrustum</a> (<a class="code" href="structiFrustumView.html" title="This structure represents all information needed for the frustum visibility calculator...">iFrustumView</a>* lview) = 0;  
<a name="l00381"></a>00381 
<a name="l00391"></a>00391   <span class="keyword">virtual</span> <a class="code" href="structcsSectorHitBeamResult.html" title="Return structure for the iSector-&amp;gt;HitBeam() routines.">csSectorHitBeamResult</a> <a class="code" href="structiSector.html#b5bd7bb8a6cb9a117ab3b266929dafb6" title="Follow a beam from start to end and return the first polygon that is hit.">HitBeamPortals</a> (<span class="keyword">const</span> <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a>&amp; start,
<a name="l00392"></a>00392         <span class="keyword">const</span> <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a>&amp; end) = 0;
<a name="l00393"></a>00393 
<a name="l00402"></a>00402   <span class="keyword">virtual</span> <a class="code" href="structcsSectorHitBeamResult.html" title="Return structure for the iSector-&amp;gt;HitBeam() routines.">csSectorHitBeamResult</a> <a class="code" href="structiSector.html#1f9077b16a785db4db8176e0c9c36ed2" title="Follow a beam from start to end and return the first object that is hit.">HitBeam</a> (<span class="keyword">const</span> <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a>&amp; start,
<a name="l00403"></a>00403         <span class="keyword">const</span> <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a>&amp; end, <span class="keywordtype">bool</span> accurate = <span class="keyword">false</span>) = 0;
<a name="l00404"></a>00404 
<a name="l00423"></a>00423   <span class="keyword">virtual</span> <a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>* <a class="code" href="structiSector.html#7892ff0f7a1656f7f585ebde321f5acf" title="Follow a segment starting at this sector.">FollowSegment</a> (<a class="code" href="classcsReversibleTransform.html" title="A class which defines a reversible transformation from one coordinate system to another...">csReversibleTransform</a>&amp; t,
<a name="l00424"></a>00424     <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a>&amp; new_position, <span class="keywordtype">bool</span>&amp; mirror, <span class="keywordtype">bool</span> only_portals = <span class="keyword">false</span>) = 0;
<a name="l00433"></a>00433   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#bef15c237a6055c508acb7937af4543e" title="Set the sector callback.">SetSectorCallback</a> (<a class="code" href="structiSectorCallback.html" title="Set a callback which is called when this sector is traversed.">iSectorCallback</a>* cb) = 0;
<a name="l00434"></a>00434 
<a name="l00438"></a>00438   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#98ede9be5ff621334de87e7e9a22c2d6" title="Remove a sector callback.">RemoveSectorCallback</a> (<a class="code" href="structiSectorCallback.html" title="Set a callback which is called when this sector is traversed.">iSectorCallback</a>* cb) = 0;
<a name="l00439"></a>00439 
<a name="l00441"></a>00441   <span class="keyword">virtual</span> <span class="keywordtype">int</span> <a class="code" href="structiSector.html#70d0bfd88a853633daf86c395d786e86" title="Get the number of sector callbacks.">GetSectorCallbackCount</a> () <span class="keyword">const</span> = 0;
<a name="l00442"></a>00442 
<a name="l00444"></a>00444   <span class="keyword">virtual</span> <a class="code" href="structiSectorCallback.html" title="Set a callback which is called when this sector is traversed.">iSectorCallback</a>* <a class="code" href="structiSector.html#56b1269635770047897aa0e446ee9145" title="Get the specified sector callback.">GetSectorCallback</a> (<span class="keywordtype">int</span> idx) <span class="keyword">const</span> = 0;
<a name="l00457"></a>00457   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#9cf3e0c13b155828b7ecbb9671f580c4" title="Set/reset culling objects for all lights in the sector.">SetLightCulling</a> (<span class="keywordtype">bool</span> enable) = 0;
<a name="l00459"></a>00459   <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiSector.html#a04c1b9638f387ef5165abd10161587f" title="Return true if light culling objects are enabled.">IsLightCullingEnabled</a> () <span class="keyword">const</span> = 0;
<a name="l00464"></a>00464   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#da4d2dbb1b57c31c256f40a1d1c99ecf" title="Add a callback that is called whenever a light is visible.">AddLightVisibleCallback</a> (<a class="code" href="structiLightVisibleCallback.html" title="A callback that is fired whenever a light is visible.">iLightVisibleCallback</a>* cb) = 0;
<a name="l00468"></a>00468   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#f8ea8f5595004c060405c24490b08916" title="Remove a light visible callback.">RemoveLightVisibleCallback</a> (<a class="code" href="structiLightVisibleCallback.html" title="A callback that is fired whenever a light is visible.">iLightVisibleCallback</a>* cb) = 0;
<a name="l00471"></a>00471 
<a name="l00472"></a>00472   <span class="keyword">virtual</span> <a class="code" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically...">iShaderVariableContext</a>* <a class="code" href="structiSector.html#73245444de621fa082f1bd025b9b67bb" title="Get the shader variable context for this sector.">GetSVContext</a>() = 0;
<a name="l00473"></a>00473 
<a name="l00478"></a>00478   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSector.html#5530d3176f4d1b306f177de355b0254f" title="This function precaches a sector by rendering one frame with this sector visible...">PrecacheDraw</a> () = 0;
<a name="l00479"></a>00479 };
<a name="l00480"></a>00480 
<a name="l00481"></a>00481 
<a name="l00492"></a><a class="code" href="structiSectorList.html">00492</a> <span class="keyword">struct </span><a class="code" href="structiSectorList.html" title="A list of sectors.">iSectorList</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a>
<a name="l00493"></a>00493 {
<a name="l00494"></a>00494   SCF_INTERFACE(<a class="code" href="structiSectorList.html" title="A list of sectors.">iSectorList</a>, 2,0,0);
<a name="l00496"></a>00496   <span class="keyword">virtual</span> <span class="keywordtype">int</span> <a class="code" href="structiSectorList.html#c4558f370d5b3c9122540f6f3a898a0f" title="Return the number of sectors in this list.">GetCount</a> () <span class="keyword">const</span> = 0;
<a name="l00497"></a>00497 
<a name="l00499"></a>00499   <span class="keyword">virtual</span> <a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a> *<a class="code" href="structiSectorList.html#71e586708f0cb83c986c979740751024" title="Return a sector by index.">Get</a> (<span class="keywordtype">int</span> n) <span class="keyword">const</span> = 0;
<a name="l00500"></a>00500 
<a name="l00502"></a>00502   <span class="keyword">virtual</span> <span class="keywordtype">int</span> <a class="code" href="structiSectorList.html#15ecbf45d547f70ad5fb30b6a21b9e02" title="Add a sector.">Add</a> (<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a> *obj) = 0;
<a name="l00503"></a>00503 
<a name="l00505"></a>00505   <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiSectorList.html#961642881d32fbca97a81e704ea4f239" title="Remove a sector.">Remove</a> (<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a> *obj) = 0;
<a name="l00506"></a>00506 
<a name="l00508"></a>00508   <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiSectorList.html#961642881d32fbca97a81e704ea4f239" title="Remove a sector.">Remove</a> (<span class="keywordtype">int</span> n) = 0;
<a name="l00509"></a>00509 
<a name="l00511"></a>00511   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSectorList.html#5e376750d382c4dd402cdbe75bed2f11" title="Remove all sectors.">RemoveAll</a> () = 0;
<a name="l00512"></a>00512 
<a name="l00514"></a>00514   <span class="keyword">virtual</span> <span class="keywordtype">int</span> <a class="code" href="structiSectorList.html#f8e5e46b9a7a42fa970764eb9e749656" title="Find a sector and return its index.">Find</a> (<a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a> *obj) <span class="keyword">const</span> = 0;
<a name="l00515"></a>00515 
<a name="l00517"></a>00517   <span class="keyword">virtual</span> <a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a> *<a class="code" href="structiSectorList.html#3a9f8c5dac3eee679819da1439bb8bf8" title="Find a sector by name.">FindByName</a> (<span class="keyword">const</span> <span class="keywordtype">char</span> *Name) <span class="keyword">const</span> = 0;
<a name="l00518"></a>00518 };
<a name="l00519"></a>00519 
<a name="l00520"></a>00520 
<a name="l00528"></a><a class="code" href="structiSectorIterator.html">00528</a> <span class="keyword">struct </span><a class="code" href="structiSectorIterator.html" title="An iterator to iterate over sectors.">iSectorIterator</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a>
<a name="l00529"></a>00529 {
<a name="l00530"></a>00530   SCF_INTERFACE(<a class="code" href="structiSectorIterator.html" title="An iterator to iterate over sectors.">iSectorIterator</a>,2,0,0);
<a name="l00532"></a>00532   <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiSectorIterator.html#f042abfd68549f92ab2b13023d57229b" title="Return true if there are more elements.">HasNext</a> () <span class="keyword">const</span> = 0;
<a name="l00533"></a>00533 
<a name="l00535"></a>00535   <span class="keyword">virtual</span> <a class="code" href="structiSector.html" title="The iSector interface is used to work with &amp;quot;sectors&amp;quot;.">iSector</a>* <a class="code" href="structiSectorIterator.html#f359edbe26a248c2ff0e893e7944bedd" title="Get sector from iterator. Return 0 at end.">Next</a> () = 0;
<a name="l00536"></a>00536 
<a name="l00541"></a>00541   <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a>&amp; <a class="code" href="structiSectorIterator.html#c82c413ac665012991dd854ad62bd4cc" title="Get last position that was used from Fetch.">GetLastPosition</a> () <span class="keyword">const</span> = 0;
<a name="l00542"></a>00542 
<a name="l00544"></a>00544   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiSectorIterator.html#a28f8db66e0e404e3722daaef5294b1e" title="Restart iterator.">Reset</a> () = 0;
<a name="l00545"></a>00545 };
<a name="l00546"></a>00546 
<a name="l00549"></a>00549 <span class="preprocessor">#endif // __CS_IENGINE_SECTOR_H__</span>
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