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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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616 lines
19 KiB
C++
616 lines
19 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/landscape_user.h"
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#include "nel/misc/file.h"
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#include "nel/misc/path.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/misc/progress_callback.h"
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using namespace NLMISC;
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namespace NL3D
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{
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H_AUTO_DECL( NL3D_UI_Landscape )
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H_AUTO_DECL( NL3D_Render_Landscape_updateLightingAll )
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H_AUTO_DECL( NL3D_Load_Landscape )
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#define NL3D_HAUTO_UI_LANDSCAPE H_AUTO_USE( NL3D_UI_Landscape )
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#define NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL H_AUTO_USE( NL3D_Render_Landscape_updateLightingAll )
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#define NL3D_HAUTO_LOAD_LANDSCAPE H_AUTO_USE( NL3D_Load_Landscape )
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// ***************************************************************************
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CLandscapeUser::~CLandscapeUser()
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{
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// must ensure all loading is ended
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removeAllZones();
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// then delete
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_Scene->deleteModel(_Landscape);
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_Landscape= NULL;
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}
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// ****************************************************************************
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void CLandscapeUser::setZonePath(const std::string &zonePath)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_ZoneManager.setZonePath(zonePath);
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}
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// ****************************************************************************
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void CLandscapeUser::invalidateAllTiles()
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{
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_Landscape->Landscape.invalidateAllTiles();
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}
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// ****************************************************************************
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void CLandscapeUser::loadBankFiles(const std::string &tileBankFile, const std::string &farBankFile)
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{
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NL3D_HAUTO_LOAD_LANDSCAPE;
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// Release all OLD tiles
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_Landscape->Landscape.releaseAllTiles();
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// Clear the bank
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_Landscape->Landscape.TileBank.clear ();
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// First, load the banks.
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//=======================
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CIFile bankFile(CPath::lookup(tileBankFile));
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_Landscape->Landscape.TileBank.serial(bankFile);
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// All textures path are relative!
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_Landscape->Landscape.TileBank.makeAllPathRelative();
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// Use DDS!!!
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_Landscape->Landscape.TileBank.makeAllExtensionDDS();
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// No absolute path
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_Landscape->Landscape.TileBank.setAbsPath ("");
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CIFile farbankFile(CPath::lookup(farBankFile));
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_Landscape->Landscape.TileFarBank.serial(farbankFile);
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bankFile.close();
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farbankFile.close();
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}
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// ****************************************************************************
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void CLandscapeUser::flushTiles (NLMISC::IProgressCallback &progress)
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{
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// After loading the TileBank, and before initTileBanks(), must load the vegetables descritpor
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_Landscape->Landscape.TileBank.loadTileVegetableDescs();
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// init the TileBanks descriptors
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if ( ! _Landscape->Landscape.initTileBanks() )
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{
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nlwarning( "You need to recompute bank.farbank for the far textures" );
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}
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// Count tiles
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uint tileCount = 0;
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sint ts;
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for (ts=0; ts<_Landscape->Landscape.TileBank.getTileSetCount (); ts++)
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{
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CTileSet *tileSet=_Landscape->Landscape.TileBank.getTileSet (ts);
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tileCount += tileSet->getNumTile128();
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tileCount += tileSet->getNumTile256();
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tileCount += CTileSet::count;
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}
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// Second, temporary, flushTiles.
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//===============================
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uint tile = 0;
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for (ts=0; ts<_Landscape->Landscape.TileBank.getTileSetCount (); ts++)
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{
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CTileSet *tileSet=_Landscape->Landscape.TileBank.getTileSet (ts);
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sint tl;
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for (tl=0; tl<tileSet->getNumTile128(); tl++)
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{
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// Progress bar
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progress.progress ((float)tile/(float)tileCount);
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tile++;
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_Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTile128(tl), 1);
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}
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for (tl=0; tl<tileSet->getNumTile256(); tl++)
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{
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// Progress bar
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progress.progress ((float)tile/(float)tileCount);
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tile++;
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_Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTile256(tl), 1);
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}
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for (tl=0; tl<CTileSet::count; tl++)
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{
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// Progress bar
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progress.progress ((float)tile/(float)tileCount);
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tile++;
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_Landscape->Landscape.flushTiles (_Scene->getDriver(), (uint16)tileSet->getTransition(tl)->getTile (), 1);
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}
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}
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}
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// ****************************************************************************
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void CLandscapeUser::loadAllZonesAround(const CVector &pos, float radius, std::vector<std::string> &zonesAdded)
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{
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NL3D_HAUTO_LOAD_LANDSCAPE;
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zonesAdded.clear();
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_ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius);
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while (_ZoneManager.isLoading())
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{
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CZoneManager::SZoneManagerWork Work;
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if (_ZoneManager.isWorkComplete(Work))
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{
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nlassert(!Work.ZoneRemoved);
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if (Work.ZoneAdded)
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{
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if (Work.Zone == (CZone*)-1)
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{
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nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ());
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}
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else
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{
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_Landscape->Landscape.addZone (*Work.Zone);
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delete Work.Zone;
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std::string zoneadd = Work.NameZoneAdded;
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zoneadd = zoneadd.substr(0, zoneadd.find('.'));
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zonesAdded.push_back(zoneadd);
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}
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}
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}
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else
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{
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nlSleep (1);
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}
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_ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius);
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}
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// Yoyo: must check the binds of the zones.
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_Landscape->Landscape.checkBinds();
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}
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// ****************************************************************************
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void CLandscapeUser::refreshAllZonesAround(const CVector &pos, float radius, std::vector<std::string> &zonesAdded, std::vector<std::string> &zonesRemoved,
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NLMISC::IProgressCallback &progress, const std::vector<uint16> *validZoneIds)
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{
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NL3D_HAUTO_LOAD_LANDSCAPE;
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zonesAdded.clear();
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zonesRemoved.clear();
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std::string za, zr;
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_ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius, validZoneIds);
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refreshZonesAround (pos, radius, za, zr);
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// Zone to load
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uint zoneToLoad = _ZoneManager.getNumZoneLeftToLoad ();
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while (_ZoneManager.isLoading() || _ZoneManager.isRemoving())
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{
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// Progress bar
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if (zoneToLoad != 0)
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progress.progress ((float)(zoneToLoad-_ZoneManager.getNumZoneLeftToLoad ())/(float)zoneToLoad);
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refreshZonesAround (pos, radius, za, zr);
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// some zone added or removed??
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if(za != "")
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zonesAdded.push_back(za);
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if(zr != "")
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zonesRemoved.push_back(zr);
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_ZoneManager.checkZonesAround ((uint)pos.x, (uint)(-pos.y), (uint)radius);
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if (_ZoneManager.isLoading())
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nlSleep (0);
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}
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}
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// ***************************************************************************
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void CLandscapeUser::getAllZoneLoaded(std::vector<std::string> &zoneLoaded) const
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{
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// Build the list of zoneId.
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std::vector<uint16> zoneIds;
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_Landscape->Landscape.getZoneList(zoneIds);
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// transcript
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zoneLoaded.clear();
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zoneLoaded.resize(zoneIds.size());
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for(uint i=0;i<zoneLoaded.size();i++)
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{
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CLandscape::buildZoneName(zoneIds[i], zoneLoaded[i]);
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}
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}
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// ****************************************************************************
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void CLandscapeUser::loadAllZonesAround(const CVector &pos, float radius)
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{
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std::vector<std::string> dummy;
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loadAllZonesAround(pos, radius, dummy);
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}
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// ****************************************************************************
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void CLandscapeUser::refreshZonesAround(const CVector &pos, float radius)
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{
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NL3D_HAUTO_LOAD_LANDSCAPE;
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std::string dummy1, dummy2;
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refreshZonesAround(pos, radius, dummy1, dummy2);
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}
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// ****************************************************************************
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void CLandscapeUser::refreshZonesAround(const CVector &pos, float radius, std::string &zoneAdded, std::string &zoneRemoved, const std::vector<uint16> *validZoneIds)
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{
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NL3D_HAUTO_LOAD_LANDSCAPE;
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zoneRemoved= "";
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zoneAdded= "";
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CZoneManager::SZoneManagerWork Work;
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// Check if new zone must be added to landscape
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if (_ZoneManager.isWorkComplete(Work))
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{
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if (Work.ZoneAdded)
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{
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if (Work.Zone == (CZone*)-1)
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{
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//nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ());
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}
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else
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{
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_Landscape->Landscape.addZone(*Work.Zone);
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// Yoyo: must check the binds of the new inserted zone.
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try
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{
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_Landscape->Landscape.checkBinds(Work.Zone->getZoneId());
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}
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catch (const EBadBind &e)
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{
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nlwarning ("Bind error : %s", e.what());
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nlstopex(("Zone Data Bind Error. Please send a report. You may continue but it should crash!"));
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}
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delete Work.Zone;
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zoneAdded = Work.NameZoneAdded;
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zoneAdded = zoneAdded.substr(0, zoneAdded.find('.'));
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}
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}
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// Check if a zone must be removed from landscape
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if (Work.ZoneRemoved)
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{
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_Landscape->Landscape.removeZone (Work.IdZoneToRemove);
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zoneRemoved = Work.NameZoneRemoved;
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zoneRemoved = zoneRemoved.substr(0, zoneRemoved.find('.'));
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}
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}
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_ZoneManager.checkZonesAround((uint)pos.x, (uint)(-pos.y), (uint)radius, validZoneIds);
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}
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// ****************************************************************************
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void CLandscapeUser::removeAllZones()
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{
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NL3D_HAUTO_LOAD_LANDSCAPE;
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// Ensure Async Loading is ended
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CZoneManager::SZoneManagerWork Work;
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while (_ZoneManager.isLoading())
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{
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if (_ZoneManager.isWorkComplete(Work))
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{
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// Zone to add?
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if (Work.ZoneAdded)
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{
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if (Work.Zone == (CZone*)-1)
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{
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nlwarning ("Can't load zone %s", Work.NameZoneAdded.c_str ());
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}
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else
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{
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// just discard it! cause will be all cleared below
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delete Work.Zone;
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}
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}
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// Zone to remove?
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if (Work.ZoneRemoved)
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{
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_Landscape->Landscape.removeZone (Work.IdZoneToRemove);
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}
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}
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else
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{
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nlSleep(1);
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}
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}
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// Then do a full clear
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_Landscape->Landscape.clear();
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_ZoneManager.clear();
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}
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// ****************************************************************************
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void CLandscapeUser::setupStaticLight (const CRGBA &diffuse, const CRGBA &ambiant, float multiply)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setupStaticLight(diffuse, ambiant, multiply);
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}
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// ****************************************************************************
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void CLandscapeUser::setThreshold (float thre)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setThreshold(thre);
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}
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// ****************************************************************************
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float CLandscapeUser::getThreshold () const
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _Landscape->Landscape.getThreshold();
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}
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// ****************************************************************************
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void CLandscapeUser::setTileNear (float tileNear)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setTileNear(tileNear);
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}
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// ****************************************************************************
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float CLandscapeUser::getTileNear () const
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _Landscape->Landscape.getTileNear();
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}
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// ****************************************************************************
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void CLandscapeUser::setTileMaxSubdivision (uint tileDiv)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setTileMaxSubdivision(tileDiv);
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}
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// ****************************************************************************
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uint CLandscapeUser::getTileMaxSubdivision ()
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _Landscape->Landscape.getTileMaxSubdivision();
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}
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// ****************************************************************************
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std::string CLandscapeUser::getZoneName(const CVector &pos)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _ZoneManager.getZoneName((uint)pos.x, (uint)(-pos.y), 0, 0).first;
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}
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// ****************************************************************************
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CVector CLandscapeUser::getHeightFieldDeltaZ(float x, float y) const
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _Landscape->Landscape.getHeightFieldDeltaZ(x,y);
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}
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// ****************************************************************************
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void CLandscapeUser::setHeightField(const CHeightMap &hf)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setHeightField(hf);
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}
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// ****************************************************************************
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void CLandscapeUser::enableVegetable(bool enable)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.enableVegetable(enable);
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}
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// ****************************************************************************
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void CLandscapeUser::loadVegetableTexture(const std::string &textureFileName)
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{
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NL3D_HAUTO_LOAD_LANDSCAPE;
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_Landscape->Landscape.loadVegetableTexture(textureFileName);
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}
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// ****************************************************************************
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void CLandscapeUser::setupVegetableLighting(const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setupVegetableLighting(ambient, diffuse, directionalLight);
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}
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// ****************************************************************************
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void CLandscapeUser::setVegetableWind(const CVector &windDir, float windFreq, float windPower, float windBendMin)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setVegetableWind(windDir, windFreq, windPower, windBendMin);
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}
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// ****************************************************************************
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void CLandscapeUser::setVegetableUpdateLightingFrequency(float freq)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setVegetableUpdateLightingFrequency(freq);
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}
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// ****************************************************************************
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void CLandscapeUser::setUpdateLightingFrequency(float freq)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setUpdateLightingFrequency(freq);
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}
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// ****************************************************************************
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void CLandscapeUser::enableAdditive (bool enable)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->enableAdditive(enable);
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}
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// ****************************************************************************
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bool CLandscapeUser::isAdditiveEnabled () const
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _Landscape->isAdditive ();
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}
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// ****************************************************************************
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void CLandscapeUser::setPointLightDiffuseMaterial(CRGBA diffuse)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setPointLightDiffuseMaterial(diffuse);
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}
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// ****************************************************************************
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CRGBA CLandscapeUser::getPointLightDiffuseMaterial () const
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _Landscape->Landscape.getPointLightDiffuseMaterial();
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}
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// ****************************************************************************
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void CLandscapeUser::setDLMGlobalVegetableColor(CRGBA gvc)
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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_Landscape->Landscape.setDLMGlobalVegetableColor(gvc);
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}
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// ****************************************************************************
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CRGBA CLandscapeUser::getDLMGlobalVegetableColor() const
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{
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NL3D_HAUTO_UI_LANDSCAPE;
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return _Landscape->Landscape.getDLMGlobalVegetableColor();
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}
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// ****************************************************************************
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void CLandscapeUser::updateLightingAll()
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{
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NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL;
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_Landscape->Landscape.updateLightingAll();
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}
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// ****************************************************************************
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void CLandscapeUser::postfixTileFilename (const char *postfix)
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{
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NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL;
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_Landscape->Landscape.TileBank.postfixTileFilename (postfix);
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}
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// ****************************************************************************
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void CLandscapeUser::postfixTileVegetableDesc (const char *postfix)
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{
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NL3D_HAUTO_LANDSCAPE_UPDATE_LIGHTING_ALL;
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_Landscape->Landscape.TileBank.postfixTileVegetableDesc (postfix);
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}
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// ***************************************************************************
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void CLandscapeUser::enableReceiveShadowMap(bool state)
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{
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|
_Landscape->enableReceiveShadowMap(state);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CLandscapeUser::canReceiveShadowMap() const
|
|
{
|
|
return _Landscape->canReceiveShadowMap();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeUser::setRefineCenterAuto(bool mode)
|
|
{
|
|
_Landscape->setRefineCenterAuto(mode);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeUser::setRefineCenterUser(const CVector &refineCenter)
|
|
{
|
|
_Landscape->setRefineCenterUser(refineCenter);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CLandscapeUser::getRefineCenterAuto() const
|
|
{
|
|
return _Landscape->getRefineCenterAuto();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
const CVector &CLandscapeUser::getRefineCenterUser() const
|
|
{
|
|
return _Landscape->getRefineCenterUser();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeUser::addTileCallback(ULandscapeTileCallback *cb)
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
_Landscape->Landscape.addTileCallback(cb);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeUser::removeTileCallback(ULandscapeTileCallback *cb)
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
_Landscape->Landscape.removeTileCallback(cb);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CLandscapeUser::isTileCallback(ULandscapeTileCallback *cb)
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
return _Landscape->Landscape.isTileCallback(cb);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeUser::setZFunc(UMaterial::ZFunc val)
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
_Landscape->Landscape.setZFunc((CMaterial::ZFunc)val);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
const CZone* CLandscapeUser::getZone (sint zoneId) const
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
return _Landscape->Landscape.getZone(zoneId);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeUser::setVegetableDensity(float density)
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
_Landscape->Landscape.setVegetableDensity(density);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
float CLandscapeUser::getVegetableDensity() const
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
return _Landscape->Landscape.getVegetableDensity();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
float CLandscapeUser::getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end)
|
|
{
|
|
NL3D_HAUTO_UI_LANDSCAPE;
|
|
return _Landscape->Landscape.getRayCollision(start, end);
|
|
}
|
|
|
|
} // NL3D
|