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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 1.2.14 --> +<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_8h-source.html">u_landscape.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::ULandscape: +<p><center><img src="classNL3D_1_1ULandscape.gif" usemap="#NL3D::ULandscape_map" border="0"></center> +<map name="NL3D::ULandscape_map"> +<area href="classNL3D_1_1CLandscapeUser.html" alt="NL3D::CLandscapeUser" shape="rect" coords="0,56,147,80"> +</map> +<a href="classNL3D_1_1ULandscape-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 colspan="2"><div class="groupHeader">Load</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_0">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> <a href="#z44_0">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="classNL3D_1_1ULandscape.html#z44_1">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> <a href="#z44_1">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="classNL3D_1_1ULandscape.html#z44_2">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> <a href="#z44_2">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="classNL3D_1_1ULandscape.html#z44_3">loadAllZonesAround</a> (const CVector &pos, float radius, std::vector< std::string > &zonesAdded)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Load all Zones around a position.</em> <a href="#z44_3">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="classNL3D_1_1ULandscape.html#z44_4">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> <a href="#z44_4">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="classNL3D_1_1ULandscape.html#z44_5">refreshZonesAround</a> (const CVector &pos, float radius, std::string &zoneAdded, std::string &zoneRemoved)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Delete old zones, or load new zones, around a position.</em> <a href="#z44_5">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="classNL3D_1_1ULandscape.html#z44_6">refreshAllZonesAround</a> (const CVector &pos, float radius, std::vector< std::string > &zonesAdded, std::vector< std::string > &zonesRemoved)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call.</em> <a href="#z44_6">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="classNL3D_1_1ULandscape.html#z44_7">getAllZoneLoaded</a> (std::vector< std::string > &zoneLoaded) const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get list of zones currently loaded in landscape.</em> <a href="#z44_7">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Lighting</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_0">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="#z45_0">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="classNL3D_1_1ULandscape.html#z45_1">setPointLightDiffuseMaterial</a> (CRGBA diffuse)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Setup the equivalent material diffuse component used for both Static and Dynamic PointLights.</em> <a href="#z45_1">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual CRGBA </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_2">getPointLightDiffuseMaterial</a> () const=0</td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_3">setPointLightFactor</a> (const std::string &lightGroupName, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> nFactor)=0</td></tr> +<tr><td> </td><td><font size=-1><em>set the Light factor for all pointLights in All zones with LightGroupName= "lightGroupName".</em> <a href="#z45_3">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="classNL3D_1_1ULandscape.html#z45_4">setUpdateLightingFrequency</a> (float freq)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the frequency of lighting update.</em> <a href="#z45_4">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="classNL3D_1_1ULandscape.html#z45_5">updateLightingAll</a> ()=0</td></tr> +<tr><td> </td><td><font size=-1><em>update the lighting of ALL patch (slow method).</em> <a href="#z45_5">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="classNL3D_1_1ULandscape.html#z45_6">enableAdditive</a> (bool enable)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set additive Lighting.</em> <a href="#z45_6">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_7">isAdditiveEnabled</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get additive Lighting.</em> <a href="#z45_7">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Parameters</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_0">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> <a href="#z46_0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_1">getThreshold</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get threshold.</em> <a href="#z46_1">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="classNL3D_1_1ULandscape.html#z46_2">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> <a href="#z46_2">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_3">getTileNear</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get tile near distance.</em> <a href="#z46_3">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="classNL3D_1_1ULandscape.html#z46_4">setTileMaxSubdivision</a> (<a class="el" href="memory__common_8h.html#a15">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> <a href="#z46_4">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_5">getTileMaxSubdivision</a> ()=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get Maximum Tile subdivision.</em> <a href="#z46_5">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Misc</div></td></tr> +<tr><td nowrap align=right valign=top>virtual std::string </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z47_0">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="namespaceNL3D.html">NL3D</a> basis!).</em> <a href="#z47_0">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="classNL3D_1_1ULandscape.html#z47_1">show</a> ()=0</td></tr> +<tr><td> </td><td><font size=-1><em>show the landscape. visible by default.</em> <a href="#z47_1">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="classNL3D_1_1ULandscape.html#z47_2">hide</a> ()=0</td></tr> +<tr><td> </td><td><font size=-1><em>hide the landscape. It is nor refined, nor rendered (=> take 0 CPU time).</em> <a href="#z47_2">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">HeightField DeltaZ.</div></td></tr> +<tr><td nowrap align=right valign=top>virtual CVector </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z48_0">getHeightFieldDeltaZ</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>) 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> <a href="#z48_0">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="classNL3D_1_1ULandscape.html#z48_1">setHeightField</a> (const <a class="el" href="classNL3D_1_1CHeightMap.html">CHeightMap</a> &hf)=0</td></tr> +<tr><td> </td><td><font size=-1><em>set the HeightField data.</em> <a href="#z48_1">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader"></div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z49_0">enableVegetable</a> (bool enable)=0</td></tr> +<tr><td> </td><td><font size=-1><em>enable the vegetable management in landscape.</em> <a href="#z49_0">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="classNL3D_1_1ULandscape.html#z49_1">loadVegetableTexture</a> (const std::string &textureFileName)=0</td></tr> +<tr><td> </td><td><font size=-1><em>load a texture for the vegetable, lookup in CPath.</em> <a href="#z49_1">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="classNL3D_1_1ULandscape.html#z49_2">setupVegetableLighting</a> (const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight)=0</td></tr> +<tr><td> </td><td><font size=-1><em>setup lighting ambient and diffuse for vegetable.</em> <a href="#z49_2">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="classNL3D_1_1ULandscape.html#z49_3">setVegetableWind</a> (const CVector &windDir, float windFreq, float windPower, float windBendMin)=0</td></tr> +<tr><td> </td><td><font size=-1><em>set the vegetable Wind for animation.</em> <a href="#z49_3">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="classNL3D_1_1ULandscape.html#z49_4">setVegetableUpdateLightingFrequency</a> (float freq)=0</td></tr> +<tr><td> </td><td><font size=-1><em>set the frequency of Vegetable lighting update.</em> <a href="#z49_4">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Dynamic Lighting management</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a> (CRGBA gvc)=0</td></tr> +<tr><td> </td><td><font size=-1><em>For Vegetable Dynamic ligthing only: this is an approximate color of all vegetables.</em> <a href="#z50_0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual CRGBA </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z50_1">getDLMGlobalVegetableColor</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a>().</em> <a href="#z50_1">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z43_0">ULandscape</a> ()</td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z43_1">~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: </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_8h-source.html#l00051">51</a> of file <a class="el" href="u__landscape_8h-source.html">u_landscape.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="z43_0" 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 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="u__landscape_8h-source.html#l00058">58</a> of file <a class="el" href="u__landscape_8h-source.html">u_landscape.h</a>. </td> + </tr> +</table> +<a name="z43_1" 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 class="md" nowrap valign="top"> virtual 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, 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="u__landscape_8h-source.html#l00059">59</a> of file <a class="el" href="u__landscape_8h-source.html">u_landscape.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="z45_6" doxytag="NL3D::ULandscape::enableAdditive"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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. +<p> +Disabled by default. <dl compact><dt><b> +Parameters: </b><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="classNL3D_1_1CLandscapeUser.html#z504_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z49_0" doxytag="NL3D::ULandscape::enableVegetable"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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. +<p> +Valid only if Hardware support VertexShader. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_7" doxytag="NL3D::ULandscape::getAllZoneLoaded"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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. +<p> +\zonesLoaded array of name of the zones added, without extension (eg: "150_EM"). +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_7">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z50_1" doxytag="NL3D::ULandscape::getDLMGlobalVegetableColor"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual CRGBA 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="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a>(). +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z507_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z48_0" 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 class="md" nowrap valign="top"> virtual CVector 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></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="classNL3D_1_1CLandscapeUser.html#z505_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z45_2" doxytag="NL3D::ULandscape::getPointLightDiffuseMaterial"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual CRGBA 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><dd> +<a class="el" href="classNL3D_1_1ULandscape.html#z45_1">setPointLightDiffuseMaterial</a> </dl> +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z46_1" 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 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="classNL3D_1_1CLandscapeUser.html#z503_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z46_5" 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 class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.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="classNL3D_1_1CLandscapeUser.html#z503_5">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z46_3" 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 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="classNL3D_1_1CLandscapeUser.html#z503_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z47_0" 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 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 CVector & </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="namespaceNL3D.html">NL3D</a> basis!). +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z504_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z47_2" doxytag="NL3D::ULandscape::hide"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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="classNL3D_1_1CLandscapeUser.html#z504_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z45_7" doxytag="NL3D::ULandscape::isAdditiveEnabled"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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. +<p> +<dl compact><dt><b> +Returns: </b><dd> +true to if additive is actived, else false. </dl> +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z504_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_3" 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 class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadAllZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em>, </td> + </tr> + <tr> + <td></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. +<p> +This is a blocking call. \zonesAdded array of name of the zones added, without extension (eg: "150_EM"). +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_2" 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 class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadAllZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></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="classNL3D_1_1CLandscapeUser.html#z501_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_1" 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 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></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="classNL3D_1_1CLandscapeUser.html#z501_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z49_1" doxytag="NL3D::ULandscape::loadVegetableTexture"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_6" doxytag="NL3D::ULandscape::refreshAllZonesAround"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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 CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em>, </td> + </tr> + <tr> + <td></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></td> + <td class="md" nowrap>std::vector< std::string > & </td> + <td class="mdname" nowrap> <em>zonesRemoved</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="classNL3D_1_1CLandscapeUser.html#z501_6">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_5" 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 class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>radius</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>std::string & </td> + <td class="mdname" nowrap> <em>zoneAdded</em>, </td> + </tr> + <tr> + <td></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. +<p> +new Zones are loaded async. This method add or remove only one zone at a time. \zoneRemoved name of the zone removed, without extension (eg: "150_EM"). "" if none. \zoneAdded name of the zone added, without extension (eg: "150_EM"). "" if none. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_5">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_4" 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 class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshZonesAround </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CVector & </td> + <td class="mdname" nowrap> <em>pos</em>, </td> + </tr> + <tr> + <td></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="classNL3D_1_1CLandscapeUser.html#z501_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z50_0" doxytag="NL3D::ULandscape::setDLMGlobalVegetableColor"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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">CRGBA </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. +<p> +Default is (180, 180, 180). +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z507_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z48_1" 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 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="classNL3D_1_1CHeightMap.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. +<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> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z505_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z45_1" doxytag="NL3D::ULandscape::setPointLightDiffuseMaterial"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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">CRGBA </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. +<p> +Default is White. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z45_3" doxytag="NL3D::ULandscape::setPointLightFactor"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setPointLightFactor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname" nowrap> <em>lightGroupName</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td> + <td class="mdname" nowrap> <em>nFactor</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 Light factor for all pointLights in All zones with LightGroupName= "lightGroupName". +<p> +Additionaly, it stores a map<lightGroupName, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> nFactor>, so each added zone will be correclty assigned. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z46_0" 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 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="classNL3D_1_1CLandscapeUser.html#z503_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z46_4" 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 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="memory__common_8h.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="classNL3D_1_1CLandscapeUser.html#z503_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z46_2" 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 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="classNL3D_1_1CLandscapeUser.html#z503_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z45_4" doxytag="NL3D::ULandscape::setUpdateLightingFrequency"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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. +<p> +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="classNL3D_1_1CLandscapeUser.html#z502_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z45_0" 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 class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setupStaticLight </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CRGBA & </td> + <td class="mdname" nowrap> <em>diffuse</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const CRGBA & </td> + <td class="mdname" nowrap> <em>ambiant</em>, </td> + </tr> + <tr> + <td></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. +<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> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z49_2" doxytag="NL3D::ULandscape::setupVegetableLighting"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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 CRGBA & </td> + <td class="mdname" nowrap> <em>ambient</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const CRGBA & </td> + <td class="mdname" nowrap> <em>diffuse</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const CVector & </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> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_2">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z49_4" doxytag="NL3D::ULandscape::setVegetableUpdateLightingFrequency"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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. +<p> +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="classNL3D_1_1CLandscapeUser.html#z506_4">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z49_3" doxytag="NL3D::ULandscape::setVegetableWind"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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 CVector & </td> + <td class="mdname" nowrap> <em>windDir</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>windFreq</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>windPower</em>, </td> + </tr> + <tr> + <td></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. +<p> +All thoses variables may be modified each frame without penalty.<dl compact><dt><b> +Parameters: </b><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="classNL3D_1_1CLandscapeUser.html#z506_3">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z44_0" 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 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="classNL3D_1_1CLandscapeUser.html#z501_0">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z47_1" doxytag="NL3D::ULandscape::show"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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="classNL3D_1_1CLandscapeUser.html#z504_1">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<a name="z45_5" doxytag="NL3D::ULandscape::updateLightingAll"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <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). +<p> +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="classNL3D_1_1UScene.html#z73_0">UScene::render</a>(). Hence, you should force the new lighting setup with <a class="el" href="classNL3D_1_1ULandscape.html#z49_2">ULandscape::setupVegetableLighting</a>(), before calling <a class="el" href="classNL3D_1_1ULandscape.html#z45_5">updateLightingAll</a>(). +<p> +Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_5">NL3D::CLandscapeUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="u__landscape_8h-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> |