/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * A patch of terrain holding NxN MiniPatch tiles */ #include "precompiled.h" #include "Patch.h" #include "Terrain.h" /////////////////////////////////////////////////////////////////////////////// // CPatch constructor CPatch::CPatch() : m_Parent(0), m_bWillBeDrawn(false) { } /////////////////////////////////////////////////////////////////////////////// // CPatch destructor CPatch::~CPatch() { } /////////////////////////////////////////////////////////////////////////////// // Initialize: setup patch data void CPatch::Initialize(CTerrain* parent,ssize_t x,ssize_t z) { delete m_RenderData; m_RenderData=0; m_Parent=parent; m_X=x; m_Z=z; InvalidateBounds(); } /////////////////////////////////////////////////////////////////////////////// // CalcBounds: calculating the bounds of this patch void CPatch::CalcBounds() { m_Bounds.SetEmpty(); for (ssize_t j=0;jCalcPosition(m_X*PATCH_SIZE+i,m_Z*PATCH_SIZE+j,pos); m_Bounds+=pos; } } }