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java.lang.Objectespresso3d.engine.base.E3DEngineItem
espresso3d.engine.renderer.base.E3DRenderable
espresso3d.engine.world.sector.E3DSector
| Constructor Summary | |
E3DSector(E3DEngine engine,
java.lang.String sectorID)
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| Method Summary | |
void |
addActor(E3DActor actor)
Add an actor to this sector |
void |
addLight(E3DLight light)
Add a light to the sector |
void |
addParticleSystem(E3DParticleSystem particleSystem)
Add a particle system to the engine |
void |
addPortal(E3DPortal portal)
Add a portal to the sector. |
void |
addSprite(E3DSprite sprite)
Add a sprite to the sector. |
void |
addTriangle(E3DTriangle triangle)
Add a triangle to the geometry of the sector This is handled by map loading, but triangles can be added programatically as well. |
E3DActor |
getActorByID(java.lang.String actorID)
Get an actor in this sector by its ID |
java.util.HashMap |
getActorMap()
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java.util.HashMap |
getLightMap()
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java.util.ArrayList |
getParticleSystemList()
Get the list of E3DParticleSystem's in the sector |
java.util.HashMap |
getPortalMap()
Return the hashmap of portals in the sector keyed off portalID |
java.lang.String |
getSectorID()
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java.util.ArrayList |
getSpriteList()
Get the list of E3DSprite's (or E3DBillboardSprite's) in the sector |
java.util.ArrayList |
getTriangleList()
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java.util.ArrayList |
getUniqueDirectlyLinkedSectorList()
This gets a list of sectors directly linked to this sector via portals. |
E3DWorld |
getWorld()
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boolean |
isLit()
Return whether the sector is lit or not |
boolean |
isNeedingLightRecalc()
If something has changed that makes the sector need lighting recalculations, set this to true and it will be relit the next frame. |
void |
removeActor(E3DActor actor)
Remove an actor by its object |
void |
removeActor(java.lang.String actorID)
Remove an actor with actorID from this sector |
void |
removeAllActors()
Remove all actors from the sector |
void |
removeAllLights()
Remove all lights from the sector |
void |
removeAllParticleSystems()
Remove all particle systems from the sector |
void |
removeAllSprites()
Remove all sprites from the sector |
void |
removeLight(E3DLight light)
Remove a light by the E3DLight object |
void |
removeLight(java.lang.String lightID)
Remove a light from the sector |
void |
removeParticleSystem(E3DParticleSystem particleSystem)
Only ID's particle systems can be removed |
void |
removeSprite(E3DSprite sprite)
Remove a sprite from the sector |
void |
render()
This renders the sector geometry and actors in the sector atPosition This is handled by the engine's rendering loop TODO: OUT OF DATE since not ever used |
void |
render(E3DViewFrustum2D frustum,
E3DActor curActor,
java.util.HashMap alreadyRenderedSectors)
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void |
setLightMap(java.util.HashMap lightMap)
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void |
setLit(boolean lit)
Set the sector geometry is lit or not. |
void |
setNeedingLightRecalc(boolean needingLightRecalc)
If something has changed that makes the sector need lighting recalculations, set this to true and it and all its actor's will be relit the next frame. |
void |
setWorld(E3DWorld world)
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| Methods inherited from class espresso3d.engine.renderer.base.E3DRenderable |
getBlendMode, getKey, getRenderMode, initCorrectGeometryRenderer, isKeyChanged, setBlendMode, setKeyChanged, setRenderMode |
| Methods inherited from class espresso3d.engine.base.E3DEngineItem |
getEngine, setEngine |
| Methods inherited from class java.lang.Object |
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
public E3DSector(E3DEngine engine,
java.lang.String sectorID)
| Method Detail |
public void addTriangle(E3DTriangle triangle)
triangle - public void addPortal(E3DPortal portal)
public java.lang.String getSectorID()
public boolean isLit()
isLit in interface E3DLightableObjectpublic void setLit(boolean lit)
setLit in interface E3DLightableObjectpublic java.util.ArrayList getTriangleList()
public void render()
render in class E3DRenderable
public void render(E3DViewFrustum2D frustum,
E3DActor curActor,
java.util.HashMap alreadyRenderedSectors)
public java.util.HashMap getLightMap()
public void setLightMap(java.util.HashMap lightMap)
lightMap - The lightMap to set.public void addLight(E3DLight light)
light - public void removeLight(java.lang.String lightID)
lightID - public void removeLight(E3DLight light)
light - public void removeAllLights()
public java.util.HashMap getActorMap()
public void addActor(E3DActor actor)
actor - public E3DActor getActorByID(java.lang.String actorID)
actorID -
public void removeActor(java.lang.String actorID)
actorID - public void removeActor(E3DActor actor)
actor - public void removeAllActors()
public void addParticleSystem(E3DParticleSystem particleSystem)
particleSystem - public void removeParticleSystem(E3DParticleSystem particleSystem)
public void removeAllParticleSystems()
public void addSprite(E3DSprite sprite)
sprite - public void removeSprite(E3DSprite sprite)
sprite - public void removeAllSprites()
public E3DWorld getWorld()
public void setWorld(E3DWorld world)
world - The world the sector is part of. This should only be used by the engine. If the world
the sector is in changes, it needs more than to just be set here...public boolean isNeedingLightRecalc()
public void setNeedingLightRecalc(boolean needingLightRecalc)
needingLightRecalc - public java.util.HashMap getPortalMap()
public java.util.ArrayList getParticleSystemList()
public java.util.ArrayList getSpriteList()
public java.util.ArrayList getUniqueDirectlyLinkedSectorList()
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