forked from Mirrorlandia_minetest/irrlicht
1efc93d766
(fixing OSX again) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6257 dfc29bdd-3216-0410-991c-e03cc46cb475
190 lines
8.9 KiB
C++
190 lines
8.9 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
// The code for the TerrainSceneNode is based on the terrain renderer by
|
|
// Soconne and the GeoMipMapSceneNode developed by Spintz. They made their
|
|
// code available for Irrlicht and allowed it to be distributed under this
|
|
// licence. I only modified some parts. A lot of thanks go to them.
|
|
|
|
#ifndef IRR_I_TERRAIN_SCENE_NODE_H
|
|
#define IRR_I_TERRAIN_SCENE_NODE_H
|
|
|
|
#include "ETerrainElements.h"
|
|
#include "ISceneNode.h"
|
|
#include "IDynamicMeshBuffer.h"
|
|
#include "irrArray.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace io
|
|
{
|
|
class IReadFile;
|
|
} // end namespace io
|
|
namespace scene
|
|
{
|
|
class IMesh;
|
|
|
|
//! A scene node for displaying terrain using the geo mip map algorithm.
|
|
/** The code for the TerrainSceneNode is based on the Terrain renderer by Soconne and
|
|
* the GeoMipMapSceneNode developed by Spintz. They made their code available for Irrlicht
|
|
* and allowed it to be distributed under this licence. I only modified some parts.
|
|
* A lot of thanks go to them.
|
|
*
|
|
* This scene node is capable of very quickly loading
|
|
* terrains and updating the indices at runtime to enable viewing very large terrains. It uses a
|
|
* CLOD (Continuous Level of Detail) algorithm which updates the indices for each patch based on
|
|
* a LOD (Level of Detail) which is determined based on a patch's distance from the camera.
|
|
*
|
|
* The Patch Size of the terrain must always be a size of ( 2^N+1, i.e. 8+1(9), 16+1(17), etc. ).
|
|
* The MaxLOD available is directly dependent on the patch size of the terrain. LOD 0 contains all
|
|
* of the indices to draw all the triangles at the max detail for a patch. As each LOD goes up by 1
|
|
* the step taken, in generating indices increases by - 2^LOD, so for LOD 1, the step taken is 2, for
|
|
* LOD 2, the step taken is 4, LOD 3 - 8, etc. The step can be no larger than the size of the patch,
|
|
* so having a LOD of 8, with a patch size of 17, is asking the algorithm to generate indices every
|
|
* 2^8 ( 256 ) vertices, which is not possible with a patch size of 17. The maximum LOD for a patch
|
|
* size of 17 is 2^4 ( 16 ). So, with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 ( every
|
|
* 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every 8 vertices ) and LOD 4 ( every 16 vertices ).
|
|
**/
|
|
class ITerrainSceneNode : public ISceneNode
|
|
{
|
|
public:
|
|
//! Constructor
|
|
ITerrainSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
|
const core::vector3df& position = core::vector3df(0.0f, 0.0f, 0.0f),
|
|
const core::vector3df& rotation = core::vector3df(0.0f, 0.0f, 0.0f),
|
|
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f) )
|
|
: ISceneNode (parent, mgr, id, position, rotation, scale) {}
|
|
|
|
//! Get the bounding box of the terrain.
|
|
/** \return The bounding box of the entire terrain. */
|
|
virtual const core::aabbox3d<f32>& getBoundingBox() const =0;
|
|
|
|
//! Get the bounding box of a patch
|
|
/** \return The bounding box of the chosen patch. */
|
|
virtual const core::aabbox3d<f32>& getBoundingBox(s32 patchX, s32 patchZ) const =0;
|
|
|
|
//! Get the number of indices currently in the meshbuffer
|
|
/** \return The index count. */
|
|
virtual u32 getIndexCount() const =0;
|
|
|
|
//! Get pointer to the mesh
|
|
/** \return Pointer to the mesh. */
|
|
virtual IMesh* getMesh() =0;
|
|
|
|
//! Get pointer to the buffer used by the terrain (most users will not need this)
|
|
virtual IMeshBuffer* getRenderBuffer() =0;
|
|
|
|
|
|
//! Gets the meshbuffer data based on a specified level of detail.
|
|
/** \param mb A reference to an IDynamicMeshBuffer object
|
|
\param LOD The level of detail you want the indices from. */
|
|
virtual void getMeshBufferForLOD(IDynamicMeshBuffer& mb, s32 LOD=0) const =0;
|
|
|
|
//! Gets the indices for a specified patch at a specified Level of Detail.
|
|
/** \param indices A reference to an array of u32 indices.
|
|
\param patchX Patch x coordinate.
|
|
\param patchZ Patch z coordinate.
|
|
\param LOD The level of detail to get for that patch. If -1,
|
|
then get the CurrentLOD. If the CurrentLOD is set to -1,
|
|
meaning it's not shown, then it will retrieve the triangles at
|
|
the highest LOD (0).
|
|
\return Number of indices put into the buffer. */
|
|
virtual s32 getIndicesForPatch(core::array<u32>& indices,
|
|
s32 patchX, s32 patchZ, s32 LOD=0) =0;
|
|
|
|
//! Populates an array with the CurrentLOD of each patch.
|
|
/** \param LODs A reference to a core::array<s32> to hold the
|
|
values
|
|
\return Number of elements in the array */
|
|
virtual s32 getCurrentLODOfPatches(core::array<s32>& LODs) const =0;
|
|
|
|
//! Manually sets the LOD of a patch
|
|
/** NOTE: Any values set here are overwritten again in the automatic
|
|
recalculations when the camera changes.
|
|
\param patchX Patch x coordinate.
|
|
\param patchZ Patch z coordinate.
|
|
\param LOD The level of detail to set the patch to. */
|
|
virtual void setLODOfPatch(s32 patchX, s32 patchZ, s32 LOD=0) =0;
|
|
|
|
//! Get center of terrain.
|
|
virtual const core::vector3df& getTerrainCenter() const =0;
|
|
|
|
//! Get height of a point of the terrain.
|
|
virtual f32 getHeight(f32 x, f32 y) const =0;
|
|
|
|
//! Sets the movement camera threshold.
|
|
/** It is used to determine when to recalculate
|
|
indices for the scene node. The default value is 10.0f. */
|
|
virtual void setCameraMovementDelta(f32 delta) =0;
|
|
|
|
//! Sets the rotation camera threshold.
|
|
/** It is used to determine when to recalculate
|
|
indices for the scene node. The default value is 1.0f. */
|
|
virtual void setCameraRotationDelta(f32 delta) =0;
|
|
|
|
//! Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes.
|
|
/** \param bVal: Boolean value representing whether or not to update selector dynamically. */
|
|
virtual void setDynamicSelectorUpdate(bool bVal) =0;
|
|
|
|
//! Override the default generation of distance thresholds.
|
|
/** For determining the LOD a patch is rendered at. If any LOD
|
|
is overridden, then the scene node will no longer apply scaling
|
|
factors to these values. If you override these distances, and
|
|
then apply a scale to the scene node, it is your responsibility
|
|
to update the new distances to work best with your new terrain
|
|
size. */
|
|
virtual bool overrideLODDistance(s32 LOD, f64 newDistance) =0;
|
|
|
|
//! Scales the base texture, similar to makePlanarTextureMapping.
|
|
/** \param scale The scaling amount. Values above 1.0
|
|
increase the number of time the texture is drawn on the
|
|
terrain. Values below 0 will decrease the number of times the
|
|
texture is drawn on the terrain. Using negative values will
|
|
flip the texture, as well as still scaling it.
|
|
\param scale2 If set to 0 (default value), this will set the
|
|
second texture coordinate set to the same values as in the
|
|
first set. If this is another value than zero, it will scale
|
|
the second texture coordinate set by this value. */
|
|
virtual void scaleTexture(f32 scale = 1.0f, f32 scale2=0.0f) =0;
|
|
|
|
//! Initializes the terrain data. Loads the vertices from the heightMapFile.
|
|
/** The file must contain a loadable image of the heightmap. The heightmap
|
|
must be square.
|
|
\param file The file to read the image from. File is not rewinded.
|
|
\param vertexColor Color of all vertices.
|
|
\param smoothFactor Number of smoothing passes. */
|
|
virtual bool loadHeightMap(io::IReadFile* file,
|
|
video::SColor vertexColor=video::SColor(255,255,255,255),
|
|
s32 smoothFactor=0) =0;
|
|
|
|
//! Initializes the terrain data. Loads the vertices from the heightMapFile.
|
|
/** The data is interpreted as (signed) integers of the given bit size or
|
|
floats (with 32bits, signed). Allowed bitsizes for integers are
|
|
8, 16, and 32. The heightmap must be square.
|
|
\param file The file to read the RAW data from. File is not rewinded.
|
|
\param bitsPerPixel Size of data if integers used, for floats always use 32.
|
|
\param signedData Whether we use signed or unsigned ints, ignored for floats.
|
|
\param floatVals Whether the data is float or int.
|
|
\param width Width (and also Height, as it must be square) of the heightmap. Use 0 for autocalculating from the filesize.
|
|
\param vertexColor Color of all vertices.
|
|
\param smoothFactor Number of smoothing passes. */
|
|
virtual bool loadHeightMapRAW(io::IReadFile* file, s32 bitsPerPixel=16,
|
|
bool signedData=false, bool floatVals=false, s32 width=0,
|
|
video::SColor vertexColor=video::SColor(255,255,255,255),
|
|
s32 smoothFactor=0) =0;
|
|
|
|
//! Force node to use a fixed LOD level at the borders of the terrain.
|
|
/** This can be useful when several TerrainSceneNodes are connected.
|
|
\param borderLOD When >= 0 all patches at the 4 borders will use the
|
|
given LOD. When < 0 borders are just regular patches (that's default). */
|
|
virtual void setFixedBorderLOD(irr::s32 borderLOD=0) = 0;
|
|
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
|
|
#endif // IRR_I_TERRAIN_SCENE_NODE_H
|