irrlicht/source/Irrlicht/CTerrainSceneNode.cpp

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// 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 GeoMipMapSceneNode
// developed by Spintz. He made it available for Irrlicht and allowed it to be
// distributed under this licence. I only modified some parts. A lot of thanks
// go to him.
#include "CTerrainSceneNode.h"
#include "CTerrainTriangleSelector.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "SMeshBufferLightMap.h"
#include "SViewFrustum.h"
#include "irrMath.h"
#include "os.h"
#include "IGUIFont.h"
#include "IFileSystem.h"
#include "IReadFile.h"
#include "ITextSceneNode.h"
namespace irr
{
namespace scene
{
//! constructor
CTerrainSceneNode::CTerrainSceneNode(ISceneNode* parent, ISceneManager* mgr,
io::IFileSystem* fs, s32 id, s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale)
: ITerrainSceneNode(parent, mgr, id, position, rotation, scale),
TerrainData(patchSize, maxLOD, position, rotation, scale),
VerticesToRender(0), IndicesToRender(0), DynamicSelectorUpdate(false),
OverrideDistanceThreshold(false), UseDefaultRotationPivot(true), ForceRecalculation(false),
OldCameraPosition(core::vector3df(-99999.9f, -99999.9f, -99999.9f)),
OldCameraRotation(core::vector3df(-99999.9f, -99999.9f, -99999.9f)),
CameraMovementDelta(10.0f), CameraRotationDelta(1.0f),
TCoordScale1(1.0f), TCoordScale2(1.0f), FileSystem(fs)
{
#ifdef _DEBUG
setDebugName("CTerrainSceneNode");
#endif
if (FileSystem)
FileSystem->grab();
setAutomaticCulling( scene::EAC_OFF );
}
//! destructor
CTerrainSceneNode::~CTerrainSceneNode ( )
{
delete [] TerrainData.LODDistanceThreshold;
delete [] TerrainData.Patches;
if (FileSystem)
FileSystem->drop();
}
//! Initializes the terrain data. Loads the vertices from the heightMapFile
bool CTerrainSceneNode::loadHeightMap( io::IReadFile* file, video::SColor vertexColor, s32 smoothFactor )
{
if( !file )
return false;
u32 startTime = os::Timer::getRealTime();
video::IImage* heightMap = SceneManager->getVideoDriver()->createImageFromFile( file );
if( !heightMap )
{
os::Printer::print( "Was not able to load heightmap." );
return false;
}
HeightmapFile = file->getFileName();
// Get the dimension of the heightmap data
TerrainData.Size = heightMap->getDimension().Width;
switch( TerrainData.PatchSize )
{
case ETPS_9:
if( TerrainData.MaxLOD > 3 )
{
TerrainData.MaxLOD = 3;
}
break;
case ETPS_17:
if( TerrainData.MaxLOD > 4 )
{
TerrainData.MaxLOD = 4;
}
break;
case ETPS_33:
if( TerrainData.MaxLOD > 5 )
{
TerrainData.MaxLOD = 5;
}
break;
case ETPS_65:
if( TerrainData.MaxLOD > 6 )
{
TerrainData.MaxLOD = 6;
}
break;
case ETPS_129:
if( TerrainData.MaxLOD > 7 )
{
TerrainData.MaxLOD = 7;
}
break;
}
// --- Generate vertex data from heightmap ----
// resize the vertex array for the mesh buffer one time ( makes loading faster )
SMeshBufferLightMap* mb = new SMeshBufferLightMap();
mb->Vertices.set_used( TerrainData.Size * TerrainData.Size );
video::S3DVertex2TCoords vertex;
vertex.Normal.set( 0.0f, 1.0f, 0.0f );
vertex.Color = vertexColor;
// Read the heightmap to get the vertex data
// Apply positions changes, scaling changes
const f32 tdSize = 1.0f/(f32)(TerrainData.Size-1);
s32 index = 0;
for( s32 x = 0; x < TerrainData.Size; ++x )
{
for( s32 z = 0; z < TerrainData.Size; ++z )
{
vertex.Pos.X = (f32)x;
video::SColor pixelColor(heightMap->getPixel(x,z));
vertex.Pos.Y = (f32) pixelColor.getLuminance();
vertex.Pos.Z = (f32)z;
vertex.TCoords.X = vertex.TCoords2.X = x * tdSize;
vertex.TCoords.Y = vertex.TCoords2.Y = z * tdSize;
mb->Vertices[index] = vertex;
++index;
}
}
// drop heightMap, no longer needed
heightMap->drop();
smoothTerrain(mb, smoothFactor);
// calculate smooth normals for the vertices
calculateNormals( mb );
// add the MeshBuffer to the mesh
Mesh.addMeshBuffer( mb );
const u32 vertexCount = mb->getVertexCount();
// We copy the data to the renderBuffer, after the normals have been calculated.
RenderBuffer.Vertices.set_used( vertexCount );
for( u32 i = 0; i < vertexCount; ++i )
{
RenderBuffer.Vertices[i] = mb->Vertices[i];
RenderBuffer.Vertices[i].Pos *= TerrainData.Scale;
RenderBuffer.Vertices[i].Pos += TerrainData.Position;
}
// We no longer need the mb
mb->drop();
// calculate all the necessary data for the patches and the terrain
calculateDistanceThresholds();
createPatches();
calculatePatchData();
// set the default rotation pivot point to the terrain nodes center
TerrainData.RotationPivot = TerrainData.Center;
// Rotate the vertices of the terrain by the rotation
// specified. Must be done after calculating the terrain data,
// so we know what the current center of the terrain is.
setRotation( TerrainData.Rotation );
// Pre-allocate memory for indices
RenderBuffer.Indices.set_used( TerrainData.PatchCount * TerrainData.PatchCount *
TerrainData.CalcPatchSize * TerrainData.CalcPatchSize * 6 );
RenderBuffer.setDirty();
const u32 endTime = os::Timer::getRealTime();
c8 tmp[255];
sprintf(tmp, "Generated terrain data (%dx%d) in %.4f seconds",
TerrainData.Size, TerrainData.Size, ( endTime - startTime ) / 1000.0f );
os::Printer::log( tmp );
return true;
}
//! Initializes the terrain data. Loads the vertices from the heightMapFile
bool CTerrainSceneNode::loadHeightMapRAW( io::IReadFile* file, s32 bitsPerPixel, video::SColor vertexColor, s32 smoothFactor )
{
if( !file )
return false;
// start reading
u32 startTime = os::Timer::getTime();
// get file size
const long fileSize = file->getSize();
const s32 bytesPerPixel = bitsPerPixel / 8;
// Get the dimension of the heightmap data
TerrainData.Size = core::floor32(sqrtf( (f32)( fileSize / bytesPerPixel ) ));
switch( TerrainData.PatchSize )
{
case ETPS_9:
if( TerrainData.MaxLOD > 3 )
{
TerrainData.MaxLOD = 3;
}
break;
case ETPS_17:
if( TerrainData.MaxLOD > 4 )
{
TerrainData.MaxLOD = 4;
}
break;
case ETPS_33:
if( TerrainData.MaxLOD > 5 )
{
TerrainData.MaxLOD = 5;
}
break;
case ETPS_65:
if( TerrainData.MaxLOD > 6 )
{
TerrainData.MaxLOD = 6;
}
break;
case ETPS_129:
if( TerrainData.MaxLOD > 7 )
{
TerrainData.MaxLOD = 7;
}
break;
}
// --- Generate vertex data from heightmap ----
// resize the vertex array for the mesh buffer one time ( makes loading faster )
SMeshBufferLightMap* mb = new SMeshBufferLightMap();
mb->Vertices.reallocate( TerrainData.Size * TerrainData.Size );
video::S3DVertex2TCoords vertex;
vertex.Normal.set( 0.0f, 1.0f, 0.0f );
vertex.Color = vertexColor;
// Read the heightmap to get the vertex data
// Apply positions changes, scaling changes
const f32 tdSize = 1.0f/(f32)(TerrainData.Size-1);
for( s32 x = 0; x < TerrainData.Size; ++x )
{
for( s32 z = 0; z < TerrainData.Size; ++z )
{
vertex.Pos.X = (f32)x;
if( file->read( &vertex.Pos.Y, bytesPerPixel ) != bytesPerPixel )
{
os::Printer::print("Error reading heightmap RAW file.");
mb->drop();
return false;
}
vertex.Pos.Z = (f32)z;
vertex.TCoords.X = vertex.TCoords2.X = x * tdSize;
vertex.TCoords.Y = vertex.TCoords2.Y = z * tdSize;
mb->Vertices.push_back( vertex );
}
}
smoothTerrain(mb, smoothFactor);
// calculate smooth normals for the vertices
calculateNormals( mb );
// add the MeshBuffer to the mesh
Mesh.addMeshBuffer( mb );
const u32 vertexCount = mb->getVertexCount();
// We copy the data to the renderBuffer, after the normals have been calculated.
RenderBuffer.Vertices.set_used( vertexCount );
for( u32 i = 0; i < vertexCount; i++ )
{
RenderBuffer.Vertices[i] = mb->Vertices[i];
RenderBuffer.Vertices[i].Pos *= TerrainData.Scale;
RenderBuffer.Vertices[i].Pos += TerrainData.Position;
}
// We no longer need the mb
mb->drop();
// calculate all the necessary data for the patches and the terrain
calculateDistanceThresholds();
createPatches();
calculatePatchData();
// set the default rotation pivot point to the terrain nodes center
TerrainData.RotationPivot = TerrainData.Center;
// Rotate the vertices of the terrain by the rotation specified. Must be done
// after calculating the terrain data, so we know what the current center of the
// terrain is.
setRotation( TerrainData.Rotation );
// Pre-allocate memory for indices
RenderBuffer.Indices.set_used( TerrainData.PatchCount * TerrainData.PatchCount *
TerrainData.CalcPatchSize * TerrainData.CalcPatchSize * 6 );
u32 endTime = os::Timer::getTime();
c8 tmp[255];
sprintf( tmp, "Generated terrain data (%dx%d) in %.4f seconds",
TerrainData.Size, TerrainData.Size, (endTime - startTime) / 1000.0f );
os::Printer::print( tmp );
return true;
}
//! Sets the scale of the scene node.
//! \param scale: New scale of the node
void CTerrainSceneNode::setScale(const core::vector3df& scale)
{
TerrainData.Scale = scale;
applyTransformation();
ForceRecalculation = true;
}
//! Sets the rotation of the node. This only modifies
//! the relative rotation of the node.
//! \param rotation: New rotation of the node in degrees.
void CTerrainSceneNode::setRotation(const core::vector3df& rotation)
{
TerrainData.Rotation = rotation;
applyTransformation();
ForceRecalculation = true;
}
//! Sets the pivot point for rotation of this node. This is useful for the TiledTerrainManager to
//! rotate all terrain tiles around a global world point.
//! NOTE: The default for the RotationPivot will be the center of the individual tile.
void CTerrainSceneNode::setRotationPivot( const core::vector3df& pivot )
{
UseDefaultRotationPivot = false;
TerrainData.RotationPivot = pivot;
}
//! Sets the position of the node.
//! \param newpos: New postition of the scene node.
void CTerrainSceneNode::setPosition ( const core::vector3df& newpos )
{
TerrainData.Position = newpos;
applyTransformation();
ForceRecalculation = true;
}
//! Apply transformation changes( scale, position, rotation )
void CTerrainSceneNode::applyTransformation()
{
if( !Mesh.getMeshBufferCount() )
return;
TerrainData.Position = TerrainData.Position;
video::S3DVertex2TCoords* meshVertices = (video::S3DVertex2TCoords*)Mesh.getMeshBuffer( 0 )->getVertices();
s32 vtxCount = Mesh.getMeshBuffer( 0 )->getVertexCount();
core::matrix4 rotMatrix;
rotMatrix.setRotationDegrees( TerrainData.Rotation );
for( s32 i = 0; i < vtxCount; ++i )
{
RenderBuffer.Vertices[i].Pos = meshVertices[i].Pos * TerrainData.Scale + TerrainData.Position;
RenderBuffer.Vertices[i].Pos -= TerrainData.RotationPivot;
rotMatrix.inverseRotateVect( RenderBuffer.Vertices[i].Pos );
RenderBuffer.Vertices[i].Pos += TerrainData.RotationPivot;
}
calculateDistanceThresholds( true );
calculatePatchData();
RenderBuffer.setDirty(EBT_VERTEX);
}
//! Updates the scene nodes indices if the camera has moved or rotated by a certain
//! threshold, which can be changed using the SetCameraMovementDeltaThreshold and
//! SetCameraRotationDeltaThreshold functions. This also determines if a given patch
//! for the scene node is within the view frustum and if it's not the indices are not
//! generated for that patch.
void CTerrainSceneNode::OnRegisterSceneNode()
{
if (!IsVisible || !SceneManager->getActiveCamera())
return;
preRenderLODCalculations();
preRenderIndicesCalculations();
ISceneNode::OnRegisterSceneNode();
ForceRecalculation = false;
}
void CTerrainSceneNode::preRenderLODCalculations()
{
SceneManager->registerNodeForRendering( this );
// Do Not call ISceneNode::OnRegisterSceneNode ( ), this node should have no children
// Determine the camera rotation, based on the camera direction.
const core::vector3df cameraPosition = SceneManager->getActiveCamera()->getAbsolutePosition();
const core::vector3df cameraRotation = core::line3d<f32>(cameraPosition, SceneManager->getActiveCamera()->getTarget()).getVector().getHorizontalAngle();
// Only check on the Camera's Y Rotation
if (!ForceRecalculation)
{
if (( fabs(cameraRotation.X - OldCameraRotation.X) < CameraRotationDelta) &&
( fabs(cameraRotation.Y - OldCameraRotation.Y) < CameraRotationDelta))
{
if ((fabs(cameraPosition.X - OldCameraPosition.X) < CameraMovementDelta) &&
(fabs(cameraPosition.Y - OldCameraPosition.Y) < CameraMovementDelta) &&
(fabs(cameraPosition.Z - OldCameraPosition.Z) < CameraMovementDelta))
{
return;
}
}
}
OldCameraPosition = cameraPosition;
OldCameraRotation = cameraRotation;
const SViewFrustum* frustum = SceneManager->getActiveCamera()->getViewFrustum();
// Determine each patches LOD based on distance from camera ( and whether or not they are in
// the view frustum ).
for( s32 j = 0; j < TerrainData.PatchCount * TerrainData.PatchCount; ++j )
{
if( frustum->getBoundingBox().intersectsWithBox( TerrainData.Patches[j].BoundingBox ) )
{
const f32 distance = (cameraPosition.X - TerrainData.Patches[j].Center.X) * (cameraPosition.X - TerrainData.Patches[j].Center.X) +
(cameraPosition.Y - TerrainData.Patches[j].Center.Y) * (cameraPosition.Y - TerrainData.Patches[j].Center.Y) +
(cameraPosition.Z - TerrainData.Patches[j].Center.Z) * (cameraPosition.Z - TerrainData.Patches[j].Center.Z);
for( s32 i = TerrainData.MaxLOD - 1; i >= 0; --i )
{
if( distance >= TerrainData.LODDistanceThreshold[i] )
{
TerrainData.Patches[j].CurrentLOD = i;
break;
}
//else if( i == 0 )
{
// If we've turned off a patch from viewing, because of the frustum, and now we turn around and it's
// too close, we need to turn it back on, at the highest LOD. The if above doesn't catch this.
TerrainData.Patches[j].CurrentLOD = 0;
}
}
}
else
{
TerrainData.Patches[j].CurrentLOD = -1;
}
}
}
void CTerrainSceneNode::preRenderIndicesCalculations()
{
IndicesToRender = 0;
s32 index11;
s32 index21;
s32 index12;
s32 index22;
// Then generate the indices for all patches that are visible.
for( s32 i = 0; i < TerrainData.PatchCount; ++i )
{
for( s32 j = 0; j < TerrainData.PatchCount; ++j )
{
s32 index = i * TerrainData.PatchCount + j;
if( TerrainData.Patches[index].CurrentLOD >= 0 )
{
s32 x = 0;
s32 z = 0;
// calculate the step we take this patch, based on the patches current LOD
s32 step = 1 << TerrainData.Patches[index].CurrentLOD;
// Loop through patch and generate indices
while( z < TerrainData.CalcPatchSize )
{
index11 = getIndex( j, i, index, x, z );
index21 = getIndex( j, i, index, x + step, z );
index12 = getIndex( j, i, index, x, z + step );
index22 = getIndex( j, i, index, x + step, z + step );
RenderBuffer.Indices[IndicesToRender++] = index12;
RenderBuffer.Indices[IndicesToRender++] = index11;
RenderBuffer.Indices[IndicesToRender++] = index22;
RenderBuffer.Indices[IndicesToRender++] = index22;
RenderBuffer.Indices[IndicesToRender++] = index11;
RenderBuffer.Indices[IndicesToRender++] = index21;
// increment index position horizontally
x += step;
if ( x >= TerrainData.CalcPatchSize ) // we've hit an edge
{
x = 0;
z += step;
}
}
}
}
}
RenderBuffer.setDirty(EBT_INDEX);
if ( DynamicSelectorUpdate && TriangleSelector )
{
CTerrainTriangleSelector* selector = (CTerrainTriangleSelector*)TriangleSelector;
selector->setTriangleData ( this, -1 );
}
}
//! Render the scene node
void CTerrainSceneNode::render()
{
if (!IsVisible || !SceneManager->getActiveCamera())
return;
if (!Mesh.getMeshBufferCount())
return;
video::IVideoDriver* driver = SceneManager->getVideoDriver();
core::matrix4 identity;
driver->setTransform (video::ETS_WORLD, identity);
driver->setMaterial(Mesh.getMeshBuffer(0)->getMaterial());
RenderBuffer.Indices.set_used(IndicesToRender);
// For use with geomorphing
driver->drawMeshBuffer(&RenderBuffer);
RenderBuffer.Indices.set_used( RenderBuffer.Indices.allocated_size() );
// for debug purposes only:
if (DebugDataVisible)
{
video::SMaterial m;
m.Lighting = false;
driver->setMaterial(m);
if ( DebugDataVisible & scene::EDS_BBOX )
driver->draw3DBox( TerrainData.BoundingBox, video::SColor(0,255,255,255));
const s32 count = TerrainData.PatchCount * TerrainData.PatchCount;
s32 visible = 0;
if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
for( s32 j = 0; j < count; ++j )
{
driver->draw3DBox( TerrainData.Patches[j].BoundingBox, video::SColor(0,255,0,0));
visible += ( TerrainData.Patches[j].CurrentLOD >= 0 );
}
static u32 lastTime = 0;
const u32 now = os::Timer::getRealTime();
if ( now - lastTime > 1000 )
{
char buf[64];
sprintf ( buf, "Count: %d, Visible: %d", count, visible );
os::Printer::print ( buf );
lastTime = now;
}
}
}
//! Return the bounding box of the entire terrain.
const core::aabbox3d<f32>& CTerrainSceneNode::getBoundingBox() const
{
return TerrainData.BoundingBox;
}
//! Return the bounding box of a patch
const core::aabbox3d<f32>& CTerrainSceneNode::getBoundingBox( s32 patchX, s32 patchZ ) const
{
return TerrainData.Patches[patchX * TerrainData.PatchCount + patchZ].BoundingBox;
}
//! 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.
void CTerrainSceneNode::getMeshBufferForLOD(SMeshBufferLightMap& mb, s32 LOD ) const
{
if (!Mesh.getMeshBufferCount())
return;
if ( LOD < 0 )
LOD = 0;
else if ( LOD > TerrainData.MaxLOD - 1 )
LOD = TerrainData.MaxLOD - 1;
s32 numVertices = Mesh.getMeshBuffer( 0 )->getVertexCount ( );
mb.Vertices.reallocate ( numVertices );
video::S3DVertex2TCoords* vertices = (video::S3DVertex2TCoords*)Mesh.getMeshBuffer ( 0 )->getVertices ( );
s32 i;
for (i=0; i<numVertices; ++i)
mb.Vertices.push_back(vertices[i]);
// calculate the step we take for all patches, since LOD is the same
s32 step = 1 << LOD;
s32 index11;
s32 index21;
s32 index12;
s32 index22;
// Generate the indices for all patches at the specified LOD
for (i=0; i<TerrainData.PatchCount; ++i)
{
for (s32 j=0; j<TerrainData.PatchCount; ++j)
{
s32 index = i*TerrainData.PatchCount + j;
s32 x = 0;
s32 z = 0;
// Loop through patch and generate indices
while (z < TerrainData.CalcPatchSize)
{
index11 = getIndex( j, i, index, x, z );
index21 = getIndex( j, i, index, x + step, z );
index12 = getIndex( j, i, index, x, z + step );
index22 = getIndex( j, i, index, x + step, z + step );
mb.Indices.push_back( index12 );
mb.Indices.push_back( index11 );
mb.Indices.push_back( index22 );
mb.Indices.push_back( index22 );
mb.Indices.push_back( index11 );
mb.Indices.push_back( index21 );
// increment index position horizontally
x += step;
if (x >= TerrainData.CalcPatchSize) // we've hit an edge
{
x = 0;
z += step;
}
}
}
}
}
//! Gets the indices for a specified patch at a specified Level of Detail.
//! \param mb: 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.
s32 CTerrainSceneNode::getIndicesForPatch(core::array<u32>& indices, s32 patchX, s32 patchZ, s32 LOD)
{
if ( patchX < 0 || patchX > TerrainData.PatchCount - 1 || patchZ < 0 || patchZ > TerrainData.PatchCount - 1 )
return -1;
if ( LOD < -1 || LOD > TerrainData.MaxLOD - 1 )
return -1;
s32 rv = 0;
core::array<s32> cLODs;
bool setLODs = false;
// If LOD of -1 was passed in, use the CurrentLOD of the patch specified
if ( LOD == -1 )
{
LOD = TerrainData.Patches[patchX * TerrainData.PatchCount + patchZ].CurrentLOD;
}
else
{
getCurrentLODOfPatches(cLODs);
setCurrentLODOfPatches(LOD);
setLODs = true;
}
if ( LOD < 0 )
return -2; // Patch not visible, don't generate indices.
// calculate the step we take for this LOD
s32 step = 1 << LOD;
// Generate the indices for the specified patch at the specified LOD
s32 index = patchX * TerrainData.PatchCount + patchZ;
s32 x = 0;
s32 z = 0;
s32 index11;
s32 index21;
s32 index12;
s32 index22;
indices.set_used ( TerrainData.PatchSize * TerrainData.PatchSize * 6 );
// Loop through patch and generate indices
while (z<TerrainData.CalcPatchSize)
{
index11 = getIndex( patchZ, patchX, index, x, z );
index21 = getIndex( patchZ, patchX, index, x + step, z );
index12 = getIndex( patchZ, patchX, index, x, z + step );
index22 = getIndex( patchZ, patchX, index, x + step, z + step );
indices[rv++] = index12;
indices[rv++] = index11;
indices[rv++] = index22;
indices[rv++] = index22;
indices[rv++] = index11;
indices[rv++] = index21;
// increment index position horizontally
x += step;
if (x >= TerrainData.CalcPatchSize) // we've hit an edge
{
x = 0;
z += step;
}
}
if ( setLODs )
setCurrentLODOfPatches (cLODs);
return rv;
}
//! 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
s32 CTerrainSceneNode::getCurrentLODOfPatches(core::array<s32>& LODs) const
{
s32 numLODs;
LODs.clear ( );
for ( numLODs = 0; numLODs < TerrainData.PatchCount * TerrainData.PatchCount; numLODs++ )
LODs.push_back ( TerrainData.Patches[numLODs].CurrentLOD );
return LODs.size();
}
//! 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.
void CTerrainSceneNode::setLODOfPatch( s32 patchX, s32 patchZ, s32 LOD )
{
TerrainData.Patches[patchX * TerrainData.PatchCount + patchZ].CurrentLOD = LOD;
}
//! Override the default generation of distance thresholds for determining the LOD a patch
//! is rendered at.
bool CTerrainSceneNode::overrideLODDistance(s32 LOD, f64 newDistance)
{
OverrideDistanceThreshold = true;
if ( LOD < 0 || LOD > TerrainData.MaxLOD - 1 )
return false;
TerrainData.LODDistanceThreshold[LOD] = newDistance * newDistance;
return true;
}
//! Creates a planar texture mapping on the terrain
//! \param resolution: resolution of the planar mapping. This is the value
//! specifying the relation between world space and texture coordinate space.
void CTerrainSceneNode::scaleTexture(f32 resolution, f32 resolution2)
{
TCoordScale1 = resolution;
TCoordScale2 = resolution2;
const f32 resBySize = resolution / (f32)(TerrainData.Size-1);
const f32 res2BySize = resolution2 / (f32)(TerrainData.Size-1);
u32 index = 0;
f32 xval = 0, zval;
f32 x2val = 0, z2val=0;
for (s32 x=0; x<TerrainData.Size; ++x)
{
zval=z2val=0;
for (s32 z=0; z<TerrainData.Size; ++z)
{
RenderBuffer.Vertices[index].TCoords.X = xval;
RenderBuffer.Vertices[index].TCoords.Y = zval;
if ( resolution2 == 0 )
{
RenderBuffer.Vertices[index].TCoords2 = RenderBuffer.Vertices[index].TCoords;
}
else
{
RenderBuffer.Vertices[index].TCoords2.X = x2val;
RenderBuffer.Vertices[index].TCoords2.Y = z2val;
}
++index;
zval += resBySize;
z2val += res2BySize;
}
xval += resBySize;
x2val += res2BySize;
}
RenderBuffer.setDirty(EBT_VERTEX);
}
//! used to get the indices when generating index data for patches at varying levels of detail.
u32 CTerrainSceneNode::getIndex(const s32 PatchX, const s32 PatchZ,
const s32 PatchIndex, u32 vX, u32 vZ) const
{
// top border
if (vZ == 0)
{
if (TerrainData.Patches[PatchIndex].Top &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Top->CurrentLOD &&
(vX % ( 1 << TerrainData.Patches[PatchIndex].Top->CurrentLOD)) != 0 )
{
vX -= vX % ( 1 << TerrainData.Patches[PatchIndex].Top->CurrentLOD );
}
}
else
if ( vZ == (u32)TerrainData.CalcPatchSize ) // bottom border
{
if (TerrainData.Patches[PatchIndex].Bottom &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Bottom->CurrentLOD &&
(vX % ( 1 << TerrainData.Patches[PatchIndex].Bottom->CurrentLOD)) != 0)
{
vX -= vX % ( 1 << TerrainData.Patches[PatchIndex].Bottom->CurrentLOD );
}
}
// left border
if ( vX == 0 )
{
if (TerrainData.Patches[PatchIndex].Left &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Left->CurrentLOD &&
( vZ % ( 1 << TerrainData.Patches[PatchIndex].Left->CurrentLOD ) ) != 0)
{
vZ -= vZ % ( 1 << TerrainData.Patches[PatchIndex].Left->CurrentLOD );
}
}
else
if ( vX == (u32)TerrainData.CalcPatchSize ) // right border
{
if (TerrainData.Patches[PatchIndex].Right &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Right->CurrentLOD &&
( vZ % ( 1 << TerrainData.Patches[PatchIndex].Right->CurrentLOD ) ) != 0)
{
vZ -= vZ % ( 1 << TerrainData.Patches[PatchIndex].Right->CurrentLOD );
}
}
if ( vZ >= (u32)TerrainData.PatchSize )
vZ = TerrainData.CalcPatchSize;
if ( vX >= (u32)TerrainData.PatchSize )
vX = TerrainData.CalcPatchSize;
return (vZ + ((TerrainData.CalcPatchSize) * PatchZ)) * TerrainData.Size +
(vX + ((TerrainData.CalcPatchSize) * PatchX));
}
//! smooth the terrain
void CTerrainSceneNode::smoothTerrain(SMeshBufferLightMap* mb, s32 smoothFactor)
{
for (s32 run = 0; run < smoothFactor; ++run)
{
s32 yd = TerrainData.Size;
for (s32 y = 1; y < TerrainData.Size - 1; ++y)
{
for (s32 x = 1; x < TerrainData.Size - 1; ++x)
{
mb->Vertices[x + yd].Pos.Y =
(mb->Vertices[x-1 + yd].Pos.Y +
mb->Vertices[x+1 + yd].Pos.Y +
mb->Vertices[x + yd - TerrainData.Size].Pos.Y +
mb->Vertices[x + yd - TerrainData.Size].Pos.Y) * 0.25f;
}
yd += TerrainData.Size;
}
}
}
//! calculate smooth normals
void CTerrainSceneNode::calculateNormals ( SMeshBufferLightMap* mb )
{
s32 count;
core::vector3df a, b, c, t;
for (s32 x=0; x<TerrainData.Size; ++x)
{
for (s32 z=0; z<TerrainData.Size; ++z)
{
count = 0;
core::vector3df normal;
// top left
if (x>0 && z>0)
{
a = mb->Vertices[(x-1)*TerrainData.Size+z-1].Pos;
b = mb->Vertices[(x-1)*TerrainData.Size+z].Pos;
c = mb->Vertices[x*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = mb->Vertices[(x-1)*TerrainData.Size+z-1].Pos;
b = mb->Vertices[x*TerrainData.Size+z-1].Pos;
c = mb->Vertices[x*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// top right
if (x>0 && z<TerrainData.Size-1)
{
a = mb->Vertices[(x-1)*TerrainData.Size+z].Pos;
b = mb->Vertices[(x-1)*TerrainData.Size+z+1].Pos;
c = mb->Vertices[x*TerrainData.Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = mb->Vertices[(x-1)*TerrainData.Size+z].Pos;
b = mb->Vertices[x*TerrainData.Size+z+1].Pos;
c = mb->Vertices[x*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom right
if (x<TerrainData.Size-1 && z<TerrainData.Size-1)
{
a = mb->Vertices[x*TerrainData.Size+z+1].Pos;
b = mb->Vertices[x*TerrainData.Size+z].Pos;
c = mb->Vertices[(x+1)*TerrainData.Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = mb->Vertices[x*TerrainData.Size+z+1].Pos;
b = mb->Vertices[(x+1)*TerrainData.Size+z+1].Pos;
c = mb->Vertices[(x+1)*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom left
if (x<TerrainData.Size-1 && z>0)
{
a = mb->Vertices[x*TerrainData.Size+z-1].Pos;
b = mb->Vertices[x*TerrainData.Size+z].Pos;
c = mb->Vertices[(x+1)*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = mb->Vertices[x*TerrainData.Size+z-1].Pos;
b = mb->Vertices[(x+1)*TerrainData.Size+z].Pos;
c = mb->Vertices[(x+1)*TerrainData.Size+z-1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
if ( count != 0 )
{
normal.normalize ( );
}
else
{
normal.set( 0.0f, 1.0f, 0.0f );
}
mb->Vertices[x * TerrainData.Size + z].Normal = normal;
}
}
}
//! create patches, stuff that needs to be done only once for patches goes here.
void CTerrainSceneNode::createPatches()
{
TerrainData.PatchCount = (TerrainData.Size - 1) / ( TerrainData.CalcPatchSize );
if (TerrainData.Patches)
delete [] TerrainData.Patches;
TerrainData.Patches = new SPatch[TerrainData.PatchCount * TerrainData.PatchCount];
}
//! used to calculate the internal STerrainData structure both at creation and after scaling/position calls.
void CTerrainSceneNode::calculatePatchData()
{
// Reset the Terrains Bounding Box for re-calculation
TerrainData.BoundingBox = core::aabbox3df ( 999999.9f, 999999.9f, 999999.9f, -999999.9f, -999999.9f, -999999.9f );
for( s32 x = 0; x < TerrainData.PatchCount; ++x )
{
for( s32 z = 0; z < TerrainData.PatchCount; ++z )
{
s32 index = x * TerrainData.PatchCount + z;
TerrainData.Patches[index].CurrentLOD = 0;
// For each patch, calculate the bounding box ( mins and maxes )
TerrainData.Patches[index].BoundingBox = core::aabbox3df (999999.9f, 999999.9f, 999999.9f,
-999999.9f, -999999.9f, -999999.9f );
for( s32 xx = x*(TerrainData.CalcPatchSize); xx <= ( x + 1 ) * TerrainData.CalcPatchSize; ++xx )
for( s32 zz = z*(TerrainData.CalcPatchSize); zz <= ( z + 1 ) * TerrainData.CalcPatchSize; ++zz )
TerrainData.Patches[index].BoundingBox.addInternalPoint( RenderBuffer.Vertices[xx * TerrainData.Size + zz].Pos );
// Reconfigure the bounding box of the terrain as a whole
TerrainData.BoundingBox.addInternalBox( TerrainData.Patches[index].BoundingBox );
// get center of Patch
TerrainData.Patches[index].Center = TerrainData.Patches[index].BoundingBox.getCenter();
// Assign Neighbours
// Top
if( x > 0 )
TerrainData.Patches[index].Top = &TerrainData.Patches[(x-1) * TerrainData.PatchCount + z];
else
TerrainData.Patches[index].Top = 0;
// Bottom
if( x < TerrainData.PatchCount - 1 )
TerrainData.Patches[index].Bottom = &TerrainData.Patches[(x+1) * TerrainData.PatchCount + z];
else
TerrainData.Patches[index].Bottom = 0;
// Left
if( z > 0 )
TerrainData.Patches[index].Left = &TerrainData.Patches[x * TerrainData.PatchCount + z - 1];
else
TerrainData.Patches[index].Left = 0;
// Right
if( z < TerrainData.PatchCount - 1 )
TerrainData.Patches[index].Right = &TerrainData.Patches[x * TerrainData.PatchCount + z + 1];
else
TerrainData.Patches[index].Right = 0;
}
}
// get center of Terrain
TerrainData.Center = TerrainData.BoundingBox.getCenter();
// if the default rotation pivot is still being used, update it.
if( UseDefaultRotationPivot )
{
TerrainData.RotationPivot = TerrainData.Center;
}
}
//! used to calculate or recalculate the distance thresholds
void CTerrainSceneNode::calculateDistanceThresholds(bool scalechanged)
{
// Only update the LODDistanceThreshold if it's not manually changed
if (!OverrideDistanceThreshold)
{
if( TerrainData.LODDistanceThreshold )
{
delete [] TerrainData.LODDistanceThreshold;
}
// Determine new distance threshold for determining what LOD to draw patches at
TerrainData.LODDistanceThreshold = new f64[TerrainData.MaxLOD];
for (s32 i=0; i<TerrainData.MaxLOD; ++i)
{
TerrainData.LODDistanceThreshold[i] =
(TerrainData.PatchSize * TerrainData.PatchSize) *
(TerrainData.Scale.X * TerrainData.Scale.Z) *
((i+1+ i / 2) * (i+1+ i / 2));
}
}
}
void CTerrainSceneNode::setCurrentLODOfPatches(s32 lod)
{
for (s32 i=0; i< TerrainData.PatchCount * TerrainData.PatchCount; ++i)
TerrainData.Patches[i].CurrentLOD = lod;
}
void CTerrainSceneNode::setCurrentLODOfPatches(const core::array<s32>& lodarray)
{
for (s32 i=0; i<TerrainData.PatchCount * TerrainData.PatchCount; ++i)
TerrainData.Patches[i].CurrentLOD = lodarray[i];
}
//! Gets the height
f32 CTerrainSceneNode::getHeight( f32 x, f32 z ) const
{
if (!Mesh.getMeshBufferCount())
return 0;
f32 height = -999999.9f;
core::matrix4 rotMatrix;
rotMatrix.setRotationDegrees( TerrainData.Rotation );
core::vector3df pos( x, 0.0f, z );
rotMatrix.rotateVect( pos );
pos -= TerrainData.Position;
pos /= TerrainData.Scale;
s32 X(core::floor32( pos.X ));
s32 Z(core::floor32( pos.Z ));
if( X >= 0 && X < TerrainData.Size && Z >= 0 && Z < TerrainData.Size )
{
const video::S3DVertex2TCoords* Vertices = (const video::S3DVertex2TCoords*)Mesh.getMeshBuffer( 0 )->getVertices();
const core::vector3df& a = Vertices[ X * TerrainData.Size + Z ].Pos;
const core::vector3df& b = Vertices[ (X + 1) * TerrainData.Size + Z ].Pos;
const core::vector3df& c = Vertices[ X * TerrainData.Size + ( Z + 1 ) ].Pos;
const core::vector3df& d = Vertices[ (X + 1) * TerrainData.Size + ( Z + 1 ) ].Pos;
// offset from integer position
const f32 dx = pos.X - X;
const f32 dz = pos.Z - Z;
if( dx > dz )
height = a.Y + (d.Y - b.Y)*dz + (b.Y - a.Y)*dx;
else
height = a.Y + (d.Y - c.Y)*dx + (c.Y - a.Y)*dz;
height *= TerrainData.Scale.Y;
height += TerrainData.Position.Y;
}
return height;
}
//! Writes attributes of the scene node.
void CTerrainSceneNode::serializeAttributes(io::IAttributes* out,
io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addString("Heightmap", HeightmapFile.c_str());
out->addFloat("TextureScale1", TCoordScale1);
out->addFloat("TextureScale2", TCoordScale2);
}
//! Reads attributes of the scene node.
void CTerrainSceneNode::deserializeAttributes(io::IAttributes* in,
io::SAttributeReadWriteOptions* options)
{
core::stringc newHeightmap = in->getAttributeAsString("Heightmap");
f32 tcoordScale1 = in->getAttributeAsFloat("TextureScale1");
f32 tcoordScale2 = in->getAttributeAsFloat("TextureScale2");
// set possible new heightmap
if (newHeightmap.size() > 0 &&
newHeightmap != HeightmapFile)
{
io::IReadFile* file = FileSystem->createAndOpenFile(newHeightmap.c_str());
if (file)
{
loadHeightMap(file, video::SColor(255,255,255,255), 0);
file->drop();
}
else
os::Printer::log("could not open heightmap", newHeightmap.c_str());
}
// set possible new scale
if (core::equals(tcoordScale1, 0.f))
tcoordScale1 = 1.0f;
if (core::equals(tcoordScale2, 0.f))
tcoordScale2 = 1.0f;
if (!core::equals(tcoordScale1, TCoordScale1) ||
!core::equals(tcoordScale2, TCoordScale2))
{
scaleTexture(tcoordScale1, tcoordScale2);
}
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CTerrainSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CTerrainSceneNode* nb = new CTerrainSceneNode(
newParent, newManager, FileSystem, ID,
4, ETPS_17, getPosition(), getRotation(), getScale());
nb->cloneMembers(this, newManager);
// instead of cloning the data structures, recreate the terrain.
// (temporary solution)
// load file
io::IReadFile* file = FileSystem->createAndOpenFile(HeightmapFile.c_str());
if (file)
{
nb->loadHeightMap(file, video::SColor(255,255,255,255), 0);
file->drop();
}
// scale textures
nb->scaleTexture(TCoordScale1, TCoordScale2);
// copy materials
for (unsigned int m = 0; m<Mesh.getMeshBufferCount(); ++m)
{
if (nb->Mesh.getMeshBufferCount()>m &&
nb->Mesh.getMeshBuffer(m) &&
Mesh.getMeshBuffer(m))
{
nb->Mesh.getMeshBuffer(m)->getMaterial() =
Mesh.getMeshBuffer(m)->getMaterial();
}
}
nb->RenderBuffer.Material = RenderBuffer.Material;
// finish
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr