From 7b6bbf79c4bb73013e2fe01f84f0025e7c06c00e Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Wed, 19 Sep 2012 23:50:28 +0200 Subject: Namespace and styling fix --- src/graphics/engine/terrain.cpp | 186 +++++++++++++++++++++------------------- 1 file changed, 96 insertions(+), 90 deletions(-) (limited to 'src/graphics/engine/terrain.cpp') diff --git a/src/graphics/engine/terrain.cpp b/src/graphics/engine/terrain.cpp index 3e70719..05b7a2d 100644 --- a/src/graphics/engine/terrain.cpp +++ b/src/graphics/engine/terrain.cpp @@ -15,7 +15,6 @@ // * You should have received a copy of the GNU General Public License // * along with this program. If not, see http://www.gnu.org/licenses/. -// terrain.cpp #include "graphics/engine/terrain.h" @@ -31,18 +30,22 @@ #include + +// Graphics module namespace +namespace Gfx { + const int LEVEL_MAT_PREALLOCATE_COUNT = 101; const int FLYING_LIMIT_PREALLOCATE_COUNT = 10; const int BUILDING_LEVEL_PREALLOCATE_COUNT = 101; -Gfx::CTerrain::CTerrain(CInstanceManager* iMan) +CTerrain::CTerrain(CInstanceManager* iMan) { m_iMan = iMan; m_iMan->AddInstance(CLASS_TERRAIN, this); - m_engine = static_cast( m_iMan->SearchInstance(CLASS_ENGINE) ); - m_water = static_cast( m_iMan->SearchInstance(CLASS_WATER) ); + m_engine = static_cast( m_iMan->SearchInstance(CLASS_ENGINE) ); + m_water = static_cast( m_iMan->SearchInstance(CLASS_WATER) ); m_mosaicCount = 20; m_brickCount = 1 << 4; @@ -66,11 +69,11 @@ Gfx::CTerrain::CTerrain(CInstanceManager* iMan) FlushMaterials(); } -Gfx::CTerrain::~CTerrain() +CTerrain::~CTerrain() { } -bool Gfx::CTerrain::Generate(int mosaicCount, int brickCountPow2, float brickSize, +bool CTerrain::Generate(int mosaicCount, int brickCountPow2, float brickSize, float vision, int depth, float hardness) { m_mosaicCount = mosaicCount; @@ -102,27 +105,27 @@ bool Gfx::CTerrain::Generate(int mosaicCount, int brickCountPow2, float brickSiz } -int Gfx::CTerrain::GetMosaicCount() +int CTerrain::GetMosaicCount() { return m_mosaicCount; } -int Gfx::CTerrain::GetBrickCount() +int CTerrain::GetBrickCount() { return m_brickCount; } -float Gfx::CTerrain::GetBrickSize() +float CTerrain::GetBrickSize() { return m_brickSize; } -float Gfx::CTerrain::GetReliefScale() +float CTerrain::GetReliefScale() { return m_scaleRelief; } -bool Gfx::CTerrain::InitTextures(const std::string& baseName, int* table, int dx, int dy) +bool CTerrain::InitTextures(const std::string& baseName, int* table, int dx, int dy) { m_useMaterials = false; @@ -149,7 +152,7 @@ bool Gfx::CTerrain::InitTextures(const std::string& baseName, int* table, int dx } -void Gfx::CTerrain::FlushMaterials() +void CTerrain::FlushMaterials() { m_materials.clear(); m_maxMaterialID = 0; @@ -157,7 +160,7 @@ void Gfx::CTerrain::FlushMaterials() FlushMaterialPoints(); } -void Gfx::CTerrain::AddMaterial(int id, const std::string& texName, const Math::Point &uv, +void CTerrain::AddMaterial(int id, const std::string& texName, const Math::Point &uv, int up, int right, int down, int left, float hardness) { @@ -166,7 +169,7 @@ void Gfx::CTerrain::AddMaterial(int id, const std::string& texName, const Math:: if (id == 0) id = m_materialAutoID++; - Gfx::TerrainMaterial tm; + TerrainMaterial tm; tm.texName = texName; tm.id = id; tm.uv = uv; @@ -191,7 +194,7 @@ void Gfx::CTerrain::AddMaterial(int id, const std::string& texName, const Math:: /** * The image must be 24 bits/pixel and grayscale and dx x dy in size * with dx = dy = (mosaic*brick)+1 */ -bool Gfx::CTerrain::LoadResources(const std::string& fileName) +bool CTerrain::LoadResources(const std::string& fileName) { CImage img; if (! img.Load(CApplication::GetInstance().GetDataFilePath(m_engine->GetTextureDir(), fileName))) @@ -220,17 +223,17 @@ bool Gfx::CTerrain::LoadResources(const std::string& fileName) return true; } -Gfx::TerrainRes Gfx::CTerrain::GetResource(const Math::Vector &p) +TerrainRes CTerrain::GetResource(const Math::Vector &p) { if (m_resources.empty()) - return Gfx::TR_NULL; + return TR_NULL; int x = static_cast((p.x + (m_mosaicCount*m_brickCount*m_brickSize)/2.0f)/m_brickSize); int y = static_cast((p.z + (m_mosaicCount*m_brickCount*m_brickSize)/2.0f)/m_brickSize); if ( x < 0 || x > m_mosaicCount*m_brickCount || y < 0 || y > m_mosaicCount*m_brickCount ) - return Gfx::TR_NULL; + return TR_NULL; int size = (m_mosaicCount*m_brickCount)+1; @@ -238,20 +241,20 @@ Gfx::TerrainRes Gfx::CTerrain::GetResource(const Math::Vector &p) int resG = m_resources[3*x+3*size*(size-y-1)+1]; int resB = m_resources[3*x+3*size*(size-y-1)+2]; - if (resR == 255 && resG == 0 && resB == 0) return Gfx::TR_STONE; - if (resR == 255 && resG == 255 && resB == 0) return Gfx::TR_URANIUM; - if (resR == 0 && resG == 255 && resB == 0) return Gfx::TR_POWER; + if (resR == 255 && resG == 0 && resB == 0) return TR_STONE; + if (resR == 255 && resG == 255 && resB == 0) return TR_URANIUM; + if (resR == 0 && resG == 255 && resB == 0) return TR_POWER; // TODO key res values - //if (ress == 24) return Gfx::TR_KEY_A; // ~green? - //if (ress == 25) return Gfx::TR_KEY_B; // ~green? - //if (ress == 26) return Gfx::TR_KEY_C; // ~green? - //if (ress == 27) return Gfx::TR_KEY_D; // ~green? + //if (ress == 24) return TR_KEY_A; // ~green? + //if (ress == 25) return TR_KEY_B; // ~green? + //if (ress == 26) return TR_KEY_C; // ~green? + //if (ress == 27) return TR_KEY_D; // ~green? return TR_NULL; } -void Gfx::CTerrain::FlushRelief() +void CTerrain::FlushRelief() { m_relief.clear(); } @@ -259,7 +262,7 @@ void Gfx::CTerrain::FlushRelief() /** * The image must be 24 bits/pixel and dx x dy in size * with dx = dy = (mosaic*brick)+1 */ -bool Gfx::CTerrain::LoadRelief(const std::string &fileName, float scaleRelief, +bool CTerrain::LoadRelief(const std::string &fileName, float scaleRelief, bool adjustBorder) { m_scaleRelief = scaleRelief; @@ -304,7 +307,7 @@ bool Gfx::CTerrain::LoadRelief(const std::string &fileName, float scaleRelief, return true; } -bool Gfx::CTerrain::AddReliefPoint(Math::Vector pos, float scaleRelief) +bool CTerrain::AddReliefPoint(Math::Vector pos, float scaleRelief) { float dim = (m_mosaicCount*m_brickCount*m_brickSize)/2.0f; int size = (m_mosaicCount*m_brickCount)+1; @@ -324,7 +327,7 @@ bool Gfx::CTerrain::AddReliefPoint(Math::Vector pos, float scaleRelief) return true; } -void Gfx::CTerrain::AdjustRelief() +void CTerrain::AdjustRelief() { if (m_depth == 1) return; @@ -383,7 +386,7 @@ void Gfx::CTerrain::AdjustRelief() } } -Math::Vector Gfx::CTerrain::GetVector(int x, int y) +Math::Vector CTerrain::GetVector(int x, int y) { Math::Vector p; p.x = x*m_brickSize - (m_mosaicCount*m_brickCount*m_brickSize) / 2.0; @@ -416,9 +419,9 @@ Math::Vector Gfx::CTerrain::GetVector(int x, int y) | \| \| +---f---e--> x \endverbatim */ -Gfx::VertexTex2 Gfx::CTerrain::GetVertex(int x, int y, int step) +VertexTex2 CTerrain::GetVertex(int x, int y, int step) { - Gfx::VertexTex2 v; + VertexTex2 v; Math::Vector o = GetVector(x, y); v.coord = o; @@ -473,8 +476,8 @@ Gfx::VertexTex2 Gfx::CTerrain::GetVertex(int x, int y, int step) | +-------------------> x \endverbatim */ -bool Gfx::CTerrain::CreateMosaic(int ox, int oy, int step, int objRank, - const Gfx::Material &mat, +bool CTerrain::CreateMosaic(int ox, int oy, int step, int objRank, + const Material &mat, float min, float max) { std::string texName1; @@ -494,7 +497,7 @@ bool Gfx::CTerrain::CreateMosaic(int ox, int oy, int step, int objRank, int brick = m_brickCount/m_textureSubdivCount; - Gfx::VertexTex2 o = GetVertex(ox*m_brickCount+m_brickCount/2, oy*m_brickCount+m_brickCount/2, step); + VertexTex2 o = GetVertex(ox*m_brickCount+m_brickCount/2, oy*m_brickCount+m_brickCount/2, step); int total = ((brick/step)+1)*2; float pixel = 1.0f/256.0f; // 1 pixel cover (*) @@ -526,22 +529,22 @@ bool Gfx::CTerrain::CreateMosaic(int ox, int oy, int step, int objRank, for (int y = 0; y < brick; y += step) { - Gfx::EngineObjLevel4 buffer; + EngineObjLevel4 buffer; buffer.vertices.reserve(total); - buffer.type = Gfx::ENG_TRIANGLE_TYPE_SURFACE; + buffer.type = ENG_TRIANGLE_TYPE_SURFACE; buffer.material = mat; - buffer.state = Gfx::ENG_RSTATE_WRAP; + buffer.state = ENG_RSTATE_WRAP; - buffer.state |= Gfx::ENG_RSTATE_SECOND; + buffer.state |= ENG_RSTATE_SECOND; if (step == 1) - buffer.state |= Gfx::ENG_RSTATE_DUAL_BLACK; + buffer.state |= ENG_RSTATE_DUAL_BLACK; for (int x = 0; x <= brick; x += step) { - Gfx::VertexTex2 p1 = GetVertex(ox*m_brickCount+mx*brick+x, oy*m_brickCount+my*brick+y+0 , step); - Gfx::VertexTex2 p2 = GetVertex(ox*m_brickCount+mx*brick+x, oy*m_brickCount+my*brick+y+step, step); + VertexTex2 p1 = GetVertex(ox*m_brickCount+mx*brick+x, oy*m_brickCount+my*brick+y+0 , step); + VertexTex2 p2 = GetVertex(ox*m_brickCount+mx*brick+x, oy*m_brickCount+my*brick+y+step, step); p1.coord.x -= o.coord.x; p1.coord.z -= o.coord.z; p2.coord.x -= o.coord.x; p2.coord.z -= o.coord.z; @@ -633,7 +636,7 @@ bool Gfx::CTerrain::CreateMosaic(int ox, int oy, int step, int objRank, return true; } -Gfx::TerrainMaterial* Gfx::CTerrain::FindMaterial(int id) +TerrainMaterial* CTerrain::FindMaterial(int id) { for (int i = 0; i < static_cast( m_materials.size() ); i++) { @@ -644,7 +647,7 @@ Gfx::TerrainMaterial* Gfx::CTerrain::FindMaterial(int id) return nullptr; } -void Gfx::CTerrain::GetTexture(int x, int y, std::string& name, Math::Point &uv) +void CTerrain::GetTexture(int x, int y, std::string& name, Math::Point &uv) { x /= m_brickCount/m_textureSubdivCount; y /= m_brickCount/m_textureSubdivCount; @@ -662,7 +665,7 @@ void Gfx::CTerrain::GetTexture(int x, int y, std::string& name, Math::Point &uv) } } -float Gfx::CTerrain::GetHeight(int x, int y) +float CTerrain::GetHeight(int x, int y) { int size = (m_mosaicCount*m_brickCount+1); @@ -674,7 +677,7 @@ float Gfx::CTerrain::GetHeight(int x, int y) return m_relief[x+y*size]; } -bool Gfx::CTerrain::CheckMaterialPoint(int x, int y, float min, float max, float slope) +bool CTerrain::CheckMaterialPoint(int x, int y, float min, float max, float slope) { float hc = GetHeight(x, y); float h[4] = @@ -714,7 +717,7 @@ bool Gfx::CTerrain::CheckMaterialPoint(int x, int y, float min, float max, float return false; } -int Gfx::CTerrain::FindMaterialByNeighbors(char *mat) +int CTerrain::FindMaterialByNeighbors(char *mat) { for (int i = 0; i < static_cast( m_materials.size() ); i++) { @@ -727,7 +730,7 @@ int Gfx::CTerrain::FindMaterialByNeighbors(char *mat) return -1; } -void Gfx::CTerrain::SetMaterialPoint(int x, int y, int id, char *mat) +void CTerrain::SetMaterialPoint(int x, int y, int id, char *mat) { TerrainMaterial* tm = FindMaterial(id); if (tm == nullptr) return; @@ -806,7 +809,7 @@ void Gfx::CTerrain::SetMaterialPoint(int x, int y, int id, char *mat) } } -bool Gfx::CTerrain::CondChangeMaterialPoint(int x, int y, int id, char *mat) +bool CTerrain::CondChangeMaterialPoint(int x, int y, int id, char *mat) { char test[4]; @@ -862,7 +865,7 @@ bool Gfx::CTerrain::CondChangeMaterialPoint(int x, int y, int id, char *mat) return true; } -bool Gfx::CTerrain::ChangeMaterialPoint(int x, int y, int id) +bool CTerrain::ChangeMaterialPoint(int x, int y, int id) { char mat[4]; @@ -1022,7 +1025,7 @@ bool Gfx::CTerrain::ChangeMaterialPoint(int x, int y, int id) return false; } -bool Gfx::CTerrain::InitMaterials(int id) +bool CTerrain::InitMaterials(int id) { TerrainMaterial* tm = FindMaterial(id); if (tm == nullptr) return false; @@ -1038,7 +1041,7 @@ bool Gfx::CTerrain::InitMaterials(int id) return true; } -bool Gfx::CTerrain::GenerateMaterials(int *id, float min, float max, +bool CTerrain::GenerateMaterials(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius) { @@ -1118,13 +1121,13 @@ bool Gfx::CTerrain::GenerateMaterials(int *id, float min, float max, return true; } -void Gfx::CTerrain::InitMaterialPoints() +void CTerrain::InitMaterialPoints() { if (! m_useMaterials) return; if (! m_materialPoints.empty()) return; // already allocated m_materialPointCount = (m_mosaicCount*m_brickCount)/(m_brickCount/m_textureSubdivCount)+1; - std::vector(m_materialPointCount*m_materialPointCount).swap(m_materialPoints); + std::vector(m_materialPointCount*m_materialPointCount).swap(m_materialPoints); for (int i = 0; i < m_materialPointCount * m_materialPointCount; i++) { @@ -1133,19 +1136,19 @@ void Gfx::CTerrain::InitMaterialPoints() } } -void Gfx::CTerrain::FlushMaterialPoints() +void CTerrain::FlushMaterialPoints() { m_materialPoints.clear(); } -bool Gfx::CTerrain::CreateSquare(int x, int y) +bool CTerrain::CreateSquare(int x, int y) { - Gfx::Material mat; - mat.diffuse = Gfx::Color(1.0f, 1.0f, 1.0f); - mat.ambient = Gfx::Color(0.0f, 0.0f, 0.0f); + Material mat; + mat.diffuse = Color(1.0f, 1.0f, 1.0f); + mat.ambient = Color(0.0f, 0.0f, 0.0f); int objRank = m_engine->CreateObject(); - m_engine->SetObjectType(objRank, Gfx::ENG_OBJTYPE_TERRAIN); + m_engine->SetObjectType(objRank, ENG_OBJTYPE_TERRAIN); m_objRanks[x+y*m_mosaicCount] = objRank; @@ -1163,7 +1166,7 @@ bool Gfx::CTerrain::CreateSquare(int x, int y) return true; } -bool Gfx::CTerrain::CreateObjects() +bool CTerrain::CreateObjects() { AdjustRelief(); @@ -1177,7 +1180,7 @@ bool Gfx::CTerrain::CreateObjects() } /** ATTENTION: ok only with m_depth = 2! */ -bool Gfx::CTerrain::Terraform(const Math::Vector &p1, const Math::Vector &p2, float height) +bool CTerrain::Terraform(const Math::Vector &p1, const Math::Vector &p2, float height) { float dim = (m_mosaicCount*m_brickCount*m_brickSize)/2.0f; @@ -1262,24 +1265,24 @@ bool Gfx::CTerrain::Terraform(const Math::Vector &p1, const Math::Vector &p2, fl return true; } -void Gfx::CTerrain::SetWind(Math::Vector speed) +void CTerrain::SetWind(Math::Vector speed) { m_wind = speed; } -Math::Vector Gfx::CTerrain::GetWind() +Math::Vector CTerrain::GetWind() { return m_wind; } -float Gfx::CTerrain::GetFineSlope(const Math::Vector &pos) +float CTerrain::GetFineSlope(const Math::Vector &pos) { Math::Vector n; if (! GetNormal(n, pos)) return 0.0f; return fabs(Math::RotateAngle(Math::Point(n.x, n.z).Length(), n.y) - Math::PI/2.0f); } -float Gfx::CTerrain::GetCoarseSlope(const Math::Vector &pos) +float CTerrain::GetCoarseSlope(const Math::Vector &pos) { if (m_relief.empty()) return 0.0f; @@ -1305,7 +1308,7 @@ float Gfx::CTerrain::GetCoarseSlope(const Math::Vector &pos) return atanf((max-min)/m_brickSize); } -bool Gfx::CTerrain::GetNormal(Math::Vector &n, const Math::Vector &p) +bool CTerrain::GetNormal(Math::Vector &n, const Math::Vector &p) { float dim = (m_mosaicCount*m_brickCount*m_brickSize)/2.0f; @@ -1328,7 +1331,7 @@ bool Gfx::CTerrain::GetNormal(Math::Vector &n, const Math::Vector &p) return true; } -float Gfx::CTerrain::GetFloorLevel(const Math::Vector &pos, bool brut, bool water) +float CTerrain::GetFloorLevel(const Math::Vector &pos, bool brut, bool water) { float dim = (m_mosaicCount*m_brickCount*m_brickSize)/2.0f; @@ -1364,7 +1367,7 @@ float Gfx::CTerrain::GetFloorLevel(const Math::Vector &pos, bool brut, bool wate return ps.y; } -float Gfx::CTerrain::GetHeightToFloor(const Math::Vector &pos, bool brut, bool water) +float CTerrain::GetHeightToFloor(const Math::Vector &pos, bool brut, bool water) { float dim = (m_mosaicCount*m_brickCount*m_brickSize)/2.0f; @@ -1400,7 +1403,7 @@ float Gfx::CTerrain::GetHeightToFloor(const Math::Vector &pos, bool brut, bool w return pos.y-ps.y; } -bool Gfx::CTerrain::AdjustToFloor(Math::Vector &pos, bool brut, bool water) +bool CTerrain::AdjustToFloor(Math::Vector &pos, bool brut, bool water) { float dim = (m_mosaicCount*m_brickCount*m_brickSize)/2.0f; @@ -1438,7 +1441,7 @@ bool Gfx::CTerrain::AdjustToFloor(Math::Vector &pos, bool brut, bool water) /** * @returns \c false if the initial coordinate was outside terrain area; \c true otherwise */ -bool Gfx::CTerrain::AdjustToStandardBounds(Math::Vector& pos) +bool CTerrain::AdjustToStandardBounds(Math::Vector& pos) { bool ok = true; @@ -1476,7 +1479,7 @@ bool Gfx::CTerrain::AdjustToStandardBounds(Math::Vector& pos) * @param margin margin to the terrain border * @returns \c false if the initial coordinate was outside terrain area; \c true otherwise */ -bool Gfx::CTerrain::AdjustToBounds(Math::Vector& pos, float margin) +bool CTerrain::AdjustToBounds(Math::Vector& pos, float margin) { bool ok = true; float limit = m_mosaicCount*m_brickCount*m_brickSize/2.0f - margin; @@ -1508,12 +1511,12 @@ bool Gfx::CTerrain::AdjustToBounds(Math::Vector& pos, float margin) return ok; } -void Gfx::CTerrain::FlushBuildingLevel() +void CTerrain::FlushBuildingLevel() { m_buildingLevels.clear(); } -bool Gfx::CTerrain::AddBuildingLevel(Math::Vector center, float min, float max, +bool CTerrain::AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor) { int i = 0; @@ -1527,7 +1530,7 @@ bool Gfx::CTerrain::AddBuildingLevel(Math::Vector center, float min, float max, } if (i == static_cast( m_buildingLevels.size() )) - m_buildingLevels.push_back(Gfx::BuildingLevel()); + m_buildingLevels.push_back(BuildingLevel()); m_buildingLevels[i].center = center; m_buildingLevels[i].min = min; @@ -1543,7 +1546,7 @@ bool Gfx::CTerrain::AddBuildingLevel(Math::Vector center, float min, float max, return true; } -bool Gfx::CTerrain::UpdateBuildingLevel(Math::Vector center) +bool CTerrain::UpdateBuildingLevel(Math::Vector center) { for (int i = 0; i < static_cast( m_buildingLevels.size() ); i++) { @@ -1558,7 +1561,7 @@ bool Gfx::CTerrain::UpdateBuildingLevel(Math::Vector center) return false; } -bool Gfx::CTerrain::DeleteBuildingLevel(Math::Vector center) +bool CTerrain::DeleteBuildingLevel(Math::Vector center) { for (int i = 0; i < static_cast( m_buildingLevels.size() ); i++) { @@ -1575,7 +1578,7 @@ bool Gfx::CTerrain::DeleteBuildingLevel(Math::Vector center) return false; } -float Gfx::CTerrain::GetBuildingFactor(const Math::Vector &p) +float CTerrain::GetBuildingFactor(const Math::Vector &p) { for (int i = 0; i < static_cast( m_buildingLevels.size() ); i++) { @@ -1592,7 +1595,7 @@ float Gfx::CTerrain::GetBuildingFactor(const Math::Vector &p) return 1.0f; // it is normal on the ground } -void Gfx::CTerrain::AdjustBuildingLevel(Math::Vector &p) +void CTerrain::AdjustBuildingLevel(Math::Vector &p) { for (int i = 0; i < static_cast( m_buildingLevels.size() ); i++) { @@ -1628,7 +1631,7 @@ void Gfx::CTerrain::AdjustBuildingLevel(Math::Vector &p) } } -float Gfx::CTerrain::GetHardness(const Math::Vector &p) +float CTerrain::GetHardness(const Math::Vector &p) { float factor = GetBuildingFactor(p); if (factor != 1.0f) return 1.0f; // on building level @@ -1658,7 +1661,7 @@ float Gfx::CTerrain::GetHardness(const Math::Vector &p) return tm->hardness; } -void Gfx::CTerrain::ShowFlatGround(Math::Vector pos) +void CTerrain::ShowFlatGround(Math::Vector pos) { static char table[41*41] = { 1 }; @@ -1681,7 +1684,7 @@ void Gfx::CTerrain::ShowFlatGround(Math::Vector pos) float angle = GetFineSlope(pos+p); - if (angle < Gfx::TERRAIN_FLATLIMIT) + if (angle < TERRAIN_FLATLIMIT) table[i] = 1; else table[i] = 2; @@ -1691,10 +1694,10 @@ void Gfx::CTerrain::ShowFlatGround(Math::Vector pos) m_engine->CreateGroundMark(pos, 40.0f, 0.001f, 15.0f, 0.001f, 41, 41, table); } -float Gfx::CTerrain::GetFlatZoneRadius(Math::Vector center, float max) +float CTerrain::GetFlatZoneRadius(Math::Vector center, float max) { float angle = GetFineSlope(center); - if (angle >= Gfx::TERRAIN_FLATLIMIT) + if (angle >= TERRAIN_FLATLIMIT) return 0.0f; float ref = GetFloorLevel(center, true); @@ -1724,27 +1727,27 @@ float Gfx::CTerrain::GetFlatZoneRadius(Math::Vector center, float max) return max; } -void Gfx::CTerrain::SetFlyingMaxHeight(float height) +void CTerrain::SetFlyingMaxHeight(float height) { m_flyingMaxHeight = height; } -float Gfx::CTerrain::GetFlyingMaxHeight() +float CTerrain::GetFlyingMaxHeight() { return m_flyingMaxHeight; } -void Gfx::CTerrain::FlushFlyingLimit() +void CTerrain::FlushFlyingLimit() { m_flyingMaxHeight = 280.0f; m_flyingLimits.clear(); } -void Gfx::CTerrain::AddFlyingLimit(Math::Vector center, +void CTerrain::AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight) { - Gfx::FlyingLimit fl; + FlyingLimit fl; fl.center = center; fl.extRadius = extRadius; fl.intRadius = intRadius; @@ -1752,7 +1755,7 @@ void Gfx::CTerrain::AddFlyingLimit(Math::Vector center, m_flyingLimits.push_back(fl); } -float Gfx::CTerrain::GetFlyingLimit(Math::Vector pos, bool noLimit) +float CTerrain::GetFlyingLimit(Math::Vector pos, bool noLimit) { if (noLimit) return 280.0f; @@ -1780,3 +1783,6 @@ float Gfx::CTerrain::GetFlyingLimit(Math::Vector pos, bool noLimit) return m_flyingMaxHeight; } + + +} // namespace Gfx -- cgit v1.2.3-1-g7c22