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| PCZone (PCZSceneManager *, const String &) |
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virtual | ~PCZone () |
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virtual void | _addAntiPortal (AntiPortal *newAntiPortal) |
| Add an anti portal to the zone. More...
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virtual void | _addNode (PCZSceneNode *)=0 |
| Adds an SceneNode to this PCZone. More...
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virtual void | _addPortal (Portal *newPortal) |
| Add a portal to the zone. More...
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virtual void | _checkLightAgainstPortals (PCZLight *, unsigned long, PCZFrustum *, Portal *)=0 |
| (recursive) Check the given light against all portals in the zone More...
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virtual void | _checkNodeAgainstPortals (PCZSceneNode *, Portal *)=0 |
| (recursive) Check the given node against all portals in the zone More...
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virtual void | _clearNodeLists (short nodeListTypes) |
| Remove all nodes from the node reference list and clear it. More...
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virtual void | _findNodes (const AxisAlignedBox &t, PCZSceneNodeList &list, PortalList &visitedPortals, bool includeVisitors, bool recurseThruPortals, PCZSceneNode *exclude)=0 |
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virtual void | _findNodes (const PlaneBoundedVolume &t, PCZSceneNodeList &list, PortalList &visitedPortals, bool includeVisitors, bool recurseThruPortals, PCZSceneNode *exclude)=0 |
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virtual void | _findNodes (const Ray &t, PCZSceneNodeList &list, PortalList &visitedPortals, bool includeVisitors, bool recurseThruPortals, PCZSceneNode *exclude)=0 |
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virtual void | _findNodes (const Sphere &t, PCZSceneNodeList &list, PortalList &visitedPortals, bool includeVisitors, bool recurseThruPortals, PCZSceneNode *exclude)=0 |
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virtual void | _removeAntiPortal (AntiPortal *removeAntiPortal) |
| Remove an anti portal from the zone. More...
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virtual void | _removePortal (Portal *removePortal) |
| Remove a portal from the zone. More...
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virtual void | createNodeZoneData (PCZSceneNode *) |
| Create zone specific data for a node. More...
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virtual void | dirtyNodeByMovingPortals (void)=0 |
| Mark nodes dirty base on moving portals. More...
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virtual Portal * | findMatchingPortal (Portal *) |
| Find a matching portal (for connecting portals) More...
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virtual void | findVisibleNodes (PCZCamera *, NodeList &visibleNodeList, RenderQueue *queue, VisibleObjectsBoundsInfo *visibleBounds, bool onlyShadowCasters, bool displayNodes, bool showBoundingBoxes)=0 |
| Find and add visible objects to the render queue. More...
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virtual void | getAABB (AxisAlignedBox &) |
| Get the world coordinate aabb of the zone. More...
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SceneNode * | getEnclosureNode (void) |
| Get a pointer to the enclosure node for this PCZone. More...
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unsigned long | getLastVisibleFrame (void) |
| Get the lastVisibleFrame counter value. More...
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PCZCamera * | getLastVisibleFromCamera () |
| Get the lastVisibleFromCamera pointer. More...
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const String & | getName (void) const |
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bool | getPortalsUpdated (void) |
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void * | getUserData (void) |
| Get & set the user data. More...
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const String & | getZoneTypeName () const |
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bool | hasSky (void) |
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virtual void | notifyBeginRenderScene (void)=0 |
| Called when a _renderScene is called in the SceneManager. More...
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virtual void | notifyCameraCreated (Camera *c)=0 |
| Called when the scene manager creates a camera in order to store the first camera created as the primary one, for determining error metrics and the 'home' terrain page. More...
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virtual void | notifyWorldGeometryRenderQueue (uint8 qid)=0 |
| Called by PCZSM during setWorldGeometryRenderQueue() More...
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virtual void | removeNode (PCZSceneNode *)=0 |
| Removes all references to a SceneNode from this PCZone. More...
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virtual bool | requiresZoneSpecificNodeData (void)=0 |
| Indicates whether or not this zone requires zone-specific data for each scene node. More...
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virtual void | setEnclosureNode (PCZSceneNode *)=0 |
| Set the enclosure node for this PCZone. More...
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void | setHasSky (bool yesno) |
| If sky should be drawn with this zone. More...
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void | setLastVisibleFrame (unsigned long frameCount) |
| Set the lastVisibleFrame counter. More...
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void | setLastVisibleFromCamera (PCZCamera *camera) |
| Set the lastVisibleFromCamera pointer. More...
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virtual bool | setOption (const String &, const void *)=0 |
| Sets the options for the Zone. More...
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void | setPortalsUpdated (bool updated) |
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void | setUserData (void *userData) |
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virtual void | setZoneGeometry (const String &filename, PCZSceneNode *parentNode)=0 |
| Called by PCZSM during setZoneGeometry() More...
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virtual PCZone * | updateNodeHomeZone (PCZSceneNode *pczsn, bool allowBackTouces)=0 |
| Update a node's home zone. More...
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virtual void | updatePortalsZoneData (void)=0 |
| Update the zone data for each portal. More...
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Portal-Connected Zone datastructure for managing scene nodes.
Portal Connected Zones are spatial constructs for partitioning space into cross connected zones. Each zone is connected to other zones using Portal nodes.
Zones contain references to nodes which touch them. However, zones do not care how nodes are arranged hierarchically. Whether or not a node is referenced as being part of a zone is entirely determined by the user or by the node crossing a portal into or out-of the zone.
Nodes can be referenced by several zones at once, but only one zone is considered the "home" zone of the node. Home zone is determined by location of the centerpoint of the node. Nodes can "touch" other zones if the node BV intersects a portal (this is also called "visiting" a zone). Nodes keep a pointer to their home zone and a list of references to zones they are "visiting".