Spikelife
Member
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Procedural decorating terrain question
I have the menu and the GUI stuff set up in the custom menu in the editor, but I'm having trouble figuring out how grass and trees and waypoints and such are stored in the areas. The headers seem to indicate they are objects with pos and maybe rotations? I have a way to know what is supposed to be there (for example forest or meadow or savannah or whatever). But how would I programmatically place trees or grass into the area? Maybe I'm just not seeing the documentation.
Hopefully this is the right place to put this since I got beat up for assuming and posting something before in a different place.
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05-26-2011 01:42 PM |
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Esenthel
Administrator
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RE: Procedural decorating terrain question
check "_/Extra/Edit/World/WE.h" header:
Code:
Int objs( ) {return _obj.elms();} // get number of visible objects
Obj& obj (Int i) {return _obj[i] ;} // get i-th visible object
// objects
void objSelClear ( ); // clear object selection
void objSelInclude (Obj *obj); // include object in selection
void objSelExclude (Obj *obj); // exclude object from selection
void objSelToggle (Obj *obj); // toggle object selection
void objSelSelect (Obj *obj); // select object
void objSelAllInclude(Obj *obj, Bool visible_only=true ); // include all similar objects in selection
void objSelAllExclude(Obj *obj, Bool visible_only=true ); // exclude all similar objects from selection
void objSelAllToggle (Obj *obj, Bool visible_only=true, Bool skip_given_obj=false); // toggle all similar objects in selection
void objSelAllSelect (Obj *obj, Bool visible_only=true ); // select all similar objects
void objDelete( ); // delete selected objects
void objCreate(C Vec &pos); // create object at 'pos' world position
..
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05-27-2011 11:20 AM |
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Spikelife
Member
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RE: Procedural decorating terrain question
Oooo Ty Ty. I'll give this a try.
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05-27-2011 10:58 PM |
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