OGRE  1.10.12 Object-Oriented Graphics Rendering Engine
Ogre::Terrain::ImportData Struct Reference

Structure encapsulating import data that you may use to bootstrap the terrain without loading from a native data stream. More...

#include <OgreTerrain.h>

## Public Member Functions

ImportData ()

ImportData (const ImportData &rhs)

~ImportData ()

void destroy ()
Delete any input data if this struct is set to do so. More...

ImportDataoperator= (const ImportData &rhs)

## Public Attributes

float constantHeight
If neither inputImage or inputFloat are supplied, the constant height at which the initial terrain should be created (flat). More...

bool deleteInputData
Whether this structure should 'own' the input data (inputImage and inputFloat), and therefore delete it on destruction. More...

Real inputBias
How to bias the input values provided (if any) More...

float * inputFloat
Optional list of terrainSize * terrainSize floats defining the terrain. More...

ImageinputImage
Optional heightmap providing the initial heights for the terrain. More...

Real inputScale
How to scale the input values provided (if any) More...

TerrainLayerDeclaration layerDeclaration
Definition of the contents of each layer (required). More...

LayerInstanceList layerList
List of layer structures, one for each layer required. More...

uint16 maxBatchSize
Maximum batch size (along one edge) in vertices; must be 2^n+1 and <= 65. More...

uint16 minBatchSize
Minimum batch size (along one edge) in vertices; must be 2^n+1. More...

Vector3 pos
Position of the terrain. More...

Alignment terrainAlign
The alignment of the terrain. More...

uint16 terrainSize
Terrain size (along one edge) in vertices; must be 2^n+1. More...

Real worldSize
The world size of the terrain. More...

## Detailed Description

Structure encapsulating import data that you may use to bootstrap the terrain without loading from a native data stream.

## ◆ ImportData() [1/2]

 Ogre::Terrain::ImportData::ImportData ( )
inline

## ◆ ImportData() [2/2]

 Ogre::Terrain::ImportData::ImportData ( const ImportData & rhs )
inline

## ◆ ~ImportData()

 Ogre::Terrain::ImportData::~ImportData ( )
inline

## ◆ operator=()

 ImportData& Ogre::Terrain::ImportData::operator= ( const ImportData & rhs )
inline

## ◆ destroy()

 void Ogre::Terrain::ImportData::destroy ( void )
inline

Delete any input data if this struct is set to do so.

References Ogre::MEMCATEGORY_GEOMETRY, OGRE_DELETE, and OGRE_FREE.

## ◆ terrainAlign

 Alignment Ogre::Terrain::ImportData::terrainAlign

The alignment of the terrain.

Referenced by operator=().

## ◆ terrainSize

 uint16 Ogre::Terrain::ImportData::terrainSize

Terrain size (along one edge) in vertices; must be 2^n+1.

Referenced by operator=().

## ◆ maxBatchSize

 uint16 Ogre::Terrain::ImportData::maxBatchSize

Maximum batch size (along one edge) in vertices; must be 2^n+1 and <= 65.

Remarks
The terrain will be divided into hierarchical tiles, and this is the maximum size of one tile in vertices (at any LOD).

Referenced by operator=().

## ◆ minBatchSize

 uint16 Ogre::Terrain::ImportData::minBatchSize

Minimum batch size (along one edge) in vertices; must be 2^n+1.

Remarks
The terrain will be divided into tiles, and this is the minimum size of one tile in vertices (at any LOD). Adjacent tiles will be collected together into one batch to drop LOD levels once they are individually at this minimum, so setting this value higher means greater batching at the expense of making adjacent tiles use a common LOD. Once the entire terrain is collected together into one batch this effectively sets the minimum LOD.

Referenced by operator=().

## ◆ pos

 Vector3 Ogre::Terrain::ImportData::pos

Position of the terrain.

Remarks
Represents the position of the centre of the terrain.

Referenced by operator=().

## ◆ worldSize

 Real Ogre::Terrain::ImportData::worldSize

The world size of the terrain.

Referenced by operator=().

## ◆ inputImage

 Image* Ogre::Terrain::ImportData::inputImage

Optional heightmap providing the initial heights for the terrain.

Remarks
If supplied, should ideally be terrainSize * terrainSize, but if it isn't it will be resized.

Referenced by operator=().

## ◆ inputFloat

 float* Ogre::Terrain::ImportData::inputFloat

Optional list of terrainSize * terrainSize floats defining the terrain.

The list of floats wil be interpreted such that the first row in the array equates to the bottom row of vertices.

Referenced by operator=().

## ◆ constantHeight

 float Ogre::Terrain::ImportData::constantHeight

If neither inputImage or inputFloat are supplied, the constant height at which the initial terrain should be created (flat).

Referenced by operator=().

## ◆ deleteInputData

 bool Ogre::Terrain::ImportData::deleteInputData

Whether this structure should 'own' the input data (inputImage and inputFloat), and therefore delete it on destruction.

The default is false so you have to manage your own memory. If you set it to true, then you must have allocated the memory through OGRE_NEW (for Image) and OGRE_ALLOC_T (for inputFloat), the latter with the category MEMCATEGORY_GEOMETRY.

Referenced by operator=().

## ◆ inputScale

 Real Ogre::Terrain::ImportData::inputScale

How to scale the input values provided (if any)

Referenced by operator=().

## ◆ inputBias

 Real Ogre::Terrain::ImportData::inputBias

How to bias the input values provided (if any)

Referenced by operator=().

## ◆ layerDeclaration

 TerrainLayerDeclaration Ogre::Terrain::ImportData::layerDeclaration

Definition of the contents of each layer (required).

Most likely, you will pull a declaration from a TerrainMaterialGenerator of your choice.

Referenced by operator=().

## ◆ layerList

 LayerInstanceList Ogre::Terrain::ImportData::layerList

List of layer structures, one for each layer required.

Can be empty or underfilled if required, list will be padded with blank textures.

Referenced by operator=().

The documentation for this struct was generated from the following file: