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<title>Crystal Space 1.2.1: iShadowBlock Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iShadowBlock Struct Reference<br>
<small>
[<a class="el" href="group__engine3d__light.html">Lighting</a>]</small>
</h1><!-- doxytag: class="iShadowBlock" --><!-- doxytag: inherits="iBase" -->A block of shadows represent the shadows that are casted by one <a class="el" href="structiShadowCaster.html" title="An object that can cast shadows.">iShadowCaster</a> object.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="shadows_8h-source.html">iengine/shadows.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for iShadowBlock:</div>
<div class="dynsection">
<p><center><img src="structiShadowBlock__inherit__graph.png" border="0" usemap="#iShadowBlock__inherit__map" alt="Inheritance graph"></center>
<map name="iShadowBlock__inherit__map">
<area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="32,7,88,33"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="structiShadowBlock-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#4bab86d1dbd4fd1b5b4fb753ce6c249e">AddAllShadows</a> (<a class="el" href="structiShadowBlockList.html">iShadowBlockList</a> *source)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Copy all shadow frustums from another shadow block list into this block.  <a href="#4bab86d1dbd4fd1b5b4fb753ce6c249e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#c0afe307536918139f035d97b93f1835">AddRelevantShadows</a> (<a class="el" href="structiShadowBlockList.html">iShadowBlockList</a> *source)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Copy all relevant shadow frustums from another shadow block list into this block.  <a href="#c0afe307536918139f035d97b93f1835"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#551592ac2688d70e9b947a9e546b4df1">AddRelevantShadows</a> (<a class="el" href="structiShadowBlock.html">iShadowBlock</a> *source, <a class="el" href="classcsTransform.html">csTransform</a> *trans=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Copy all relevant shadow frustums from another shadow block into this block.  <a href="#551592ac2688d70e9b947a9e546b4df1"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classcsFrustum.html">csFrustum</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#07e348d489142cb3c990806537fe5d45">AddShadow</a> (const <a class="el" href="classcsVector3.html">csVector3</a> &amp;origin, void *userData, int num_verts, <a class="el" href="classcsPlane3.html">csPlane3</a> &amp;backplane)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Add a new frustum and return a reference.  <a href="#07e348d489142cb3c990806537fe5d45"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#6ee891af82319bb4d175a22743947765">AddUniqueRelevantShadows</a> (<a class="el" href="structiShadowBlockList.html">iShadowBlockList</a> *source)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Add unique shadows.  <a href="#6ee891af82319bb4d175a22743947765"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#934f5bf769bdbf87b142d90ea52fa96b">DeleteShadows</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Dereference all shadows in the list.  <a href="#934f5bf769bdbf87b142d90ea52fa96b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classcsBox3.html">csBox3</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#1f3570685042f040d5342999dcaf88f1">GetBoundingBox</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the bounding box of this shadow block.  <a href="#1f3570685042f040d5342999dcaf88f1"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classcsFrustum.html">csFrustum</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#6cd1b0471333a7e8d57189cf1a9d9e68">GetShadow</a> (int idx)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the specified shadow.  <a href="#6cd1b0471333a7e8d57189cf1a9d9e68"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual int&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#894e26d1ece4518223cd5e6d3fe0b9fc">GetShadowCount</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the number of shadows in this list.  <a href="#894e26d1ece4518223cd5e6d3fe0b9fc"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiShadowIterator.html">iShadowIterator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#3ffea49081e3da3057b84af74524ede2">GetShadowIterator</a> (bool reverse=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get an iterator to iterate over all shadows in this block.  <a href="#3ffea49081e3da3057b84af74524ede2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#2b004307a1274e443d6a44a39f8974f0">Transform</a> (<a class="el" href="classcsTransform.html">csTransform</a> *trans)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Apply a transformation to all frustums in this list.  <a href="#2b004307a1274e443d6a44a39f8974f0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShadowBlock.html#299024bec4c70e9f02e4a351d0bdadeb">UnlinkShadow</a> (int idx)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Unlink a shadow frustum from the list and dereference it.  <a href="#299024bec4c70e9f02e4a351d0bdadeb"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A block of shadows represent the shadows that are casted by one <a class="el" href="structiShadowCaster.html" title="An object that can cast shadows.">iShadowCaster</a> object. 
<p>Definition at line <a class="el" href="shadows_8h-source.html#l00072">72</a> of file <a class="el" href="shadows_8h-source.html">shadows.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="4bab86d1dbd4fd1b5b4fb753ce6c249e"></a><!-- doxytag: member="iShadowBlock::AddAllShadows" ref="4bab86d1dbd4fd1b5b4fb753ce6c249e" args="(iShadowBlockList *source)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShadowBlock::AddAllShadows           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShadowBlockList.html">iShadowBlockList</a> *&nbsp;</td>
          <td class="paramname"> <em>source</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Copy all shadow frustums from another shadow block list into this block. 
<p>
The frustums are not really copied but a new reference is kept. 
</div>
</div><p>
<a class="anchor" name="c0afe307536918139f035d97b93f1835"></a><!-- doxytag: member="iShadowBlock::AddRelevantShadows" ref="c0afe307536918139f035d97b93f1835" args="(iShadowBlockList *source)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShadowBlock::AddRelevantShadows           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShadowBlockList.html">iShadowBlockList</a> *&nbsp;</td>
          <td class="paramname"> <em>source</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Copy all relevant shadow frustums from another shadow block list into this block. 
<p>
The frustums are not really copied but a new reference is kept. 
</div>
</div><p>
<a class="anchor" name="551592ac2688d70e9b947a9e546b4df1"></a><!-- doxytag: member="iShadowBlock::AddRelevantShadows" ref="551592ac2688d70e9b947a9e546b4df1" args="(iShadowBlock *source, csTransform *trans=0)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShadowBlock::AddRelevantShadows           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShadowBlock.html">iShadowBlock</a> *&nbsp;</td>
          <td class="paramname"> <em>source</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classcsTransform.html">csTransform</a> *&nbsp;</td>
          <td class="paramname"> <em>trans</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Copy all relevant shadow frustums from another shadow block into this block. 
<p>
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. 
</div>
</div><p>
<a class="anchor" name="07e348d489142cb3c990806537fe5d45"></a><!-- doxytag: member="iShadowBlock::AddShadow" ref="07e348d489142cb3c990806537fe5d45" args="(const csVector3 &amp;origin, void *userData, int num_verts, csPlane3 &amp;backplane)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="classcsFrustum.html">csFrustum</a>* iShadowBlock::AddShadow           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>origin</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">void *&nbsp;</td>
          <td class="paramname"> <em>userData</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>num_verts</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classcsPlane3.html">csPlane3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>backplane</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Add a new frustum and return a reference. 
<p>
The frustum will have the specified number of vertices but the vertices still need to be initialized. 
</div>
</div><p>
<a class="anchor" name="6ee891af82319bb4d175a22743947765"></a><!-- doxytag: member="iShadowBlock::AddUniqueRelevantShadows" ref="6ee891af82319bb4d175a22743947765" args="(iShadowBlockList *source)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShadowBlock::AddUniqueRelevantShadows           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShadowBlockList.html">iShadowBlockList</a> *&nbsp;</td>
          <td class="paramname"> <em>source</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Add unique shadows. 
<p>
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. 
</div>
</div><p>
<a class="anchor" name="934f5bf769bdbf87b142d90ea52fa96b"></a><!-- doxytag: member="iShadowBlock::DeleteShadows" ref="934f5bf769bdbf87b142d90ea52fa96b" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShadowBlock::DeleteShadows           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Dereference all shadows in the list. 
<p>

</div>
</div><p>
<a class="anchor" name="1f3570685042f040d5342999dcaf88f1"></a><!-- doxytag: member="iShadowBlock::GetBoundingBox" ref="1f3570685042f040d5342999dcaf88f1" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual const <a class="el" href="classcsBox3.html">csBox3</a>&amp; iShadowBlock::GetBoundingBox           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get the bounding box of this shadow block. 
<p>

</div>
</div><p>
<a class="anchor" name="6cd1b0471333a7e8d57189cf1a9d9e68"></a><!-- doxytag: member="iShadowBlock::GetShadow" ref="6cd1b0471333a7e8d57189cf1a9d9e68" args="(int idx)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="classcsFrustum.html">csFrustum</a>* iShadowBlock::GetShadow           </td>
          <td>(</td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>idx</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get the specified shadow. 
<p>

</div>
</div><p>
<a class="anchor" name="894e26d1ece4518223cd5e6d3fe0b9fc"></a><!-- doxytag: member="iShadowBlock::GetShadowCount" ref="894e26d1ece4518223cd5e6d3fe0b9fc" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual int iShadowBlock::GetShadowCount           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get the number of shadows in this list. 
<p>

</div>
</div><p>
<a class="anchor" name="3ffea49081e3da3057b84af74524ede2"></a><!-- doxytag: member="iShadowBlock::GetShadowIterator" ref="3ffea49081e3da3057b84af74524ede2" args="(bool reverse=false)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="structiShadowIterator.html">iShadowIterator</a>* iShadowBlock::GetShadowIterator           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>reverse</em> = <code>false</code>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

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

</div>
</div><p>
<a class="anchor" name="2b004307a1274e443d6a44a39f8974f0"></a><!-- doxytag: member="iShadowBlock::Transform" ref="2b004307a1274e443d6a44a39f8974f0" args="(csTransform *trans)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShadowBlock::Transform           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classcsTransform.html">csTransform</a> *&nbsp;</td>
          <td class="paramname"> <em>trans</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Apply a transformation to all frustums in this list. 
<p>

</div>
</div><p>
<a class="anchor" name="299024bec4c70e9f02e4a351d0bdadeb"></a><!-- doxytag: member="iShadowBlock::UnlinkShadow" ref="299024bec4c70e9f02e4a351d0bdadeb" args="(int idx)=0" -->
<div class="memitem">
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      <table class="memname">
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          <td class="memname">virtual void iShadowBlock::UnlinkShadow           </td>
          <td>(</td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>idx</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Unlink a shadow frustum from the list and dereference it. 
<p>

</div>
</div><p>
<hr>The documentation for this struct was generated from the following file:<ul>
<li>iengine/<a class="el" href="shadows_8h-source.html">shadows.h</a></ul>
<hr size="1"><address><small>Generated for Crystal Space 1.2.1 by 
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