iIsoGrid Struct Reference
a grid - part of the world. More...
#include <iso.h>
Inheritance diagram for iIsoGrid:

Public Methods | |
virtual iIsoWorld * | GetWorld () const=0 |
the the world that this grid is part of. | |
virtual void | SetSpace (int minx, int minz, float miny=-1.0, float maxy=+10.0)=0 |
set the minumum x and minimum z world coordinates for this grid. | |
virtual bool | Contains (const csVector3 &pos)=0 |
does this grid contain given position? | |
virtual const csBox3 & | GetBox () const=0 |
get the bounding box for the grid | |
virtual int | GetWidth () const=0 |
get the width of the grid | |
virtual int | GetHeight () const=0 |
get the height of the grid | |
virtual void | GetGridOffset (int &minx, int &miny) const=0 |
get the grid offset | |
virtual iIsoCell * | GetGridCell (int x, int y)=0 |
get a cell by index | |
virtual void | SetGroundMult (int multx, int multy)=0 |
Set the ground level precision, default is 1,1 you give a multiplier, each cell in the grid then has multx x multy ground values. | |
virtual int | GetGroundMultX () const=0 |
get the x mult | |
virtual int | GetGroundMultY () const=0 |
get the y mult | |
virtual void | SetGroundValue (int x, int y, int gr_x, int gr_y, float val)=0 |
Set a ground value for cell, and subground index grx, gry. | |
virtual float | GetGroundValue (int x, int y, int gr_x, int gr_y)=0 |
get a ground value, same syntax as SetGroundValue. | |
virtual float | GetGroundValue (int x, int y)=0 |
same, but pass ground indices (cellx*multx+gr_x, celly*multy+gr_y). | |
virtual bool | GroundHitBeam (const csVector3 &src, const csVector3 &dest)=0 |
test if src can reach dest without intersecting the ground. | |
virtual void | SetAllLight (const csColor &color)=0 |
Set all the lighting in the grid to given color. | |
virtual void | SetAllStaticLight (const csColor &color)=0 |
Set all the static lighting in the grid to given color. | |
virtual void | RegisterLight (iIsoLight *light)=0 |
register a light with this grid | |
virtual void | UnRegisterLight (iIsoLight *light)=0 |
unregister a light with this grid | |
virtual void | RegisterDynamicLight (iIsoLight *light)=0 |
register a dynamic light with this grid | |
virtual void | UnRegisterDynamicLight (iIsoLight *light)=0 |
unregister a dynamic light with this grid | |
virtual void | GetFakeLights (const csVector3 &pos, csArray< iLight * > &flights)=0 |
get a list of fake iLight interfaces for a spot on the grid | |
virtual void | AddSprite (iIsoSprite *sprite)=0 |
Add a sprite to this grid. | |
virtual void | AddSprite (iIsoSprite *sprite, const csVector3 &pos)=0 |
Add a sprite to this grid at a given position (used internally). | |
virtual void | RemoveSprite (iIsoSprite *sprite)=0 |
Remove a sprite from this grid. | |
virtual void | MoveSprite (iIsoSprite *sprite, const csVector3 &oldpos, const csVector3 &newpos)=0 |
Move a sprite already in this grid, give previous and new position (used internally by IsoSprite). | |
virtual void | Draw (iIsoRenderView *rview)=0 |
Draw using given renderview. |
Detailed Description
a grid - part of the world.Contains a number of cells. contains sort of a screenfull of world space. it has a width in number of cells - laying in the z direction. and it has a height in number of cells - laying in the x direction.
Definition at line 161 of file iso.h.
Member Function Documentation
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Add a sprite to this grid at a given position (used internally).
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Add a sprite to this grid.
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does this grid contain given position?
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Draw using given renderview.
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get the bounding box for the grid
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get a list of fake iLight interfaces for a spot on the grid
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get a cell by index
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get the grid offset
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get the x mult
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get the y mult
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same, but pass ground indices (cellx*multx+gr_x, celly*multy+gr_y).
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get a ground value, same syntax as SetGroundValue.
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get the height of the grid
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get the width of the grid
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the the world that this grid is part of.
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test if src can reach dest without intersecting the ground.
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Move a sprite already in this grid, give previous and new position (used internally by IsoSprite).
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register a dynamic light with this grid
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register a light with this grid
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Remove a sprite from this grid.
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Set all the lighting in the grid to given color.
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Set all the static lighting in the grid to given color.
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Set the ground level precision, default is 1,1 you give a multiplier, each cell in the grid then has multx x multy ground values. This resets the groundmap. |
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Set a ground value for cell, and subground index grx, gry. 0 < grx < multx, 0 < gry < multy. x,y are cell indices. the value is the height of the floor. Walls have a high value. |
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set the minumum x and minimum z world coordinates for this grid. After the call the grid occupies the space in the world from (minx, miny, minz) to (minx+height, maxy, minz+width) Because cells are aligned at the whole numbers, minx and minz must be whole numbers too. Contents are not shifted, so use when empty. |
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unregister a dynamic light with this grid
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unregister a light with this grid
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The documentation for this struct was generated from the following file:
- ivaria/iso.h
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