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<hr><h1>landscape_model.cpp</h1><a href="landscape_model_cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.
</font>00008 <font class="comment"> *
</font>00009 <font class="comment"> * This file is part of NEVRAX NEL.
</font>00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify
</font>00011 <font class="comment"> * it under the terms of the GNU General Public License as published by
</font>00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)
</font>00013 <font class="comment"> * any later version.
</font>00014 <font class="comment">
</font>00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but
</font>00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of
</font>00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
</font>00018 <font class="comment"> * General Public License for more details.
</font>00019 <font class="comment">
</font>00020 <font class="comment"> * You should have received a copy of the GNU General Public License
</font>00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the
</font>00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
</font>00023 <font class="comment"> * MA 02111-1307, USA.
</font>00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="landscape_model_h.html">nel/3d/landscape_model.h</a>"</font>
00027 <font class="preprocessor">#include "<a class="code" href="landscape_h.html">nel/3d/landscape.h</a>"</font>
00028 <font class="preprocessor">#include <vector></font>
00029 <font class="keyword">using</font> <font class="keyword">namespace</font> std;
00030 <font class="keyword">using</font> <font class="keyword">namespace</font> NLMISC;
00031
00032
00033 <font class="keyword">namespace</font> NL3D
00034 {
00035
00036
00037
00038 <font class="comment">// ***************************************************************************</font>
<a name="l00039"></a><a class="code" href="class_NL3D__CLandscapeModel.html#d0">00039</a> <font class="keywordtype">void</font> CLandscapeModel::registerBasic()<font class="keyword">
</font>00040 <font class="keyword"></font>{
00041 CMOT::registerModel(LandscapeModelId, TransformId, CLandscapeModel::creator);
00042 CMOT::registerObs(ClipTravId, LandscapeModelId, CLandscapeClipObs::creator);
00043 CMOT::registerObs(RenderTravId, LandscapeModelId, CLandscapeRenderObs::creator);
00044 }
00045
00046 <font class="comment">// ***************************************************************************</font>
<a name="l00047"></a><a class="code" href="class_NL3D__CLandscapeClipObs.html#a1">00047</a> <font class="keywordtype">bool</font> CLandscapeClipObs::clip(IBaseClipObs *caller)<font class="keyword">
</font>00048 <font class="keyword"></font>{
00049
00050 CLandscapeModel *landModel= (CLandscapeModel*)Model;
00051 CClipTrav *trav= (CClipTrav*)Trav;
00052 vector<CPlane> &pyramid= trav->WorldPyramid;
00053 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
00054 landModel->Landscape.clip(trav->CamPos, pyramid);
00055
00056 <font class="comment">// Yes, this is ugly, but the clip pass is finished in render(), for clipping TessBlocks.</font>
00057 <font class="comment">// This saves an other Landscape patch traversal, so this is faster...</font>
00058 landModel->CurrentPyramid= trav->WorldPyramid;
00059
00060 <font class="comment">// Well, always visible....</font>
00061 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00062 }
00063
00064 <font class="comment">// ***************************************************************************</font>
<a name="l00065"></a><a class="code" href="class_NL3D__CLandscapeRenderObs.html#a0">00065</a> <font class="keywordtype">void</font> CLandscapeRenderObs::traverse(IObs *caller)<font class="keyword">
</font>00066 <font class="keyword"></font>{
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 <font class="comment">// First, refine.</font>
00076 landModel->Landscape.refine(trav->CamPos);
00077 <font class="comment">// then render.</font>
00078 landModel->Landscape.render(trav->getDriver(), trav->CamPos, landModel->CurrentPyramid, landModel->isAdditive ());
00079 }
00080
00081
00082
00083 } <font class="comment">// NL3D</font>
</div></pre>
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