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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 Fri May 4 22:27:50 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::CLandscapeUser Class Reference</h1><a class="el" href="class_NL3D__ULandscape.html">ULandscape</a> Implementation. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="landscape_user_h-source.html">landscape_user.h</a>></code> +<p> +Inheritance diagram for NL3D::CLandscapeUser<p><center><img src="class_NL3D__CLandscapeUser_inherit_graph.gif" border="0" usemap="#NL3D::CLandscapeUser_inherit_map" alt="Inheritance graph"></center> +<map name="NL3D::CLandscapeUser_inherit_map"> +<area href="class_NL3D__ULandscape.html" shape="rect" coords="12,1,132,19"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::CLandscapeUser:<p><center><img src="class_NL3D__CLandscapeUser_coll_graph.gif" border="0" usemap="#NL3D::CLandscapeUser_coll_map" alt="Collaboration graph"></center> +<map name="NL3D::CLandscapeUser_coll_map"> +<area href="class_NL3D__ULandscape.html" shape="rect" coords="19,4,139,23"> +<area href="class_NL3D__CLandscapeModel.html" shape="rect" coords="1,58,156,76"> +<area href="class_NL3D__CScene.html" shape="rect" coords="31,122,127,140"> +<area href="class_NL3D__CZoneManager.html" shape="rect" coords="9,186,148,204"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__CLandscapeUser-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> </td><td valign=bottom><a class="el" href="class_NL3D__CLandscapeUser.html#a0">CLandscapeUser</a> (<a class="el" href="class_NL3D__CScene.html">CScene</a> *scene)</td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="class_NL3D__CLandscapeUser.html#a1">~CLandscapeUser</a> ()</td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__CLandscapeUser.html#a2">setZonePath</a> (const std::string &zonePath)</td></tr> +<tr><td> </td><td><font size=-1><em>Set the zonePath from where zones are loaded.</em> <a href="#a2">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__CLandscapeUser.html#a3">loadBankFiles</a> (const std::string &tileBankFile, const std::string &farBankFile)</td></tr> +<tr><td> </td><td><font size=-1><em>Load the tile banks: the ".bank" and the ".farbank".</em> <a href="#a3">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__CLandscapeUser.html#a4">loadAllZonesAround</a> (const CVector &pos, float radius)</td></tr> +<tr><td> </td><td><font size=-1><em>Load all Zones around a position. This is a blocking call.</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__CLandscapeUser.html#a5">refreshZonesAround</a> (const CVector &pos, float radius)</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="#a5">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__CLandscapeUser.html#a6">setupStaticLight</a> (const CRGBA &diffuse, const CRGBA &ambiant, float multiply)</td></tr> +<tr><td> </td><td><font size=-1><em>Setup the light color use for static illumination.</em> <a href="#a6">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__CLandscapeUser.html#a7">setThreshold</a> (float thre)</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="#a7">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="class_NL3D__CLandscapeUser.html#a8">getThreshold</a> () const</td></tr> +<tr><td> </td><td><font size=-1><em>Get threshold.</em> <a href="#a8">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__CLandscapeUser.html#a9">setTileNear</a> (float tileNear)</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="#a9">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="class_NL3D__CLandscapeUser.html#a10">getTileNear</a> () const</td></tr> +<tr><td> </td><td><font size=-1><em>Get tile near distance.</em> <a href="#a10">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__CLandscapeUser.html#a11">setTileMaxSubdivision</a> (<a class="el" href="types_nl_h.html#a13">uint</a> tileDiv)</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="#a11">More...</a><em></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__CLandscapeUser.html#a12">getTileMaxSubdivision</a> ()</td></tr> +<tr><td> </td><td><font size=-1><em>Get Maximum Tile subdivision.</em> <a href="#a12">More...</a><em></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__CLandscapeUser.html#a13">getZoneName</a> (const CVector &pos)</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> <a href="#a13">More...</a><em></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__CLandscapeUser.html#a14">getHeightFieldDeltaZ</a> (float x, float y) const</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="#a14">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__CLandscapeUser.html#a15">setHeightField</a> (const <a class="el" href="class_NL3D__CHeightMap.html">CHeightMap</a> &hf)</td></tr> +<tr><td> </td><td><font size=-1><em>set the HeightField data.</em> <a href="#a15">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr> +<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CScene.html">CScene</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CLandscapeUser.html#o0">_Scene</a></td></tr> +<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CLandscapeModel.html">CLandscapeModel</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CLandscapeUser.html#o1">_Landscape</a></td></tr> +<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CZoneManager.html">CZoneManager</a> </td><td valign=bottom><a class="el" href="class_NL3D__CLandscapeUser.html#o2">_ZoneManager</a></td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +<a class="el" href="class_NL3D__ULandscape.html">ULandscape</a> Implementation. +<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="landscape_user_h-source.html#l00047">47</a> of file <a class="el" href="landscape_user_h-source.html">landscape_user.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="a0" doxytag="NL3D::CLandscapeUser::CLandscapeUser"></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::CLandscapeUser::CLandscapeUser ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__CScene.html">CScene</a> * <em>scene</em> )<code> [inline]</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="landscape_user_h-source.html#l00061">61</a> of file <a class="el" href="landscape_user_h-source.html">landscape_user.h</a>. </td> + </tr> +</table> +<a name="a1" doxytag="NL3D::CLandscapeUser::~CLandscapeUser"></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::CLandscapeUser::~CLandscapeUser ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, 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="landscape_user_h-source.html#l00069">69</a> of file <a class="el" href="landscape_user_h-source.html">landscape_user.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="a14" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::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> [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 from <a class="el" href="class_NL3D__ULandscape.html#a12">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00182">182</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a8" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::getThreshold ( + </b></td> + <td valign="bottom"><b> +) const<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a6">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00148">148</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a12" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::getTileMaxSubdivision ( + </b></td> + <td valign="bottom"><b> +)<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a10">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00168">168</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a10" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::getTileNear ( + </b></td> + <td valign="bottom"><b> +) const<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a8">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00158">158</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a13" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::getZoneName ( + </b></td> + <td valign="bottom"><b> +const CVector & <em>pos</em> )<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a11">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00175">175</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a4" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::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> [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 from <a class="el" href="class_NL3D__ULandscape.html#a2">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00080">80</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a3" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::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> [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 from <a class="el" href="class_NL3D__ULandscape.html#a1">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00041">41</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a5" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::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> [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 from <a class="el" href="class_NL3D__ULandscape.html#a3">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00103">103</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a15" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::setHeightField ( + </b></td> + <td valign="bottom"><b> +const <a class="el" href="class_NL3D__CHeightMap.html">CHeightMap</a> & <em>hf</em> )<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a13">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00188">188</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a7" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::setThreshold ( + </b></td> + <td valign="bottom"><b> +float <em>thre</em> )<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a5">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00143">143</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a11" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::setTileMaxSubdivision ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>tileDiv</em> )<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a9">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00163">163</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a9" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::setTileNear ( + </b></td> + <td valign="bottom"><b> +float <em>tileNear</em> )<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a7">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00153">153</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a2" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::setZonePath ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>zonePath</em> )<code> [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 from <a class="el" href="class_NL3D__ULandscape.html#a0">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00036">36</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<a name="a6" doxytag="NL3D::CLandscapeUser::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::CLandscapeUser::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> [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 from <a class="el" href="class_NL3D__ULandscape.html#a4">NL3D::ULandscape</a>. +<p> +Definition at line <a class="el" href="landscape_user_cpp-source.html#l00135">135</a> of file <a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</a>. </td> + </tr> +</table> +<hr><h2>Member Data Documentation</h2> +<a name="o1" doxytag="NL3D::CLandscapeUser::_Landscape"></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__CLandscapeModel.html">CLandscapeModel</a> * NL3D::CLandscapeUser::_Landscape<code> [private]</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="landscape_user_h-source.html#l00053">53</a> of file <a class="el" href="landscape_user_h-source.html">landscape_user.h</a>. </td> + </tr> +</table> +<a name="o0" doxytag="NL3D::CLandscapeUser::_Scene"></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__CScene.html">CScene</a> * NL3D::CLandscapeUser::_Scene<code> [private]</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="landscape_user_h-source.html#l00051">51</a> of file <a class="el" href="landscape_user_h-source.html">landscape_user.h</a>. </td> + </tr> +</table> +<a name="o2" doxytag="NL3D::CLandscapeUser::_ZoneManager"></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__CZoneManager.html">CZoneManager</a> NL3D::CLandscapeUser::_ZoneManager<code> [private]</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="landscape_user_h-source.html#l00055">55</a> of file <a class="el" href="landscape_user_h-source.html">landscape_user.h</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="landscape_user_h-source.html">landscape_user.h</a><li><a class="el" href="landscape_user_cpp-source.html">landscape_user.cpp</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> |