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InteriorInstance Class Reference#include <interiorInstance.h>
Inheritance diagram for InteriorInstance: ![]()
Member Typedef Documentation
Reimplemented from SceneObject.
Member Enumeration Documentation
Constructor & Destructor Documentation
Member Function Documentation
Builds a list of polygons which intersect a bounding volume. This will use either the sphere or the box, not both, the SceneObject implimentation ignores sphere.
Reimplemented from SceneObject.
Casts a ray and obtain collision information, returns true if RayInfo is modified.
Reimplemented from SceneObject. Sets the Object -> World transform.
Reimplemented from SceneObject. Builds a convex hull for this object. Think of a convex hull as a low-res mesh which covers, as tightly as possible, the object mesh, and is used as a collision mesh.
Reimplemented from SceneObject.
This returns true if the interior is in an alarm state. Alarm state will put different lighting into the interior and also possibly have an audio element also.
This sets the alarm mode of the interior.
Activates a light with the given name on all detail levels of the interior.
Deactivates a light with the given name on all detail levels of the interior.
Echos out all the lights in the interior, starting with triggerable then animated lights.
Returns the number of detail levels for an object.
Gets the interior associated with a particular detail level.
Sets the detail level to render manually.
Reloads material information if the interior skin changes.
Sets the interior skin to something different.
Register dynamic fields in a subclass of ConsoleObject.
Reimplemented from SceneObject.
Register global constant variables and do other one-time initialization tasks in a subclass of ConsoleObject.
Reimplemented from ConsoleObject.
Called when a static field is modified. Specifically, this is called by setDataField when a static field is modified, see the console details. Reimplemented from SimObject.
Reads the lightmaps of the interior into the provided pointer.
Called before any property of the object is changed in the world editor. The calling order here is:
Reimplemented from SimObject.
Called after any property of the object is changed in the world editor.
Reimplemented from SceneObject.
Called when this is added to the SceneGraph.
Reimplemented from SceneObject.
If an object exists in multiple zones, this method will give you the number and indices of these zones (storing them in the provided variables).
Reimplemented from SceneObject.
Gets the color of the ambient light in the area of the object and stores it in the provided ColorF.
Reimplemented from SceneObject.
Called when the SceneGraph is ready for the registration of RenderImages.
Reimplemented from SceneObject.
Called when the object is supposed to render itself.
Reimplemented from SceneObject.
This is called on a zone managing object to scope all the zones managed.
Reimplemented from SceneObject.
Not yet implemented.
Returns true if the interiors are rendering dynamic lighting.
Turns on or off dynamic lighting of interiors.
Activates a specific light for a detail level.
Deactivates a specific light for a detail level.
Instructs this object to pack its state for transfer over the network.
Reimplemented from NetObject.
Returns the Light Manager handle.
Returns the audio profile.
Returns the audio environment.
This is used to determine just how 'inside' a point is in an interior. This is used by the environmental audio code for audio properties and the function always returns true.
Returns the interior resource.
Returns the CRC for validation.
Rebuilds the vertex colors for alarm and normal states for all detail levels.
Returns the normal vertex lighting colors for a detail level.
Returns the alarm vertex lighting colors for a detail level.
Creates an update key for the LightGrouper.
Takes an update key and returns the detail level part of it.
Takes an update key and returns the light index part of it 2param key Update key.
Steps the animated light simulation by a delta.
This loops through all the surfaces in an interior and calls updateLightMap on them.
This will set up a particular light in a particular detail level.
Called by updateLightTime to update a light with a looping animation.
Called by updateLightTime to update a light with a flicker animation.
Called by updateLightTime to update a light with a fade-up (ramp) animation light.
Updates the animation for all lights.
Takes the original lightmap and adds the animated lights to it and then binds the texture to it.
lightMap is a 24-bit RGB texture, intensityMap is an 8 bit intensity map. This generates lightmap = [lightmap + (intensityMap * color)]
Creates a transform based on an trigger area.
Friends And Related Function Documentation
Field Documentation
This is used to store the preferred lighting method for this interior. It is networked.
This indicates what we're actually doing; that way we can bump things to use GL lighting when they are moved.
File name of the interior this instance encapuslates.
Hash for interior file name, used for sorting.
Interior managed by resource manager.
Materials for this interior.
Skin for this interior.
Sub objects of this interior.
Enables or disables terrain showing through the interior.
Handle to the light manager.
Audio profile.
Audio environment.
Forced LOD, if -1 auto LOD.
CRC for the interior.
Vertex colors under normal lighting per detail level.
Vertex colors under alarm lighting per detail level.
Alarm state of the interior.
Light info, one per detail level.
Designed to group net updates for lights to reduce traffic.
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