10 #ifndef __I_TERRAIN_SCENE_NODE_H__ 11 #define __I_TERRAIN_SCENE_NODE_H__ 57 :
ISceneNode (parent, mgr, id, position, rotation, scale) {}
69 virtual u32 getIndexCount()
const =0;
73 virtual IMesh* getMesh() =0;
106 virtual void setLODOfPatch(
s32 patchX,
s32 patchZ,
s32 LOD=0) =0;
112 virtual f32 getHeight(
f32 x,
f32 y)
const =0;
117 virtual void setCameraMovementDelta(
f32 delta) =0;
122 virtual void setCameraRotationDelta(
f32 delta) =0;
126 virtual void setDynamicSelectorUpdate(
bool bVal) =0;
135 virtual bool overrideLODDistance(
s32 LOD,
f64 newDistance) =0;
147 virtual void scaleTexture(
f32 scale = 1.0f,
f32 scale2=0.0f) =0;
157 s32 smoothFactor=0) =0;
171 bool signedData=
false,
bool floatVals=
false,
s32 width=0,
173 s32 smoothFactor=0) =0;
181 #endif // __I_TERRAIN_SCENE_NODE_H__ Interface providing read acess to a file.
float f32
32 bit floating point variable.
Everything in the Irrlicht Engine can be found in this namespace.
double f64
64 bit floating point variable.
Class which holds the geometry of an object.
signed int s32
32 bit signed variable.
Struct for holding a mesh with a single material.
unsigned int u32
32 bit unsigned variable.
Class representing a 32 bit ARGB color.
A scene node for displaying terrain using the geo mip map algorithm.
ITerrainSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
Constructor.
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.