torque Torque Game Engine Documentation
TGE Version 1.5.2

SceneLighting Class Reference

#include <sgSceneLighting.h>

Inheritance diagram for SceneLighting:

Inheritance graph
[legend]

Public Types

enum  { SHADOW_DETAIL = -1 }
enum  Flags {
  ForceAlways = BIT(0),
  ForceWritable = BIT(1),
  LoadOnly = BIT(2)
}
typedef Vector< ObjectProxy * > ObjectProxyList

Public Member Functions

void sgNewEvent (U32 light, S32 object, U32 event)
void sgLightingStartEvent ()
void sgLightingCompleteEvent ()
void sgTGEPassSetupEvent ()
void sgTGELightStartEvent (U32 light)
void sgTGELightProcessEvent (U32 light, S32 object)
void sgTGELightCompleteEvent (U32 light)
void sgTGESetProgress (U32 light, S32 object)
void sgSGPassSetupEvent ()
void sgSGObjectStartEvent (S32 object)
void sgSGObjectProcessEvent (U32 light, S32 object)
void sgSGObjectCompleteEvent (S32 object)
void sgSGSetProgress (U32 light, S32 object)
bool sgIsCorrectStaticObjectType (SceneObject *obj)
void addStatic (void *terrainproxy, ShadowVolumeBSP *shadowVolume, SceneObject *sceneobject, LightInfo *light, S32 level)
U32 calcMissionCRC ()
bool verifyMissionInfo (PersistInfo::PersistChunk *)
bool getMissionInfo (PersistInfo::PersistChunk *)
bool loadPersistInfo (const char *)
bool savePersistInfo (const char *)
void addInterior (ShadowVolumeBSP *, InteriorProxy &, LightInfo *, S32)
ShadowVolumeBSP::SVPolybuildInteriorPoly (ShadowVolumeBSP *, InteriorProxy &, Interior *, U32, LightInfo *, bool)
 SceneLighting ()
 ~SceneLighting ()
bool light (BitSet32)
void completed (bool success)
void processEvent (U32 light, S32 object)
void processCache ()
bool isAtlas (SceneObject *)
bool isTerrain (SceneObject *)
bool isInterior (SceneObject *)

Static Public Member Functions

static bool lightScene (const char *, BitSet32 flags=0)
static bool isLighting ()

Data Fields

S32 sgTimeTemp
S32 sgTimeTemp2
ObjectProxyList mSceneObjects
ObjectProxyList mLitObjects
LightInfoList mLights
S32 mStartTime
char mFileName [1024]

Static Public Attributes

static bool smUseVertexLighting

Private Types

typedef SimObject Parent

Data Structures

class  InteriorProxy
class  ObjectProxy
 Create a proxy for each object to store data. More...
class  TerrainProxy

Member Typedef Documentation

typedef SimObject SceneLighting::Parent [private]

Reimplemented from SimObject.


Member Enumeration Documentation

anonymous enum

Enumerator:
SHADOW_DETAIL 

Enumerator:
ForceAlways  Regenerate the scene lighting no matter what.
ForceWritable  Regenerate the scene lighting only if we can write to the lighting cache files.
LoadOnly  Just load cached lighting data.


Constructor & Destructor Documentation

SceneLighting::SceneLighting (  ) 

SceneLighting::~SceneLighting (  ) 


Member Function Documentation

void SceneLighting::sgNewEvent ( U32  light,
S32  object,
U32  event 
)

void SceneLighting::sgLightingStartEvent (  ) 

void SceneLighting::sgLightingCompleteEvent (  ) 

void SceneLighting::sgTGEPassSetupEvent (  ) 

void SceneLighting::sgTGELightStartEvent ( U32  light  ) 

void SceneLighting::sgTGELightProcessEvent ( U32  light,
S32  object 
)

void SceneLighting::sgTGELightCompleteEvent ( U32  light  ) 

void SceneLighting::sgTGESetProgress ( U32  light,
S32  object 
)

void SceneLighting::sgSGPassSetupEvent (  ) 

void SceneLighting::sgSGObjectStartEvent ( S32  object  ) 

void SceneLighting::sgSGObjectProcessEvent ( U32  light,
S32  object 
)

void SceneLighting::sgSGObjectCompleteEvent ( S32  object  ) 

void SceneLighting::sgSGSetProgress ( U32  light,
S32  object 
)

bool SceneLighting::sgIsCorrectStaticObjectType ( SceneObject obj  ) 

void SceneLighting::addStatic ( void terrainproxy,
ShadowVolumeBSP shadowVolume,
SceneObject sceneobject,
LightInfo light,
S32  level 
)

U32 SceneLighting::calcMissionCRC (  ) 

bool SceneLighting::verifyMissionInfo ( PersistInfo::PersistChunk  ) 

bool SceneLighting::getMissionInfo ( PersistInfo::PersistChunk  ) 

bool SceneLighting::loadPersistInfo ( const char *   ) 

bool SceneLighting::savePersistInfo ( const char *   ) 

void SceneLighting::addInterior ( ShadowVolumeBSP ,
InteriorProxy ,
LightInfo ,
S32   
)

ShadowVolumeBSP::SVPoly* SceneLighting::buildInteriorPoly ( ShadowVolumeBSP ,
InteriorProxy ,
Interior ,
U32  ,
LightInfo ,
bool   
)

static bool SceneLighting::lightScene ( const char *  ,
BitSet32  flags = 0 
) [static]

static bool SceneLighting::isLighting (  )  [static]

bool SceneLighting::light ( BitSet32   ) 

void SceneLighting::completed ( bool  success  ) 

void SceneLighting::processEvent ( U32  light,
S32  object 
)

void SceneLighting::processCache (  ) 

bool SceneLighting::isAtlas ( SceneObject  )  [inline]

bool SceneLighting::isTerrain ( SceneObject  )  [inline]

bool SceneLighting::isInterior ( SceneObject  )  [inline]


Field Documentation




All Rights Reserved GarageGames.com, Inc. 1999-2005
Auto-magically Generated with Doxygen