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<title>Crystal Space 1.2.1: iTerrainFactory Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iTerrainFactory Struct Reference</h1><!-- doxytag: class="iTerrainFactory" --><!-- doxytag: inherits="iBase" -->Provides an interface for creating terrain system.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="terrain2_8h-source.html">imesh/terrain2.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance 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> *&nbsp;</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> &amp;position, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;size)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#0ad3241e2182d4591ba33478906656ee">SetAutoPreLoad</a> (bool mode)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainFactory.html#a27f5dca5f8ab689286f2a65f7fb063f">SetVirtualViewDistance</a> (float distance)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &amp;position, const csVector3 &amp;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 *&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>gridWidth</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>gridHeight</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>materialMapWidth</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>materialMapHeight</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</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> &amp;&nbsp;</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> &amp;&nbsp;</td>
          <td class="paramname"> <em>size</em></td><td>&nbsp;</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>&nbsp;</td><td>optional cell name </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>grid_width</em>&nbsp;</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>&nbsp;</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>&nbsp;</td><td>material map width </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>material_height</em>&nbsp;</td><td>material map height </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>material_persistent</em>&nbsp;</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>&nbsp;</td><td>cell object-space position </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>size</em>&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>mode</em>          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;</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> *&nbsp;</td>
          <td class="paramname"> <em>collider</em>          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;</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> *&nbsp;</td>
          <td class="paramname"> <em>feeder</em>          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>number</em>          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;</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> *&nbsp;</td>
          <td class="paramname"> <em>renderer</em>          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>distance</em>          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;</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>
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