irrlicht/source/Irrlicht/CTerrainSceneNode.h

344 lines
13 KiB
C++

// Copyright (C) 2002-2009 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.
#ifndef __C_TERRAIN_SCENE_NODE_H__
#define __C_TERRAIN_SCENE_NODE_H__
#include "ITerrainSceneNode.h"
#include "SMesh.h"
#include "CDynamicMeshBuffer.h"
#include "path.h"
namespace irr
{
namespace io
{
class IFileSystem;
class IReadFile;
}
namespace scene
{
class ITextSceneNode;
//! A scene node for displaying terrain using the geo mip map algorithm.
class CTerrainSceneNode : public ITerrainSceneNode
{
public:
//! constructor
//! \param parent: The node which this node is a child of. Making this node a child of another node, or
//! making it a parent of another node is yet untested and most likely does not work properly.
//! \param mgr: Pointer to the scene manager.
//! \param id: The id of the node
//! \param maxLOD: The maximum LOD ( Level of Detail ) for the node.
//! \param patchSize: An E_GEOMIPMAP_PATCH_SIZE enumeration defining the size of each patch of the terrain.
//! \param position: The absolute position of this node.
//! \param rotation: The absolute rotation of this node. ( NOT YET IMPLEMENTED )
//! \param scale: The scale factor for the terrain. If you're using a heightmap of size 128x128 and would like
//! your terrain to be 12800x12800 in game units, then use a scale factor of ( core::vector ( 100.0f, 100.0f, 100.0f ).
//! If you use a Y scaling factor of 0.0f, then your terrain will be flat.
CTerrainSceneNode(ISceneNode* parent, ISceneManager* mgr, io::IFileSystem* fs, s32 id,
s32 maxLOD = 4, E_TERRAIN_PATCH_SIZE patchSize = ETPS_17,
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));
virtual ~CTerrainSceneNode();
//! Initializes the terrain data. Loads the vertices from the heightMapFile.
virtual bool loadHeightMap(io::IReadFile* file,
video::SColor vertexColor = video::SColor ( 255, 255, 255, 255 ), s32 smoothFactor = 0 );
//! Initializes the terrain data. Loads the vertices from the heightMapFile.
virtual bool loadHeightMapRAW(io::IReadFile* file, s32 bitsPerPixel = 16,
bool signedData=true, bool floatVals=false, s32 width=0, video::SColor vertexColor = video::SColor ( 255, 255, 255, 255 ), s32 smoothFactor = 0 );
//! Returns the material based on the zero based index i. This scene node only uses
//! 1 material.
//! \param i: Zero based index i. UNUSED, left in for virtual purposes.
//! \return Returns the single material this scene node uses.
virtual video::SMaterial& getMaterial ( u32 i )
{
return Mesh.getMeshBuffer(i)->getMaterial();
}
//! Returns amount of materials used by this scene node ( always 1 )
//! \return Returns current count of materials used by this scene node ( always 1 )
virtual u32 getMaterialCount() const
{
return Mesh.getMeshBufferCount();
}
//! Gets the last scaling factor applied to the scene node. This value only represents the
//! last scaling factor presented to the node. For instance, if you make create the node
//! with a scale factor of ( 1.0f, 1.0f, 1.0f ) then call setScale ( 50.0f, 5.0f, 50.0f ),
//! then make another call to setScale with the values ( 2.0f, 2.0f, 2.0f ), this will return
//! core::vector3df ( 2.0f, 2.0f, 2.0f ), although the total scaling of the scene node is
//! core::vector3df ( 100.0f, 10.0f, 100.0f ).
//! \return Returns the last scaling factor passed to the scene node.
virtual const core::vector3df& getScale() const
{
return TerrainData.Scale;
}
//! Scales the scene nodes vertices by the vector specified.
//! \param scale: Scaling factor to apply to the node.
virtual void setScale(const core::vector3df& scale);
//! Gets the last rotation factor applied to the scene node.
//! \return Returns the last rotation factor applied to the scene node.
virtual const core::vector3df& getRotation() const
{
return TerrainData.Rotation;
}
//! Rotates the node. This only modifies the relative rotation of the node.
//! \param rotation: New rotation of the node in degrees.
virtual void setRotation(const core::vector3df& rotation);
//! Sets the pivot point for rotation of this node.
//! NOTE: The default for the RotationPivot will be the center of the individual tile.
virtual void setRotationPivot( const core::vector3df& pivot );
//! Gets the last positioning vector applied to the scene node.
//! \return Returns the last position vector applied to the scene node.
virtual const core::vector3df& getPosition() const
{
return TerrainData.Position;
}
//! Moves the scene nodes vertices by the vector specified.
//! \param newpos: Vector specifying how much to move each vertex of the scene node.
virtual void setPosition(const core::vector3df& newpos);
//! 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.
virtual void OnRegisterSceneNode();
//! Render the scene node
virtual void render();
//! Return the bounding box of the entire terrain.
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! Return the bounding box of a patch
virtual const core::aabbox3d<f32>& getBoundingBox(s32 patchX, s32 patchZ) const;
//! Return the number of indices currently used to draw the scene node.
virtual u32 getIndexCount() const { return IndicesToRender; }
//! Returns the mesh
virtual IMesh* getMesh() { return &Mesh; }
//! Returns a pointer to the buffer used by the terrain (most users will not need this)
virtual IMeshBuffer* getRenderBuffer() { return RenderBuffer; }
//! 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;
//! 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);
//! 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) const;
//! 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 const core::vector3df& getTerrainCenter() const
{
return TerrainData.Center;
}
//! Returns center of terrain.
virtual f32 getHeight( f32 x, f32 y ) const;
//! Sets the movement camera threshold which is used to determine when to recalculate
//! indices for the scene node. The default value is 10.0f.
virtual void setCameraMovementDelta(f32 delta)
{
CameraMovementDelta = delta;
}
//! Sets the rotation camera threshold which is used to determine when to recalculate
//! indices for the scene node. The default value is 1.0f.
virtual void setCameraRotationDelta(f32 delta)
{
CameraRotationDelta = delta;
}
//! Sets whether or not the node should dynamically update it its associated selector when
//! the geomipmap data changes.
//! param bVal: Boolean value representing whether or not to update selector dynamically.
//! NOTE: Temporarily disabled while working out issues with DynamicSelectorUpdate
virtual void setDynamicSelectorUpdate(bool bVal ) { DynamicSelectorUpdate = false; }
//! 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 );
//! Scales the two textures
virtual void scaleTexture(f32 scale = 1.0f, f32 scale2 = 0.0f);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const {return ESNT_TERRAIN;}
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out,
io::SAttributeReadWriteOptions* options=0) const;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in,
io::SAttributeReadWriteOptions* options=0);
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent,
ISceneManager* newManager);
private:
friend class CTerrainTriangleSelector;
struct SPatch
{
SPatch()
: CurrentLOD(-1), Top(0), Bottom(0), Right(0), Left(0)
{
}
s32 CurrentLOD;
core::aabbox3df BoundingBox;
core::vector3df Center;
SPatch* Top;
SPatch* Bottom;
SPatch* Right;
SPatch* Left;
};
struct STerrainData
{
STerrainData()
: Size(0), PatchSize(0), CalcPatchSize(0),
PatchCount(0), MaxLOD(0),
BoundingBox(core::aabbox3df( 99999.9f, 99999.9f, 99999.9f, -99999.9f, -99999.9f, -99999.9f)),
Patches(0)
{
}
STerrainData(s32 patchSize, s32 maxLOD, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
: Size(0), Position(position), Rotation(rotation), Scale(scale),
PatchSize(patchSize), CalcPatchSize(patchSize-1),
PatchCount(0), MaxLOD(maxLOD),
BoundingBox(core::aabbox3df( 99999.9f, 99999.9f, 99999.9f, -99999.9f, -99999.9f, -99999.9f)),
Patches(0)
{
}
s32 Size;
core::vector3df Position;
core::vector3df Rotation;
core::vector3df RotationPivot;
core::vector3df Scale;
core::vector3df Center;
s32 PatchSize;
s32 CalcPatchSize;
s32 PatchCount;
s32 MaxLOD;
core::aabbox3df BoundingBox;
core::array<f64> LODDistanceThreshold;
SPatch* Patches;
};
virtual void preRenderLODCalculations();
virtual void preRenderIndicesCalculations();
//! get indices when generating index data for patches at varying levels of detail.
u32 getIndex(const s32 PatchX, const s32 PatchZ, const s32 PatchIndex, u32 vX, u32 vZ) const;
//! smooth the terrain
void smoothTerrain(CDynamicMeshBuffer* mb, s32 smoothFactor);
//! calculate smooth normals
void calculateNormals(CDynamicMeshBuffer* mb);
//! create patches, stuff that needs to only be done once for patches goes here.
void createPatches();
//! calculate the internal STerrainData structure
void calculatePatchData();
//! calculate or recalculate the distance thresholds
void calculateDistanceThresholds(bool scalechanged = false);
//! sets the CurrentLOD of all patches to the specified LOD
void setCurrentLODOfPatches(s32 i);
//! sets the CurrentLOD of TerrainData patches to the LODs specified in the array
void setCurrentLODOfPatches(const core::array<s32>& lodarray);
//! Apply transformation changes( scale, position, rotation )
void applyTransformation();
STerrainData TerrainData;
SMesh Mesh;
CDynamicMeshBuffer *RenderBuffer;
u32 VerticesToRender;
u32 IndicesToRender;
bool DynamicSelectorUpdate;
bool OverrideDistanceThreshold;
bool UseDefaultRotationPivot;
bool ForceRecalculation;
core::vector3df OldCameraPosition;
core::vector3df OldCameraRotation;
core::vector3df OldCameraUp;
f32 OldCameraFOV;
f32 CameraMovementDelta;
f32 CameraRotationDelta;
f32 CameraFOVDelta;
// needed for (de)serialization
f32 TCoordScale1;
f32 TCoordScale2;
io::path HeightmapFile;
io::IFileSystem* FileSystem;
};
} // end namespace scene
} // end namespace irr
#endif // __C_TERRAIN_SCENE_NODE_H__