CrystalSpace

Public API Reference

iTerrainObjectState Struct Reference
[Mesh plugins]

This will override the settings for material in the parent. More...

#include <imesh/terrain.h>

Inheritance diagram for iTerrainObjectState:

List of all members.

Public Member Functions

virtual int CollisionDetect (iMovable *m, csTransform *p)=0
 Detects collision with a specific transform.
virtual bool GetCastShadows ()=0
 Retrieve whether shadow casting is enabled.
virtual float GetLODValue (const char *parameter) const =0
 Get a LOD parameter.
virtual const char * GetMaterialMapFile (int &width, int &height, bool &raw)=0
 Get the name of the materalmap file, the width, height, and if it is raw or a plain image file.
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 SetLODValue (const char *parameter, float value)=0
 Set a LOD parameter.
virtual void SetMaterialMapFile (const char *file, int width, int height, bool raw=false)=0
 Set the name of the materalmap file, the width, height, and if it is raw or a plain image file.
virtual void SetStaticLighting (bool enable)=0
 Enable or disable the use of static lighting.



virtual const csArray
< iMaterialWrapper * > & 
GetMaterialPalette () const =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 bool RestoreState (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 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 bool SetMaterialAlphaMaps (const csArray< iImage * > &maps)=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 bool SetMaterialAlphaMaps (const csArray< 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 SetMaterialMap (iImage *map)=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 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 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.

Detailed Description

This will override the settings for material in the parent.

Definition at line 44 of file terrain.h.


Member Function Documentation

virtual int iTerrainObjectState::CollisionDetect ( iMovable m,
csTransform p 
) [pure virtual]

Detects collision with a specific transform.

virtual bool iTerrainObjectState::GetCastShadows (  )  [pure virtual]

Retrieve whether shadow casting is enabled.

virtual float iTerrainObjectState::GetLODValue ( const char *  parameter  )  const [pure virtual]

Get a LOD parameter.

virtual const char* iTerrainObjectState::GetMaterialMapFile ( int &  width,
int &  height,
bool &  raw 
) [pure virtual]

Get the name of the materalmap file, the width, height, and if it is raw or a plain image file.

virtual const csArray<iMaterialWrapper*>& iTerrainObjectState::GetMaterialPalette (  )  const [pure virtual]

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 bool iTerrainObjectState::GetStaticLighting (  )  [pure virtual]

Retrieve whether static lighting is enabled.

virtual bool iTerrainObjectState::RestoreState ( const char *  filename  )  [pure virtual]

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 bool iTerrainObjectState::SaveState ( const char *  filename  )  [pure virtual]

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 void iTerrainObjectState::SetCastShadows ( bool  enable  )  [pure virtual]

Enable or disable shadow casting by this terrain mesh.

virtual bool iTerrainObjectState::SetLODValue ( const char *  parameter,
float  value 
) [pure virtual]

Set a LOD parameter.

The following parameters can be used:

  • "lod distance" - The distance at which splatting is no longer in effect and the base texture is the only layer.
  • "error tolerance" - The screenspace error tolerance in numbers of pixels. Error will be less than the given tolerance so setting the tolerance to values less than 1 is worthless.
Returns:
Whether the value was accepted by the terrain object.
virtual bool iTerrainObjectState::SetMaterialAlphaMaps ( const csArray< iImage * > &  maps  )  [pure virtual]

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 bool iTerrainObjectState::SetMaterialAlphaMaps ( const csArray< csArray< char > > &  data,
int  x,
int  y 
) [pure virtual]

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 This version expects an array of alpha maps (typically gray scale images). For every material in the palette except for the last one(!) there will be an alpha map so this array should have one element less compared to the palette. The alpha map for the last palette entry will be calculated so that the alpha values add up to 100%.

Deprecated:
This will only work for SimpleFormers. Directories for paging terrain should be set via the respective former state.
virtual bool iTerrainObjectState::SetMaterialMap ( iImage map  )  [pure virtual]

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 bool iTerrainObjectState::SetMaterialMap ( const csArray< char > &  data,
int  x,
int  y 
) [pure virtual]

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

Deprecated:
This will only work for SimpleFormers. Directories for paging terrain should be set via the respective former state.
virtual void iTerrainObjectState::SetMaterialMapFile ( const char *  file,
int  width,
int  height,
bool  raw = false 
) [pure virtual]

Set the name of the materalmap file, the width, height, and if it is raw or a plain image file.

virtual bool iTerrainObjectState::SetMaterialPalette ( const csArray< iMaterialWrapper * > &  pal  )  [pure virtual]

Set/Get the material palette, this is used to specify materials on a bytemap representing the material makeup of the terrain.

virtual void iTerrainObjectState::SetStaticLighting ( bool  enable  )  [pure virtual]

Enable or disable the use of static lighting.


The documentation for this struct was generated from the following file:

Generated for Crystal Space 2.0 by doxygen 1.6.1