From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- .../visual__collision__manager_8cpp-source.html | 194 +++++++++++++++++++++ 1 file changed, 194 insertions(+) create mode 100644 docs/doxygen/nel/visual__collision__manager_8cpp-source.html (limited to 'docs/doxygen/nel/visual__collision__manager_8cpp-source.html') diff --git a/docs/doxygen/nel/visual__collision__manager_8cpp-source.html b/docs/doxygen/nel/visual__collision__manager_8cpp-source.html new file mode 100644 index 00000000..85984573 --- /dev/null +++ b/docs/doxygen/nel/visual__collision__manager_8cpp-source.html @@ -0,0 +1,194 @@ + + + + nevrax.org : docs + + + + + + + + + + + + + + +
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visual_collision_manager.cpp

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00001 
+00007 /* Copyright, 2001 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 "std3d.h"
+00027 
+00028 #include "3d/visual_collision_manager.h"
+00029 #include "3d/visual_collision_entity.h"
+00030 #include "3d/landscape.h"
+00031 #include "nel/misc/common.h"
+00032 
+00033 
+00034 namespace NL3D 
+00035 {
+00036 
+00037 
+00038 // ***************************************************************************
+00039 // Those blocks size are computed to be approximatively one block for 10 entities.
+00040 const   uint    TileDescNodeAllocatorBlockSize= 40000;
+00041 const   uint    PatchQuadBlockAllocatorBlockSize= 160;
+00042 
+00043 
+00044 // ***************************************************************************
+00045 CVisualCollisionManager::CVisualCollisionManager() : 
+00046         _TileDescNodeAllocator(TileDescNodeAllocatorBlockSize), 
+00047         _PatchQuadBlockAllocator(PatchQuadBlockAllocatorBlockSize)
+00048 {
+00049         _Landscape= NULL;
+00050 
+00051         // Default.
+00052         setSunContributionPower(0.5f);
+00053 }
+00054 // ***************************************************************************
+00055 CVisualCollisionManager::~CVisualCollisionManager()
+00056 {
+00057         _Landscape= NULL;
+00058 }
+00059 
+00060 
+00061 // ***************************************************************************
+00062 void                                    CVisualCollisionManager::setLandscape(CLandscape *landscape)
+00063 {
+00064         _Landscape= landscape;
+00065 }
+00066 
+00067 
+00068 // ***************************************************************************
+00069 CVisualCollisionEntity          *CVisualCollisionManager::createEntity()
+00070 {
+00071         return new CVisualCollisionEntity(this);
+00072 }
+00073 
+00074 
+00075 // ***************************************************************************
+00076 void                                            CVisualCollisionManager::deleteEntity(CVisualCollisionEntity    *entity)
+00077 {
+00078         delete entity;
+00079 }
+00080 
+00081 
+00082 // ***************************************************************************
+00083 CVisualTileDescNode             *CVisualCollisionManager::newVisualTileDescNode()
+00084 {
+00085         return _TileDescNodeAllocator.allocate();
+00086 }
+00087 
+00088 // ***************************************************************************
+00089 void                                    CVisualCollisionManager::deleteVisualTileDescNode(CVisualTileDescNode *ptr)
+00090 {
+00091         _TileDescNodeAllocator.free(ptr);
+00092 }
+00093 
+00094 // ***************************************************************************
+00095 CPatchQuadBlock                 *CVisualCollisionManager::newPatchQuadBlock()
+00096 {
+00097         return _PatchQuadBlockAllocator.allocate();
+00098 }
+00099 
+00100 // ***************************************************************************
+00101 void                                    CVisualCollisionManager::deletePatchQuadBlock(CPatchQuadBlock *ptr)
+00102 {
+00103         _PatchQuadBlockAllocator.free(ptr);
+00104 }
+00105 
+00106 
+00107 // ***************************************************************************
+00108 void                                    CVisualCollisionManager::setSunContributionPower(float power)
+00109 {
+00110         NLMISC::clamp(power, 0.f, 1.f);
+00111 
+00112         for(uint i=0; i<256; i++)
+00113         {
+00114                 float   f= i/255.f;
+00115                 f= powf(f, power);
+00116                 sint    uf= (sint)floor(255*f);
+00117                 NLMISC::clamp(uf, 0, 255);
+00118                 _SunContributionLUT[i]= uf;
+00119         }
+00120 
+00121 }
+00122 
+00123 
+00124 
+00125 } // NL3D
+
+ + +
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