CrystalSpace

Public API Reference

iInstancingMeshCommonState Struct Reference
[Mesh pluginsMesh plugins]

The common interface between instancing meshes and factories. More...

#include <imesh/instmesh.h>

Inheritance diagram for iInstancingMeshCommonState:

Inheritance graph
[legend]
List of all members.

Public Member Functions

virtual const csColorGetColor () const =0
 Get the color.
virtual iMaterialWrapperGetMaterialWrapper () const =0
 Get material of mesh.
virtual uint GetMixMode () const =0
 Get mix mode.
virtual bool IsLighting () const =0
 Is lighting enabled.
virtual bool IsManualColors () const =0
 Are manual colors enabled?
virtual bool IsShadowCasting () const =0
 Is shadow casting enabled?
virtual bool IsShadowReceiving () const =0
 Is shadow receiving enabled?
virtual void SetColor (const csColor &col)=0
 Set the color to use. Will be added to the lighting values.
virtual void SetLighting (bool l)=0
 Set lighting.
virtual void SetManualColors (bool m)=0
 Set manual colors.
virtual void SetMaterialWrapper (iMaterialWrapper *material)=0
 Set material of mesh.
virtual void SetMixMode (uint mode)=0
 Set mix mode.
virtual void SetShadowCasting (bool m)=0
 Set shadowing.
virtual void SetShadowReceiving (bool m)=0
 Set shadow receiving on.

Detailed Description

The common interface between instancing meshes and factories.

This interface is usually not used alone. Generally one uses iInstancingMeshState or iInstancingFactoryState.

Definition at line 50 of file instmesh.h.


Member Function Documentation

virtual const csColor& iInstancingMeshCommonState::GetColor  )  const [pure virtual]
 

Get the color.

virtual iMaterialWrapper* iInstancingMeshCommonState::GetMaterialWrapper  )  const [pure virtual]
 

Get material of mesh.

virtual uint iInstancingMeshCommonState::GetMixMode  )  const [pure virtual]
 

Get mix mode.

virtual bool iInstancingMeshCommonState::IsLighting  )  const [pure virtual]
 

Is lighting enabled.

virtual bool iInstancingMeshCommonState::IsManualColors  )  const [pure virtual]
 

Are manual colors enabled?

virtual bool iInstancingMeshCommonState::IsShadowCasting  )  const [pure virtual]
 

Is shadow casting enabled?

virtual bool iInstancingMeshCommonState::IsShadowReceiving  )  const [pure virtual]
 

Is shadow receiving enabled?

virtual void iInstancingMeshCommonState::SetColor const csColor col  )  [pure virtual]
 

Set the color to use. Will be added to the lighting values.

virtual void iInstancingMeshCommonState::SetLighting bool  l  )  [pure virtual]
 

Set lighting.

virtual void iInstancingMeshCommonState::SetManualColors bool  m  )  [pure virtual]
 

Set manual colors.

If this is set then lighting will be ignored and so will the color set with SetColor(). In this case you can manipulate the color array manually by calling GetColors().

virtual void iInstancingMeshCommonState::SetMaterialWrapper iMaterialWrapper material  )  [pure virtual]
 

Set material of mesh.

virtual void iInstancingMeshCommonState::SetMixMode uint  mode  )  [pure virtual]
 

Set mix mode.

virtual void iInstancingMeshCommonState::SetShadowCasting bool  m  )  [pure virtual]
 

Set shadowing.

By default instancing objects will cast shadows (during the static lighting phase). You can disable this here.

virtual void iInstancingMeshCommonState::SetShadowReceiving bool  m  )  [pure virtual]
 

Set shadow receiving on.

By default this is disabled in which case the instancing object will receive all lighting information dynamically but without shadows. If this is enabled then the lighting system resembles more the lighting system with things which static and pseudo-dynamic lighting. In this case there will be shadows on the instancing instance.


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