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| CDynamicTerrainLoader (const char *sConfigFile) |
| fTerrainTileSize: In case a world is extremely large, it can be divided into a matrix of square tiles of a given size, called terrain tile size. More...
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virtual Terrain * | LoadTerrainAt (Terrain *pTerrain, int latticeX, int latticeY, bool useGeoMipmap=false) |
| Called by the TerrainLattice when a Terrain object in the lattice has entered the visible region and, therefore, needs to be loaded into RAM. More...
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virtual void | UnloadTerrain (int latticeX, int latticeY, Terrain *pTerrain) |
| Called by the TerrainLattice when a Terrain object in the lattice is no longer within the visible region and can, therefore, be disposed of, freeing RAM for other visible Terrain objects. More...
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virtual float | GetTerrainWidth () |
| Returns the width in world units of each of the individual Terrain objects in the lattice (they must all be the same width.)
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virtual float | GetTerrainHeight () |
| Returns the height in world units of each of the individual Terrain objects in the lattice (they must all be the same height.)
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virtual bool | UpdateTileConfigFile (int x, int y, const string &sTileConfigFile) |
| update the tile config file for the terrain terrain tile x,y. More...
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virtual bool | SaveWorldConfigFile () |
| save world config file to disk. More...
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§ CDynamicTerrainLoader()
CDynamicTerrainLoader::CDynamicTerrainLoader |
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const char * |
sConfigFile | ) |
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fTerrainTileSize: In case a world is extremely large, it can be divided into a matrix of square tiles of a given size, called terrain tile size.
Terrain data can be selectively loaded to the game world. Remember, all world objects are created using the world coordinate system, not the terrain tile's location system. if fWorldSize<=fTerrainTileSize, it is assumed that there is only a single terrain tile in the entire world.
§ LoadTerrainAt()
Terrain * CDynamicTerrainLoader::LoadTerrainAt |
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Terrain * |
pTerrain, |
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int |
latticeX, |
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int |
latticeY, |
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bool |
useGeoMipmap = false |
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virtual |
Called by the TerrainLattice when a Terrain object in the lattice has entered the visible region and, therefore, needs to be loaded into RAM.
this function will always return a valid terrain. If there is no terrain data, a default terrain is returned.
- Parameters
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pTerrain | the terrain object to be filled with data. If it is NULL, a new terrain object will be created. |
- Returns
- : the loaded terrain object is returned.
Implements ParaTerrain::TerrainLatticeLoader.
§ SaveWorldConfigFile()
bool CDynamicTerrainLoader::SaveWorldConfigFile |
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virtual |
§ UnloadTerrain()
void CDynamicTerrainLoader::UnloadTerrain |
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int |
latticeX, |
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int |
latticeY, |
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Terrain * |
pTerrain |
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virtual |
Called by the TerrainLattice when a Terrain object in the lattice is no longer within the visible region and can, therefore, be disposed of, freeing RAM for other visible Terrain objects.
- Parameters
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pTerrain | the terrain object will be reduced a blank terrain after calling this function. |
Implements ParaTerrain::TerrainLatticeLoader.
§ UpdateTileConfigFile()
bool CDynamicTerrainLoader::UpdateTileConfigFile |
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int |
x, |
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int |
y, |
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const string & |
sTileConfigFile |
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virtual |
update the tile config file for the terrain terrain tile x,y.
return true if succeeded. One needs to SaveWorldConfigFile() in order for the changes to be written to disk.
- Parameters
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sTileConfigFile | if "", it will erase the tile. otherwise it will change the config file. |
Implements ParaTerrain::TerrainLatticeLoader.
The documentation for this class was generated from the following files:
- Client/trunk/ParaEngineClient/terrain/DynamicTerrainLoader.h
- Client/trunk/ParaEngineClient/terrain/DynamicTerrainLoader.cpp