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NL3D::CLandscapeUser Class ReferenceULandscape Implementation.
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#include <landscape_user.h>
Inheritance diagram for NL3D::CLandscapeUser
[legend]Collaboration diagram for NL3D::CLandscapeUser:
[legend]List of all members.
Public Methods |
| CLandscapeUser (CScene *scene) |
virtual | ~CLandscapeUser () |
virtual void | setZonePath (const std::string &zonePath) |
| Set the zonePath from where zones are loaded. More...
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virtual void | loadBankFiles (const std::string &tileBankFile, const std::string &farBankFile) |
| Load the tile banks: the ".bank" and the ".farbank". More...
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virtual void | loadAllZonesAround (const CVector &pos, float radius) |
| Load all Zones around a position. This is a blocking call. More...
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virtual void | refreshZonesAround (const CVector &pos, float radius) |
| Delete old zones, or load new zones, around a position. new Zones are loaded async. More...
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virtual void | setupStaticLight (const CRGBA &diffuse, const CRGBA &ambiant, float multiply) |
| Setup the light color use for static illumination. More...
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virtual void | setThreshold (float thre) |
| Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001. More...
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virtual float | getThreshold () const |
| Get threshold. More...
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virtual void | setTileNear (float tileNear) |
| Set tile near distance. Default 50.f. maximized to length of Far alpha transition). More...
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virtual float | getTileNear () const |
| Get tile near distance. More...
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virtual void | setTileMaxSubdivision (uint tileDiv) |
| Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ). More...
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virtual uint | getTileMaxSubdivision () |
| Get Maximum Tile subdivision. More...
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virtual std::string | getZoneName (const CVector &pos) |
| Return the name of the zone around a particular position (in NL3D basis!). More...
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virtual CVector | getHeightFieldDeltaZ (float x, float y) const |
| return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned. More...
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virtual void | setHeightField (const CHeightMap &hf) |
| set the HeightField data. More...
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Private Attributes |
CScene* | _Scene |
CLandscapeModel* | _Landscape |
CZoneManager | _ZoneManager |
Detailed Description
ULandscape Implementation.
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Author(s):
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Lionel Berenguier , Nevrax France
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Date:
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2001
Definition at line 47 of file landscape_user.h.
Constructor & Destructor Documentation
NL3D::CLandscapeUser::CLandscapeUser (
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CScene * scene ) [inline]
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NL3D::CLandscapeUser::~CLandscapeUser (
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) [inline, virtual]
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Member Function Documentation
CVector NL3D::CLandscapeUser::getHeightFieldDeltaZ (
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float x,
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float y ) const [virtual]
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float NL3D::CLandscapeUser::getThreshold (
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) const [virtual]
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uint NL3D::CLandscapeUser::getTileMaxSubdivision (
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) [virtual]
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float NL3D::CLandscapeUser::getTileNear (
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) const [virtual]
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std::string NL3D::CLandscapeUser::getZoneName (
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const CVector & pos ) [virtual]
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void NL3D::CLandscapeUser::loadAllZonesAround (
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const CVector & pos,
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float radius ) [virtual]
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void NL3D::CLandscapeUser::loadBankFiles (
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const std::string & tileBankFile,
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const std::string & farBankFile ) [virtual]
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void NL3D::CLandscapeUser::refreshZonesAround (
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const CVector & pos,
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float radius ) [virtual]
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void NL3D::CLandscapeUser::setHeightField (
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const CHeightMap & hf ) [virtual]
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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 from NL3D::ULandscape.
Definition at line 188 of file landscape_user.cpp. |
void NL3D::CLandscapeUser::setThreshold (
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float thre ) [virtual]
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Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.
Reimplemented from NL3D::ULandscape.
Definition at line 143 of file landscape_user.cpp. |
void NL3D::CLandscapeUser::setTileMaxSubdivision (
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uint tileDiv ) [virtual]
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Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).
Reimplemented from NL3D::ULandscape.
Definition at line 163 of file landscape_user.cpp. |
void NL3D::CLandscapeUser::setTileNear (
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float tileNear ) [virtual]
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void NL3D::CLandscapeUser::setZonePath (
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const std::string & zonePath ) [virtual]
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void NL3D::CLandscapeUser::setupStaticLight (
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const CRGBA & diffuse,
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const CRGBA & ambiant,
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float multiply ) [virtual]
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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:
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diffuse
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is the color of the diffuse componante of the lighting. |
ambiant
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is the color of the ambiante componante of the lighting. |
multiply
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is the multiply factor. Final color is (diffuse*multiply*shading+ambiant*(1.0-shading)) |
Reimplemented from NL3D::ULandscape.
Definition at line 135 of file landscape_user.cpp. |
Member Data Documentation
CScene * NL3D::CLandscapeUser::_Scene [private]
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The documentation for this class was generated from the following files:
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