From 8898ad9b25fca6afe2374d293a981db02a83d7e9 Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 31 May 2012 14:46:27 +0000 Subject: Committing the documentation to svn to have it accessible online --- Doc/doxygen/html/_terrain_region_8h_source.html | 243 ++++++++++++++++++++++++ 1 file changed, 243 insertions(+) create mode 100644 Doc/doxygen/html/_terrain_region_8h_source.html (limited to 'Doc/doxygen/html/_terrain_region_8h_source.html') diff --git a/Doc/doxygen/html/_terrain_region_8h_source.html b/Doc/doxygen/html/_terrain_region_8h_source.html new file mode 100644 index 0000000..3b2d52b --- /dev/null +++ b/Doc/doxygen/html/_terrain_region_8h_source.html @@ -0,0 +1,243 @@ + + + + + +Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/TerrainRegion.h Source File + + + + + + + + + + + + + +
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Starshatter_Open +
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Open source Starshatter engine
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TerrainRegion.h
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+Go to the documentation of this file.
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: TerrainRegion.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  Various heavenly bodies
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13 */
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14 
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15 #ifndef TerrainRegion_h
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16 #define TerrainRegion_h
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17 
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18 #include "Types.h"
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19 #include "StarSystem.h"
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20 #include "Weather.h"
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21 
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22 // +--------------------------------------------------------------------+
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23 
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24 const double TERRAIN_ALTITUDE_LIMIT = 35e3;
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25 
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26 class TerrainLayer;
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27 
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28 // +--------------------------------------------------------------------+
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29 
+ +
31 {
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32  friend class StarSystem;
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33 
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34 public:
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35  TerrainRegion(StarSystem* sys, const char* n, double r, Orbital* prime=0);
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36  virtual ~TerrainRegion();
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37 
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38  // operations:
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39  virtual void Update();
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40 
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41  // accessors:
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42  const Text& PatchName() const { return patch_name; }
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43  const Text& PatchTexture() const { return patch_texture; }
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44  const Text& ApronName() const { return apron_name; }
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45  const Text& ApronTexture() const { return apron_texture; }
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46  const Text& WaterTexture() const { return water_texture; }
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47  const Text& DetailTexture0() const { return noise_tex0; }
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48  const Text& DetailTexture1() const { return noise_tex1; }
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49  const Text& HazeName() const { return haze_name; }
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50  const Text& CloudsHigh() const { return clouds_high; }
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51  const Text& ShadesHigh() const { return shades_high; }
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52  const Text& CloudsLow() const { return clouds_low; }
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53  const Text& ShadesLow() const { return shades_low; }
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54  const Text& EnvironmentTexture(int n) const;
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55 
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56  Color SunColor() const { return sun_color[24]; }
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57  Color SkyColor() const { return sky_color[24]; }
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58  Color FogColor() const { return fog_color[24]; }
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59  Color Ambient() const { return ambient[24]; }
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60  Color Overcast() const { return overcast[24]; }
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61  Color CloudColor() const { return cloud_color[24];}
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62  Color ShadeColor() const { return shade_color[24];}
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63 
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64  double LateralScale() const { return scale; }
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65  double MountainScale() const { return mtnscale; }
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66  double FogDensity() const { return fog_density; }
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67  double FogScale() const { return fog_scale; }
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68  double DayPhase() const { return day_phase; }
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69  double HazeFade() const { return haze_fade; }
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70  double CloudAltHigh() const { return clouds_alt_high; }
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71  double CloudAltLow() const { return clouds_alt_low; }
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72  Weather& GetWeather() { return weather; }
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74 
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75  bool IsEclipsed() const { return eclipsed; }
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76  void SetEclipsed(bool e) { eclipsed = e; }
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77 
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78  void LoadSkyColors(const char* bmp_name);
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79  void AddLayer(double h, const char* tile, const char* detail=0);
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80 
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81 protected:
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100 
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108 
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109  double scale;
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110  double mtnscale;
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111 
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112  double fog_density;
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113  double fog_scale;
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114  double day_phase;
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115  double haze_fade;
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118 
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120  bool eclipsed;
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121 
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123 };
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124 
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125 #endif TerrainRegion_h
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126 
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