File: CastleTerrain.TTerrainGrid.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>Castle Game Engine: CastleTerrain: Class TTerrainGrid</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TTerrainGrid"></a><h1 class="cio">Class TTerrainGrid</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="CastleTerrain.html">CastleTerrain</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TTerrainGrid = class(<a class="normal" href="CastleTerrain.TTerrain.html">TTerrain</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Terrain data from a grid of values with specified width * height. Used when your underlying data is a simple 2D array of <a class="normal" href="CastleTerrain.TTerrainGrid.html#GridSizeX">GridSizeX</a> * <a class="normal" href="CastleTerrain.TTerrainGrid.html#GridSizeY">GridSizeY</a> heights. The idea is that on such terrain, there are special grid points where the height data is accurate. Everything else is an interpolation derived from this data.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleTerrain.TTerrain.html">TTerrain</a></li>
<li class="thisitem">TTerrainGrid</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="CastleTerrain.TTerrainGrid.html#Create">Create</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleTerrain.TTerrainGrid.html#Height">Height</a></b>(const X, Y: Single): Single; override;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleTerrain.TTerrainGrid.html#GridHeight">GridHeight</a></b>(const X, Y: Cardinal): Single; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleTerrain.TTerrainGrid.html#GridSizeX">GridSizeX</a></b>: Cardinal; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleTerrain.TTerrainGrid.html#GridSizeY">GridSizeY</a></b>: Cardinal; virtual; abstract;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a  href="CastleTerrain.TTerrainGrid.html#GridX1">GridX1</a></b>: Single read FGridX1 write FGridX1 default 0;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleTerrain.TTerrainGrid.html#GridY1">GridY1</a></b>: Single read FGridY1 write FGridY1 default 0;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleTerrain.TTerrainGrid.html#GridX2">GridX2</a></b>: Single read FGridX2 write FGridX2 default 1;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleTerrain.TTerrainGrid.html#GridY2">GridY2</a></b>: Single read FGridY2 write FGridY2 default 1;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleTerrain.TTerrainGrid.html#GridHeightScale">GridHeightScale</a></b>: Single read FGridHeightScale write FGridHeightScale default 1;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="Height"></a><code>function <b>Height</b>(const X, Y: Single): Single; override;</code></td>
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<tr><td colspan="2">
<p>
Get height of the terrain at specified 2D point.

<p>This is implemented in <a class="normal" href="CastleTerrain.TTerrainGrid.html">TTerrainGrid</a> class, using the data returned by <a class="normal" href="CastleTerrain.TTerrainGrid.html#GridHeight">GridHeight</a>. For float X in 0..1 range, we return grid values for grid points 0..GridSizeX - 1. Outside 0..1 range, we clamp (that is, take nearest value from 0..1 range) &mdash; this way the terrain seemingly continues into the infinity.

<p>In comparison to <a class="normal" href="CastleTerrain.TTerrainGrid.html#GridHeight">GridHeight</a>, it's (very slightly) slower, and it doesn't really present any more interesting information (in contrast to typical procedural terrain, where there can be always more and more detail at each level).</p>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridHeight"></a><code>function <b>GridHeight</b>(const X, Y: Cardinal): Single; virtual; abstract;</code></td>
</tr>
<tr><td colspan="2">
<p>
<a class="normal" href="CastleTerrain.TTerrainGrid.html#GridSizeX">GridSizeX</a>, <a class="normal" href="CastleTerrain.TTerrainGrid.html#GridSizeY">GridSizeY</a> specify grid dimensions. Use <code>GridHeight</code>(0..GridSizeX - 1, 0..GridSizeY - 1) to get height at particular grid point. </p>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridSizeX"></a><code>function <b>GridSizeX</b>: Cardinal; virtual; abstract;</code></td>
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&nbsp;</td></tr>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridSizeY"></a><code>function <b>GridSizeY</b>: Cardinal; virtual; abstract;</code></td>
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&nbsp;</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridX1"></a><code>property <b>GridX1</b>: Single read FGridX1 write FGridX1 default 0;</code></td>
</tr>
<tr><td colspan="2">
<p>
Specify where terrain is located, for <a class="normal" href="CastleTerrain.TTerrainGrid.html#Height">Height</a> method. These do not affect <a class="normal" href="CastleTerrain.TTerrainGrid.html#GridHeight">GridHeight</a> method. </p>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridY1"></a><code>property <b>GridY1</b>: Single read FGridY1 write FGridY1 default 0;</code></td>
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&nbsp;</td></tr>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridX2"></a><code>property <b>GridX2</b>: Single read FGridX2 write FGridX2 default 1;</code></td>
</tr>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridY2"></a><code>property <b>GridY2</b>: Single read FGridY2 write FGridY2 default 1;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GridHeightScale"></a><code>property <b>GridHeightScale</b>: Single read FGridHeightScale write FGridHeightScale default 1;</code></td>
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<tr><td colspan="2">
&nbsp;</td></tr>
</table>
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