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/class_NL3D__ULandscape.html | 744 +++++++++++++++++++++++++++ 1 file changed, 744 insertions(+) create mode 100644 docs/doxygen/nel/class_NL3D__ULandscape.html (limited to 'docs/doxygen/nel/class_NL3D__ULandscape.html') diff --git a/docs/doxygen/nel/class_NL3D__ULandscape.html b/docs/doxygen/nel/class_NL3D__ULandscape.html new file mode 100644 index 00000000..00595396 --- /dev/null +++ b/docs/doxygen/nel/class_NL3D__ULandscape.html @@ -0,0 +1,744 @@ + + + + nevrax.org : docs + + + + + + + + + + + + + + +
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+

NL3D::ULandscape Class Reference

Game Interface for manipulate Landscape. +More... +

+#include <u_landscape.h> +

+Inheritance diagram for NL3D::ULandscape

Inheritance graph
+ + + +
[legend]
Collaboration diagram for NL3D::ULandscape:

Collaboration graph
+ + + + +
[legend]
List of all members. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Public Methods

virtual void setZonePath (const std::string &zonePath) = 0
 Set the zonePath from where zones are loaded.

virtual void loadBankFiles (const std::string &tileBankFile, const std::string &farBankFile) = 0
 Load the tile banks: the ".bank" and the ".farbank".

virtual void loadAllZonesAround (const CVector &pos, float radius) = 0
 Load all Zones around a position. This is a blocking call.

virtual void refreshZonesAround (const CVector &pos, float radius) = 0
 Delete old zones, or load new zones, around a position. new Zones are loaded async.

virtual void setupStaticLight (const CRGBA &diffuse, const CRGBA &ambiant, float multiply) = 0
 Setup the light color use for static illumination. More...

virtual void setThreshold (float thre) = 0
 Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.

virtual float getThreshold () const = 0
 Get threshold.

virtual void setTileNear (float tileNear) = 0
 Set tile near distance. Default 50.f. maximized to length of Far alpha transition).

virtual float getTileNear () const = 0
 Get tile near distance.

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

virtual uint getTileMaxSubdivision () = 0
 Get Maximum Tile subdivision.

virtual std::string getZoneName (const CVector &pos) = 0
 Return the name of the zone around a particular position (in NL3D basis!).

virtual CVector getHeightFieldDeltaZ (float x, float y) const = 0
 return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned.

virtual void setHeightField (const CHeightMap &hf) = 0
 set the HeightField data. More...


Public Attributes

CMiniCol CollisionManager

Protected Methods

 ULandscape ()
 protected because created/deleted by UScene. More...

virtual ~ULandscape ()
+

Detailed Description

+Game Interface for manipulate Landscape. +

+

+Author(s):
+ Lionel Berenguier , Nevrax France
+Date:
+ 2001
+

+ +

+Definition at line 52 of file u_landscape.h.


Constructor & Destructor Documentation

+

+ + + + +
+ + + + + + +
+NL3D::ULandscape::ULandscape ( + +) [inline, protected] +
+
+ + + + + +
+   + + +

+protected because created/deleted by UScene. +

+ +

+Definition at line 59 of file u_landscape.h.

+

+ + + + +
+ + + + + + +
+NL3D::ULandscape::~ULandscape ( + +) [inline, protected, virtual] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 60 of file u_landscape.h.

+


Member Function Documentation

+

+ + + + +
+ + + + + + + + + + +
+CVector NL3D::ULandscape::getHeightFieldDeltaZ ( + +float x, +
+float y ) const [pure virtual] +
+
+ + + + + +
+   + + +

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

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+float NL3D::ULandscape::getThreshold ( + +) const [pure virtual] +
+
+ + + + + +
+   + + +

+Get threshold. +

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+uint NL3D::ULandscape::getTileMaxSubdivision ( + +) [pure virtual] +
+
+ + + + + +
+   + + +

+Get Maximum Tile subdivision. +

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+float NL3D::ULandscape::getTileNear ( + +) const [pure virtual] +
+
+ + + + + +
+   + + +

+Get tile near distance. +

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+std::string NL3D::ULandscape::getZoneName ( + +const CVector & pos ) [pure virtual] +
+
+ + + + + +
+   + + +

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

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + + + + + +
+void NL3D::ULandscape::loadAllZonesAround ( + +const CVector & pos, +
+float radius ) [pure virtual] +
+
+ + + + + +
+   + + +

+Load all Zones around a position. This is a blocking call. +

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + + + + + +
+void NL3D::ULandscape::loadBankFiles ( + +const std::string & tileBankFile, +
+const std::string & farBankFile ) [pure virtual] +
+
+ + + + + +
+   + + +

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

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + + + + + +
+void NL3D::ULandscape::refreshZonesAround ( + +const CVector & pos, +
+float radius ) [pure virtual] +
+
+ + + + + +
+   + + +

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

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+void NL3D::ULandscape::setHeightField ( + +const CHeightMap & hf ) [pure 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). +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+void NL3D::ULandscape::setThreshold ( + +float thre ) [pure virtual] +
+
+ + + + + +
+   + + +

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

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+void NL3D::ULandscape::setTileMaxSubdivision ( + +uint tileDiv ) [pure virtual] +
+
+ + + + + +
+   + + +

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

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+void NL3D::ULandscape::setTileNear ( + +float tileNear ) [pure virtual] +
+
+ + + + + +
+   + + +

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

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + +
+void NL3D::ULandscape::setZonePath ( + +const std::string & zonePath ) [pure virtual] +
+
+ + + + + +
+   + + +

+Set the zonePath from where zones are loaded. +

+ +

+Reimplemented in NL3D::CLandscapeUser.

+

+ + + + +
+ + + + + + + + + + + + + + +
+void NL3D::ULandscape::setupStaticLight ( + +const CRGBA & diffuse, +
+const CRGBA & ambiant, +
+float multiply ) [pure 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))
+
+

+Reimplemented in NL3D::CLandscapeUser.

+


Member Data Documentation

+

+ + + + +
+ + + + + +
+CMiniCol NL3D::ULandscape::CollisionManager +
+
+ + + + + +
+   + + +

+ +

+Definition at line 68 of file u_landscape.h.

+


The documentation for this class was generated from the following file: + + + +
                                                                                                                                                                    +
+ + -- cgit v1.2.1