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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/doxygen/nel/a03931.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
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diff --git a/docs/doxygen/nel/a03931.html b/docs/doxygen/nel/a03931.html new file mode 100644 index 00000000..b4e6fd5a --- /dev/null +++ b/docs/doxygen/nel/a03931.html @@ -0,0 +1,1908 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> +<title>NeL: NL3D::ULandscape class Reference</title> +<link href="doxygen.css" rel="stylesheet" type="text/css"> +</head><body> +<!-- Generated by Doxygen 1.3.6 --> +<div class="qindex"> <form class="search" action="search.php" method="get"> +<a class="qindex" href="main.html">Main Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical List</a> | <a class="qindex" href="annotated.html">Data Structures</a> | <a class="qindex" href="files.html">File List</a> | <a class="qindex" href="namespacemembers.html">Namespace Members</a> | <a class="qindex" href="functions.html">Data Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related Pages</a> | <span class="search"><u>S</u>earch for <input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div> +<h1>NL3D::ULandscape Class Reference</h1><code>#include <<a class="el" href="a06610.html">u_landscape.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::ULandscape: +<p><center><img src="a03931.png" usemap="#NL3D::ULandscape_map" border="0" alt=""></center> +<map name="NL3D::ULandscape_map"> +<area href="a02714.html" alt="NL3D::CLandscapeUser" shape="rect" coords="0,56,147,80"> +</map> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Game Interface for manipulate Landscape. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p> +Nevrax France </dd></dl> +<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl> + +<p> + +<p> +Definition at line <a class="el" href="a06610.html#l00070">70</a> of file <a class="el" href="a06610.html">u_landscape.h</a>.<table border=0 cellpadding=0 cellspacing=0> +<tr><td></td></tr> +<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">ShadowMapping</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1470_0">canReceiveShadowMap</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">true if the instance receive shadow. By default false <a href="#NL3D_1_1ULandscapez1470_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1470_1">enableReceiveShadowMap</a> (bool state)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Lighting</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_0">enableAdditive</a> (bool enable)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_1">getPointLightDiffuseMaterial</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_2">isAdditiveEnabled</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_3">setPointLightDiffuseMaterial</a> (<a class="el" href="a03337.html">CRGBA</a> diffuse)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_4">setUpdateLightingFrequency</a> (float freq)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_5">setupStaticLight</a> (const <a class="el" href="a03337.html">CRGBA</a> &diffuse, const <a class="el" href="a03337.html">CRGBA</a> &ambiant, float multiply)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_6">updateLightingAll</a> ()=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader"></div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1466_0">enableVegetable</a> (bool enable)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1466_1">loadVegetableTexture</a> (const std::string &textureFileName)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1466_2">setupVegetableLighting</a> (const <a class="el" href="a03337.html">CRGBA</a> &ambient, const <a class="el" href="a03337.html">CRGBA</a> &diffuse, const <a class="el" href="a03128.html">CVector</a> &directionalLight)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1466_3">setVegetableUpdateLightingFrequency</a> (float freq)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1466_4">setVegetableWind</a> (const <a class="el" href="a03128.html">CVector</a> &windDir, float windFreq, float windPower, float windBendMin)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Load</div></td></tr> +<tr><td colspan="2"><div class="groupText">All those load methods use CPath to search files. <br><br></div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_0">flushTiles</a> (<a class="el" href="a03873.html">NLMISC::IProgressCallback</a> &progress)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Flush the tiles. <a href="#NL3D_1_1ULandscapez1457_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_1">getAllZoneLoaded</a> (std::vector< std::string > &zoneLoaded) const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_2">invalidateAllTiles</a> ()=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Flush the tiles. <a href="#NL3D_1_1ULandscapez1457_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_3">loadAllZonesAround</a> (const <a class="el" href="a03128.html">CVector</a> &pos, float radius, std::vector< std::string > &zonesAdded)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_4">loadAllZonesAround</a> (const <a class="el" href="a03128.html">CVector</a> &pos, float radius)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Load all Zones around a position. This is a blocking call. <a href="#NL3D_1_1ULandscapez1457_4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_5">loadBankFiles</a> (const std::string &tileBankFile, const std::string &farBankFile)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Load the tile banks: the ".bank" and the ".farbank". <a href="#NL3D_1_1ULandscapez1457_5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_6">postfixTileFilename</a> (const char *postfix)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Postfix tile filename. <a href="#NL3D_1_1ULandscapez1457_6"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_7">postfixTileVegetableDesc</a> (const char *postfix)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Postfix vegetable filename. <a href="#NL3D_1_1ULandscapez1457_7"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_8">refreshAllZonesAround</a> (const <a class="el" href="a03128.html">CVector</a> &pos, float radius, std::vector< std::string > &zonesAdded, std::vector< std::string > &zonesRemoved, <a class="el" href="a03873.html">NLMISC::IProgressCallback</a> &progress)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call. <a href="#NL3D_1_1ULandscapez1457_8"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_9">refreshZonesAround</a> (const <a class="el" href="a03128.html">CVector</a> &pos, float radius, std::string &zoneAdded, std::string &zoneRemoved)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_10">refreshZonesAround</a> (const <a class="el" href="a03128.html">CVector</a> &pos, float radius)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Delete old zones, or load new zones, around a position. new Zones are loaded async. <a href="#NL3D_1_1ULandscapez1457_10"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_11">removeAllZones</a> ()=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Flush the tiles. <a href="#NL3D_1_1ULandscapez1457_11"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1457_12">setZonePath</a> (const std::string &zonePath)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set the zonePath from where zones are loaded. <a href="#NL3D_1_1ULandscapez1457_12"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Dynamic Lighting management</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">CRGBA</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1468_0">getDLMGlobalVegetableColor</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1468_1">setDLMGlobalVegetableColor</a> (<a class="el" href="a03337.html">CRGBA</a> gvc)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">HeightField DeltaZ.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03128.html">CVector</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1465_0">getHeightFieldDeltaZ</a> (float <a class="el" href="a04223.html#a572">x</a>, float <a class="el" href="a04223.html#a573">y</a>) const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned. <a href="#NL3D_1_1ULandscapez1465_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1465_1">setHeightField</a> (const <a class="el" href="a02630.html">CHeightMap</a> &hf)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Misc</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_0">getRefineCenterAuto</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual const <a class="el" href="a03128.html">CVector</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_1">getRefineCenterUser</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual std::string </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_2">getZoneName</a> (const <a class="el" href="a03128.html">CVector</a> &pos)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Return the name of the zone around a particular position (in <a class="el" href="a05363.html">NL3D</a> basis!). <a href="#NL3D_1_1ULandscapez1463_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_3">hide</a> ()=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">hide the landscape. It is nor refined, nor rendered (=> take 0 CPU time). <a href="#NL3D_1_1ULandscapez1463_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_4">setRefineCenterAuto</a> (bool mode)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_5">setRefineCenterUser</a> (const <a class="el" href="a03128.html">CVector</a> &refineCenter)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">setRefineCenterAuto <a href="#NL3D_1_1ULandscapez1463_5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_6">show</a> ()=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">show the landscape. visible by default. <a href="#NL3D_1_1ULandscapez1463_6"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Parameters</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1461_0">getThreshold</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get threshold. <a href="#NL3D_1_1ULandscapez1461_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1461_1">getTileMaxSubdivision</a> ()=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get Maximum Tile subdivision. <a href="#NL3D_1_1ULandscapez1461_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1461_2">getTileNear</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get tile near distance. <a href="#NL3D_1_1ULandscapez1461_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1461_3">setThreshold</a> (float thre)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001. <a href="#NL3D_1_1ULandscapez1461_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1461_4">setTileColor</a> (bool mono, float factor)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set all zones monochromatic or colored. <a href="#NL3D_1_1ULandscapez1461_4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1461_5">setTileMaxSubdivision</a> (<a class="el" href="a04558.html#a15">uint</a> tileDiv)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ). <a href="#NL3D_1_1ULandscapez1461_5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1461_6">setTileNear</a> (float tileNear)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Set tile near distance. Default 50.f. maximized to length of Far alpha transition). <a href="#NL3D_1_1ULandscapez1461_6"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Tile added/removed callback</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03932.html">ULandscapeTileCallback</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1472_0">getTileCallback</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1472_1">setTileCallback</a> (<a class="el" href="a03932.html">ULandscapeTileCallback</a> *cb)=0</td></tr> + +<tr><td colspan=2><br><h2>Protected Member Functions</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr> +<tr><td colspan="2"><div class="groupText">protected because created/deleted by UScene. <br><br></div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1455_0">ULandscape</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual </td><td class="memItemRight" valign=bottom><a class="el" href="a03931.html#NL3D_1_1ULandscapez1455_1">~ULandscape</a> ()</td></tr> + +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a class="anchor" name="NL3D_1_1ULandscapez1455_0" doxytag="NL3D::ULandscape::ULandscape" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> NL3D::ULandscape::ULandscape </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline, protected]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06610.html#l00077">77</a> of file <a class="el" href="a06610.html">u_landscape.h</a>. +<p> +<div class="fragment"><pre>00077 {} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1455_1" doxytag="NL3D::ULandscape::~ULandscape" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual NL3D::ULandscape::~<a class="el" href="a03931.html">ULandscape</a> </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline, protected, virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06610.html#l00078">78</a> of file <a class="el" href="a06610.html">u_landscape.h</a>. +<p> +<div class="fragment"><pre>00078 {} +</pre></div> </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="NL3D_1_1ULandscapez1470_0" doxytag="NL3D::ULandscape::canReceiveShadowMap" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual bool NL3D::ULandscape::canReceiveShadowMap </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +true if the instance receive shadow. By default false +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz299_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1459_0" doxytag="NL3D::ULandscape::enableAdditive" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::enableAdditive </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>enable</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set additive Lighting. Disabled by default. <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>enable</em> </td><td>is true to activbe additive, false to disactive it.</td></tr> + </table> +</dl> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1470_1" doxytag="NL3D::ULandscape::enableReceiveShadowMap" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::enableReceiveShadowMap </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>state</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +By default, map shadow receiving is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Receiving (eg Particle system) +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz299_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1466_0" doxytag="NL3D::ULandscape::enableVegetable" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::enableVegetable </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>enable</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +enable the vegetable management in landscape. Valid only if Hardware support VertexShader. +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz295_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_0" doxytag="NL3D::ULandscape::flushTiles" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::flushTiles </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03873.html">NLMISC::IProgressCallback</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>progress</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Flush the tiles. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_1" doxytag="NL3D::ULandscape::getAllZoneLoaded" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::getAllZoneLoaded </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">std::vector< std::string > & </td> + <td class="mdname1" valign="top" nowrap> <em>zoneLoaded</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get list of zones currently loaded in landscape. array of name of the zones added, without extension (eg: "150_EM"). +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1468_0" doxytag="NL3D::ULandscape::getDLMGlobalVegetableColor" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="a03337.html">CRGBA</a> NL3D::ULandscape::getDLMGlobalVegetableColor </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see <a class="el" href="a03931.html#NL3D_1_1ULandscapez1468_1">setDLMGlobalVegetableColor()</a> +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz297_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1465_0" doxytag="NL3D::ULandscape::getHeightFieldDeltaZ" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="a03128.html">CVector</a> NL3D::ULandscape::getHeightFieldDeltaZ </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>x</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>y</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz294_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1459_1" doxytag="NL3D::ULandscape::getPointLightDiffuseMaterial" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="a03337.html">CRGBA</a> NL3D::ULandscape::getPointLightDiffuseMaterial </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_3">setPointLightDiffuseMaterial</a></dd></dl> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz288_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1463_0" doxytag="NL3D::ULandscape::getRefineCenterAuto" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual bool NL3D::ULandscape::getRefineCenterAuto </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1463_1" doxytag="NL3D::ULandscape::getRefineCenterUser" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual const <a class="el" href="a03128.html">CVector</a>& NL3D::ULandscape::getRefineCenterUser </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1461_0" doxytag="NL3D::ULandscape::getThreshold" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual float NL3D::ULandscape::getThreshold </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get threshold. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz290_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1472_0" doxytag="NL3D::ULandscape::getTileCallback" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="a03932.html">ULandscapeTileCallback</a>* NL3D::ULandscape::getTileCallback </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz301_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1461_1" doxytag="NL3D::ULandscape::getTileMaxSubdivision" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::ULandscape::getTileMaxSubdivision </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get Maximum Tile subdivision. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz290_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1461_2" doxytag="NL3D::ULandscape::getTileNear" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual float NL3D::ULandscape::getTileNear </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get tile near distance. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz290_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1463_2" doxytag="NL3D::ULandscape::getZoneName" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual std::string NL3D::ULandscape::getZoneName </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>pos</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Return the name of the zone around a particular position (in <a class="el" href="a05363.html">NL3D</a> basis!). +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1463_3" doxytag="NL3D::ULandscape::hide" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::hide </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +hide the landscape. It is nor refined, nor rendered (=> take 0 CPU time). +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_2" doxytag="NL3D::ULandscape::invalidateAllTiles" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::invalidateAllTiles </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Flush the tiles. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1459_2" doxytag="NL3D::ULandscape::isAdditiveEnabled" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual bool NL3D::ULandscape::isAdditiveEnabled </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get additive Lighting <dl compact><dt><b>Returns:</b></dt><dd>true to if additive is actived, else false.</dd></dl> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_5">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_3" doxytag="NL3D::ULandscape::loadAllZonesAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadAllZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>std::vector< std::string > & </td> + <td class="mdname" nowrap> <em>zonesAdded</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Load all Zones around a position. This is a blocking call. array of name of the zones added, without extension (eg: "150_EM"). +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_4" doxytag="NL3D::ULandscape::loadAllZonesAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadAllZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Load all Zones around a position. This is a blocking call. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_5" doxytag="NL3D::ULandscape::loadBankFiles" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadBankFiles </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname" nowrap> <em>tileBankFile</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const std::string & </td> + <td class="mdname" nowrap> <em>farBankFile</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Load the tile banks: the ".bank" and the ".farbank". +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_5">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1466_1" doxytag="NL3D::ULandscape::loadVegetableTexture" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadVegetableTexture </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>textureFileName</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +load a texture for the vegetable, lookup in CPath +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz295_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_6" doxytag="NL3D::ULandscape::postfixTileFilename" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::postfixTileFilename </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const char * </td> + <td class="mdname1" valign="top" nowrap> <em>postfix</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Postfix tile filename. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_6">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_7" doxytag="NL3D::ULandscape::postfixTileVegetableDesc" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::postfixTileVegetableDesc </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const char * </td> + <td class="mdname1" valign="top" nowrap> <em>postfix</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Postfix vegetable filename. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_7">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_8" doxytag="NL3D::ULandscape::refreshAllZonesAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshAllZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>std::vector< std::string > & </td> + <td class="mdname" nowrap> <em>zonesAdded</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>std::vector< std::string > & </td> + <td class="mdname" nowrap> <em>zonesRemoved</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a03873.html">NLMISC::IProgressCallback</a> & </td> + <td class="mdname" nowrap> <em>progress</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_8">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_9" doxytag="NL3D::ULandscape::refreshZonesAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>std::string & </td> + <td class="mdname" nowrap> <em>zoneAdded</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>std::string & </td> + <td class="mdname" nowrap> <em>zoneRemoved</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete old zones, or load new zones, around a position. new Zones are loaded async. This method add or remove only one zone at a time. name of the zone removed, without extension (eg: "150_EM"). "" if none. name of the zone added, without extension (eg: "150_EM"). "" if none. +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_9">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_10" doxytag="NL3D::ULandscape::refreshZonesAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Delete old zones, or load new zones, around a position. new Zones are loaded async. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_10">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_11" doxytag="NL3D::ULandscape::removeAllZones" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::removeAllZones </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Flush the tiles. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_11">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1468_1" doxytag="NL3D::ULandscape::setDLMGlobalVegetableColor" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setDLMGlobalVegetableColor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03337.html">CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>gvc</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +For Vegetable Dynamic ligthing only: this is an approximate color of all vegetables. Default is (180, 180, 180). +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz297_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1465_1" doxytag="NL3D::ULandscape::setHeightField" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setHeightField </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a02630.html">CHeightMap</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>hf</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the HeightField data. NB: take lot of place in memory. only one is possible. You should setup this heightfield around the zones which will be loaded. It is applied only when a zone is loaded, so you should setup it 2km around the user, each time you move too far from a previous place (eg 160m from last setup). +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz294_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1459_3" doxytag="NL3D::ULandscape::setPointLightDiffuseMaterial" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setPointLightDiffuseMaterial </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03337.html">CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>diffuse</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Setup the equivalent material diffuse component used for both Static and Dynamic PointLights. Default is White. +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz288_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1463_4" doxytag="NL3D::ULandscape::setRefineCenterAuto" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setRefineCenterAuto </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>mode</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +if true, the refine Center is auto computed each frame from Camera Position. Else must be given by <a class="el" href="a03931.html#NL3D_1_1ULandscapez1463_5">setRefineCenterUser()</a> Default to true. +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_6">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1463_5" doxytag="NL3D::ULandscape::setRefineCenterUser" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setRefineCenterUser </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>refineCenter</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +setRefineCenterAuto +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_7">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1461_3" doxytag="NL3D::ULandscape::setThreshold" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setThreshold </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>thre</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz290_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1472_1" doxytag="NL3D::ULandscape::setTileCallback" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setTileCallback </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03932.html">ULandscapeTileCallback</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>cb</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz301_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1461_4" doxytag="NL3D::ULandscape::setTileColor" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setTileColor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname" nowrap> <em>mono</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>factor</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set all zones monochromatic or colored. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz290_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1461_5" doxytag="NL3D::ULandscape::setTileMaxSubdivision" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setTileMaxSubdivision </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>tileDiv</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ). +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz290_5">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1461_6" doxytag="NL3D::ULandscape::setTileNear" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setTileNear </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>tileNear</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set tile near distance. Default 50.f. maximized to length of Far alpha transition). +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz290_6">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1459_4" doxytag="NL3D::ULandscape::setUpdateLightingFrequency" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setUpdateLightingFrequency </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>freq</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the frequency of lighting update. If freq==1, ALL patchs are updated each second. e.g: if 1/20, then every 20 seconds, all patchs are updated. If you set 0, no update will be done at all (this is the default setup!!). +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz288_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1459_5" doxytag="NL3D::ULandscape::setupStaticLight" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setupStaticLight </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03337.html">CRGBA</a> & </td> + <td class="mdname" nowrap> <em>diffuse</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03337.html">CRGBA</a> & </td> + <td class="mdname" nowrap> <em>ambiant</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>multiply</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Setup the light color use for static illumination. NB: This setup will be visible only for new texture far/near computed (when player move or see dynamic lighting).<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>diffuse</em> </td><td>is the color of the diffuse componante of the lighting. </td></tr> + <tr><td valign=top><em>ambiant</em> </td><td>is the color of the ambiante componante of the lighting. </td></tr> + <tr><td valign=top><em>multiply</em> </td><td>is the multiply factor. Final color is (diffuse*multiply*shading+ambiant*(1.0-shading))</td></tr> + </table> +</dl> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz288_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1466_2" doxytag="NL3D::ULandscape::setupVegetableLighting" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setupVegetableLighting </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03337.html">CRGBA</a> & </td> + <td class="mdname" nowrap> <em>ambient</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03337.html">CRGBA</a> & </td> + <td class="mdname" nowrap> <em>diffuse</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>directionalLight</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +setup lighting ambient and diffuse for vegetable. +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz295_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1466_3" doxytag="NL3D::ULandscape::setVegetableUpdateLightingFrequency" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setVegetableUpdateLightingFrequency </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>freq</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the frequency of Vegetable lighting update. If freq==1, ALL lighted igs are updated each second. e.g: if 1/20, then every 20 seconds, all Igs are updated. If you set 0, no update will be done at all (this is the default setup!!). +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz295_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1466_4" doxytag="NL3D::ULandscape::setVegetableWind" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setVegetableWind </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>windDir</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>windFreq</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>windPower</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>windBendMin</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the vegetable Wind for animation. All thoses variables may be modified each frame without penalty.<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>windDir</em> </td><td>is the direction of the wind. NB: only XY direction is kept. </td></tr> + <tr><td valign=top><em>windFreq</em> </td><td>is the frequency for the animation (speed) </td></tr> + <tr><td valign=top><em>windPower</em> </td><td>is the power of the wind, and is a factor (0..1) of Bend </td></tr> + <tr><td valign=top><em>windBendMin</em> </td><td>is a value in (0..1) which indicate how much the vegetables are bended at minimum (for very powerfull wind)</td></tr> + </table> +</dl> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz295_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1457_12" doxytag="NL3D::ULandscape::setZonePath" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setZonePath </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>zonePath</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the zonePath from where zones are loaded. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz286_12">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1463_6" doxytag="NL3D::ULandscape::show" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::show </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +show the landscape. visible by default. +<p> + +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz292_8">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1ULandscapez1459_6" doxytag="NL3D::ULandscape::updateLightingAll" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::updateLightingAll </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +update the lighting of ALL patch (slow method). NB: work even if UpdateLightingFrequency==0 Additionaly, vegetables are also ALL updated. WARNING!! If Scene Lighting is enabled (usual case), vegetable lighting setup take last Sun setup at <a class="el" href="a03351.html#NL3D_1_1UScenez1520_1">UScene::render()</a>. Hence, you should force the new lighting setup with <a class="el" href="a03931.html#NL3D_1_1ULandscapez1466_2">ULandscape::setupVegetableLighting()</a>, before calling <a class="el" href="a03931.html#NL3D_1_1ULandscapez1459_6">updateLightingAll()</a>. +<p> +Implemented in <a class="el" href="a02714.html#NL3D_1_1CLandscapeUserz288_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="a06610.html">u_landscape.h</a></ul> +<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 08:46:08 2004 for NeL by +<a href="http://www.doxygen.org/index.html"> +<img src="doxygen.png" alt="doxygen" align="middle" border=0 > +</a>1.3.6 </small></address> +</body> +</html> |