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/landscape_model_cpp-source.html | 152 +++++++++++++++++++++++ 1 file changed, 152 insertions(+) create mode 100644 docs/doxygen/nel/landscape_model_cpp-source.html (limited to 'docs/doxygen/nel/landscape_model_cpp-source.html') diff --git a/docs/doxygen/nel/landscape_model_cpp-source.html b/docs/doxygen/nel/landscape_model_cpp-source.html new file mode 100644 index 00000000..0de8f05a --- /dev/null +++ b/docs/doxygen/nel/landscape_model_cpp-source.html @@ -0,0 +1,152 @@ + + + + nevrax.org : docs + + + + + + + + + + + + + + +
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landscape_model.cpp

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