Public Member Functions | |
bool | AddEntity (iEntity3D *pEntity) |
bool | RemoveEntity (iEntity3D *pEntity) |
bool | Add (iRenderable *apRenderable, bool abStatic) |
bool | Remove (iRenderable *apRenderable) |
void | AddLightShadowCasters (iLight3D *apLight, cFrustum *apFrustum, cRenderList *apRenderList) |
void | AddToRenderList (iRenderable *apObject, cFrustum *apFrustum, cRenderList *apRenderList) |
void | GetVisible (cFrustum *apFrustum, cRenderList *apRenderList) |
void | Compile () |
void | AddSector (tString asSectorId) |
bool | AddToSector (iRenderable *apRenderable, tString asSector) |
bool | AddPortal (cPortal *apPortal, tString asSector) |
cSector * | GetSector (tString asId) |
int | GetSectorVisitCount () const |
cPortalContainerEntityIterator | GetEntityIterator (cBoundingVolume *apBV) |
cSectorVisibilityContainer * | CreateVisibiltyFromBV (cBoundingVolume *apBV) |
cSectorVisibilityContainer * | CreateVisibiltyFromFrustum (cFrustum *apFrustum) |
tSectorMap * | GetSectorMap () |
tStringList * | GetVisibleSectorsList () |
tRenderableSet * | GetGlobalDynamicObjectSet () |
tRenderableList * | GetGlobalStaticObjectList () |
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Add a new object to the container.
*apRenderable | the object |
abStatic | true if the object will not move, else false. |
Implements hpl::iRenderableContainer.
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Removes the object, only non static are guaranteed to be found.
*apRenderable | the object |
Implements hpl::iRenderableContainer.
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Populate the renderlist with all objects visible in a fostrum.
apFostrum | |
*apRenderList |
Implements hpl::iRenderableContainer.
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Sets up things like octrees so that the container is ready to use.
Implements hpl::iRenderableContainer.
void hpl::cPortalContainer::AddSector | ( | tString | asSectorId | ) |
Adds a new sector to the container. All sectors must be created before anything else.
bool hpl::cPortalContainer::AddToSector | ( | iRenderable * | apRenderable, |
tString | asSector | ||
) |
Adds a new renderable to a specific sector.This also recalculates the sector's bounding volume. Object must be (and is considered) static!