974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
183 lines
8.4 KiB
C++
183 lines
8.4 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// The code for the TerrainSceneNode is based on the terrain renderer by
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// Soconne and the GeoMipMapSceneNode developed by Spintz. They made their
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// code available for Irrlicht and allowed it to be distributed under this
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// licence. I only modified some parts. A lot of thanks go to them.
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#ifndef __I_TERRAIN_SCENE_NODE_H__
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#define __I_TERRAIN_SCENE_NODE_H__
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#include "ETerrainElements.h"
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#include "ISceneNode.h"
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#include "IDynamicMeshBuffer.h"
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#include "irrArray.h"
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namespace irr
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{
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namespace io
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{
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class IReadFile;
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} // end namespace io
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namespace scene
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{
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class IMesh;
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//! A scene node for displaying terrain using the geo mip map algorithm.
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/** The code for the TerrainSceneNode is based on the Terrain renderer by Soconne and
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* the GeoMipMapSceneNode developed by Spintz. They made their code available for Irrlicht
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* and allowed it to be distributed under this licence. I only modified some parts.
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* A lot of thanks go to them.
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*
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* This scene node is capable of very quickly loading
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* terrains and updating the indices at runtime to enable viewing very large terrains. It uses a
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* CLOD (Continuous Level of Detail) algorithm which updates the indices for each patch based on
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* a LOD (Level of Detail) which is determined based on a patch's distance from the camera.
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*
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* The Patch Size of the terrain must always be a size of ( 2^N+1, i.e. 8+1(9), 16+1(17), etc. ).
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* The MaxLOD available is directly dependent on the patch size of the terrain. LOD 0 contains all
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* of the indices to draw all the triangles at the max detail for a patch. As each LOD goes up by 1
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* the step taken, in generating indices increases by - 2^LOD, so for LOD 1, the step taken is 2, for
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* LOD 2, the step taken is 4, LOD 3 - 8, etc. The step can be no larger than the size of the patch,
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* so having a LOD of 8, with a patch size of 17, is asking the algoritm to generate indices every
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* 2^8 ( 256 ) vertices, which is not possible with a patch size of 17. The maximum LOD for a patch
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* size of 17 is 2^4 ( 16 ). So, with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 ( every
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* 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every 8 vertices ) and LOD 4 ( every 16 vertices ).
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**/
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class ITerrainSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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ITerrainSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0.0f, 0.0f, 0.0f),
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const core::vector3df& rotation = core::vector3df(0.0f, 0.0f, 0.0f),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f) )
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: ISceneNode (parent, mgr, id, position, rotation, scale) {}
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//! Get the bounding box of the terrain.
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/** \return The bounding box of the entire terrain. */
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virtual const core::aabbox3d<f32>& getBoundingBox() const =0;
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//! Get the bounding box of a patch
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/** \return The bounding box of the chosen patch. */
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virtual const core::aabbox3d<f32>& getBoundingBox(s32 patchX, s32 patchZ) const =0;
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//! Get the number of indices currently in the meshbuffer
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/** \return The index count. */
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virtual u32 getIndexCount() const =0;
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//! Get pointer to the mesh
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/** \return Pointer to the mesh. */
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virtual IMesh* getMesh() =0;
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//! Get pointer to the buffer used by the terrain (most users will not need this)
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virtual IMeshBuffer* getRenderBuffer() =0;
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//! Gets the meshbuffer data based on a specified level of detail.
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/** \param mb A reference to an IDynamicMeshBuffer object
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\param LOD The level of detail you want the indices from. */
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virtual void getMeshBufferForLOD(IDynamicMeshBuffer& mb, s32 LOD=0) const =0;
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//! Gets the indices for a specified patch at a specified Level of Detail.
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/** \param indices A reference to an array of u32 indices.
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\param patchX Patch x coordinate.
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\param patchZ Patch z coordinate.
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\param LOD The level of detail to get for that patch. If -1,
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then get the CurrentLOD. If the CurrentLOD is set to -1,
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meaning it's not shown, then it will retrieve the triangles at
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the highest LOD (0).
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\return Number of indices put into the buffer. */
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virtual s32 getIndicesForPatch(core::array<u32>& indices,
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s32 patchX, s32 patchZ, s32 LOD=0) =0;
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//! Populates an array with the CurrentLOD of each patch.
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/** \param LODs A reference to a core::array<s32> to hold the
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values
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\return Number of elements in the array */
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virtual s32 getCurrentLODOfPatches(core::array<s32>& LODs) const =0;
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//! Manually sets the LOD of a patch
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/** \param patchX Patch x coordinate.
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\param patchZ Patch z coordinate.
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\param LOD The level of detail to set the patch to. */
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virtual void setLODOfPatch(s32 patchX, s32 patchZ, s32 LOD=0) =0;
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//! Get center of terrain.
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virtual const core::vector3df& getTerrainCenter() const =0;
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//! Get height of a point of the terrain.
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virtual f32 getHeight(f32 x, f32 y) const =0;
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//! Sets the movement camera threshold.
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/** It is used to determine when to recalculate
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indices for the scene node. The default value is 10.0f. */
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virtual void setCameraMovementDelta(f32 delta) =0;
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//! Sets the rotation camera threshold.
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/** It is used to determine when to recalculate
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indices for the scene node. The default value is 1.0f. */
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virtual void setCameraRotationDelta(f32 delta) =0;
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//! Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes.
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/** \param bVal: Boolean value representing whether or not to update selector dynamically. */
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virtual void setDynamicSelectorUpdate(bool bVal) =0;
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//! Override the default generation of distance thresholds.
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/** For determining the LOD a patch is rendered at. If any LOD
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is overridden, then the scene node will no longer apply scaling
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factors to these values. If you override these distances, and
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then apply a scale to the scene node, it is your responsibility
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to update the new distances to work best with your new terrain
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size. */
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virtual bool overrideLODDistance(s32 LOD, f64 newDistance) =0;
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//! Scales the base texture, similar to makePlanarTextureMapping.
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/** \param scale The scaling amount. Values above 1.0
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increase the number of time the texture is drawn on the
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terrain. Values below 0 will decrease the number of times the
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texture is drawn on the terrain. Using negative values will
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flip the texture, as well as still scaling it.
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\param scale2 If set to 0 (default value), this will set the
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second texture coordinate set to the same values as in the
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first set. If this is another value than zero, it will scale
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the second texture coordinate set by this value. */
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virtual void scaleTexture(f32 scale = 1.0f, f32 scale2=0.0f) =0;
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//! Initializes the terrain data. Loads the vertices from the heightMapFile.
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/** The file must contain a loadable image of the heightmap. The heightmap
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must be square.
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\param file The file to read the image from. File is not rewinded.
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\param vertexColor Color of all vertices.
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\param smoothFactor Number of smoothing passes. */
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virtual bool loadHeightMap(io::IReadFile* file,
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video::SColor vertexColor=video::SColor(255,255,255,255),
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s32 smoothFactor=0) =0;
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//! Initializes the terrain data. Loads the vertices from the heightMapFile.
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/** The data is interpreted as (signed) integers of the given bit size or
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floats (with 32bits, signed). Allowed bitsizes for integers are
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8, 16, and 32. The heightmap must be square.
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\param file The file to read the RAW data from. File is not rewinded.
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\param bitsPerPixel Size of data if integers used, for floats always use 32.
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\param signedData Whether we use signed or unsigned ints, ignored for floats.
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\param floatVals Whether the data is float or int.
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\param width Width (and also Height, as it must be square) of the heightmap. Use 0 for autocalculating from the filesize.
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\param vertexColor Color of all vertices.
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\param smoothFactor Number of smoothing passes. */
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virtual bool loadHeightMapRAW(io::IReadFile* file, s32 bitsPerPixel=16,
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bool signedData=false, bool floatVals=false, s32 width=0,
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video::SColor vertexColor=video::SColor(255,255,255,255),
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s32 smoothFactor=0) =0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif // __I_TERRAIN_SCENE_NODE_H__
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