CrystalSpace

Public API Reference

iLightManager Struct Reference
[Lighting]

An engine (3D or iso) can implement this interface for the benefit of mesh objects so that they can request lighting information from the engine. More...

#include <iengine/lightmgr.h>

Inheritance diagram for iLightManager:

List of all members.

Public Member Functions

virtual void FreeInfluenceArray (csLightInfluence *Array)=0
 Free a light influence array earlier allocated by GetRelevantLights.
virtual void GetRelevantLights (iSector *sector, const csBox3 &boundingBox, csLightInfluence *&lightArray, size_t &numLights, size_t maxLights=(size_t)~0, const csReversibleTransform *bboxToWorld=0, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' lights that intersects a giving bounding box within a specified sector.
virtual void GetRelevantLights (iSector *sector, csLightInfluence *&lightArray, size_t &numLights, size_t maxLights=(size_t)~0, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' lights for a given sector.
virtual void GetRelevantLights (iMeshWrapper *meshObject, csLightInfluence *&lightArray, size_t &numLights, size_t maxLights=(size_t)~0, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' light that hit this object.
virtual void GetRelevantLights (iSector *sector, const csBox3 &boundingBox, iLightInfluenceCallback *lightCallback, int maxLights, const csReversibleTransform *bboxToWorld=0, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' light/sector influence objects for a given sector.
virtual void GetRelevantLights (iSector *sector, const csBox3 &boundingBox, iLightInfluenceArray *lightArray, int maxLights, const csReversibleTransform *bboxToWorld=0, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' lights that intersects a giving bounding box within a specified sector.
virtual void GetRelevantLights (iSector *sector, iLightInfluenceCallback *lightCallback, int maxLights, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' lights for a given sector.
virtual void GetRelevantLights (iSector *sector, iLightInfluenceArray *lightArray, int maxLights, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' lights for a given sector.
virtual void GetRelevantLights (iMeshWrapper *meshObject, iLightInfluenceCallback *lightCallback, int maxLights, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' light that hit this object.
virtual void GetRelevantLights (iMeshWrapper *meshObject, iLightInfluenceArray *lightArray, int maxLights, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' light that hit this object.
virtual void GetRelevantLightsSorted (iSector *sector, const csBox3 &boundingBox, csLightInfluence *&lightArray, size_t &numLights, size_t maxLights=(size_t)~0, const csReversibleTransform *bboxToWorld=0, uint flags=CS_LIGHTQUERY_GET_ALL)=0
 Return all 'relevant' lights that intersects a giving bounding box within a specified sector.

Detailed Description

An engine (3D or iso) can implement this interface for the benefit of mesh objects so that they can request lighting information from the engine.

The 'logObject' parameter given to these functions is the logical parent that is set in the mesh objects. The engine must attempt to give this information as efficiently as possible. That means only recalculating this lighting information when needed (i.e. light moves, object moves, ...).

The engine registers an implementation of this object in the object registry with the "iLightManager" name.

Main creators of instances implementing this interface:

Main ways to get pointers to this interface:

Main users of this interface:

Definition at line 132 of file lightmgr.h.


Member Function Documentation

virtual void iLightManager::FreeInfluenceArray ( csLightInfluence *  Array  )  [pure virtual]

Free a light influence array earlier allocated by GetRelevantLights.

Parameters:
Array The light influences array returned by GetRelevantLights().
virtual void iLightManager::GetRelevantLights ( iSector sector,
const csBox3 boundingBox,
csLightInfluence *&  lightArray,
size_t &  numLights,
size_t  maxLights = (size_t)~0,
const csReversibleTransform bboxToWorld = 0,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' lights that intersects a giving bounding box within a specified sector.

Parameters:
sector is the sector to check for.
boundingBox The bounding box to be used when querying lights.
lightArray Returns a pointer to an arry with the influences of the relevant lights. Must be freed with FreeInfluenceArray() after use.
numLights The number of lights returned in lightArray.
maxLights The maximum number of lights that you (as the caller of this function) are interested in.
bboxToWorld Optional transformation from bounding box to world space. 'this' space is bounding box space, 'other' space is world space. Not specifying the transformation has the same effect as specifying an identity transform.
flags Flags provided by csLightQueryFlags.
virtual void iLightManager::GetRelevantLights ( iSector sector,
csLightInfluence *&  lightArray,
size_t &  numLights,
size_t  maxLights = (size_t)~0,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' lights for a given sector.

Parameters:
sector is the sector to check for.
boundingBox The bounding box to be used when querying lights.
lightArray Returns a pointer to an arry with the influences of the relevant lights. Must be freed with FreeInfluenceArray() after use.
numLights The number of lights returned in lightArray.
maxLights The maximum number of lights that you (as the caller of this function) are interested in.
flags Flags provided by csLightQueryFlags.
virtual void iLightManager::GetRelevantLights ( iMeshWrapper meshObject,
csLightInfluence *&  lightArray,
size_t &  numLights,
size_t  maxLights = (size_t)~0,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' light that hit this object.

Depending on implementation in the engine this can simply mean a list of all lights that affect the object or it can be a list of the N most relevant lights (with N a parameter set by the user on that object).

Parameters:
meshObject The mesh wrapper.
boundingBox The bounding box to be used when querying lights.
lightArray Returns a pointer to an arry with the influences of the relevant lights. Must be freed with FreeInfluenceArray() after use.
numLights The number of lights returned in lightArray.
maxLights The maximum number of lights that you (as the caller of this function) are interested in.
flags Flags provided by csLightQueryFlags.
virtual void iLightManager::GetRelevantLights ( iSector sector,
const csBox3 boundingBox,
iLightInfluenceCallback *  lightCallback,
int  maxLights,
const csReversibleTransform bboxToWorld = 0,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' light/sector influence objects for a given sector.

Parameters:
sector is the sector to check for.
boundingBox is the bounding box to use when querying lights.
lightCallback lightCallback is a callback function to call for every encountered influencing light source.
maxLights maxLights is the maximum number of lights that you (as the caller of this function) are interested in. Even with this set the light manager may still return an array containing more lights. You just have to ignore the additional lights then. If you don't want to limit the number of lights you can set maxLights to -1.
bboxToWorld Optional transformation from bounding box to world space. 'this' space is bounding box space, 'other' space is world space. Not specifying the transformation has the same effect as specifying an identity transform.
flags flags provided by csLightQueryFlags
virtual void iLightManager::GetRelevantLights ( iSector sector,
const csBox3 boundingBox,
iLightInfluenceArray *  lightArray,
int  maxLights,
const csReversibleTransform bboxToWorld = 0,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' lights that intersects a giving bounding box within a specified sector.

Parameters:
sector is the sector to check for.
boundingBox is the bounding box to use when querying lights.
lightArray lightArray is the array to fill with the relevant lights.
maxLights maxLights is the maximum number of lights that you (as the caller of this function) are interested in. Even with this set the light manager may still return an array containing more lights. You just have to ignore the additional lights then. If you don't want to limit the number of lights you can set maxLights to -1.
bboxToWorld Optional transformation from bounding box to world space. 'this' space is bounding box space, 'other' space is world space. Not specifying the transformation has the same effect as specifying an identity transform.
flags flags provided by csLightQueryFlags
virtual void iLightManager::GetRelevantLights ( iSector sector,
iLightInfluenceCallback *  lightCallback,
int  maxLights,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' lights for a given sector.

Parameters:
sector is the sector to check for.
lightCallback lightCallback is a callback function to call for every encountered influencing light source.
maxLights maxLights is the maximum number of lights that you (as the caller of this function) are interested in. Even with this set the light manager may still return an array containing more lights. You just have to ignore the additional lights then. If you don't want to limit the number of lights you can set maxLights to -1.
flags flags provided by csLightQueryFlags
virtual void iLightManager::GetRelevantLights ( iSector sector,
iLightInfluenceArray *  lightArray,
int  maxLights,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' lights for a given sector.

Parameters:
sector is the sector to check for.
lightArray lightArray is the array to fill with the relevant lights.
maxLights maxLights is the maximum number of lights that you (as the caller of this function) are interested in. Even with this set the light manager may still return an array containing more lights. You just have to ignore the additional lights then. If you don't want to limit the number of lights you can set maxLights to -1.
flags flags provided by csLightQueryFlags
virtual void iLightManager::GetRelevantLights ( iMeshWrapper meshObject,
iLightInfluenceCallback *  lightCallback,
int  maxLights,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' light that hit this object.

Depending on implementation in the engine this can simply mean a list of all lights that affect the object or it can be a list of the N most relevant lights (with N a parameter set by the user on that object).

Parameters:
logObject logObject is the mesh wrapper.
lightCallback lightCallback is a callback function to call for every encountered influencing light source.
maxLights maxLights is the maximum number of lights that you (as the caller of this function) are interested in. Even with this set the light manager may still return an array containing more lights. You just have to ignore the additional lights then. If you don't want to limit the number of lights you can set maxLights to -1.
flags flags provided by csLightQueryFlags
virtual void iLightManager::GetRelevantLights ( iMeshWrapper meshObject,
iLightInfluenceArray *  lightArray,
int  maxLights,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' light that hit this object.

Depending on implementation in the engine this can simply mean a list of all lights that affect the object or it can be a list of the N most relevant lights (with N a parameter set by the user on that object).

Parameters:
logObject logObject is the mesh wrapper.
lightArray lightArray is the array to fill with the relevant lights.
maxLights maxLights is the maximum number of lights that you (as the caller of this function) are interested in. Even with this set the light manager may still return an array containing more lights. You just have to ignore the additional lights then. If you don't want to limit the number of lights you can set maxLights to -1.
flags flags provided by csLightQueryFlags
virtual void iLightManager::GetRelevantLightsSorted ( iSector sector,
const csBox3 boundingBox,
csLightInfluence *&  lightArray,
size_t &  numLights,
size_t  maxLights = (size_t)~0,
const csReversibleTransform bboxToWorld = 0,
uint  flags = CS_LIGHTQUERY_GET_ALL 
) [pure virtual]

Return all 'relevant' lights that intersects a giving bounding box within a specified sector.

The returned lights are sorted by the intensity at the closest point on(or in) the box.

Parameters:
sector is the sector to check for.
boundingBox The bounding box to be used when querying lights.
lightArray Returns a pointer to an arry with the influences of the relevant lights. Must be freed with FreeInfluenceArray() after use.
numLights The number of lights returned in lightArray.
maxLights The maximum number of lights that you (as the caller of this function) are interested in.
bboxToWorld Optional transformation from bounding box to world space. 'this' space is bounding box space, 'other' space is world space. Not specifying the transformation has the same effect as specifying an identity transform.
flags Flags provided by csLightQueryFlags.

The documentation for this struct was generated from the following file:

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