Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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TerrainLogic Class Reference

#include <TerrainLogic.h>

Inherits Snapshot, and SubsystemInterface.

Inherited by W3DTerrainLogic.

Classes

struct  DynamicWaterEntry
 

Public Member Functions

 TerrainLogic ()
 
virtual ~TerrainLogic ()
 
virtual void init (void)
 Init.
 
virtual void reset (void)
 Reset.
 
virtual void update (void)
 Update.
 
virtual Bool loadMap (AsciiString filename, Bool query)
 
virtual void newMap (Bool saveGame)
 Initialize the logic for new map.
 
virtual Real getGroundHeight (Real x, Real y, Coord3D *normal=NULL) const
 
virtual Real getLayerHeight (Real x, Real y, PathfindLayerEnum layer, Coord3D *normal=NULL, Bool clip=true) const
 
virtual void getExtent (Region3D *extent) const
 
virtual void getExtentIncludingBorder (Region3D *extent) const
 
virtual void getMaximumPathfindExtent (Region3D *extent) const
 
virtual Coord3D findClosestEdgePoint (const Coord3D *closestTo) const
 
virtual Coord3D findFarthestEdgePoint (const Coord3D *farthestFrom) const
 
virtual Bool isClearLineOfSight (const Coord3D &pos, const Coord3D &posOther) const
 
virtual AsciiString getSourceFilename (void)
 
virtual PathfindLayerEnum alignOnTerrain (Real angle, const Coord3D &pos, Bool stickToGround, Matrix3D &mtx)
 
virtual Bool isUnderwater (Real x, Real y, Real *waterZ=NULL, Real *terrainZ=NULL)
 is point under water
 
virtual Bool isCliffCell (Real x, Real y) const
 is point cliff cell
 
virtual const WaterHandlegetWaterHandle (Real x, Real y)
 get water handle at this location
 
virtual const WaterHandlegetWaterHandleByName (AsciiString name)
 get water handle by name
 
virtual Real getWaterHeight (const WaterHandle *water)
 get height of water table
 
virtual void setWaterHeight (const WaterHandle *water, Real height, Real damageAmount, Bool forcePathfindUpdate)
 set height of water table
 
virtual void changeWaterHeightOverTime (const WaterHandle *water, Real finalHeight, Real transitionTimeInSeconds, Real damageAmount)
 change water height over time
 
virtual WaypointgetFirstWaypoint (void)
 
virtual WaypointgetWaypointByName (AsciiString name)
 Return the waypoint with the given name.
 
virtual WaypointgetWaypointByID (UnsignedInt id)
 Return the waypoint with the given ID.
 
virtual WaypointgetClosestWaypointOnPath (const Coord3D *pos, AsciiString label)
 Return the closest waypoint on the labeled path.
 
virtual Bool isPurposeOfPath (Waypoint *pWay, AsciiString label)
 Return true if the waypoint path containint pWay is labeled with the label.
 
virtual PolygonTriggergetTriggerAreaByName (AsciiString name)
 Return the trigger area with the given name.
 
virtual BridgegetFirstBridge (void) const
 Gets the first bridge. Traverse all bridges using bridge->getNext();.
 
virtual BridgefindBridgeAt (const Coord3D *pLoc) const
 Find the bridge at a location. NULL means no bridge.
 
virtual BridgefindBridgeLayerAt (const Coord3D *pLoc, PathfindLayerEnum layer, Bool clip=true) const
 Find the bridge at a location. NULL means no bridge. Note that the layer value will be used to resolve crossing bridges.
 
virtual Bool objectInteractsWithBridgeLayer (Object *obj, Int layer, Bool considerBridgeHealth=true) const
 Returns true if the object is close enough to interact with the bridge for pathfinding.
 
virtual Bool objectInteractsWithBridgeEnd (Object *obj, Int layer) const
 Returns true if the object is close to one or the other end of the bridge.
 
virtual DrawablepickBridge (const Vector3 &from, const Vector3 &to, Vector3 *pos)
 
virtual void addBridgeToLogic (BridgeInfo *pInfo, Dict *props, AsciiString bridgeTemplateName)
 Adds a bridge's logical info.
 
virtual void addLandmarkBridgeToLogic (Object *bridgeObj)
 Adds a bridge's logical info.
 
virtual void deleteBridge (Bridge *bridge)
 remove a bridge
 
virtual void updateBridgeDamageStates (void)
 Updates bridge's damage info.
 
Bool anyBridgesDamageStatesChanged (void)
 Bridge damage states updated.
 
Bool isBridgeRepaired (const Object *bridge)
 Is bridge repaired?
 
Bool isBridgeBroken (const Object *bridge)
 Is bridge Broken?
 
void getBridgeAttackPoints (const Object *bridge, TBridgeAttackInfo *info)
 Get bridge attack points.
 
PathfindLayerEnum getLayerForDestination (const Coord3D *pos)
 
PathfindLayerEnum getHighestLayerForDestination (const Coord3D *pos, Bool onlyHealthyBridges=false)
 
void enableWaterGrid (Bool enable)
 enable/disable the water grid
 
Int getActiveBoundary (void)
 
void setActiveBoundary (Int newActiveBoundary)
 
void flattenTerrain (Object *obj)
 Flatten the terrain under a building.
 
void createCraterInTerrain (Object *obj)
 Flatten the terrain under a building.
 
- Public Member Functions inherited from Snapshot
 Snapshot (void)
 
 ~Snapshot (void)
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
virtual void draw (void)
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 

Protected Types

enum  { MAX_DYNAMIC_WATER = 64 }
 

Protected Member Functions

virtual void crc (Xfer *xfer)
 
virtual void xfer (Xfer *xfer)
 
virtual void loadPostProcess (void)
 
Bool parseWaypointData (DataChunkInput &file, DataChunkInfo *info, void *userData)
 Chunk parser callback.
 
void addWaypoint (MapObject *pMapObj)
 Add a waypoint to the list.
 
void addWaypointLink (Int id1, Int id2)
 Add a directed link between waypoints.
 
void deleteWaypoints (void)
 Deletes all waypoints.
 
void deleteBridges (void)
 Deletes all bridges.
 
void findAxisAlignedBoundingRect (const WaterHandle *waterHandle, Region3D *region)
 find the axis aligned region bounding the water table
 

Static Protected Member Functions

static Bool parseWaypointDataChunk (DataChunkInput &file, DataChunkInfo *info, void *userData)
 Chunk parser callback.
 

Protected Attributes

UnsignedBytem_mapData
 array of height samples
 
Int m_mapDX
 width of map samples
 
Int m_mapDY
 height of map samples
 
VecICoord2D m_boundaries
 
Int m_activeBoundary
 
Waypointm_waypointListHead
 
Bridgem_bridgeListHead
 
Bool m_bridgeDamageStatesChanged
 
AsciiString m_filenameString
 filename for terrain data
 
Bool m_waterGridEnabled
 TRUE when water grid is enabled.
 
struct TerrainLogic::DynamicWaterEntry m_waterToUpdate [MAX_DYNAMIC_WATER]
 water tables to dynamicall update
 
Int m_numWaterToUpdate
 how many valid entries are in m_waterToUpdate
 
- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Static Protected Attributes

static WaterHandle m_gridWaterHandle
 water handle for the grid water (we only presently have one)
 

Detailed Description

Device independent implementation for some functionality of the logical terrain singleton

Definition at line 217 of file TerrainLogic.h.

Member Enumeration Documentation

◆ anonymous enum

anonymous enum
protected
Enumerator
MAX_DYNAMIC_WATER 

Definition at line 365 of file TerrainLogic.h.

Constructor & Destructor Documentation

◆ TerrainLogic()

TerrainLogic::TerrainLogic ( )

Definition at line 963 of file TerrainLogic.cpp.

◆ ~TerrainLogic()

TerrainLogic::~TerrainLogic ( )
virtual

Definition at line 996 of file TerrainLogic.cpp.

Member Function Documentation

◆ addBridgeToLogic()

void TerrainLogic::addBridgeToLogic ( BridgeInfo * pInfo,
Dict * props,
AsciiString bridgeTemplateName )
virtual

Adds a bridge's logical info.

Adds a bridge's info get height function for logical terrain

Definition at line 1538 of file TerrainLogic.cpp.

◆ addLandmarkBridgeToLogic()

void TerrainLogic::addLandmarkBridgeToLogic ( Object * bridgeObj)
virtual

Adds a bridge's logical info.

Adds a bridge's info get height function for logical terrain

Definition at line 1551 of file TerrainLogic.cpp.

◆ addWaypoint()

void TerrainLogic::addWaypoint ( MapObject * pMapObj)
protected

Add a waypoint to the list.

Adds one waypoint.

Definition at line 1354 of file TerrainLogic.cpp.

◆ addWaypointLink()

void TerrainLogic::addWaypointLink ( Int id1,
Int id2 )
protected

Add a directed link between waypoints.

Links 2 waypoints.

Todo
ID's should be UnsignedInts (MSB)

Definition at line 1376 of file TerrainLogic.cpp.

◆ alignOnTerrain()

PathfindLayerEnum TerrainLogic::alignOnTerrain ( Real angle,
const Coord3D & pos,
Bool stickToGround,
Matrix3D & mtx )
virtual

given angle and position, return the matrix aligning this position with the ground

Todo
  • fix brutal hack for bridges that are too high. jba

Definition at line 1515 of file TerrainLogic.cpp.

◆ anyBridgesDamageStatesChanged()

Bool TerrainLogic::anyBridgesDamageStatesChanged ( void )
inline

Bridge damage states updated.

Definition at line 300 of file TerrainLogic.h.

◆ changeWaterHeightOverTime()

void TerrainLogic::changeWaterHeightOverTime ( const WaterHandle * water,
Real finalHeight,
Real transitionTimeInSeconds,
Real damageAmount )
virtual

change water height over time

Change the height of a water table over time

Definition at line 2418 of file TerrainLogic.cpp.

◆ crc()

void TerrainLogic::crc ( Xfer * xfer)
protectedvirtual

CRC

Implements Snapshot.

Reimplemented in W3DTerrainLogic.

Definition at line 2917 of file TerrainLogic.cpp.

◆ createCraterInTerrain()

void TerrainLogic::createCraterInTerrain ( Object * obj)

Flatten the terrain under a building.

Dig a deep circular gorge into the terrain beneath an object.

Definition at line 2862 of file TerrainLogic.cpp.

◆ deleteBridge()

void TerrainLogic::deleteBridge ( Bridge * bridge)
virtual

remove a bridge

Delete the bridge specified

Definition at line 2005 of file TerrainLogic.cpp.

◆ deleteBridges()

void TerrainLogic::deleteBridges ( void )
protected

Deletes all bridges.

Deletes the bridges list.

Definition at line 1989 of file TerrainLogic.cpp.

◆ deleteWaypoints()

void TerrainLogic::deleteWaypoints ( void )
protected

Deletes all waypoints.

Deletes the waypoints list.

Definition at line 1415 of file TerrainLogic.cpp.

◆ enableWaterGrid()

void TerrainLogic::enableWaterGrid ( Bool enable)

enable/disable the water grid

Todo
we should have this stuff stored with the map and have a real interface for design to edit such things so that people can put gridded water in any map without all this hard coded nasty stuff, but this is what "they" want for now

Definition at line 1151 of file TerrainLogic.cpp.

◆ findAxisAlignedBoundingRect()

void TerrainLogic::findAxisAlignedBoundingRect ( const WaterHandle * water,
Region3D * region )
protected

find the axis aligned region bounding the water table

Find the axis aligned bounding region around a water table

Definition at line 2479 of file TerrainLogic.cpp.

◆ findBridgeAt()

Bridge * TerrainLogic::findBridgeAt ( const Coord3D * pLoc) const
virtual

Find the bridge at a location. NULL means no bridge.

Finds the bridge at a given x/y coordinate.

Definition at line 1655 of file TerrainLogic.cpp.

◆ findBridgeLayerAt()

Bridge * TerrainLogic::findBridgeLayerAt ( const Coord3D * pLoc,
PathfindLayerEnum layer,
Bool clip = true ) const
virtual

Find the bridge at a location. NULL means no bridge. Note that the layer value will be used to resolve crossing bridges.

Finds the bridge at a given x/y coordinate. On a layer.

Definition at line 1671 of file TerrainLogic.cpp.

◆ findClosestEdgePoint()

Coord3D TerrainLogic::findClosestEdgePoint ( const Coord3D * closestTo) const
virtual

Returns the ground aligned point on the bounding box closest to the given point

Definition at line 2060 of file TerrainLogic.cpp.

◆ findFarthestEdgePoint()

Coord3D TerrainLogic::findFarthestEdgePoint ( const Coord3D * farthestFrom) const
virtual

Returns the ground aligned point on the bounding box farthest from the given point

Definition at line 2112 of file TerrainLogic.cpp.

◆ flattenTerrain()

void TerrainLogic::flattenTerrain ( Object * obj)

Flatten the terrain under a building.

Flatten the terrain beneath a struture.

Definition at line 2644 of file TerrainLogic.cpp.

◆ getActiveBoundary()

Int TerrainLogic::getActiveBoundary ( void )
inline

Definition at line 314 of file TerrainLogic.h.

◆ getBridgeAttackPoints()

void TerrainLogic::getBridgeAttackPoints ( const Object * bridge,
TBridgeAttackInfo * attackInfo )

Get bridge attack points.

Gets the attack points for a bridge.

Definition at line 1929 of file TerrainLogic.cpp.

◆ getClosestWaypointOnPath()

Waypoint * TerrainLogic::getClosestWaypointOnPath ( const Coord3D * pos,
AsciiString label )
virtual

Return the closest waypoint on the labeled path.

Return the closest waypoint on the labeled path.

Definition at line 1589 of file TerrainLogic.cpp.

◆ getExtent()

virtual void TerrainLogic::getExtent ( Region3D * extent) const
inlinevirtual
Todo
This should not be a stub - this should own this functionality

Reimplemented in W3DTerrainLogic.

Definition at line 235 of file TerrainLogic.h.

◆ getExtentIncludingBorder()

virtual void TerrainLogic::getExtentIncludingBorder ( Region3D * extent) const
inlinevirtual
Todo
This should not be a stub - this should own this functionality

Reimplemented in W3DTerrainLogic.

Definition at line 236 of file TerrainLogic.h.

◆ getFirstBridge()

virtual Bridge * TerrainLogic::getFirstBridge ( void ) const
inlinevirtual

Gets the first bridge. Traverse all bridges using bridge->getNext();.

Definition at line 278 of file TerrainLogic.h.

◆ getFirstWaypoint()

virtual Waypoint * TerrainLogic::getFirstWaypoint ( void )
inlinevirtual

Definition at line 260 of file TerrainLogic.h.

◆ getGroundHeight()

Real TerrainLogic::getGroundHeight ( Real x,
Real y,
Coord3D * normal = NULL ) const
virtual

default get height for terrain logic

Reimplemented in W3DTerrainLogic.

Definition at line 1438 of file TerrainLogic.cpp.

◆ getHighestLayerForDestination()

PathfindLayerEnum TerrainLogic::getHighestLayerForDestination ( const Coord3D * pos,
Bool onlyHealthyBridges = false )

Definition at line 1725 of file TerrainLogic.cpp.

◆ getLayerForDestination()

PathfindLayerEnum TerrainLogic::getLayerForDestination ( const Coord3D * pos)

Returns the layer id for the bridge, if any, at this destination. Otherwisee return LAYER_GROUND.

Definition at line 1692 of file TerrainLogic.cpp.

◆ getLayerHeight()

Real TerrainLogic::getLayerHeight ( Real x,
Real y,
PathfindLayerEnum layer,
Coord3D * normal = NULL,
Bool clip = true ) const
virtual

default get height for terrain logic

Reimplemented in W3DTerrainLogic.

Definition at line 1450 of file TerrainLogic.cpp.

◆ getMaximumPathfindExtent()

virtual void TerrainLogic::getMaximumPathfindExtent ( Region3D * extent) const
inlinevirtual
Todo
This should not be a stub - this should own this functionality

Reimplemented in W3DTerrainLogic.

Definition at line 237 of file TerrainLogic.h.

◆ getSourceFilename()

virtual AsciiString TerrainLogic::getSourceFilename ( void )
inlinevirtual

Definition at line 242 of file TerrainLogic.h.

◆ getTriggerAreaByName()

PolygonTrigger * TerrainLogic::getTriggerAreaByName ( AsciiString name)
virtual

Return the trigger area with the given name.

Given a name, return the associated trigger area, or NULL if one doesn't exist.

Definition at line 1641 of file TerrainLogic.cpp.

◆ getWaterHandle()

const WaterHandle * TerrainLogic::getWaterHandle ( Real x,
Real y )
virtual

get water handle at this location

Get the water table with the highest water Z value at the location

Todo
: Remove this after we have all water types included in water triggers. For now do special check for water grid mesh.

Definition at line 2184 of file TerrainLogic.cpp.

◆ getWaterHandleByName()

const WaterHandle * TerrainLogic::getWaterHandleByName ( AsciiString name)
virtual

get water handle by name

Get water handle by name assigned from the editor

Definition at line 2246 of file TerrainLogic.cpp.

◆ getWaterHeight()

Real TerrainLogic::getWaterHeight ( const WaterHandle * water)
virtual

get height of water table

Definition at line 2265 of file TerrainLogic.cpp.

◆ getWaypointByID()

Waypoint * TerrainLogic::getWaypointByID ( UnsignedInt id)
virtual

Return the waypoint with the given ID.

Given a unique integer ID, return the associated waypoint.

Definition at line 1577 of file TerrainLogic.cpp.

◆ getWaypointByName()

Waypoint * TerrainLogic::getWaypointByName ( AsciiString name)
virtual

Return the waypoint with the given name.

Given a name, return the associated waypoint.

Definition at line 1565 of file TerrainLogic.cpp.

◆ init()

void TerrainLogic::init ( void )
virtual

Init.

Init

Implements SubsystemInterface.

Reimplemented in W3DTerrainLogic.

Definition at line 1006 of file TerrainLogic.cpp.

◆ isBridgeBroken()

Bool TerrainLogic::isBridgeBroken ( const Object * bridge)

Is bridge Broken?

Checks if a bridge is broken.

Definition at line 1904 of file TerrainLogic.cpp.

◆ isBridgeRepaired()

Bool TerrainLogic::isBridgeRepaired ( const Object * bridge)

Is bridge repaired?

Checks if a bridge is repaired.

Definition at line 1879 of file TerrainLogic.cpp.

◆ isClearLineOfSight()

Bool TerrainLogic::isClearLineOfSight ( const Coord3D & pos,
const Coord3D & posOther ) const
virtual

Reimplemented in W3DTerrainLogic.

Definition at line 1429 of file TerrainLogic.cpp.

◆ isCliffCell()

Bool TerrainLogic::isCliffCell ( Real x,
Real y ) const
virtual

is point cliff cell

default isCliffCell for terrain logic

Reimplemented in W3DTerrainLogic.

Definition at line 1462 of file TerrainLogic.cpp.

◆ isPurposeOfPath()

Bool TerrainLogic::isPurposeOfPath ( Waypoint * pWay,
AsciiString label )
virtual

Return true if the waypoint path containint pWay is labeled with the label.

Return true if the waypoint path containing pWay is labeled with the label.

Definition at line 1622 of file TerrainLogic.cpp.

◆ isUnderwater()

Bool TerrainLogic::isUnderwater ( Real x,
Real y,
Real * waterZ = NULL,
Real * terrainZ = NULL )
virtual

is point under water

See if a location is underwater, and what the water height is.

Definition at line 2143 of file TerrainLogic.cpp.

◆ loadMap()

Bool TerrainLogic::loadMap ( AsciiString filename,
Bool query )
virtual

device independent terrain logic load. If query is true, we are just loading it to get look at some data rather than running a game, so don't pass this load to the client.

Reimplemented in W3DTerrainLogic.

Definition at line 1254 of file TerrainLogic.cpp.

◆ loadPostProcess()

void TerrainLogic::loadPostProcess ( void )
protectedvirtual

Load post process

Implements Snapshot.

Reimplemented in W3DTerrainLogic.

Definition at line 3018 of file TerrainLogic.cpp.

◆ newMap()

void TerrainLogic::newMap ( Bool saveGame)
virtual

Initialize the logic for new map.

newMap

Todo
Mark W, remove this when you have water plane placements in the map done (Colin)

Reimplemented in W3DTerrainLogic.

Definition at line 1126 of file TerrainLogic.cpp.

◆ objectInteractsWithBridgeEnd()

Bool TerrainLogic::objectInteractsWithBridgeEnd ( Object * obj,
Int layer ) const
virtual

Returns true if the object is close to one or the other end of the bridge.

Determines whether the object interacts with the bridge on specified layer.

Definition at line 1823 of file TerrainLogic.cpp.

◆ objectInteractsWithBridgeLayer()

Bool TerrainLogic::objectInteractsWithBridgeLayer ( Object * obj,
Int layer,
Bool considerBridgeHealth = true ) const
virtual

Returns true if the object is close enough to interact with the bridge for pathfinding.

Determines whether the object interacts with the bridge on specified layer.

Definition at line 1762 of file TerrainLogic.cpp.

◆ parseWaypointData()

Bool TerrainLogic::parseWaypointData ( DataChunkInput & file,
DataChunkInfo * info,
void * userData )
protected

Chunk parser callback.

Reads in the waypoint chunk

Definition at line 1338 of file TerrainLogic.cpp.

◆ parseWaypointDataChunk()

Bool TerrainLogic::parseWaypointDataChunk ( DataChunkInput & file,
DataChunkInfo * info,
void * userData )
staticprotected

Chunk parser callback.

Reads in the waypoint chunk

Definition at line 1329 of file TerrainLogic.cpp.

◆ pickBridge()

Drawable * TerrainLogic::pickBridge ( const Vector3 & from,
const Vector3 & to,
Vector3 * pos )
virtual

Picks a bridge, and returns it's drawable.

Definition at line 1967 of file TerrainLogic.cpp.

◆ reset()

void TerrainLogic::reset ( void )
virtual

Reset.

Reset

Implements SubsystemInterface.

Reimplemented in W3DTerrainLogic.

Definition at line 1014 of file TerrainLogic.cpp.

◆ setActiveBoundary()

void TerrainLogic::setActiveBoundary ( Int newActiveBoundary)

Definition at line 2569 of file TerrainLogic.cpp.

◆ setWaterHeight()

void TerrainLogic::setWaterHeight ( const WaterHandle * water,
Real height,
Real damageAmount,
Bool forcePathfindUpdate )
virtual

set height of water table

Set the water height. If the water rises, then any objects that now find themselves underwater will be damaged by the amount provided in the parameter 'damageAmount'

Definition at line 2296 of file TerrainLogic.cpp.

◆ update()

void TerrainLogic::update ( void )
virtual

Update.

Update

Implements SubsystemInterface.

Reimplemented in W3DTerrainLogic.

Definition at line 1027 of file TerrainLogic.cpp.

◆ updateBridgeDamageStates()

void TerrainLogic::updateBridgeDamageStates ( void )
virtual

Updates bridge's damage info.

Updates the damage state of the bridge from the logic.

Definition at line 1866 of file TerrainLogic.cpp.

◆ xfer()

void TerrainLogic::xfer ( Xfer * xfer)
protectedvirtual

Xfer Version Info: 1: Initial version 2: Added water updates over time (CBD)

Implements Snapshot.

Reimplemented in W3DTerrainLogic.

Definition at line 2929 of file TerrainLogic.cpp.

Member Data Documentation

◆ m_activeBoundary

Int TerrainLogic::m_activeBoundary
protected

Definition at line 348 of file TerrainLogic.h.

◆ m_boundaries

VecICoord2D TerrainLogic::m_boundaries
protected

Definition at line 347 of file TerrainLogic.h.

◆ m_bridgeDamageStatesChanged

Bool TerrainLogic::m_bridgeDamageStatesChanged
protected

Definition at line 353 of file TerrainLogic.h.

◆ m_bridgeListHead

Bridge* TerrainLogic::m_bridgeListHead
protected

Definition at line 351 of file TerrainLogic.h.

◆ m_filenameString

AsciiString TerrainLogic::m_filenameString
protected

filename for terrain data

Definition at line 355 of file TerrainLogic.h.

◆ m_gridWaterHandle

WaterHandle TerrainLogic::m_gridWaterHandle
staticprotected

water handle for the grid water (we only presently have one)

Definition at line 359 of file TerrainLogic.h.

◆ m_mapData

UnsignedByte* TerrainLogic::m_mapData
protected

array of height samples

Definition at line 343 of file TerrainLogic.h.

◆ m_mapDX

Int TerrainLogic::m_mapDX
protected

width of map samples

Definition at line 344 of file TerrainLogic.h.

◆ m_mapDY

Int TerrainLogic::m_mapDY
protected

height of map samples

Definition at line 345 of file TerrainLogic.h.

◆ m_numWaterToUpdate

Int TerrainLogic::m_numWaterToUpdate
protected

how many valid entries are in m_waterToUpdate

Definition at line 374 of file TerrainLogic.h.

◆ m_waterGridEnabled

Bool TerrainLogic::m_waterGridEnabled
protected

TRUE when water grid is enabled.

Definition at line 357 of file TerrainLogic.h.

◆ m_waterToUpdate

struct TerrainLogic::DynamicWaterEntry TerrainLogic::m_waterToUpdate[ MAX_DYNAMIC_WATER ]
protected

water tables to dynamicall update

◆ m_waypointListHead

Waypoint* TerrainLogic::m_waypointListHead
protected

Definition at line 350 of file TerrainLogic.h.


The documentation for this class was generated from the following files: