iRegion Struct Reference
[Crystal Space 3D Engine]
A region.  
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#include <iengine/region.h>
Inheritance diagram for iRegion:

| Public Member Functions | |
| 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 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 iMaterialWrapper * | FindMaterial (const char *iName)=0 | 
| Find a material in this region by name. | |
| virtual iMeshFactoryWrapper * | FindMeshFactory (const char *iName)=0 | 
| Find a mesh factory in this region by name. | |
| virtual iMeshWrapper * | FindMeshObject (const char *iName)=0 | 
| Find a sprite in this region by name. | |
| virtual iSector * | FindSector (const char *iName)=0 | 
| Find a sector in this region by name. | |
| virtual iTextureWrapper * | FindTexture (const char *iName)=0 | 
| Find a texture in this region by name. | |
| virtual bool | IsInRegion (iObject *obj)=0 | 
| Check if some object is in this region. | |
| virtual bool | Prepare ()=0 | 
| Prepare all objects in this region. | |
| virtual bool | PrepareTextures ()=0 | 
| Prepare all textures and materials in this region. | |
| virtual iObject * | QueryObject ()=0 | 
| Get the iObject for this region. | |
| virtual void | Remove (iObject *obj)=0 | 
| Remove an object from this region. | |
| virtual bool | ShineLights ()=0 | 
| Do lighting calculations (or read from cache). | |
Detailed Description
A region.A region is basically a collection of objects in the 3D engine that can be treated as a unit.
Main creators of instances implementing this interface:
Main ways to get pointers to this interface:
Definition at line 51 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 void iRegion::Remove | ( | iObject * | obj | ) |  [pure virtual] | 
Remove an object from 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:
- iengine/region.h
Generated for Crystal Space by doxygen 1.4.7

