iTerrainObjectState Struct Reference
This will override the settings for material in the parent. More...
#include <terrain.h>
Inheritance diagram for iTerrainObjectState:

Public Methods | |
virtual bool | SetMaterialPalette (const csArray< iMaterialWrapper * > &pal)=0 |
Set/Get the material palette, this is used to specify materials on a bytemap representing the material makeup of the terrain. | |
virtual bool | SetMaterialMap (const csArray< char > &data, int x, int y)=0 |
In short, the materialmap paints the palette onto the terrain like an indexed image format paints a color palette onto the screen It sets the materials per pixel in the material map. | |
virtual bool | SetLODValue (const char *parameter, float value)=0 |
Set a LOD parameter. | |
virtual float | GetLODValue (const char *parameter) const=0 |
Get a LOD parameter. | |
virtual bool | SaveState (const char *filename)=0 |
Save/Restore preprocessing information, the algorithm will do some preprocessing based on the material and height information this allows the process to be saved out to a file and cached for later reuse (maybe this should be the caching system) In some cases it may actually memorymap this file. | |
virtual int | CollisionDetect (iMovable *m, csTransform *p)=0 |
Detects collision with a specific transform. | |
virtual void | SetStaticLighting (bool enable)=0 |
Enable or disable the use of static lighting. | |
virtual bool | GetStaticLighting ()=0 |
Retrieve whether static lighting is enabled. | |
virtual void | SetCastShadows (bool enable)=0 |
Enable or disable shadow casting by this terrain mesh. | |
virtual bool | GetCastShadows ()=0 |
Retrieve whether shadow casting is enabled. |
Detailed Description
This will override the settings for material in the parent.
Definition at line 41 of file terrain.h.
Member Function Documentation
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Detects collision with a specific transform.
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Retrieve whether shadow casting is enabled.
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Get a LOD parameter.
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Retrieve whether static lighting is enabled.
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Save/Restore preprocessing information, the algorithm will do some preprocessing based on the material and height information this allows the process to be saved out to a file and cached for later reuse (maybe this should be the caching system) In some cases it may actually memorymap this file.
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Enable or disable shadow casting by this terrain mesh.
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Set a LOD parameter. The following parameters can be used:
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In short, the materialmap paints the palette onto the terrain like an indexed image format paints a color palette onto the screen It sets the materials per pixel in the material map. If x and y are not equal to the heightmap the materialmap will scale accordingly. If they are equal than the material map will map a single material to a single high level quad in the final terrain. Note x and y must be 2^n and usually they must be equal |
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Set/Get the material palette, this is used to specify materials on a bytemap representing the material makeup of the terrain.
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Enable or disable the use of static lighting.
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The documentation for this struct was generated from the following file:
- imesh/terrain.h
Generated for Crystal Space by doxygen 1.2.18