From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- docs/doxygen/nel/a02714.html | 2752 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2752 insertions(+) create mode 100644 docs/doxygen/nel/a02714.html (limited to 'docs/doxygen/nel/a02714.html') diff --git a/docs/doxygen/nel/a02714.html b/docs/doxygen/nel/a02714.html new file mode 100644 index 00000000..bc069df9 --- /dev/null +++ b/docs/doxygen/nel/a02714.html @@ -0,0 +1,2752 @@ + + +NeL: NL3D::CLandscapeUser class Reference + + + +
+

NL3D::CLandscapeUser Class Reference

#include <landscape_user.h> +

+

Inheritance diagram for NL3D::CLandscapeUser: +

+ +NL3D::ULandscape + +

Detailed Description

+ULandscape Implementation
Author:
Lionel Berenguier

+Nevrax France

+
Date:
2001
+ +

+ +

+Definition at line 48 of file landscape_user.h. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Public Member Functions

ShadowMapping
virtual bool canReceiveShadowMap () const
 true if the instance receive shadow. By default false

virtual void enableReceiveShadowMap (bool state)
Object
 CLandscapeUser (CScene *scene)
virtual ~CLandscapeUser ()
Misc
virtual void enableAdditive (bool enable)
virtual bool getRefineCenterAuto () const
virtual const CVectorgetRefineCenterUser () const
virtual std::string getZoneName (const CVector &pos)
 Return the name of the zone around a particular position (in NL3D basis!).

virtual void hide ()
 hide the landscape. It is nor refined, nor rendered (=> take 0 CPU time).

virtual bool isAdditiveEnabled () const
virtual void setRefineCenterAuto (bool mode)
virtual void setRefineCenterUser (const CVector &refineCenter)
 setRefineCenterAuto

virtual void show ()
 show the landscape. visible by default.

virtual void enableVegetable (bool enable)
virtual void loadVegetableTexture (const std::string &textureFileName)
virtual void setupVegetableLighting (const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight)
virtual void setVegetableUpdateLightingFrequency (float freq)
virtual void setVegetableWind (const CVector &windDir, float windFreq, float windPower, float windBendMin)
Load
All those load methods use CPath to search files.

virtual void flushTiles (NLMISC::IProgressCallback &progress)
 Flush the tiles.

virtual void getAllZoneLoaded (std::vector< std::string > &zoneLoaded) const
 Flush the tiles.

virtual void invalidateAllTiles ()
 Flush the tiles.

virtual void loadAllZonesAround (const CVector &pos, float radius, std::vector< std::string > &zonesAdded)
 Flush the tiles.

virtual void loadAllZonesAround (const CVector &pos, float radius)
 Load all Zones around a position. Call at init only!! (no zone must exist before). This is a blocking call.

virtual void loadBankFiles (const std::string &tileBankFile, const std::string &farBankFile)
 Load the tile banks: the ".bank" and the ".farbank".

virtual void postfixTileFilename (const char *postfix)
 Postfix tile filename.

virtual void postfixTileVegetableDesc (const char *postfix)
 Postfix vegetable filename.

virtual void refreshAllZonesAround (const CVector &pos, float radius, std::vector< std::string > &zonesAdded, std::vector< std::string > &zonesRemoved, NLMISC::IProgressCallback &progress)
 Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call.

virtual void refreshZonesAround (const CVector &pos, float radius, std::string &zoneAdded, std::string &zoneRemoved)
 Flush the tiles.

virtual void refreshZonesAround (const CVector &pos, float radius)
 Delete old zones, or load new zones, around a position. new Zones are loaded async.

virtual void removeAllZones ()
 Flush the tiles.

virtual void setZonePath (const std::string &zonePath)
 Set the zonePath from where zones are loaded.

Dynamic Lighting management
virtual CRGBA getDLMGlobalVegetableColor () const
virtual void setDLMGlobalVegetableColor (CRGBA gvc)
HeightField DeltaZ.
virtual CVector getHeightFieldDeltaZ (float x, float y) const
 return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned.

virtual void setHeightField (const CHeightMap &hf)
Accessor for CLandscapeUser.
CLandscapeModelgetLandscape ()
Lighting
virtual CRGBA getPointLightDiffuseMaterial () const
virtual void setPointLightDiffuseMaterial (CRGBA diffuse)
virtual void setUpdateLightingFrequency (float freq)
virtual void setupStaticLight (const CRGBA &diffuse, const CRGBA &ambiant, float multiply)
virtual void updateLightingAll ()
Parameters
virtual float getThreshold () const
 Get threshold.

virtual uint getTileMaxSubdivision ()
 Get Maximum Tile subdivision.

virtual float getTileNear () const
 Get tile near distance.

virtual void setThreshold (float thre)
 Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.

virtual void setTileColor (bool monochrome, float factor)
 Set all zones monochromatic or colored.

virtual void setTileMaxSubdivision (uint tileDiv)
 Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).

virtual void setTileNear (float tileNear)
 Set tile near distance. Default 50.f. maximized to length of Far alpha transition).

TileCallback
virtual ULandscapeTileCallbackgetTileCallback () const
virtual void setTileCallback (ULandscapeTileCallback *cb)

Private Attributes

CLandscapeModel_Landscape
CScene_Scene
CZoneManager _ZoneManager
+


Constructor & Destructor Documentation

+

+ + + + +
+ + + + + + + + + + +
NL3D::CLandscapeUser::CLandscapeUser CScene scene  )  [inline]
+
+ + + + + +
+   + + +

+ +

+Definition at line 62 of file landscape_user.h. +

+References _Landscape, NL3D::CScene::createModel(), NL3D::LandscapeModelId, NL3D_MEM_LANDSCAPE, and nlassert. +

+

00063         {
+00064                 NL3D_MEM_LANDSCAPE
+00065                 nlassert(scene);
+00066                 _Scene= scene;
+00067                 _Landscape= (CLandscapeModel*)_Scene->createModel(LandscapeModelId);
+00068         }
+
+

+ + + + +
+ + + + + + + + + +
virtual NL3D::CLandscapeUser::~CLandscapeUser  )  [inline, virtual]
+
+ + + + + +
+   + + +

+ +

+Definition at line 69 of file landscape_user.h. +

+References _Landscape, NL3D::CScene::deleteModel(), and NL3D_MEM_LANDSCAPE. +

+

00070         {
+00071                 NL3D_MEM_LANDSCAPE
+00072                 _Scene->deleteModel(_Landscape);
+00073                 _Landscape= NULL;
+00074         }
+
+


Member Function Documentation

+

+ + + + +
+ + + + + + + + + +
bool NL3D::CLandscapeUser::canReceiveShadowMap  )  const [virtual]
+
+ + + + + +
+   + + +

+true if the instance receive shadow. By default false +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 554 of file landscape_user.cpp. +

+References _Landscape, and NL3D::CTransform::canReceiveShadowMap(). +

+

00555 {
+00556         return _Landscape->canReceiveShadowMap();
+00557 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::enableAdditive bool  enable  )  [virtual]
+
+ + + + + +
+   + + +

+Set additive Lighting. Disabled by default.

Parameters:
+ + +
enable is true to activbe additive, false to disactive it.
+
+ +

+Implements NL3D::ULandscape. +

+Definition at line 482 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::enableAdditive(), NL3D_HAUTO_UI_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00483 {
+00484         NL3D_MEM_LANDSCAPE
+00485         NL3D_HAUTO_UI_LANDSCAPE;
+00486         _Landscape->enableAdditive(enable);
+00487 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::enableReceiveShadowMap bool  state  )  [virtual]
+
+ + + + + +
+   + + +

+By default, map shadow receiving is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Receiving (eg Particle system) +

+Implements NL3D::ULandscape. +

+Definition at line 548 of file landscape_user.cpp. +

+References _Landscape, and NL3D::CTransform::enableReceiveShadowMap(). +

+

00549 {
+00550         _Landscape->enableReceiveShadowMap(state);
+00551 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::enableVegetable bool  enable  )  [virtual]
+
+ + + + + +
+   + + +

+enable the vegetable management in landscape. Valid only if Hardware support VertexShader. +

+Implements NL3D::ULandscape. +

+Definition at line 432 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::enableVegetable(), NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00433 {
+00434         NL3D_MEM_LANDSCAPE
+00435         NL3D_HAUTO_UI_LANDSCAPE;
+00436         _Landscape->Landscape.enableVegetable(enable);
+00437 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::flushTiles NLMISC::IProgressCallback progress  )  [virtual]
+
+ + + + + +
+   + + +

+Flush the tiles. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 91 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::flushTiles(), NL3D::CScene::getDriver(), NL3D::CTileSet::getNumTile128(), NL3D::CTileSet::getNumTile256(), NL3D::CTileSetTransition::getTile(), NL3D::CTileSet::getTile128(), NL3D::CTileSet::getTile256(), NL3D::CTileBank::getTileSet(), NL3D::CTileBank::getTileSetCount(), NL3D::CTileSet::getTransition(), NL3D::CLandscape::initTileBank(), NL3D::CLandscape::initTileBanks(), NL3D::CLandscapeModel::Landscape, NL3D::CTileBank::loadTileVegetableDescs(), nlwarning, NLMISC::IProgressCallback::progress(), sint, NL3D::CLandscape::TileBank, uint, and uint16. +

+

00092 {
+00093         // After loading the TileBank, and before initTileBanks(), must load the vegetables descritpor
+00094         _Landscape->Landscape.TileBank.loadTileVegetableDescs();
+00095 
+00096         if ( ! _Landscape->Landscape.initTileBanks() )
+00097         {
+00098                 nlwarning( "You need to recompute bank.farbank for the far textures" );
+00099         }
+00100         
+00101         // Count tiles
+00102         uint tileCount = 0;
+00103         sint    ts;
+00104         for (ts=0; ts<_Landscape->Landscape.TileBank.getTileSetCount (); ts++)
+00105         {
+00106                 CTileSet *tileSet=_Landscape->Landscape.TileBank.getTileSet (ts);
+00107                 tileCount += tileSet->getNumTile128();
+00108                 tileCount += tileSet->getNumTile256();
+00109                 tileCount += CTileSet::count;
+00110         }
+00111 
+00112         // Second, temporary, flushTiles.
+00113         //===============================
+00114         uint tile = 0;
+00115         for (ts=0; ts<_Landscape->Landscape.TileBank.getTileSetCount (); ts++)
+00116         {
+00117                 CTileSet *tileSet=_Landscape->Landscape.TileBank.getTileSet (ts);
+00118                 sint tl;
+00119                 for (tl=0; tl<tileSet->getNumTile128(); tl++)
+00120                 {
+00121                         // Progress bar
+00122                         progress.progress ((float)tile/(float)tileCount);
+00123                         tile++;
+00124 
+00125                         _Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTile128(tl), 1);
+00126                 }
+00127                 for (tl=0; tl<tileSet->getNumTile256(); tl++)
+00128                 {
+00129                         // Progress bar
+00130                         progress.progress ((float)tile/(float)tileCount);
+00131                         tile++;
+00132 
+00133                         _Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTile256(tl), 1);
+00134                 }
+00135                 for (tl=0; tl<CTileSet::count; tl++)
+00136                 {
+00137                         // Progress bar
+00138                         progress.progress ((float)tile/(float)tileCount);
+00139                         tile++;
+00140 
+00141                         _Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTransition(tl)->getTile (), 1);
+00142                 }
+00143         }
+00144         
+00145         // Init tiles
+00146         _Landscape->Landscape.initTileBank();
+00147 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::getAllZoneLoaded std::vector< std::string > &  zoneLoaded  )  const [virtual]
+
+ + + + + +
+   + + +

+Flush the tiles. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 230 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getZoneList(), NL3D::CLandscapeModel::Landscape, NL3D_MEM_LANDSCAPE, and uint. +

+

00231 {
+00232         NL3D_MEM_LANDSCAPE
+00233         // Build the list of zoneId.
+00234         std::vector<uint16>     zoneIds;
+00235         _Landscape->Landscape.getZoneList(zoneIds);
+00236 
+00237         // transcript
+00238         zoneLoaded.clear();
+00239         zoneLoaded.resize(zoneIds.size());
+00240         for(uint i=0;i<zoneLoaded.size();i++)
+00241         {
+00242                 CLandscape::buildZoneName(zoneIds[i], zoneLoaded[i]);
+00243         }
+00244 }
+
+

+ + + + +
+ + + + + + + + + +
CRGBA NL3D::CLandscapeUser::getDLMGlobalVegetableColor  )  const [virtual]
+
+ + + + + +
+   + + +

+see setDLMGlobalVegetableColor() +

+Implements NL3D::ULandscape. +

+Definition at line 519 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getDLMGlobalVegetableColor(), NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00520 {
+00521         NL3D_MEM_LANDSCAPE
+00522         NL3D_HAUTO_UI_LANDSCAPE;
+00523         return _Landscape->Landscape.getDLMGlobalVegetableColor();
+00524 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
CVector NL3D::CLandscapeUser::getHeightFieldDeltaZ float  x,
float  y
const [virtual]
+
+ + + + + +
+   + + +

+return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 415 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getHeightFieldDeltaZ(), NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, x, and y. +

+

00416 {
+00417         NL3D_MEM_LANDSCAPE
+00418         NL3D_HAUTO_UI_LANDSCAPE;
+00419         return _Landscape->Landscape.getHeightFieldDeltaZ(x,y);
+00420 }
+
+

+ + + + +
+ + + + + + + + + +
CLandscapeModel* NL3D::CLandscapeUser::getLandscape  )  [inline]
+
+ + + + + +
+   + + +

+ +

+Definition at line 212 of file landscape_user.h. +

+References _Landscape, and NL3D_MEM_LANDSCAPE. +

+

00213         {
+00214                 NL3D_MEM_LANDSCAPE
+00215                 return _Landscape;
+00216         }
+
+

+ + + + +
+ + + + + + + + + +
CRGBA NL3D::CLandscapeUser::getPointLightDiffuseMaterial  )  const [virtual]
+
+ + + + + +
+   + + +

+

See also:
setPointLightDiffuseMaterial
+ +

+Implements NL3D::ULandscape. +

+Definition at line 504 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getPointLightDiffuseMaterial(), NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00505 {
+00506         NL3D_MEM_LANDSCAPE
+00507         NL3D_HAUTO_UI_LANDSCAPE;
+00508         return _Landscape->Landscape.getPointLightDiffuseMaterial();
+00509 }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CLandscapeUser::getRefineCenterAuto  )  const [virtual]
+
+ + + + + +
+   + + +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 572 of file landscape_user.cpp. +

+References _Landscape, and NL3D::CLandscapeModel::getRefineCenterAuto(). +

+

00573 {
+00574         return _Landscape->getRefineCenterAuto();
+00575 }
+
+

+ + + + +
+ + + + + + + + + +
const CVector & NL3D::CLandscapeUser::getRefineCenterUser  )  const [virtual]
+
+ + + + + +
+   + + +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 578 of file landscape_user.cpp. +

+References _Landscape, and NL3D::CLandscapeModel::getRefineCenterUser(). +

+

00579 {
+00580         return _Landscape->getRefineCenterUser();
+00581 }
+
+

+ + + + +
+ + + + + + + + + +
float NL3D::CLandscapeUser::getThreshold  )  const [virtual]
+
+ + + + + +
+   + + +

+Get threshold. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 369 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getThreshold(), NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00370 {
+00371         NL3D_MEM_LANDSCAPE
+00372         NL3D_HAUTO_UI_LANDSCAPE;
+00373         return _Landscape->Landscape.getThreshold();
+00374 }
+
+

+ + + + +
+ + + + + + + + + +
ULandscapeTileCallback * NL3D::CLandscapeUser::getTileCallback  )  const [virtual]
+
+ + + + + +
+   + + +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 590 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getTileCallback(), and NL3D::CLandscapeModel::Landscape. +

+

00591 {
+00592         return _Landscape->Landscape.getTileCallback(); 
+00593 }
+
+

+ + + + +
+ + + + + + + + + +
uint NL3D::CLandscapeUser::getTileMaxSubdivision  )  [virtual]
+
+ + + + + +
+   + + +

+Get Maximum Tile subdivision. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 397 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getTileMaxSubdivision(), NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and uint. +

+

00398 {
+00399         NL3D_MEM_LANDSCAPE
+00400         NL3D_HAUTO_UI_LANDSCAPE;
+00401         return _Landscape->Landscape.getTileMaxSubdivision();
+00402 }
+
+

+ + + + +
+ + + + + + + + + +
float NL3D::CLandscapeUser::getTileNear  )  const [virtual]
+
+ + + + + +
+   + + +

+Get tile near distance. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 383 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::getTileNear(), NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00384 {
+00385         NL3D_MEM_LANDSCAPE
+00386         NL3D_HAUTO_UI_LANDSCAPE;
+00387         return _Landscape->Landscape.getTileNear();
+00388 }
+
+

+ + + + +
+ + + + + + + + + + +
std::string NL3D::CLandscapeUser::getZoneName const CVector pos  )  [virtual]
+
+ + + + + +
+   + + +

+Return the name of the zone around a particular position (in NL3D basis!). +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 406 of file landscape_user.cpp. +

+References _ZoneManager, NL3D::CZoneSearch::getZoneName(), NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, uint, NLMISC::CVector::x, and NLMISC::CVector::y. +

+

00407 {
+00408         NL3D_MEM_LANDSCAPE
+00409         NL3D_HAUTO_UI_LANDSCAPE;
+00410         return _ZoneManager.getZoneName((uint)pos.x, (uint)(-pos.y), 0, 0).first;
+00411 }
+
+

+ + + + +
+ + + + + + + + + +
virtual void NL3D::CLandscapeUser::hide  )  [inline, virtual]
+
+ + + + + +
+   + + +

+hide the landscape. It is nor refined, nor rendered (=> take 0 CPU time). +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 158 of file landscape_user.h. +

+References _Landscape, NL3D::CTransform::hide(), and NL3D_MEM_LANDSCAPE. +

+

00159         {
+00160                 NL3D_MEM_LANDSCAPE
+00161                 _Landscape->hide();
+00162         }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeUser::invalidateAllTiles  )  [virtual]
+
+ + + + + +
+   + + +

+Flush the tiles. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 57 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscape::invalidateAllTiles(), NL3D::CLandscapeModel::Landscape, and NL3D_MEM_LANDSCAPE. +

+

00058 {
+00059         NL3D_MEM_LANDSCAPE
+00060         _Landscape->Landscape.invalidateAllTiles();
+00061 }
+
+

+ + + + +
+ + + + + + + + + +
bool NL3D::CLandscapeUser::isAdditiveEnabled  )  const [virtual]
+
+ + + + + +
+   + + +

+Get additive Lighting

Returns:
true to if additive is actived, else false.
+ +

+Implements NL3D::ULandscape. +

+Definition at line 489 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::isAdditive(), NL3D_HAUTO_UI_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00490 {
+00491         NL3D_MEM_LANDSCAPE
+00492         NL3D_HAUTO_UI_LANDSCAPE;
+00493         return _Landscape->isAdditive ();
+00494 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::loadAllZonesAround const CVector pos,
float  radius,
std::vector< std::string > &  zonesAdded
[virtual]
+
+ + + + + +
+   + + +

+Flush the tiles. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 151 of file landscape_user.cpp. +

+References _Landscape, _ZoneManager, NL3D::CLandscape::addZone(), NL3D::CLandscape::checkBinds(), NL3D::CZoneManager::checkZonesAround(), NL3D::CZoneManager::isLoading(), NL3D::CZoneManager::isWorkComplete(), NL3D::CLandscapeModel::Landscape, NL3D::CZoneManager::SZoneManagerWork::NameZoneAdded, NL3D_HAUTO_LOAD_LANDSCAPE, NL3D_MEM_LANDSCAPE, nlassert, NLMISC::nlSleep(), nlwarning, uint, NLMISC::CVector::x, NLMISC::CVector::y, NL3D::CZoneManager::SZoneManagerWork::Zone, NL3D::CZoneManager::SZoneManagerWork::ZoneAdded, and NL3D::CZoneManager::SZoneManagerWork::ZoneRemoved. +

+

00152 {
+00153         NL3D_MEM_LANDSCAPE
+00154         NL3D_HAUTO_LOAD_LANDSCAPE;
+00155 
+00156         zonesAdded.clear();
+00157 
+00158         _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius);
+00159         while (_ZoneManager.isLoading())
+00160         {
+00161                 CZoneManager::SZoneManagerWork Work;
+00162                 if (_ZoneManager.isWorkComplete(Work))
+00163                 {
+00164                         nlassert(!Work.ZoneRemoved);
+00165                         if (Work.ZoneAdded)
+00166                         {
+00167                                 if (Work.Zone == (CZone*)-1)
+00168                                 {
+00169                                         nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ());
+00170                                 }
+00171                                 else
+00172                                 {
+00173                                         _Landscape->Landscape.addZone (*Work.Zone);
+00174 
+00175                                         delete Work.Zone;
+00176                                         std::string zoneadd = Work.NameZoneAdded;
+00177                                         zoneadd = zoneadd.substr(0, zoneadd.find('.'));
+00178                                         zonesAdded.push_back(zoneadd);
+00179                                 }
+00180                         }
+00181                 }
+00182                 else
+00183                 {
+00184                         nlSleep (1);
+00185                 }
+00186                 _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius);
+00187         }
+00188         // Yoyo: must check the binds of the zones.
+00189         _Landscape->Landscape.checkBinds();
+00190 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::loadAllZonesAround const CVector pos,
float  radius
[virtual]
+
+ + + + + +
+   + + +

+Load all Zones around a position. Call at init only!! (no zone must exist before). This is a blocking call. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 247 of file landscape_user.cpp. +

+References NL3D_MEM_LANDSCAPE. +

+

00248 {
+00249         NL3D_MEM_LANDSCAPE
+00250         std::vector<std::string>        dummy;
+00251         loadAllZonesAround(pos, radius, dummy);
+00252 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::loadBankFiles const std::string &  tileBankFile,
const std::string &  farBankFile
[virtual]
+
+ + + + + +
+   + + +

+Load the tile banks: the ".bank" and the ".farbank". +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 64 of file landscape_user.cpp. +

+References _Landscape, NL3D::CTileBank::clear(), NLMISC::CIFile::close(), NL3D::CLandscapeModel::Landscape, NL3D::CTileBank::makeAllExtensionDDS(), NL3D::CTileBank::makeAllPathRelative(), NL3D_HAUTO_LOAD_LANDSCAPE, NL3D_MEM_LANDSCAPE, NL3D::CTileFarBank::serial(), NL3D::CTileBank::serial(), NL3D::CTileBank::setAbsPath(), NL3D::CLandscape::TileBank, and NL3D::CLandscape::TileFarBank. +

+

00065 {
+00066         NL3D_MEM_LANDSCAPE
+00067         NL3D_HAUTO_LOAD_LANDSCAPE;
+00068 
+00069         // Clear the bank
+00070         _Landscape->Landscape.TileBank.clear ();
+00071 
+00072         // First, load the banks.
+00073         //=======================
+00074         CIFile bankFile(CPath::lookup(tileBankFile));
+00075         _Landscape->Landscape.TileBank.serial(bankFile);
+00076         // All textures path are relative!
+00077         _Landscape->Landscape.TileBank.makeAllPathRelative();
+00078         // Use DDS!!!
+00079         _Landscape->Landscape.TileBank.makeAllExtensionDDS();
+00080         // No absolute path
+00081         _Landscape->Landscape.TileBank.setAbsPath ("");
+00082 
+00083         CIFile farbankFile(CPath::lookup(farBankFile));
+00084         _Landscape->Landscape.TileFarBank.serial(farbankFile);
+00085         bankFile.close();
+00086         farbankFile.close();
+00087 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::loadVegetableTexture const std::string &  textureFileName  )  [virtual]
+
+ + + + + +
+   + + +

+load a texture for the vegetable, lookup in CPath +

+Implements NL3D::ULandscape. +

+Definition at line 440 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D::CLandscape::loadVegetableTexture(), NL3D_HAUTO_LOAD_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+

00441 {
+00442         NL3D_MEM_LANDSCAPE
+00443         NL3D_HAUTO_LOAD_LANDSCAPE;
+00444         _Landscape->Landscape.loadVegetableTexture(textureFileName);
+00445 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::postfixTileFilename const char *  postfix  )  [virtual]
+
+ + + + + +
+   + + +

+Postfix tile filename. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 533 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL, NL3D_MEM_LANDSCAPE, NL3D::CTileBank::postfixTileFilename(), and NL3D::CLandscape::TileBank. +

+

00534 {
+00535         NL3D_MEM_LANDSCAPE
+00536         NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL;
+00537         _Landscape->Landscape.TileBank.postfixTileFilename (postfix);
+00538 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::postfixTileVegetableDesc const char *  postfix  )  [virtual]
+
+ + + + + +
+   + + +

+Postfix vegetable filename. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 540 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL, NL3D_MEM_LANDSCAPE, NL3D::CTileBank::postfixTileVegetableDesc(), and NL3D::CLandscape::TileBank. +

+

00541 {
+00542         NL3D_MEM_LANDSCAPE
+00543         NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL;
+00544         _Landscape->Landscape.TileBank.postfixTileVegetableDesc (postfix);
+00545 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::refreshAllZonesAround const CVector pos,
float  radius,
std::vector< std::string > &  zonesAdded,
std::vector< std::string > &  zonesRemoved,
NLMISC::IProgressCallback progress
[virtual]
+
+ + + + + +
+   + + +

+Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 193 of file landscape_user.cpp. +

+References _ZoneManager, NL3D::CZoneManager::checkZonesAround(), NL3D::CZoneManager::getNumZoneLeftToLoad(), NL3D::CZoneManager::isLoading(), NL3D::CZoneManager::isRemoving(), NL3D_HAUTO_LOAD_LANDSCAPE, NL3D_MEM_LANDSCAPE, NLMISC::nlSleep(), NLMISC::IProgressCallback::progress(), refreshZonesAround(), uint, NLMISC::CVector::x, and NLMISC::CVector::y. +

+

00195 {
+00196         NL3D_MEM_LANDSCAPE
+00197         NL3D_HAUTO_LOAD_LANDSCAPE;
+00198 
+00199         zonesAdded.clear();
+00200         zonesRemoved.clear();
+00201         std::string             za, zr;
+00202 
+00203         _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius);
+00204         refreshZonesAround (pos, radius, za, zr);
+00205 
+00206         // Zone to load
+00207         uint zoneToLoad = _ZoneManager.getNumZoneLeftToLoad ();
+00208         while (_ZoneManager.isLoading() || _ZoneManager.isRemoving())
+00209         {
+00210                 // Progress bar
+00211                 if (zoneToLoad != 0)
+00212                         progress.progress ((float)(zoneToLoad-_ZoneManager.getNumZoneLeftToLoad ())/(float)zoneToLoad);
+00213 
+00214                 refreshZonesAround (pos, radius, za, zr);
+00215 
+00216                 // some zone added or removed??
+00217                 if(za != "")
+00218                         zonesAdded.push_back(za);
+00219                 if(zr != "")
+00220                         zonesRemoved.push_back(zr);
+00221                 
+00222                 _ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius);
+00223 
+00224                 if (_ZoneManager.isLoading())
+00225                         nlSleep (0);
+00226         }
+00227 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::refreshZonesAround const CVector pos,
float  radius,
std::string &  zoneAdded,
std::string &  zoneRemoved
[virtual]
+
+ + + + + +
+   + + +

+Flush the tiles. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 265 of file landscape_user.cpp. +

+References _Landscape, _ZoneManager, NL3D::CLandscape::addZone(), NL3D::CLandscape::checkBinds(), NL3D::CZoneManager::checkZonesAround(), NL3D::CZone::getZoneId(), NL3D::CZoneManager::SZoneManagerWork::IdZoneToRemove, NL3D::CZoneManager::isWorkComplete(), NL3D::CLandscapeModel::Landscape, NL3D::CZoneManager::SZoneManagerWork::NameZoneAdded, NL3D::CZoneManager::SZoneManagerWork::NameZoneRemoved, NL3D_HAUTO_LOAD_LANDSCAPE, NL3D_MEM_LANDSCAPE, nlwarning, NL3D::CLandscape::removeZone(), uint, NLMISC::CVector::x, NLMISC::CVector::y, NL3D::CZoneManager::SZoneManagerWork::Zone, NL3D::CZoneManager::SZoneManagerWork::ZoneAdded, and NL3D::CZoneManager::SZoneManagerWork::ZoneRemoved. +

+

00266 {
+00267         NL3D_MEM_LANDSCAPE
+00268         NL3D_HAUTO_LOAD_LANDSCAPE;
+00269 
+00270         zoneRemoved= "";
+00271         zoneAdded= "";
+00272         CZoneManager::SZoneManagerWork Work;
+00273         // Check if new zone must be added to landscape
+00274         if (_ZoneManager.isWorkComplete(Work))
+00275         {
+00276                 if (Work.ZoneAdded)
+00277                 {
+00278                         if (Work.Zone == (CZone*)-1)
+00279                         {
+00280                                 nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ());
+00281                         }
+00282                         else
+00283                         {
+00284                                 _Landscape->Landscape.addZone(*Work.Zone);
+00285 
+00286                                 // Yoyo: must check the binds of the new inserted zone.
+00287                                 try
+00288                                 {
+00289                                         _Landscape->Landscape.checkBinds(Work.Zone->getZoneId());
+00290                                 }
+00291                                 catch (EBadBind &e)
+00292                                 {
+00293                                         nlwarning ("Bind error : %s", e.what());
+00294                                 }
+00295 
+00296                                 delete Work.Zone;
+00297                                 zoneAdded = Work.NameZoneAdded;
+00298                                 zoneAdded = zoneAdded.substr(0, zoneAdded.find('.'));
+00299                         }
+00300                 }
+00301 
+00302                 // Check if a zone must be removed from landscape
+00303                 if (Work.ZoneRemoved)
+00304                 {
+00305                         _Landscape->Landscape.removeZone (Work.IdZoneToRemove);
+00306                         zoneRemoved = Work.NameZoneRemoved;
+00307                         zoneRemoved = zoneRemoved.substr(0, zoneRemoved.find('.'));
+00308                 }
+00309         }
+00310 
+00311         _ZoneManager.checkZonesAround((uint)pos.x, (uint)(-pos.y), (uint)radius);
+00312 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::refreshZonesAround const CVector pos,
float  radius
[virtual]
+
+ + + + + +
+   + + +

+Delete old zones, or load new zones, around a position. new Zones are loaded async. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 256 of file landscape_user.cpp. +

+References NL3D_HAUTO_LOAD_LANDSCAPE, and NL3D_MEM_LANDSCAPE. +

+Referenced by refreshAllZonesAround(). +

+

00257 {
+00258         NL3D_MEM_LANDSCAPE
+00259         NL3D_HAUTO_LOAD_LANDSCAPE;
+00260 
+00261         std::string     dummy1, dummy2;
+00262         refreshZonesAround(pos, radius, dummy1, dummy2);
+00263 }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeUser::removeAllZones  )  [virtual]
+
+ + + + + +
+   + + +

+Flush the tiles. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 315 of file landscape_user.cpp. +

+References _Landscape, _ZoneManager, NL3D::CZoneManager::clear(), NL3D::CLandscape::clear(), NL3D::CZoneManager::SZoneManagerWork::IdZoneToRemove, NL3D::CZoneManager::isLoading(), NL3D::CZoneManager::isWorkComplete(), NL3D::CLandscapeModel::Landscape, NL3D::CZoneManager::SZoneManagerWork::NameZoneAdded, NL3D_HAUTO_LOAD_LANDSCAPE, NL3D_MEM_LANDSCAPE, nlwarning, NL3D::CLandscape::removeZone(), NL3D::CZoneManager::SZoneManagerWork::Zone, NL3D::CZoneManager::SZoneManagerWork::ZoneAdded, and NL3D::CZoneManager::SZoneManagerWork::ZoneRemoved. +

+

00316 {
+00317         NL3D_MEM_LANDSCAPE
+00318         NL3D_HAUTO_LOAD_LANDSCAPE;
+00319 
+00320         CZoneManager::SZoneManagerWork Work;
+00321         // Check if new zone must be added to landscape
+00322         while (_ZoneManager.isLoading())
+00323         {
+00324                 if (_ZoneManager.isWorkComplete(Work))
+00325                 {
+00326                         if (Work.ZoneAdded)
+00327                         {
+00328                                 if (Work.Zone == (CZone*)-1)
+00329                                 {
+00330                                         nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ());
+00331                                 }
+00332                                 else
+00333                                 {
+00334                                         delete Work.Zone;
+00335                                 }
+00336                         }
+00337 
+00338                         // Check if a zone must be removed from landscape
+00339                         if (Work.ZoneRemoved)
+00340                         {
+00341                                 _Landscape->Landscape.removeZone (Work.IdZoneToRemove);
+00342                         }
+00343                 }
+00344         }
+00345 
+00346         _Landscape->Landscape.clear();
+00347 
+00348         _ZoneManager.clear();
+00349 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setDLMGlobalVegetableColor CRGBA  gvc  )  [virtual]
+
+ + + + + +
+   + + +

+For Vegetable Dynamic ligthing only: this is an approximate color of all vegetables. Default is (180, 180, 180). +

+Implements NL3D::ULandscape. +

+Definition at line 512 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setDLMGlobalVegetableColor(). +

+

00513 {
+00514         NL3D_MEM_LANDSCAPE
+00515         NL3D_HAUTO_UI_LANDSCAPE;
+00516         _Landscape->Landscape.setDLMGlobalVegetableColor(gvc);
+00517 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setHeightField const CHeightMap hf  )  [virtual]
+
+ + + + + +
+   + + +

+set the HeightField data. NB: take lot of place in memory. only one is possible. You should setup this heightfield around the zones which will be loaded. It is applied only when a zone is loaded, so you should setup it 2km around the user, each time you move too far from a previous place (eg 160m from last setup). +

+Implements NL3D::ULandscape. +

+Definition at line 423 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setHeightField(). +

+

00424 {
+00425         NL3D_MEM_LANDSCAPE
+00426         NL3D_HAUTO_UI_LANDSCAPE;
+00427         _Landscape->Landscape.setHeightField(hf);
+00428 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setPointLightDiffuseMaterial CRGBA  diffuse  )  [virtual]
+
+ + + + + +
+   + + +

+Setup the equivalent material diffuse component used for both Static and Dynamic PointLights. Default is White. +

+Implements NL3D::ULandscape. +

+Definition at line 497 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setPointLightDiffuseMaterial(). +

+

00498 {
+00499         NL3D_MEM_LANDSCAPE
+00500         NL3D_HAUTO_UI_LANDSCAPE;
+00501         _Landscape->Landscape.setPointLightDiffuseMaterial(diffuse);
+00502 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setRefineCenterAuto bool  mode  )  [virtual]
+
+ + + + + +
+   + + +

+if true, the refine Center is auto computed each frame from Camera Position. Else must be given by setRefineCenterUser() Default to true. +

+Implements NL3D::ULandscape. +

+Definition at line 560 of file landscape_user.cpp. +

+References _Landscape, and NL3D::CLandscapeModel::setRefineCenterAuto(). +

+

00561 {
+00562         _Landscape->setRefineCenterAuto(mode);
+00563 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setRefineCenterUser const CVector refineCenter  )  [virtual]
+
+ + + + + +
+   + + +

+setRefineCenterAuto +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 566 of file landscape_user.cpp. +

+References _Landscape, and NL3D::CLandscapeModel::setRefineCenterUser(). +

+

00567 {
+00568         _Landscape->setRefineCenterUser(refineCenter);
+00569 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setThreshold float  thre  )  [virtual]
+
+ + + + + +
+   + + +

+Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 362 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setThreshold(). +

+

00363 {
+00364         NL3D_MEM_LANDSCAPE
+00365         NL3D_HAUTO_UI_LANDSCAPE;
+00366         _Landscape->Landscape.setThreshold(thre);
+00367 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setTileCallback ULandscapeTileCallback cb  )  [virtual]
+
+ + + + + +
+   + + +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 584 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, and NL3D::CLandscape::setTileCallback(). +

+

00585 {
+00586         _Landscape->Landscape.setTileCallback(cb);
+00587 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
virtual void NL3D::CLandscapeUser::setTileColor bool  monochrome,
float  factor
[inline, virtual]
+
+ + + + + +
+   + + +

+Set all zones monochromatic or colored. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 144 of file landscape_user.h. +

+References _ZoneManager, and NL3D::CZoneManager::setZoneTileColor(). +

+

00144 { _ZoneManager.setZoneTileColor(monochrome, factor); }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setTileMaxSubdivision uint  tileDiv  )  [virtual]
+
+ + + + + +
+   + + +

+Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ). +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 390 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, NL3D::CLandscape::setTileMaxSubdivision(), and uint. +

+

00391 {
+00392         NL3D_MEM_LANDSCAPE
+00393         NL3D_HAUTO_UI_LANDSCAPE;
+00394         _Landscape->Landscape.setTileMaxSubdivision(tileDiv);
+00395 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setTileNear float  tileNear  )  [virtual]
+
+ + + + + +
+   + + +

+Set tile near distance. Default 50.f. maximized to length of Far alpha transition). +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 376 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setTileNear(). +

+

00377 {
+00378         NL3D_MEM_LANDSCAPE
+00379         NL3D_HAUTO_UI_LANDSCAPE;
+00380         _Landscape->Landscape.setTileNear(tileNear);
+00381 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setUpdateLightingFrequency float  freq  )  [virtual]
+
+ + + + + +
+   + + +

+Set the frequency of lighting update. If freq==1, ALL patchs are updated each second. e.g: if 1/20, then every 20 seconds, all patchs are updated. If you set 0, no update will be done at all (this is the default setup!!). +

+Implements NL3D::ULandscape. +

+Definition at line 473 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setUpdateLightingFrequency(). +

+

00474 {
+00475         NL3D_MEM_LANDSCAPE
+00476         NL3D_HAUTO_UI_LANDSCAPE;
+00477         _Landscape->Landscape.setUpdateLightingFrequency(freq);
+00478 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::setupStaticLight const CRGBA diffuse,
const CRGBA ambiant,
float  multiply
[virtual]
+
+ + + + + +
+   + + +

+Setup the light color use for static illumination. NB: This setup will be visible only for new texture far/near computed (when player move or see dynamic lighting).

+

Parameters:
+ + + + +
diffuse is the color of the diffuse componante of the lighting.
ambiant is the color of the ambiante componante of the lighting.
multiply is the multiply factor. Final color is (diffuse*multiply*shading+ambiant*(1.0-shading))
+
+ +

+Implements NL3D::ULandscape. +

+Definition at line 352 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setupStaticLight(). +

+

00353 {
+00354         NL3D_MEM_LANDSCAPE
+00355         NL3D_HAUTO_UI_LANDSCAPE;
+00356         _Landscape->Landscape.setupStaticLight(diffuse, ambiant, multiply);
+00357 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::setupVegetableLighting const CRGBA ambient,
const CRGBA diffuse,
const CVector directionalLight
[virtual]
+
+ + + + + +
+   + + +

+setup lighting ambient and diffuse for vegetable. +

+Implements NL3D::ULandscape. +

+Definition at line 448 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setupVegetableLighting(). +

+

00449 {
+00450         NL3D_MEM_LANDSCAPE
+00451         NL3D_HAUTO_UI_LANDSCAPE;
+00452         _Landscape->Landscape.setupVegetableLighting(ambient, diffuse, directionalLight);
+00453 }
+
+

+ + + + +
+ + + + + + + + + + +
void NL3D::CLandscapeUser::setVegetableUpdateLightingFrequency float  freq  )  [virtual]
+
+ + + + + +
+   + + +

+set the frequency of Vegetable lighting update. If freq==1, ALL lighted igs are updated each second. e.g: if 1/20, then every 20 seconds, all Igs are updated. If you set 0, no update will be done at all (this is the default setup!!). +

+Implements NL3D::ULandscape. +

+Definition at line 464 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setVegetableUpdateLightingFrequency(). +

+

00465 {
+00466         NL3D_MEM_LANDSCAPE
+00467         NL3D_HAUTO_UI_LANDSCAPE;
+00468         _Landscape->Landscape.setVegetableUpdateLightingFrequency(freq);
+00469 }
+
+

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void NL3D::CLandscapeUser::setVegetableWind const CVector windDir,
float  windFreq,
float  windPower,
float  windBendMin
[virtual]
+
+ + + + + +
+   + + +

+set the vegetable Wind for animation. All thoses variables may be modified each frame without penalty.

+

Parameters:
+ + + + + +
windDir is the direction of the wind. NB: only XY direction is kept.
windFreq is the frequency for the animation (speed)
windPower is the power of the wind, and is a factor (0..1) of Bend
windBendMin is a value in (0..1) which indicate how much the vegetables are bended at minimum (for very powerfull wind)
+
+ +

+Implements NL3D::ULandscape. +

+Definition at line 456 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_UI_LANDSCAPE, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::setVegetableWind(). +

+

00457 {
+00458         NL3D_MEM_LANDSCAPE
+00459         NL3D_HAUTO_UI_LANDSCAPE;
+00460         _Landscape->Landscape.setVegetableWind(windDir, windFreq, windPower, windBendMin);
+00461 }
+
+

+ + + + +
+ + + + + + + + + + +
virtual void NL3D::CLandscapeUser::setZonePath const std::string &  zonePath  )  [virtual]
+
+ + + + + +
+   + + +

+Set the zonePath from where zones are loaded. +

+ +

+Implements NL3D::ULandscape.

+

+ + + + +
+ + + + + + + + + +
virtual void NL3D::CLandscapeUser::show  )  [inline, virtual]
+
+ + + + + +
+   + + +

+show the landscape. visible by default. +

+ +

+Implements NL3D::ULandscape. +

+Definition at line 153 of file landscape_user.h. +

+References _Landscape, NL3D_MEM_LANDSCAPE, and NL3D::CTransform::show(). +

+

00154         {
+00155                 NL3D_MEM_LANDSCAPE
+00156                 _Landscape->show();
+00157         }
+
+

+ + + + +
+ + + + + + + + + +
void NL3D::CLandscapeUser::updateLightingAll  )  [virtual]
+
+ + + + + +
+   + + +

+update the lighting of ALL patch (slow method). NB: work even if UpdateLightingFrequency==0 Additionaly, vegetables are also ALL updated. WARNING!! If Scene Lighting is enabled (usual case), vegetable lighting setup take last Sun setup at UScene::render(). Hence, you should force the new lighting setup with ULandscape::setupVegetableLighting(), before calling updateLightingAll(). +

+Implements NL3D::ULandscape. +

+Definition at line 526 of file landscape_user.cpp. +

+References _Landscape, NL3D::CLandscapeModel::Landscape, NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL, NL3D_MEM_LANDSCAPE, and NL3D::CLandscape::updateLightingAll(). +

+

00527 {
+00528         NL3D_MEM_LANDSCAPE
+00529         NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL;
+00530         _Landscape->Landscape.updateLightingAll();
+00531 }
+
+


Field Documentation

+

+ + + + +
+ + +
CLandscapeModel* NL3D::CLandscapeUser::_Landscape [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 54 of file landscape_user.h. +

+Referenced by canReceiveShadowMap(), CLandscapeUser(), enableAdditive(), enableReceiveShadowMap(), enableVegetable(), flushTiles(), getAllZoneLoaded(), getDLMGlobalVegetableColor(), getHeightFieldDeltaZ(), getLandscape(), getPointLightDiffuseMaterial(), getRefineCenterAuto(), getRefineCenterUser(), getThreshold(), getTileCallback(), getTileMaxSubdivision(), getTileNear(), hide(), invalidateAllTiles(), isAdditiveEnabled(), loadAllZonesAround(), loadBankFiles(), loadVegetableTexture(), postfixTileFilename(), postfixTileVegetableDesc(), refreshZonesAround(), removeAllZones(), setDLMGlobalVegetableColor(), setHeightField(), setPointLightDiffuseMaterial(), setRefineCenterAuto(), setRefineCenterUser(), setThreshold(), setTileCallback(), setTileMaxSubdivision(), setTileNear(), setUpdateLightingFrequency(), setupStaticLight(), setupVegetableLighting(), setVegetableUpdateLightingFrequency(), setVegetableWind(), show(), updateLightingAll(), and ~CLandscapeUser().

+

+ + + + +
+ + +
CScene* NL3D::CLandscapeUser::_Scene [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 52 of file landscape_user.h.

+

+ + + + +
+ + +
CZoneManager NL3D::CLandscapeUser::_ZoneManager [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 56 of file landscape_user.h. +

+Referenced by getZoneName(), loadAllZonesAround(), refreshAllZonesAround(), refreshZonesAround(), removeAllZones(), and setTileColor().

+


The documentation for this class was generated from the following files: +
Generated on Tue Mar 16 06:49:11 2004 for NeL by + +doxygen +1.3.6
+ + -- cgit v1.2.1