From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_terrain_8h_source.html | 236 ------------------------------- 1 file changed, 236 deletions(-) delete mode 100644 Doc/doxygen/html/_terrain_8h_source.html (limited to 'Doc/doxygen/html/_terrain_8h_source.html') diff --git a/Doc/doxygen/html/_terrain_8h_source.html b/Doc/doxygen/html/_terrain_8h_source.html deleted file mode 100644 index af7224f..0000000 --- a/Doc/doxygen/html/_terrain_8h_source.html +++ /dev/null @@ -1,236 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Terrain.h Source File - - - - - - - - - - - - - -
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Starshatter_Open -
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Open source Starshatter engine
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Terrain.h
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1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2005. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: Terrain.h
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Test pseudo-random terrain heightfield, based on Solid
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13 */
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14 
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15 #ifndef Terrain_h
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16 #define Terrain_h
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17 
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18 #include "Types.h"
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19 #include "Graphic.h"
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20 #include "Geometry.h"
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21 #include "Bitmap.h"
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22 #include "Text.h"
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23 
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24 // +--------------------------------------------------------------------+
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25 
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26 class Projector;
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27 class Scene;
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28 class TerrainApron;
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29 class TerrainClouds;
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30 class TerrainLayer;
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31 class TerrainPatch;
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32 class TerrainRegion;
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33 class Water;
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34 
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35 // +--------------------------------------------------------------------+
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36 
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37 struct Vec3B
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38 {
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39  Vec3B() { }
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40  Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }
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41 
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42  BYTE x, y, z;
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43 };
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44 
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45 // +--------------------------------------------------------------------+
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46 
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47 class Terrain
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48 {
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49 public:
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51  virtual ~Terrain();
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52 
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53  virtual void Activate(Scene& scene);
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54  virtual void Deactivate(Scene& scene);
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55 
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56  virtual void SelectDetail(Projector* proj);
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57  virtual void BuildTerrain();
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58  virtual void BuildNormals();
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59 
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60  virtual void ExecFrame(double seconds);
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61 
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62  double Height(double x, double y) const;
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63 
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64  const Vec3B* Normals() const { return terrain_normals; }
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66  double FogFade() const { return fog_fade; }
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72  Bitmap* TileTexture(int n) { return tiles[n]; }
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73  Bitmap* CloudTexture(int n) { return cloud_texture[n]; }
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74  Bitmap* ShadeTexture(int n) { return shade_texture[n]; }
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75  Bitmap* DetailTexture(int n) { return noise_texture[n]; }
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76  Water* GetWater(int level) { return water[level]; }
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78 
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79  bool IsFirstPatch(TerrainPatch* p) const;
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80 
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81  static int DetailLevel() { return detail_level; }
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82  static void SetDetailLevel(int detail);
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83 
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84 protected:
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91  int nclouds;
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92 
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99  Bitmap* tiles[256];
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103 
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106 
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108  double scale;
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109  double mtnscale;
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113  double fog_fade;
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114 
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115  static int detail_level;
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116 };
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117 
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118 #endif Terrain_h
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119 
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