torque Torque Game Engine Documentation
TGE Version 1.5.2

volumeLight Class Reference

#include <volLight.h>

Inheritance diagram for volumeLight:

Inheritance graph
[legend]

Public Member Functions

void buildObjectBox ()
void sgRenderX (const Point3F &near1, const Point3F &far1, const Point3F &far2, const ColorF &nearcol, const ColorF &farcol, F32 offset)
void sgRenderY (const Point3F &near1, const Point3F &far1, const Point3F &far2, const ColorF &nearcol, const ColorF &farcol, F32 offset)
 volumeLight ()
 ~volumeLight ()
void renderObject (SceneState *, SceneRenderImage *)
 Called when the object is supposed to render itself.
void renderGL (SceneState *, SceneRenderImage *)
virtual bool prepRenderImage (SceneState *, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState=false)
 Called when the SceneGraph is ready for the registration of RenderImages.
bool onAdd ()
 Called when the object is added to the sim.
void onRemove ()
 Called when the object is removed from the sim.
void inspectPostApply ()
 Called after any property of the object is changed in the world editor.
U32 packUpdate (NetConnection *, U32, BitStream *)
 Instructs this object to pack its state for transfer over the network.
void unpackUpdate (NetConnection *, BitStream *)
 Instructs this object to read state data previously packed with packUpdate.
void setLtexture (const char *name)
void setlpDistance (F32 Dist)
void setShootDistance (F32 Dist)
void setXextent (F32 extent)
void setYextent (F32 extent)
void setSubdivideU (U32 val)
void setSubdivideV (U32 val)
void setfootColour (ColorF col)
void settailColour (ColorF col)
 DECLARE_CONOBJECT (volumeLight)

Static Public Member Functions

static void consoleInit ()
 Register global constant variables and do other one-time initialization tasks in a subclass of ConsoleObject.
static void initPersistFields ()
 Register dynamic fields in a subclass of ConsoleObject.

Data Fields

StringTableEntry mLTextureName
F32 mlpDistance
F32 mShootDistance
F32 mXextent
F32 mYextent
U32 mSubdivideU
U32 mSubdivideV
ColorF mfootColour
ColorF mtailColour

Protected Types

enum  {
  volLightMask = (1 << 0),
  volLightOther = (1 << 1)
}

Protected Attributes

bool mAddedToScene
S32 mLastRenderTime
TextureHandle mLightHandle

Private Types

typedef sgLightObject Parent

Member Typedef Documentation

Reimplemented from sgLightObject.


Member Enumeration Documentation

anonymous enum [protected]

Enumerator:
volLightMask 
volLightOther 


Constructor & Destructor Documentation

volumeLight::volumeLight (  ) 

volumeLight::~volumeLight (  ) 


Member Function Documentation

void volumeLight::buildObjectBox (  )  [inline, virtual]

Reimplemented from fxLight.

void volumeLight::sgRenderX ( const Point3F near1,
const Point3F far1,
const Point3F far2,
const ColorF nearcol,
const ColorF farcol,
F32  offset 
)

void volumeLight::sgRenderY ( const Point3F near1,
const Point3F far1,
const Point3F far2,
const ColorF nearcol,
const ColorF farcol,
F32  offset 
)

void volumeLight::renderObject ( SceneState state,
SceneRenderImage image 
) [virtual]

Called when the object is supposed to render itself.

Parameters:
state Current rendering state.
See also:
SceneState
Parameters:
image Image associated with this object to render.
See also:
SceneRenderImage

Reimplemented from sgLightObject.

void volumeLight::renderGL ( SceneState ,
SceneRenderImage  
)

virtual bool volumeLight::prepRenderImage ( SceneState state,
const U32  stateKey,
const U32  startZone,
const bool  modifyBaseZoneState = false 
) [virtual]

Called when the SceneGraph is ready for the registration of RenderImages.

See also:
SceneState
Parameters:
state SceneState
stateKey State key of the current SceneState
startZone Base zone index
modifyBaseZoneState If true, the object needs to modify the zone state.

Reimplemented from fxLight.

bool volumeLight::onAdd (  )  [virtual]

Called when the object is added to the sim.

Reimplemented from sgLightObject.

void volumeLight::onRemove (  )  [virtual]

Called when the object is removed from the sim.

Reimplemented from fxLight.

void volumeLight::inspectPostApply (  )  [virtual]

Called after any property of the object is changed in the world editor.

See also:
inspectPreApply

Reimplemented from sgLightObject.

U32 volumeLight::packUpdate ( NetConnection conn,
U32  mask,
BitStream stream 
) [virtual]

Instructs this object to pack its state for transfer over the network.

Parameters:
conn Net connection being used
mask Mask indicating fields to transmit.
stream Bitstream to pack data to
Returns:
Any bits which were not dealt with. The value is stored by the networking system. Don't set bits you weren't passed.

Reimplemented from sgLightObject.

void volumeLight::unpackUpdate ( NetConnection conn,
BitStream stream 
) [virtual]

Instructs this object to read state data previously packed with packUpdate.

Parameters:
conn Net connection being used
stream stream to read from

Reimplemented from sgLightObject.

static void volumeLight::consoleInit (  )  [static]

Register global constant variables and do other one-time initialization tasks in a subclass of ConsoleObject.

Deprecated:
You should use ConsoleMethod and ConsoleFunction, not this, to register methods or commands.
See also:
console

Reimplemented from GameBase.

static void volumeLight::initPersistFields (  )  [static]

Register dynamic fields in a subclass of ConsoleObject.

See also:
addField(), addFieldV(), addDepricatedField(), addGroup(), endGroup()

Reimplemented from sgLightObject.

void volumeLight::setLtexture ( const char *  name  ) 

void volumeLight::setlpDistance ( F32  Dist  ) 

void volumeLight::setShootDistance ( F32  Dist  ) 

void volumeLight::setXextent ( F32  extent  ) 

void volumeLight::setYextent ( F32  extent  ) 

void volumeLight::setSubdivideU ( U32  val  ) 

void volumeLight::setSubdivideV ( U32  val  ) 

void volumeLight::setfootColour ( ColorF  col  ) 

void volumeLight::settailColour ( ColorF  col  ) 

volumeLight::DECLARE_CONOBJECT ( volumeLight   ) 


Field Documentation

bool volumeLight::mAddedToScene [protected]

Reimplemented from fxLight.

Reimplemented from fxLight.

TextureHandle volumeLight::mLightHandle [protected]




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