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| TerrainPagedWorldSection (const String &name, PagedWorld *parent, SceneManager *sm) |
| Constructor. More...
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virtual | ~TerrainPagedWorldSection () |
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virtual Grid2DPageStrategy * | getGridStrategy () const |
| Convenience method - this section always uses a grid strategy. More...
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virtual Grid2DPageStrategyData * | getGridStrategyData () const |
| Convenience method - this section always uses a grid strategy. More...
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virtual Real | getHoldRadius () |
| Get the Holding radius. More...
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virtual uint32 | getLoadingIntervalMs () const |
| Get the interval between the loading of single pages in milliseconds (ms) More...
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virtual Real | getLoadRadius () const |
| Get the loading radius. More...
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virtual int32 | getPageRangeMaxX () const |
| get the index range of all Pages (values outside this will be ignored) More...
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virtual int32 | getPageRangeMaxY () const |
| get the index range of all Pages (values outside this will be ignored) More...
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virtual int32 | getPageRangeMinX () const |
| get the index range of all Pages (values outside this will be ignored) More...
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virtual int32 | getPageRangeMinY () const |
| get the index range of all Pages (values outside this will be ignored) More...
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virtual TerrainGroup * | getTerrainGroup () |
| Get the TerrainGroup which this world section is using. More...
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WorkQueue::Response * | handleRequest (const WorkQueue::Request *req, const WorkQueue *srcQ) override |
| WorkQueue::RequestHandler override. More...
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void | handleResponse (const WorkQueue::Response *res, const WorkQueue *srcQ) override |
| WorkQueue::ResponseHandler override. More...
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virtual void | init (TerrainGroup *grp) |
| Initialise this section from an existing TerrainGroup instance. More...
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void | loadPage (PageID pageID, bool forceSynchronous=false) override |
| Overridden from PagedWorldSection. More...
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void | setDefiner (TerrainDefiner *terrainDefiner) |
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virtual void | setHoldRadius (Real sz) |
| Set the Holding radius. More...
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virtual void | setLoadingIntervalMs (uint32 loadingIntervalMs) |
| Set the interval between the loading of single pages in milliseconds (ms) More...
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virtual void | setLoadRadius (Real sz) |
| Set the loading radius. More...
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virtual void | setPageRange (int32 minX, int32 minY, int32 maxX, int32 maxY) |
| Set the index range of all Pages (values outside this will be ignored) More...
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virtual void | setPageRangeMaxX (int32 maxX) |
| Set the index range of all Pages (values outside this will be ignored) More...
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virtual void | setPageRangeMaxY (int32 maxY) |
| Set the index range of all Pages (values outside this will be ignored) More...
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virtual void | setPageRangeMinX (int32 minX) |
| Set the index range of all Pages (values outside this will be ignored) More...
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virtual void | setPageRangeMinY (int32 minY) |
| Set the index range of all Pages (values outside this will be ignored) More...
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void | unloadPage (PageID pageID, bool forceSynchronous=false) override |
| Overridden from PagedWorldSection. More...
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| PagedWorldSection (const String &name, PagedWorld *parent, SceneManager *sm) |
| Construct a new instance, specifying the parent and scene manager. More...
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virtual | ~PagedWorldSection () |
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virtual bool | _loadProceduralPage (Page *page) |
| Give a section the opportunity to prepare page content procedurally. More...
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virtual bool | _prepareProceduralPage (Page *page) |
| Give a section the opportunity to prepare page content procedurally. More...
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virtual StreamSerialiser * | _readPageStream (PageID pageID) |
| Get a serialiser set up to read Page data for the given PageID. More...
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virtual bool | _unloadProceduralPage (Page *page) |
| Give a section the opportunity to unload page content procedurally. More...
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virtual bool | _unprepareProceduralPage (Page *page) |
| Give a section the opportunity to unprepare page content procedurally. More...
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virtual StreamSerialiser * | _writePageStream (PageID pageID) |
| Get a serialiser set up to write Page data for the given PageID. More...
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virtual void | frameEnd (Real timeElapsed) |
| Called when the frame ends. More...
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virtual void | frameStart (Real timeSinceLastFrame) |
| Called when the frame starts. More...
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virtual const AxisAlignedBox & | getBoundingBox () const |
| Get the bounds of this section. More...
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PageManager * | getManager () const |
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virtual const String & | getName () const |
| Get the name of this section. More...
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virtual Page * | getPage (PageID pageID) |
| Retrieves a Page. More...
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virtual PageID | getPageID (const Vector3 &worldPos) |
| Get the page ID for a given world position. More...
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virtual PageProvider * | getPageProvider () const |
| Get the PageProvider which can provide streams for Pages in this section. More...
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virtual SceneManager * | getSceneManager () const |
| Get the current SceneManager. More...
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virtual PageStrategy * | getStrategy () const |
| Get the page strategy which this section is using. More...
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virtual PageStrategyData * | getStrategyData () const |
| Get the data required by the PageStrategy which is specific to this world section. More...
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virtual const String & | getType () |
| Get the type name of this section. More...
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virtual PagedWorld * | getWorld () const |
| Get the parent world. More...
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virtual void | holdPage (PageID pageID) |
| Ask for a page to be kept in memory if it's loaded. More...
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virtual bool | load (StreamSerialiser &stream) |
| Load this section from a stream (returns true if successful) More...
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virtual Page * | loadOrCreatePage (const Vector3 &worldPos) |
| Load or create a page against this section covering the given world space position. More...
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virtual void | notifyCamera (Camera *cam) |
| Notify a section of the current camera. More...
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virtual void | removeAllPages () |
| Remove all pages immediately. More...
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virtual void | save (StreamSerialiser &stream) |
| Save this section to a stream. More...
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virtual void | setBoundingBox (const AxisAlignedBox &box) |
| Set the bounds of this section. More...
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virtual void | setPageProvider (PageProvider *provider) |
| Set the PageProvider which can provide streams Pages in this section. More...
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virtual void | setSceneManager (const String &smName) |
| Change the SceneManager. More...
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virtual void | setSceneManager (SceneManager *sm) |
| Change the SceneManager. More...
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virtual void | setStrategy (const String &stratName) |
| Change the page strategy. More...
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virtual void | setStrategy (PageStrategy *strat) |
| Change the page strategy. More...
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virtual void | unloadPage (Page *p, bool forceSynchronous=false) |
| Ask for a page to be unloaded with the given (section-relative) PageID. More...
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Public Member Functions inherited from Ogre::WorkQueue::RequestHandler |
| RequestHandler () |
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virtual | ~RequestHandler () |
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virtual bool | canHandleRequest (const Request *req, const WorkQueue *srcQ) |
| Return whether this handler can process a given request. More...
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Public Member Functions inherited from Ogre::WorkQueue::ResponseHandler |
| ResponseHandler () |
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virtual | ~ResponseHandler () |
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virtual bool | canHandleResponse (const Response *res, const WorkQueue *srcQ) |
| Return whether this handler can process a given response. More...
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A world section which includes paged terrain.
- When creating this in code, the user should make use of the helper functions on the TerrainPaging class. The basic sequence is that you define your terrain settings in a TerrainGroup, and then create an instance of TerrainPagedWorldSection via TerrainPaging::createWorldSection. That's basically all there is to it - the normal rules of TerrainGroup apply, it's just that instead of having to choose when to try to load / unload pages from the TerrainGroup, that is automatically done by the paging system. You can also create other types of content in this PagedWorldSection other than terrain, it's just that this comes with terrain handling built-in.
- When this world data is saved, you basically get 3 sets of data - firstly the top-level 'world data' which is where the definition of the world sections are stored (and hence, the definition of this class, although none of the terrain instance content is included). Secondly, you get a number of .page files which include any other content that you might have inserted into the pages. Lastly, you get the standard terrain data files which are saved as per TerrainGroup.