Zone
An object that represents an interior space.
Sound
Ambient sound environment for the space.
Internal
Lighting
bool
Whether to use ambientLightColor for ambient lighting in this zone or the global ambient color.
LinearColorF
Color of ambient lighting in this zone.
Zoning
int
ID of group the zone is part of.
Public Static Attributes
bool
Disables rendering of all instances of this type.
bool
Disables selection of all instances of this type.
Public Attributes
bool
Select all in this zone.
Public Functions
void
dumpZoneState(bool updateFirst)
Dump a list of all objects assigned to the zone to the console as well as a list of all connected zone spaces.
int
Get the unique numeric ID of the zone in its scene.
void
select a list of all objects assigned to the zone
Detailed Description
An object that represents an interior space.
A zone is an invisible volume that encloses an interior space. All objects that have their world space axis-aligned bounding boxes (AABBs) intersect the zone's volume are assigned to the zone. This assignment happens automatically as objects are placed and transformed. Also, assignment is not exclusive meaning that an object can be assigned to many zones at the same time if it intersects all of them.
In itself, the volume of a zone is fully sealed off from the outside. This means that while viewing the scene from inside the volume, only objects assigned to the zone are rendered while when viewing the scene from outside the volume, objects exclusively only assigned the zone are not rendered.
Usually, you will want to connect zones to each other by means of portals. A portal overlapping with a zone
// Example declaration of a Zone. This creates a box-shaped zone. new Zone( TestZone ) { position = "3.61793 -1.01945 14.7442"; rotation = "1 0 0 0"; scale = "10 10 10"; };
Zone Groups
Normally, Zones will not connect to each other when they overlap. This means that if viewing the scene from one zone, the contents of the other zone will not be visible except when there is a portal connecting the zones. However, sometimes it is convenient to represent a single interior space through a combination of Zones so that when any of these zones is visible, all other zones that are part of the same interior space are visible. This is possible by employing "zone groups".
Sound
SFXAmbience soundAmbience
Ambient sound environment for the space.
Internal
string plane
For internal use only.
string point
For internal use only.
string edge
For internal use only.
Lighting
bool useAmbientLightColor
Whether to use ambientLightColor for ambient lighting in this zone or the global ambient color.
LinearColorF ambientLightColor
Color of ambient lighting in this zone.
Only used if useAmbientLightColor is true.
Zoning
int zoneGroup
ID of group the zone is part of.
Public Static Attributes
bool isRenderable
Disables rendering of all instances of this type.
bool isSelectable
Disables selection of all instances of this type.
Public Attributes
bool selectAll
Select all in this zone.
Public Functions
dumpZoneState(bool updateFirst)
Dump a list of all objects assigned to the zone to the console as well as a list of all connected zone spaces.
Parameters:
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. |
getZoneId()
Get the unique numeric ID of the zone in its scene.
The ID of the zone.
selectWithin()
select a list of all objects assigned to the zone