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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/class_NL3D__ULandscape.html | |
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HEIGHT="1" BORDER=0 ALT=""> +</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.2 on Mon May 14 22:34:14 2001 --> +<center> +<a class="qindex" href="index.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">Compound List</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">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>NL3D::ULandscape Class Reference</h1>Game Interface for manipulate Landscape. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="u_landscape_h-source.html">u_landscape.h</a>></code> +<p> +Inheritance diagram for NL3D::ULandscape<p><center><img src="class_NL3D__ULandscape_inherit_graph.gif" border="0" usemap="#NL3D::ULandscape_inherit_map" alt="Inheritance graph"></center> +<map name="NL3D::ULandscape_inherit_map"> +<area href="class_NL3D__CLandscapeUser.html" shape="rect" coords="0,67,144,86"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::ULandscape:<p><center><img src="class_NL3D__ULandscape_coll_graph.gif" border="0" usemap="#NL3D::ULandscape_coll_map" alt="Collaboration graph"></center> +<map name="NL3D::ULandscape_coll_map"> +<area href="class_NL3D__CMiniCol.html" shape="rect" coords="5,83,115,101"> +<area href="class_NL3D__CLandscape.html" shape="rect" coords="0,0,120,19"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__ULandscape-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a0">setZonePath</a> (const std::string &zonePath) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the zonePath from where zones are loaded.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a1">loadBankFiles</a> (const std::string &tileBankFile, const std::string &farBankFile) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Load the tile banks: the ".bank" and the ".farbank".</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a2">loadAllZonesAround</a> (const CVector &pos, float radius) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Load all Zones around a position. This is a blocking call.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a3">refreshZonesAround</a> (const CVector &pos, float radius) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Delete old zones, or load new zones, around a position. new Zones are loaded async.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a4">setupStaticLight</a> (const CRGBA &diffuse, const CRGBA &ambiant, float multiply) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Setup the light color use for static illumination.</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a5">setThreshold</a> (float thre) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a6">getThreshold</a> () const = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get threshold.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a7">setTileNear</a> (float tileNear) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Set tile near distance. Default 50.f. maximized to length of Far alpha transition).</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a8">getTileNear</a> () const = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get tile near distance.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a9">setTileMaxSubdivision</a> (<a class="el" href="types_nl_h.html#a13">uint</a> tileDiv) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="types_nl_h.html#a13">uint</a> </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a10">getTileMaxSubdivision</a> () = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get Maximum Tile subdivision.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual std::string </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a11">getZoneName</a> (const CVector &pos) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Return the name of the zone around a particular position (in <a class="el" href="namespace_NL3D.html">NL3D</a> basis!).</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual CVector </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a12">getHeightFieldDeltaZ</a> (float x, float y) const = 0</td></tr> +<tr><td> </td><td><font size=-1><em>return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a13">setHeightField</a> (const <a class="el" href="class_NL3D__CHeightMap.html">CHeightMap</a> &hf) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>set the HeightField data.</em> <a href="#a13">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Public Attributes</h2></td></tr> +<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CMiniCol.html">CMiniCol</a> </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#m0">CollisionManager</a></td></tr> +<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#b0">ULandscape</a> ()</td></tr> +<tr><td> </td><td><font size=-1><em>protected because created/deleted by <a class="el" href="class_NL3D__UScene.html">UScene</a>.</em> <a href="#b0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#b1">~ULandscape</a> ()</td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Game Interface for manipulate Landscape. +<p> +<dl compact><dt> +<b>Author(s): </b><dd> + Lionel Berenguier , Nevrax France </dl><dl compact><dt> +<b>Date: </b><dd> + 2001 </dl> +<p> + +<p> +Definition at line <a class="el" href="u_landscape_h-source.html#l00052">52</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="b0" doxytag="NL3D::ULandscape::ULandscape"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +NL3D::ULandscape::ULandscape ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, protected]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +protected because created/deleted by <a class="el" href="class_NL3D__UScene.html">UScene</a>. +<p> + +<p> +Definition at line <a class="el" href="u_landscape_h-source.html#l00059">59</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>. </td> + </tr> +</table> +<a name="b1" doxytag="NL3D::ULandscape::~ULandscape"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +NL3D::ULandscape::~ULandscape ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, protected, virtual]</code> + </b></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="u_landscape_h-source.html#l00060">60</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="a12" doxytag="NL3D::ULandscape::getHeightFieldDeltaZ"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +CVector NL3D::ULandscape::getHeightFieldDeltaZ ( + </b></td> + <td valign="bottom"><b> +float <em>x</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +float <em>y</em> ) const<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a14">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a6" doxytag="NL3D::ULandscape::getThreshold"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +float NL3D::ULandscape::getThreshold ( + </b></td> + <td valign="bottom"><b> +) const<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get threshold. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a8">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a10" doxytag="NL3D::ULandscape::getTileMaxSubdivision"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> NL3D::ULandscape::getTileMaxSubdivision ( + </b></td> + <td valign="bottom"><b> +)<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get Maximum Tile subdivision. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a12">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a8" doxytag="NL3D::ULandscape::getTileNear"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +float NL3D::ULandscape::getTileNear ( + </b></td> + <td valign="bottom"><b> +) const<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get tile near distance. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a10">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a11" doxytag="NL3D::ULandscape::getZoneName"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +std::string NL3D::ULandscape::getZoneName ( + </b></td> + <td valign="bottom"><b> +const CVector & <em>pos</em> )<code> [pure virtual]</code> + </b></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="namespace_NL3D.html">NL3D</a> basis!). +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a13">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a2" doxytag="NL3D::ULandscape::loadAllZonesAround"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::loadAllZonesAround ( + </b></td> + <td valign="bottom"><b> +const CVector & <em>pos</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +float <em>radius</em> )<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a1" doxytag="NL3D::ULandscape::loadBankFiles"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::loadBankFiles ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>tileBankFile</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +const std::string & <em>farBankFile</em> )<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a3" doxytag="NL3D::ULandscape::refreshZonesAround"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::refreshZonesAround ( + </b></td> + <td valign="bottom"><b> +const CVector & <em>pos</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +float <em>radius</em> )<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a5">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a13" doxytag="NL3D::ULandscape::setHeightField"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::setHeightField ( + </b></td> + <td valign="bottom"><b> +const <a class="el" href="class_NL3D__CHeightMap.html">CHeightMap</a> & <em>hf</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +set the HeightField data. +<p> +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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a15">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a5" doxytag="NL3D::ULandscape::setThreshold"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::setThreshold ( + </b></td> + <td valign="bottom"><b> +float <em>thre</em> )<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a7">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a9" doxytag="NL3D::ULandscape::setTileMaxSubdivision"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::setTileMaxSubdivision ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>tileDiv</em> )<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a11">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a7" doxytag="NL3D::ULandscape::setTileNear"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::setTileNear ( + </b></td> + <td valign="bottom"><b> +float <em>tileNear</em> )<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a9">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a0" doxytag="NL3D::ULandscape::setZonePath"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::setZonePath ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>zonePath</em> )<code> [pure virtual]</code> + </b></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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="a4" doxytag="NL3D::ULandscape::setupStaticLight"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::ULandscape::setupStaticLight ( + </b></td> + <td valign="bottom"><b> +const CRGBA & <em>diffuse</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +const CRGBA & <em>ambiant</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +float <em>multiply</em> )<code> [pure virtual]</code> + </b></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. +<p> +NB: This setup will be visible only for new texture far/near computed (when player move or see dynamic lighting).<dl compact><dt> +<b>Parameters: </b><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> +Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a6">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<hr><h2>Member Data Documentation</h2> +<a name="m0" doxytag="NL3D::ULandscape::CollisionManager"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__CMiniCol.html">CMiniCol</a> NL3D::ULandscape::CollisionManager + </b></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="u_landscape_h-source.html#l00068">68</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="u_landscape_h-source.html">u_landscape.h</a></ul> + + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |