<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Crystal Space 1.2.1: iTerrainFactory Struct Reference (Crystal Space 1.2.1 Public API Reference)</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table border="0" cellpadding="0" cellspacing="0" width="100%" class="head"> <tr height="59"> <td class="head" width="202" valign="bottom" style="padding-left:0;"><a href="http://www.crystalspace3d.org/"><img src="csblur.png" width="236" height="59" alt="CrystalSpace" border="0"></a></td> <td class="head"><h2>Public API Reference</h2></td> </tr> <tr height="11"> <td colspan="2" class="headshadow" valign="top" style="padding-left:0;"><img src="csblurb.png" width="236" height="11" alt="" border="0"></td> </tr> </table> <div class="content"> <!-- Generated by Doxygen 1.5.3 --> <div class="tabs"> <ul> <li><a 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diagram for iTerrainFactory:</div> <div class="dynsection"> <p><center><img src="structiTerrainFactory__inherit__graph.png" border="0" usemap="#iTerrainFactory__inherit__map" alt="Inheritance graph"></center> <map name="iTerrainFactory__inherit__map"> <area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="33,7,89,33"></map> <center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div> <p> <a href="structiTerrainFactory-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0"> <tr><td></td></tr> <tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br> <a class="el" href="structiTerrainFactoryCell.html">iTerrainFactoryCell</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#7b28fa431a285e236dd033c09c64cdb7">AddCell</a> (const char *name, int gridWidth, int gridHeight, int materialMapWidth, int materialMapHeight, bool materiaMapPersistent, const <a class="el" href="classcsVector2.html">csVector2</a> &position, const <a class="el" href="classcsVector3.html">csVector3</a> &size)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Add cell to the terrain. <a href="#7b28fa431a285e236dd033c09c64cdb7"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#0ad3241e2182d4591ba33478906656ee">SetAutoPreLoad</a> (bool mode)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set automatic preload flag. <a href="#0ad3241e2182d4591ba33478906656ee"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#783f1f983f2b0d4535f0d9134ed6e0ff">SetCollider</a> (<a class="el" href="structiTerrainCollider.html">iTerrainCollider</a> *collider)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set desired collider (there is a single collider for the whole terrain). <a href="#783f1f983f2b0d4535f0d9134ed6e0ff"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#098053a2d1a87941a1cb379eb986de96">SetFeeder</a> (<a class="el" href="structiTerrainDataFeeder.html">iTerrainDataFeeder</a> *feeder)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set desired feeder (there is a single feeder for the whole terrain). <a href="#098053a2d1a87941a1cb379eb986de96"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#3e11902910b4f4a931173cab1e9bcb18">SetMaxLoadedCells</a> (size_t number)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set maximum number of loaded cells. <a href="#3e11902910b4f4a931173cab1e9bcb18"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#b21468f533caab130693031a793cf3cf">SetRenderer</a> (<a class="el" href="structiTerrainRenderer.html">iTerrainRenderer</a> *renderer)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set desired renderer (there is a single renderer for the whole terrain). <a href="#b21468f533caab130693031a793cf3cf"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#a27f5dca5f8ab689286f2a65f7fb063f">SetVirtualViewDistance</a> (float distance)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set virtual view distance, that is, the distance from camera, at which the cells are preloaded. <a href="#a27f5dca5f8ab689286f2a65f7fb063f"></a><br></td></tr> </table> <hr><a name="_details"></a><h2>Detailed Description</h2> Provides an interface for creating terrain system. <p>Definition at line <a class="el" href="terrain2_8h-source.html#l01172">1172</a> of file <a class="el" href="terrain2_8h-source.html">terrain2.h</a>.</p> <hr><h2>Member Function Documentation</h2> <a class="anchor" name="7b28fa431a285e236dd033c09c64cdb7"></a><!-- doxytag: member="iTerrainFactory::AddCell" ref="7b28fa431a285e236dd033c09c64cdb7" args="(const char *name, int gridWidth, int gridHeight, int materialMapWidth, int materialMapHeight, bool materiaMapPersistent, const csVector2 &position, const csVector3 &size)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiTerrainFactoryCell.html">iTerrainFactoryCell</a>* iTerrainFactory::AddCell </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">int </td> <td class="paramname"> <em>gridWidth</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">int </td> <td class="paramname"> <em>gridHeight</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">int </td> <td class="paramname"> <em>materialMapWidth</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">int </td> <td class="paramname"> <em>materialMapHeight</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">bool </td> <td class="paramname"> <em>materiaMapPersistent</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">const <a class="el" href="classcsVector2.html">csVector2</a> & </td> <td class="paramname"> <em>position</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> & </td> <td class="paramname"> <em>size</em></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Add cell to the terrain. <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>name</em> </td><td>optional cell name </td></tr> <tr><td valign="top"></td><td valign="top"><em>grid_width</em> </td><td>grid width. It will be changed to match the grid width requirements. See <a class="el" href="structiTerrainCell.html#69c7358e6aa91cafae60aa5d4ba4f9e1" title="Get grid width.">iTerrainCell::GetGridWidth</a> </td></tr> <tr><td valign="top"></td><td valign="top"><em>grid_height</em> </td><td>grid height. It will be changed to match the grid height requirements. See <a class="el" href="structiTerrainCell.html#90a142d05fba48e80936c6392ac333f1" title="Get grid height.">iTerrainCell::GetGridHeight</a> </td></tr> <tr><td valign="top"></td><td valign="top"><em>material_width</em> </td><td>material map width </td></tr> <tr><td valign="top"></td><td valign="top"><em>material_height</em> </td><td>material map height </td></tr> <tr><td valign="top"></td><td valign="top"><em>material_persistent</em> </td><td>true if you want to store material data (that makes updating material data faster and makes material data lock read/write, but it means larger memory overhead) </td></tr> <tr><td valign="top"></td><td valign="top"><em>position</em> </td><td>cell object-space position </td></tr> <tr><td valign="top"></td><td valign="top"><em>size</em> </td><td>cell object-space size and height scale</td></tr> </table> </dl> <dl class="return" compact><dt><b>Returns:</b></dt><dd>added cell If you change the renderer, collider or feeder after adding cells you might get into trouble. </dd></dl> </div> </div><p> <a class="anchor" name="0ad3241e2182d4591ba33478906656ee"></a><!-- doxytag: member="iTerrainFactory::SetAutoPreLoad" ref="0ad3241e2182d4591ba33478906656ee" args="(bool mode)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iTerrainFactory::SetAutoPreLoad </td> <td>(</td> <td class="paramtype">bool </td> <td class="paramname"> <em>mode</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set automatic preload flag. <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>mode</em> </td><td>new automatic preload flag </td></tr> </table> </dl> </div> </div><p> <a class="anchor" name="783f1f983f2b0d4535f0d9134ed6e0ff"></a><!-- doxytag: member="iTerrainFactory::SetCollider" ref="783f1f983f2b0d4535f0d9134ed6e0ff" args="(iTerrainCollider *collider)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iTerrainFactory::SetCollider </td> <td>(</td> <td class="paramtype"><a class="el" href="structiTerrainCollider.html">iTerrainCollider</a> * </td> <td class="paramname"> <em>collider</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set desired collider (there is a single collider for the whole terrain). <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>collider</em> </td><td>new collider </td></tr> </table> </dl> </div> </div><p> <a class="anchor" name="098053a2d1a87941a1cb379eb986de96"></a><!-- doxytag: member="iTerrainFactory::SetFeeder" ref="098053a2d1a87941a1cb379eb986de96" args="(iTerrainDataFeeder *feeder)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iTerrainFactory::SetFeeder </td> <td>(</td> <td class="paramtype"><a class="el" href="structiTerrainDataFeeder.html">iTerrainDataFeeder</a> * </td> <td class="paramname"> <em>feeder</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set desired feeder (there is a single feeder for the whole terrain). <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>feeder</em> </td><td>new feeder </td></tr> </table> </dl> </div> </div><p> <a class="anchor" name="3e11902910b4f4a931173cab1e9bcb18"></a><!-- doxytag: member="iTerrainFactory::SetMaxLoadedCells" ref="3e11902910b4f4a931173cab1e9bcb18" args="(size_t number)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iTerrainFactory::SetMaxLoadedCells </td> <td>(</td> <td class="paramtype">size_t </td> <td class="paramname"> <em>number</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set maximum number of loaded cells. <p> See <a class="el" href="structiTerrainSystem.html#a3c43391e1efb18f1b2da1a6c4f27daf" title="Set maximum number of loaded cells.">iTerrainSystem::SetMaxLoadedCells</a><p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>number</em> </td><td>maximum number of loaded cells </td></tr> </table> </dl> </div> </div><p> <a class="anchor" name="b21468f533caab130693031a793cf3cf"></a><!-- doxytag: member="iTerrainFactory::SetRenderer" ref="b21468f533caab130693031a793cf3cf" args="(iTerrainRenderer *renderer)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iTerrainFactory::SetRenderer </td> <td>(</td> <td class="paramtype"><a class="el" href="structiTerrainRenderer.html">iTerrainRenderer</a> * </td> <td class="paramname"> <em>renderer</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set desired renderer (there is a single renderer for the whole terrain). <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>renderer</em> </td><td>new renderer </td></tr> </table> </dl> </div> </div><p> <a class="anchor" name="a27f5dca5f8ab689286f2a65f7fb063f"></a><!-- doxytag: member="iTerrainFactory::SetVirtualViewDistance" ref="a27f5dca5f8ab689286f2a65f7fb063f" args="(float distance)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iTerrainFactory::SetVirtualViewDistance </td> <td>(</td> <td class="paramtype">float </td> <td class="paramname"> <em>distance</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set virtual view distance, that is, the distance from camera, at which the cells are preloaded. <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>distance</em> </td><td>new virtual view distance </td></tr> </table> </dl> </div> </div><p> <hr>The documentation for this struct was generated from the following file:<ul> <li>imesh/<a class="el" href="terrain2_8h-source.html">terrain2.h</a></ul> <hr size="1"><address><small>Generated for Crystal Space 1.2.1 by <a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 </small></address> </div></body> </html>