SceneLighting Class Reference

#include <sceneLighting.h>

Inheritance diagram for SceneLighting:

Inheritance graph
[legend]
List of all members.

Public Types

typedef Vector< ObjectProxy * > ObjectProxyList
 SHADOW_DETAIL = -1
 ForceAlways = BIT(0)
 Regenerate the scene lighting no matter what.
 ForceWritable = BIT(1)
 Regenerate the scene lighting only if we can write to the lighting cache files.
 LoadOnly = BIT(2)
 Just load cached lighting data.
enum  { SHADOW_DETAIL = -1 }
enum  Flags {
  ForceAlways = BIT(0),
  ForceWritable = BIT(1),
  LoadOnly = BIT(2)
}

Public Member Functions

virtual void sgNewEvent (U32 light, S32 object, U32 event)
virtual void sgLightingStartEvent ()
virtual void sgLightingCompleteEvent ()
virtual void sgTGEPassSetupEvent ()
virtual void sgTGELightStartEvent (U32 light)
virtual void sgTGELightProcessEvent (U32 light, S32 object)
virtual void sgTGELightCompleteEvent (U32 light)
virtual void sgTGESetProgress (U32 light, S32 object)
virtual void sgSGPassSetupEvent ()
virtual void sgSGObjectStartEvent (S32 object)
virtual void sgSGObjectProcessEvent (U32 light, S32 object)
virtual void sgSGObjectCompleteEvent (S32 object)
virtual void sgSGSetProgress (U32 light, S32 object)
void addStatic (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 *)
 SceneLighting (AvailableSLInterfaces *lightingInterfaces)
 ~SceneLighting ()
bool lightScene (const char *, BitSet32 flags=0)
bool isLighting ()
bool light (BitSet32)
void completed (bool success)
void processEvent (U32 light, S32 object)
void processCache ()

Public Attributes

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

Protected Member Functions

virtual void getMLName (const char *misName, const U32 missionCRC, const U32 buffSize, char *filenameBuffer)

Protected Attributes

AvailableSLInterfacesmLightingInterfaces

Private Types

typedef SimObject Parent

Classes

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

Member Typedef Documentation

typedef SimObject SceneLighting::Parent [private]

Reimplemented from SimObject.

Reimplemented in sgSceneLighting.


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 ( AvailableSLInterfaces lightingInterfaces  ) 

SceneLighting::~SceneLighting (  ) 


Member Function Documentation

virtual void SceneLighting::getMLName ( const char *  misName,
const U32  missionCRC,
const U32  buffSize,
char *  filenameBuffer 
) [protected, virtual]

Reimplemented in sgSceneLighting.

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

virtual void SceneLighting::sgLightingStartEvent (  )  [virtual]

Reimplemented in sgSceneLighting.

virtual void SceneLighting::sgLightingCompleteEvent (  )  [virtual]

Reimplemented in sgSceneLighting.

virtual void SceneLighting::sgTGEPassSetupEvent (  )  [virtual]

virtual void SceneLighting::sgTGELightStartEvent ( U32  light  )  [virtual]

virtual void SceneLighting::sgTGELightProcessEvent ( U32  light,
S32  object 
) [virtual]

virtual void SceneLighting::sgTGELightCompleteEvent ( U32  light  )  [virtual]

virtual void SceneLighting::sgTGESetProgress ( U32  light,
S32  object 
) [virtual]

virtual void SceneLighting::sgSGPassSetupEvent (  )  [virtual]

Reimplemented in sgSceneLighting.

virtual void SceneLighting::sgSGObjectStartEvent ( S32  object  )  [virtual]

virtual void SceneLighting::sgSGObjectProcessEvent ( U32  light,
S32  object 
) [virtual]

virtual void SceneLighting::sgSGObjectCompleteEvent ( S32  object  )  [virtual]

Reimplemented in sgSceneLighting.

virtual void SceneLighting::sgSGSetProgress ( U32  light,
S32  object 
) [virtual]

void SceneLighting::addStatic ( 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 *   ) 

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

bool SceneLighting::isLighting (  ) 

bool SceneLighting::light ( BitSet32   ) 

void SceneLighting::completed ( bool  success  ) 

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

void SceneLighting::processCache (  ) 


Member Data Documentation