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An object that culls the rendering of everything contained within it. More...
Public Member Functions | |
void | dumpZoneState (bool updateFirst=true) |
Dump a list of all objects assigned to the zone to the console as well as a list of all connected zone spaces. | |
int | getZoneId () |
Get the unique numeric ID of the zone in its scene. | |
Public Attributes | |
Lighting | |
ColorF | ambientLightColor |
Color of ambient lighting in this zone. | |
bool | useAmbientLightColor |
Whether to use ambientLightColor for ambient lighting in this zone or the global ambient color. | |
Internal | |
string | edge |
For internal use only. | |
string | plane |
For internal use only. | |
string | point |
For internal use only. | |
Sound | |
SFXAmbience | soundAmbience |
Ambient sound environment for the space. | |
Zoning | |
int | zoneGroup |
ID of group the zone is part of. | |
Static Public Attributes | |
static bool | isRenderable |
Disables rendering of all instances of this type. | |
static bool | isSelectable |
Disables selection of all instances of this type. |
An object that culls the rendering of everything contained within it.
This is one of two objects used by the manual culling system Torque 3D provides, the other being Portal. When a Zone is placed in a level, all rendering within the zone is hidden from view when the camera is outside it. When inside, all rendering outside the zone is hidden. This is an excellent way to optimize large levels and complex geometry.
You can attach a Portal a zone. This allows you to view what is rendered in the Zone (or what is rendered outside if you are in the zone), like a window. The larger the Portal, the more you can see through a zone.
// Example declaration of a Zone new Zone(TestZone) { soundAmbience = "AudioAmbienceInside"; position = "3.61793 -1.01945 14.7442"; rotation = "1 0 0 0"; scale = "10 10 10"; canSave = "1"; canSaveDynamicFields = "1"; };
void Zone::dumpZoneState | ( | bool | updateFirst = true |
) |
Dump a list of all objects assigned to the zone to the console as well as a list of all connected zone spaces.
updateFirst | Whether to update the contents of the zone before dumping. Since zoning states of objects are updated on demand, the zone contents can be outdated. |
int Zone::getZoneId | ( | ) |
Get the unique numeric ID of the zone in its scene.
ColorF Zone::ambientLightColor |
Color of ambient lighting in this zone.
Only used if useAmbientLightColor is true.
string Zone::edge |
For internal use only.
bool Zone::isRenderable [static] |
Disables rendering of all instances of this type.
Reimplemented from SceneObject.
Reimplemented in Portal.
bool Zone::isSelectable [static] |
Disables selection of all instances of this type.
Reimplemented from SceneObject.
Reimplemented in Portal.
string Zone::plane |
For internal use only.
string Zone::point |
For internal use only.
Ambient sound environment for the space.
Whether to use ambientLightColor for ambient lighting in this zone or the global ambient color.
int Zone::zoneGroup |
ID of group the zone is part of.