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Public API Reference |
#include <polygon.h>
Inheritance diagram for iPolygon3D:

Public Methods | |
| virtual csPolygon3D * | GetPrivateObject ()=0 |
| @ UGLY! Used by engine to retrieve internal object structure. More... | |
| virtual iThingState * | GetParent ()=0 |
| Get the thing (container) that this polygon belongs to. More... | |
| virtual iLightMap * | GetLightMap ()=0 |
| Get the lightmap associated with this polygon. More... | |
| virtual iPolygonTexture * | GetTexture ()=0 |
| Get the handle to the polygon texture object. More... | |
| virtual iPolygon3DStatic * | GetStaticData () const=0 |
| Get the static polygon. More... | |
| virtual const csVector3 & | GetVertexW (int idx) const=0 |
| Get the given polygon vertex coordinates in world space. More... | |
| virtual const csVector3 & | GetVertexC (int idx) const=0 |
| Get the given polygon vertex coordinates in camera space. More... | |
| virtual const csPlane3 & | GetWorldPlane ()=0 |
| Get world space plane. More... | |
| virtual void | ComputeCameraPlane (const csReversibleTransform &t, csPlane3 &pl)=0 |
| Compute the camera plane based on the camera transform. More... | |
| virtual void | SetMaterial (iMaterialWrapper *mat)=0 |
| Set the material for this polygon. More... | |
| virtual iMaterialWrapper * | GetMaterial ()=0 |
| Get the material for this polygon. More... | |
Definition at line 266 of file polygon.h.
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Compute the camera plane based on the camera transform.
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Get the lightmap associated with this polygon.
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Get the material for this polygon.
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Get the thing (container) that this polygon belongs to. The reference counter on iThingState is NOT incremented. |
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@ UGLY! Used by engine to retrieve internal object structure. @ |
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Get the static polygon.
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Get the handle to the polygon texture object.
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Get the given polygon vertex coordinates in camera space.
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Get the given polygon vertex coordinates in world space.
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Get world space plane.
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Set the material for this polygon. This material must have the same size as the material given in the factory! If 0 then the factory material will be used. |