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-rw-r--r--src/graphics/engine/terrain.h23
1 files changed, 13 insertions, 10 deletions
diff --git a/src/graphics/engine/terrain.h b/src/graphics/engine/terrain.h
index 80eed07..b83bfc8 100644
--- a/src/graphics/engine/terrain.h
+++ b/src/graphics/engine/terrain.h
@@ -17,17 +17,19 @@
/**
* \file graphics/engine/terrain.h
- * \brief Terrain rendering - Gfx::CTerrain class
+ * \brief Terrain rendering - CTerrain class
*/
#pragma once
+
#include "graphics/engine/engine.h"
class CInstanceManager;
+// Graphics module namespace
namespace Gfx {
class CEngine;
@@ -277,7 +279,7 @@ public:
//! Adjusts 3D position so that it is within terrain boundaries and the given margin
bool AdjustToBounds(Math::Vector& pos, float margin);
//! Returns the resource type available underground at 2D (XZ) position
- Gfx::TerrainRes GetResource(const Math::Vector& pos);
+ TerrainRes GetResource(const Math::Vector& pos);
//! Empty the table of elevations
void FlushBuildingLevel();
@@ -326,14 +328,14 @@ protected:
//! Calculates a vector of the terrain
Math::Vector GetVector(int x, int y);
//! Calculates a vertex of the terrain
- Gfx::VertexTex2 GetVertex(int x, int y, int step);
+ VertexTex2 GetVertex(int x, int y, int step);
//! Creates all objects of a mosaic
- bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material& mat, float min, float max);
+ bool CreateMosaic(int ox, int oy, int step, int objRank, const Material& mat, float min, float max);
//! Creates all objects in a mesh square ground
bool CreateSquare(int x, int y);
//! Seeks a material based on its ID
- Gfx::TerrainMaterial* FindMaterial(int id);
+ TerrainMaterial* FindMaterial(int id);
//! Seeks a material based on neighbor values
int FindMaterialByNeighbors(char *mat);
//! Returns the texture name and UV coords to use for a given square
@@ -399,15 +401,15 @@ protected:
//! True if using terrain material mapping
bool m_useMaterials;
//! Terrain materials
- std::vector<Gfx::TerrainMaterial> m_materials;
+ std::vector<TerrainMaterial> m_materials;
//! Material for terrain points
- std::vector<Gfx::TerrainMaterialPoint> m_materialPoints;
+ std::vector<TerrainMaterialPoint> m_materialPoints;
//! Maximum level ID (no ID is >= to this)
int m_maxMaterialID;
//! Internal counter for auto generation of material IDs
int m_materialAutoID;
- std::vector<Gfx::BuildingLevel> m_buildingLevels;
+ std::vector<BuildingLevel> m_buildingLevels;
//! Wind speed
Math::Vector m_wind;
@@ -415,7 +417,8 @@ protected:
//! Global flying height limit
float m_flyingMaxHeight;
//! List of local flight limits
- std::vector<Gfx::FlyingLimit> m_flyingLimits;
+ std::vector<FlyingLimit> m_flyingLimits;
};
-}; // namespace Gfx
+
+} // namespace Gfx