Ogre::Terrain::ImportData Struct Reference

Structure encapsulating import data that you may use to bootstrap the terrain without loading from a native data stream. More...

#include <OgreTerrain.h>

List of all members.

Public Member Functions

 ImportData ()
 ImportData (const ImportData &rhs)
ImportDataoperator= (const ImportData &rhs)
void destroy ()
 Delete any input data if this struct is set to do so.
 ~ImportData ()

Public Attributes

Alignment terrainAlign
 The alignment of the terrain.
uint16 terrainSize
 Terrain size (along one edge) in vertices; must be 2^n+1.
uint16 maxBatchSize
 Maximum batch size (along one edge) in vertices; must be 2^n+1 and <= 65.
uint16 minBatchSize
 Minimum batch size (along one edge) in vertices; must be 2^n+1.
Vector3 pos
 Position of the terrain.
Real worldSize
 The world size of the terrain.
ImageinputImage
 Optional heightmap providing the initial heights for the terrain.
float * inputFloat
 Optional list of terrainSize * terrainSize floats defining the terrain.
float constantHeight
 If neither inputImage or inputFloat are supplied, the constant height at which the initial terrain should be created (flat).
bool deleteInputData
 Whether this structure should 'own' the input data (inputImage and inputFloat), and therefore delete it on destruction.
Real inputScale
 How to scale the input values provided (if any).
Real inputBias
 How to bias the input values provided (if any).
TerrainLayerDeclaration layerDeclaration
 Definition of the contents of each layer (required).
LayerInstanceList layerList
 List of layer structures, one for each layer required.

Detailed Description

Structure encapsulating import data that you may use to bootstrap the terrain without loading from a native data stream.

Definition at line 315 of file OgreTerrain.h.


Constructor & Destructor Documentation

Ogre::Terrain::ImportData::ImportData (  ) 

Definition at line 391 of file OgreTerrain.h.

Ogre::Terrain::ImportData::ImportData ( const ImportData rhs  ) 

Definition at line 408 of file OgreTerrain.h.

Ogre::Terrain::ImportData::~ImportData (  ) 

Definition at line 479 of file OgreTerrain.h.


Member Function Documentation

void Ogre::Terrain::ImportData::destroy ( void   ) 

Delete any input data if this struct is set to do so.

Definition at line 467 of file OgreTerrain.h.

ImportData& Ogre::Terrain::ImportData::operator= ( const ImportData rhs  ) 

Definition at line 425 of file OgreTerrain.h.


Member Data Documentation

If neither inputImage or inputFloat are supplied, the constant height at which the initial terrain should be created (flat).

Definition at line 364 of file OgreTerrain.h.

Whether this structure should 'own' the input data (inputImage and inputFloat), and therefore delete it on destruction.

The default is false so you have to manage your own memory. If you set it to true, then you must have allocated the memory through OGRE_NEW (for Image) and OGRE_ALLOC_T (for inputFloat), the latter with the category MEMCATEGORY_GEOMETRY.

Definition at line 373 of file OgreTerrain.h.

How to bias the input values provided (if any).

Definition at line 378 of file OgreTerrain.h.

Optional list of terrainSize * terrainSize floats defining the terrain.

The list of floats wil be interpreted such that the first row in the array equates to the bottom row of vertices.

Definition at line 359 of file OgreTerrain.h.

Optional heightmap providing the initial heights for the terrain.

Remarks:
If supplied, should ideally be terrainSize * terrainSize, but if it isn't it will be resized.

Definition at line 353 of file OgreTerrain.h.

How to scale the input values provided (if any).

Definition at line 376 of file OgreTerrain.h.

Definition of the contents of each layer (required).

Most likely, you will pull a declaration from a TerrainMaterialGenerator of your choice.

Definition at line 384 of file OgreTerrain.h.

List of layer structures, one for each layer required.

Can be empty or underfilled if required, list will be padded with blank textures.

Definition at line 389 of file OgreTerrain.h.

Maximum batch size (along one edge) in vertices; must be 2^n+1 and <= 65.

Remarks:
The terrain will be divided into hierarchical tiles, and this is the maximum size of one tile in vertices (at any LOD).

Definition at line 326 of file OgreTerrain.h.

Minimum batch size (along one edge) in vertices; must be 2^n+1.

Remarks:
The terrain will be divided into tiles, and this is the minimum size of one tile in vertices (at any LOD). Adjacent tiles will be collected together into one batch to drop LOD levels once they are individually at this minimum, so setting this value higher means greater batching at the expense of making adjacent tiles use a common LOD. Once the entire terrain is collected together into one batch this effectively sets the minimum LOD.

Definition at line 337 of file OgreTerrain.h.

Position of the terrain.

Remarks:
Represents the position of the centre of the terrain.

Definition at line 343 of file OgreTerrain.h.

The alignment of the terrain.

Definition at line 318 of file OgreTerrain.h.

Terrain size (along one edge) in vertices; must be 2^n+1.

Definition at line 320 of file OgreTerrain.h.

The world size of the terrain.

Definition at line 346 of file OgreTerrain.h.


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

Copyright © 2012 Torus Knot Software Ltd
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Last modified Fri May 25 23:42:01 2012