My Project
VoxelTerrainManager.h
1 #pragma once
2 #include "AssetManager.h"
3 #include "DataGrid.h"
4 #include "VoxelTerrainEntity.h"
5 
6 namespace ParaEngine
7 {
8  class IsoSurfaceBuilder;
9 
13  class VoxelTerrainManager : public AssetManager <VoxelTerrainEntity>
14  {
15  public:
16  VoxelTerrainManager(void);
17  ~VoxelTerrainManager(void);
18 
23 
24  private:
28  IsoSurfaceBuilder* m_pIsoSurfaceBuilder;
29 
33  DataGridPtr m_pDataGrid;
34 
36  int m_DefaultGridSize;
37 
39  float m_DefaultGridScale;
40  };
41 
42 }
IsoSurfaceBuilder * GetIsoSurfaceBuilder()
get the default IsoSurface builder.
Definition: VoxelTerrainManager.cpp:30
different physics engine has different winding order.
Definition: EventBinding.h:32
managing all voxel terrain entities used by any scenes
Definition: VoxelTerrainManager.h:13
AssetManager manages a set of asset entities of a certain type.
Definition: AssetManager.h:13
building triangles from 3d grid data.
Definition: IsoSurfaceBuilder.h:11
asset_ptr< DataGrid > DataGridPtr
Reference-counted shared pointer to a DataGrid.
Definition: DataGrid.h:161
VoxelTerrainManager(void)
Definition: VoxelTerrainManager.cpp:15