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 returns true if the interior should be lit with smooth lighting (slower).
This sets the alarm mode of the interior.
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. 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.
Called when the SceneGraph is ready for the registration of RenderImages.
Reimplemented from SceneObject.
This is called on a zone managing object to scope all the zones managed.
Reimplemented from SceneObject.
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.
Creates a transform based on an trigger area.
This is a callback for objects that have reflections and are added to the "reflectiveSet" SimSet.
Reimplemented from SceneObject.
Friends And Related Function Documentation
Member Data Documentation
File name of the interior this instance encapuslates.
Hash for interior file name, used for sorting.
Interior managed by resource manager.
Skin for this interior.
Enables or disables terrain showing through the interior.
Enables or disables doing the longer smooth lighting calculations.
Audio profile.
Audio environment.
Forced LOD, if -1 auto LOD.
CRC for the interior.
Handle to the light manager.
Alarm state of the interior.
Reflection related.
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