void OverhangTerrainPagedWorldSection::syncSettings() { // Base grid on terrain settings Grid2DPageStrategyData * gridData = getGridStrategyData(); switch (_pOhGrp->options.alignment) { case ALIGN_X_Y: gridData->setMode(G2D_X_Y); break; case ALIGN_X_Z: gridData->setMode(G2D_X_Z); break; case ALIGN_Y_Z: gridData->setMode(G2D_Y_Z); break; } gridData->setOrigin(_pOhGrp->getOrigin()); gridData->setCellSize(_pOhGrp->options.getPageWorldSize()); }
//--------------------------------------------------------------------- void TerrainPagedWorldSection::syncSettings() { // Base grid on terrain settings Grid2DPageStrategyData* gridData = getGridStrategyData(); switch (mTerrainGroup->getAlignment()) { case Terrain::ALIGN_X_Y: gridData->setMode(G2D_X_Y); break; case Terrain::ALIGN_X_Z: gridData->setMode(G2D_X_Z); break; case Terrain::ALIGN_Y_Z: gridData->setMode(G2D_Y_Z); break; } gridData->setOrigin(mTerrainGroup->getOrigin()); gridData->setCellSize(mTerrainGroup->getTerrainWorldSize()); }
//--------------------------------------------------------------------- void TerrainPagedWorldSection::setPageRangeMaxY(int32 maxY) { getGridStrategyData()->setCellRangeMaxY(maxY); }
//--------------------------------------------------------------------- int32 TerrainPagedWorldSection::getPageRangeMaxY() const { return getGridStrategyData()->getCellRangeMaxY(); }
//--------------------------------------------------------------------- void TerrainPagedWorldSection::setPageRangeMinX(int32 minX) { getGridStrategyData()->setCellRangeMinX(minX); }
//--------------------------------------------------------------------- void TerrainPagedWorldSection::setPageRange(int32 minX, int32 minY, int32 maxX, int32 maxY) { getGridStrategyData()->setCellRange(minX, minY, maxX, maxY); }
//--------------------------------------------------------------------- Real TerrainPagedWorldSection::getHoldRadius() { return getGridStrategyData()->getHoldRadius(); }
//--------------------------------------------------------------------- void TerrainPagedWorldSection::setHoldRadius(Real sz) { getGridStrategyData()->setHoldRadius(sz); }
//--------------------------------------------------------------------- Real TerrainPagedWorldSection::getLoadRadius() const { return getGridStrategyData()->getLoadRadius(); }