#include <terrainmorph.h>
Inheritance diagram for lilith3d::TerrainMorph:

Memory Model Like all sequences, TerrainMorphs are "fire and forget". 'new' one up, call any additional initialization methods, and then add it to the engine with Lilith3D::AddSequence(). Don't delete, don't keep the pointer around. The engine can delete it at any time, including during the AddSequence() call.
Public Member Functions | |
| virtual bool | DoSequence (TimeClock *timeClock)=0 |
| virtual bool lilith3d::TerrainMorph::DoSequence | ( | TimeClock * | timeClock | ) | [pure virtual] |
Called each tick to change the terrain. The terrain morph must be time based, because the time between calls is influenced by the frame rate.
Implements lilith3d::ISequence.
Implemented in lilith3d::VolcanoMorph, lilith3d::PitMorph, lilith3d::BridgeMorph, lilith3d::FlattenMorph, and lilith3d::BuildingMorph.
1.5.1-p1