torque Torque Game Engine Documentation
TGE Version 1.5.2

sgLightMap Class Reference

#include <sgLightMap.h>

Inheritance diagram for sgLightMap:

Inheritance graph
[legend]

Detailed Description

The base class for generating mission level or real-time light maps for any sceneObject.

All actual work is performed in the descendent class' sgLightMap::sgCalculateLighting method.


Public Member Functions

 sgLightMap (U32 width, U32 height)
 ~sgLightMap ()
virtual void sgCalculateLighting (LightInfo *light)=0
 Object specific light mapping calculations are done here.

Data Fields

Point3D sgWorldPosition
 The world space position that the texture space coord (0, 0) represents.
Point3D sgLightMapSVector
 Defines the world space directional change corresponding to a change of (+1, 0) in the light map texture space.
Point3D sgLightMapTVector
 Defines the world space directional change corresponding to a change of (0, +1) in the light map texture space.

Protected Types

typedef BVPT< sgStaticMeshInfosgStaticMeshBVPT

Protected Member Functions

void sgGetIntersectingObjects (const Box3F &surfacebox, const SceneObject *skipobject)

Protected Attributes

U32 sgWidth
U32 sgHeight
sgColorMapsgTexels
 The light map color buffer.
Vector< SceneObject * > sgIntersectingSceneObjects
sgStaticMeshBVPT sgIntersectingStaticMeshObjects

Data Structures

struct  sgStaticMeshInfo


Member Typedef Documentation


Constructor & Destructor Documentation

sgLightMap::sgLightMap ( U32  width,
U32  height 
) [inline]

sgLightMap::~sgLightMap (  )  [inline]


Member Function Documentation

virtual void sgLightMap::sgCalculateLighting ( LightInfo light  )  [pure virtual]

Object specific light mapping calculations are done here.

Implemented in sgPlanarLightMap, and sgTerrainLightMap.

void sgLightMap::sgGetIntersectingObjects ( const Box3F surfacebox,
const SceneObject skipobject 
) [protected]


Field Documentation

U32 sgLightMap::sgWidth [protected]

The light map color buffer.

The world space position that the texture space coord (0, 0) represents.

Defines the world space directional change corresponding to a change of (+1, 0) in the light map texture space.

Similar to the tangent vector in dot3 bump mapping.

Defines the world space directional change corresponding to a change of (0, +1) in the light map texture space.

Similar to the binormal vector in dot3 bump mapping.




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