Documentation/Entity Types/Base/Zone.type

From NeoAxis 3D Engine Wiki

Jump to: navigation, search
Go to higher level


Zones are a part of the Portal System. It is used to optimize enclosed spaces (indoor maps). A typical example of a zone is a room and the rest placement. When a camera is in the zone, only the objects within this zone are rendered. This significantly improves performance while rendering enclosed spaces. Zones can be connected by Portals. They are equal to the windows or doors connecting the rooms (zones). We would like to point out that a zone can only be of a rectangular form. Normally, it does not cause a problem, since any unrectangular room can be placed into a larger zone.

Zone 01.jpg


Portal system can not be used for all the rooms. For example, you can suppose that there is non-rectangular tower in the map, and you have an access to entry. For the sake of increased performance you confine the tower's interior space to a zone. Since the tower has a round form, the zone has to be larger than this tower.

Zone 02.jpg

Then, if you approach the tower from outside, you may get into a zone that makes everything but the tower's interior disappear. This is one of the cases when the use of the Portal System should be limited.

leftward: zone is not used, rightward: zone is used.


Name Description
class Entity
Components List of attached components.
LogicClass Reference to the Logic Editor class. Read more about how to work with the Logic Editor class.
Name Object name.
Tags User defined information. Defined as keyvalue pairs. It is used for user's needs.
Type Object type. It can not be changed.
class MapObject
Position Object position on the map.
Rotation Object rotation. The angle of rotation is set in degrees.
Scale Object scaling.
class Zone
Enabled Enables/disables the zone.
VisibilityDistance Maxmal distanse of zone visibility. If the value is set to 0, the distance check is not performed.
Map Editor
AutoVerticalAlignment Automatical alignment by height mode. Allows to set the value among 4 variants: None (without alignment ), ByBounds (by dimensions), ByBoundsWithRotation (by dimension with possible rotation), ByCenter (by center).
Layer The layer of the map these objects belong to.