142 lines
6.7 KiB
C
142 lines
6.7 KiB
C
|
// Copyright (C) 2002-2007 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 __I_TERRAIN_SCENE_NODE_H__
|
||
|
#define __I_TERRAIN_SCENE_NODE_H__
|
||
|
|
||
|
#include "ETerrainElements.h"
|
||
|
#include "ISceneNode.h"
|
||
|
#include "SMeshBufferLightMap.h"
|
||
|
#include "irrArray.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
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 algoritm 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) {}
|
||
|
|
||
|
//! destructor
|
||
|
virtual ~ITerrainSceneNode() {};
|
||
|
|
||
|
//! \return: Returns the bounding box of the entire terrain.
|
||
|
virtual const core::aabbox3d<f32>& getBoundingBox ( ) const = 0;
|
||
|
|
||
|
//! Returns the bounding box of a patch
|
||
|
virtual const core::aabbox3d<f32>& getBoundingBox (s32 patchX, s32 patchZ) const = 0;
|
||
|
|
||
|
//! Returns the number of indices currently in the meshbuffer for this scene node.
|
||
|
virtual u32 getIndexCount() = 0;
|
||
|
|
||
|
//! Returns pointer to the mesh
|
||
|
virtual IMesh* getMesh() = 0;
|
||
|
|
||
|
//! Gets the meshbuffer data based on a specified level of detail.
|
||
|
/** \param mb: A reference to an SMeshBuffer object
|
||
|
\param LOD: the level of detail you want the indices from. */
|
||
|
virtual void getMeshBufferForLOD(SMeshBufferLightMap& mb, s32 LOD) = 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 if 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: Returns the number of elements in the array */
|
||
|
virtual s32 getCurrentLODOfPatches(core::array<s32>& LODs) = 0;
|
||
|
|
||
|
//! Manually sets the LOD of a patch
|
||
|
/** \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;
|
||
|
|
||
|
//! Returns center of terrain.
|
||
|
virtual core::vector3df getTerrainCenter() = 0;
|
||
|
|
||
|
//! Returns height of a point of the terrain.
|
||
|
virtual f32 getHeight( f32 x, f32 y ) = 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;
|
||
|
};
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
|
||
|
#endif // __IGEOMIPMAPSCENENODE_H__
|