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+<hr><h1>landscape_model.cpp</h1><a href="landscape_model_cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.
+</font>00008 <font class="comment"> *
+</font>00009 <font class="comment"> * This file is part of NEVRAX NEL.
+</font>00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify
+</font>00011 <font class="comment"> * it under the terms of the GNU General Public License as published by
+</font>00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)
+</font>00013 <font class="comment"> * any later version.
+</font>00014 <font class="comment">
+</font>00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but
+</font>00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of
+</font>00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+</font>00018 <font class="comment"> * General Public License for more details.
+</font>00019 <font class="comment">
+</font>00020 <font class="comment"> * You should have received a copy of the GNU General Public License
+</font>00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the
+</font>00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
+</font>00023 <font class="comment"> * MA 02111-1307, USA.
+</font>00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="landscape_model_h.html">nel/3d/landscape_model.h</a>"</font>
+00027 <font class="preprocessor">#include "<a class="code" href="landscape_h.html">nel/3d/landscape.h</a>"</font>
+00028 <font class="preprocessor">#include &lt;vector&gt;</font>
+00029 <font class="keyword">using</font> <font class="keyword">namespace</font> std;
+00030 <font class="keyword">using</font> <font class="keyword">namespace</font> NLMISC;
+00031
+00032
+00033 <font class="keyword">namespace</font> NL3D
+00034 {
+00035
+00036
+00037
+00038 <font class="comment">// ***************************************************************************</font>
+<a name="l00039"></a><a class="code" href="class_NL3D__CLandscapeModel.html#d0">00039</a> <font class="keywordtype">void</font> CLandscapeModel::registerBasic()<font class="keyword">
+</font>00040 <font class="keyword"></font>{
+00041 CMOT::registerModel(LandscapeModelId, TransformId, CLandscapeModel::creator);
+00042 CMOT::registerObs(ClipTravId, LandscapeModelId, CLandscapeClipObs::creator);
+00043 CMOT::registerObs(RenderTravId, LandscapeModelId, CLandscapeRenderObs::creator);
+00044 }
+00045
+00046 <font class="comment">// ***************************************************************************</font>
+<a name="l00047"></a><a class="code" href="class_NL3D__CLandscapeClipObs.html#a1">00047</a> <font class="keywordtype">bool</font> CLandscapeClipObs::clip(IBaseClipObs *caller)<font class="keyword">
+</font>00048 <font class="keyword"></font>{
+00049
+00050 CLandscapeModel *landModel= (CLandscapeModel*)Model;
+00051 CClipTrav *trav= (CClipTrav*)Trav;
+00052 vector&lt;CPlane&gt; &amp;pyramid= trav-&gt;WorldPyramid;
+00053 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
+00054 landModel-&gt;Landscape.clip(trav-&gt;CamPos, pyramid);
+00055
+00056 <font class="comment">// Yes, this is ugly, but the clip pass is finished in render(), for clipping TessBlocks.</font>
+00057 <font class="comment">// This saves an other Landscape patch traversal, so this is faster...</font>
+00058 landModel-&gt;CurrentPyramid= trav-&gt;WorldPyramid;
+00059
+00060 <font class="comment">// Well, always visible....</font>
+00061 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00062 }
+00063
+00064 <font class="comment">// ***************************************************************************</font>
+<a name="l00065"></a><a class="code" href="class_NL3D__CLandscapeRenderObs.html#a0">00065</a> <font class="keywordtype">void</font> CLandscapeRenderObs::traverse(IObs *caller)<font class="keyword">
+</font>00066 <font class="keyword"></font>{
+00067 CLandscapeModel *landModel= (CLandscapeModel*)Model;
+00068
+00069 CRenderTrav *trav= (CRenderTrav*)Trav;
+00070
+00071 CMatrix m;
+00072 m.identity();
+00073 trav-&gt;getDriver()-&gt;setupModelMatrix(m);
+00074
+00075 <font class="comment">// First, refine.</font>
+00076 landModel-&gt;Landscape.refine(trav-&gt;CamPos);
+00077 <font class="comment">// then render.</font>
+00078 landModel-&gt;Landscape.render(trav-&gt;getDriver(), trav-&gt;CamPos, landModel-&gt;CurrentPyramid, landModel-&gt;isAdditive ());
+00079 }
+00080
+00081
+00082
+00083 } <font class="comment">// NL3D</font>
+</div></pre>
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