974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
331 lines
13 KiB
C++
331 lines
13 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 GeoMipMapSceneNode
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// developed by Spintz. He made it available for Irrlicht and allowed it to be
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// distributed under this licence. I only modified some parts. A lot of thanks go to him.
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#ifndef __C_TERRAIN_SCENE_NODE_H__
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#define __C_TERRAIN_SCENE_NODE_H__
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#include "ITerrainSceneNode.h"
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#include "IDynamicMeshBuffer.h"
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#include "path.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 IFileSystem;
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class IReadFile;
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}
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namespace scene
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{
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struct SMesh;
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class ITextSceneNode;
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//! A scene node for displaying terrain using the geo mip map algorithm.
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class CTerrainSceneNode : public ITerrainSceneNode
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{
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public:
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//! constructor
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//! \param parent: The node which this node is a child of. Making this node a child of another node, or
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//! making it a parent of another node is yet untested and most likely does not work properly.
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//! \param mgr: Pointer to the scene manager.
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//! \param id: The id of the node
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//! \param maxLOD: The maximum LOD ( Level of Detail ) for the node.
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//! \param patchSize: An E_GEOMIPMAP_PATCH_SIZE enumeration defining the size of each patch of the terrain.
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//! \param position: The absolute position of this node.
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//! \param rotation: The absolute rotation of this node. ( NOT YET IMPLEMENTED )
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//! \param scale: The scale factor for the terrain. If you're using a heightmap of size 128x128 and would like
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//! your terrain to be 12800x12800 in game units, then use a scale factor of ( core::vector ( 100.0f, 100.0f, 100.0f ).
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//! If you use a Y scaling factor of 0.0f, then your terrain will be flat.
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CTerrainSceneNode(ISceneNode* parent, ISceneManager* mgr, io::IFileSystem* fs, s32 id,
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s32 maxLOD = 4, E_TERRAIN_PATCH_SIZE patchSize = ETPS_17,
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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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virtual ~CTerrainSceneNode();
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//! Initializes the terrain data. Loads the vertices from the heightMapFile.
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virtual bool loadHeightMap(io::IReadFile* file,
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video::SColor vertexColor = video::SColor ( 255, 255, 255, 255 ), s32 smoothFactor = 0 );
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//! Initializes the terrain data. Loads the vertices from the heightMapFile.
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virtual bool loadHeightMapRAW(io::IReadFile* file, s32 bitsPerPixel = 16,
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bool signedData=true, bool floatVals=false, s32 width=0, video::SColor vertexColor = video::SColor ( 255, 255, 255, 255 ), s32 smoothFactor = 0 );
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//! Returns the material based on the zero based index i. This scene node only uses
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//! 1 material.
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//! \param i: Zero based index i. UNUSED, left in for virtual purposes.
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//! \return Returns the single material this scene node uses.
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virtual video::SMaterial& getMaterial(u32 i);
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//! Returns amount of materials used by this scene node ( always 1 )
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//! \return Returns current count of materials used by this scene node ( always 1 )
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virtual u32 getMaterialCount() const;
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//! Gets the last scaling factor applied to the scene node. This value only represents the
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//! last scaling factor presented to the node. For instance, if you make create the node
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//! with a scale factor of ( 1.0f, 1.0f, 1.0f ) then call setScale ( 50.0f, 5.0f, 50.0f ),
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//! then make another call to setScale with the values ( 2.0f, 2.0f, 2.0f ), this will return
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//! core::vector3df ( 2.0f, 2.0f, 2.0f ), although the total scaling of the scene node is
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//! core::vector3df ( 100.0f, 10.0f, 100.0f ).
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//! \return Returns the last scaling factor passed to the scene node.
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virtual const core::vector3df& getScale() const
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{
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return TerrainData.Scale;
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}
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//! Scales the scene nodes vertices by the vector specified.
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//! \param scale: Scaling factor to apply to the node.
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virtual void setScale(const core::vector3df& scale);
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//! Gets the last rotation factor applied to the scene node.
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//! \return Returns the last rotation factor applied to the scene node.
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virtual const core::vector3df& getRotation() const
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{
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return TerrainData.Rotation;
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}
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//! Rotates the node. This only modifies the relative rotation of the node.
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//! \param rotation: New rotation of the node in degrees.
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virtual void setRotation(const core::vector3df& rotation);
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//! Sets the pivot point for rotation of this node.
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//! NOTE: The default for the RotationPivot will be the center of the individual tile.
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virtual void setRotationPivot( const core::vector3df& pivot );
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//! Gets the last positioning vector applied to the scene node.
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//! \return Returns the last position vector applied to the scene node.
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virtual const core::vector3df& getPosition() const
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{
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return TerrainData.Position;
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}
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//! Moves the scene nodes vertices by the vector specified.
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//! \param newpos: Vector specifying how much to move each vertex of the scene node.
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virtual void setPosition(const core::vector3df& newpos);
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//! Updates the scene nodes indices if the camera has moved or rotated by a certain
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//! threshold, which can be changed using the SetCameraMovementDeltaThreshold and
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//! SetCameraRotationDeltaThreshold functions. This also determines if a given patch
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//! for the scene node is within the view frustum and if it's not the indices are not
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//! generated for that patch.
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virtual void OnRegisterSceneNode();
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//! Render the scene node
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virtual void render();
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//! Return the bounding box of the entire terrain.
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! Return the bounding box of a patch
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virtual const core::aabbox3d<f32>& getBoundingBox(s32 patchX, s32 patchZ) const;
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//! Return the number of indices currently used to draw the scene node.
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virtual u32 getIndexCount() const { return IndicesToRender; }
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//! Returns the mesh
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virtual IMesh* getMesh();
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//! Returns a pointer to the buffer used by the terrain (most users will not need this)
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virtual IMeshBuffer* getRenderBuffer() { return RenderBuffer; }
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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;
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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, then get
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//! the CurrentLOD. If the CurrentLOD is set to -1, meaning it's not shown,
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//! then it will retrieve the triangles at 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);
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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 values
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//! \return Returns the number of elements in the array
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virtual s32 getCurrentLODOfPatches(core::array<s32>& LODs) const;
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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);
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//! Returns center of terrain.
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virtual const core::vector3df& getTerrainCenter() const
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{
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return TerrainData.Center;
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}
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//! Returns center of terrain.
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virtual f32 getHeight( f32 x, f32 y ) const;
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//! Sets the movement camera threshold which 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)
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{
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CameraMovementDelta = delta;
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}
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//! Sets the rotation camera threshold which 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)
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{
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CameraRotationDelta = delta;
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}
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//! Sets whether or not the node should dynamically update it its associated selector when
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//! the geomipmap data changes.
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//! param bVal: Boolean value representing whether or not to update selector dynamically.
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//! NOTE: Temporarily disabled while working out issues with DynamicSelectorUpdate
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virtual void setDynamicSelectorUpdate(bool bVal ) { DynamicSelectorUpdate = false; }
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//! Override the default generation of distance thresholds for determining the LOD a patch
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//! is rendered at. If any LOD is overridden, then the scene node will no longer apply
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//! scaling factors to these values. If you override these distances and then apply
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//! a scale to the scene node, it is your responsibility to update the new distances to
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//! work best with your new terrain size.
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virtual bool overrideLODDistance( s32 LOD, f64 newDistance );
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//! Scales the two textures
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virtual void scaleTexture(f32 scale = 1.0f, f32 scale2 = 0.0f);
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const {return ESNT_TERRAIN;}
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out,
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io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in,
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io::SAttributeReadWriteOptions* options=0);
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//! Creates a clone of this scene node and its children.
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virtual ISceneNode* clone(ISceneNode* newParent,
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ISceneManager* newManager);
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private:
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friend class CTerrainTriangleSelector;
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struct SPatch
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{
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SPatch()
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: Top(0), Bottom(0), Right(0), Left(0), CurrentLOD(-1)
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{
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}
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SPatch* Top;
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SPatch* Bottom;
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SPatch* Right;
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SPatch* Left;
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s32 CurrentLOD;
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core::aabbox3df BoundingBox;
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core::vector3df Center;
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};
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struct STerrainData
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{
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STerrainData(s32 patchSize, s32 maxLOD, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
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: Patches(0), Size(0), Position(position), Rotation(rotation),
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Scale(scale), PatchSize(patchSize), CalcPatchSize(patchSize-1),
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PatchCount(0), MaxLOD(maxLOD)
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{
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}
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SPatch* Patches;
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s32 Size;
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core::vector3df Position;
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core::vector3df Rotation;
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core::vector3df RotationPivot;
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core::vector3df Scale;
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core::vector3df Center;
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s32 PatchSize;
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s32 CalcPatchSize;
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s32 PatchCount;
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s32 MaxLOD;
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core::aabbox3df BoundingBox;
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core::array<f64> LODDistanceThreshold;
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};
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virtual void preRenderCalculationsIfNeeded();
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virtual void preRenderLODCalculations();
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virtual void preRenderIndicesCalculations();
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//! get indices when generating index data for patches at varying levels of detail.
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u32 getIndex(const s32 PatchX, const s32 PatchZ, const s32 PatchIndex, u32 vX, u32 vZ) const;
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//! smooth the terrain
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void smoothTerrain(IDynamicMeshBuffer* mb, s32 smoothFactor);
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//! calculate smooth normals
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void calculateNormals(IDynamicMeshBuffer* mb);
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//! create patches, stuff that needs to only be done once for patches goes here.
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void createPatches();
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//! calculate the internal STerrainData structure
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void calculatePatchData();
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//! calculate or recalculate the distance thresholds
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void calculateDistanceThresholds(bool scalechanged = false);
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//! sets the CurrentLOD of all patches to the specified LOD
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void setCurrentLODOfPatches(s32 i);
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//! sets the CurrentLOD of TerrainData patches to the LODs specified in the array
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void setCurrentLODOfPatches(const core::array<s32>& lodarray);
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//! Apply transformation changes( scale, position, rotation )
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void applyTransformation();
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STerrainData TerrainData;
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SMesh* Mesh;
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IDynamicMeshBuffer *RenderBuffer;
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u32 VerticesToRender;
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u32 IndicesToRender;
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bool DynamicSelectorUpdate;
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bool OverrideDistanceThreshold;
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bool UseDefaultRotationPivot;
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bool ForceRecalculation;
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core::vector3df OldCameraPosition;
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core::vector3df OldCameraRotation;
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core::vector3df OldCameraUp;
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f32 OldCameraFOV;
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f32 CameraMovementDelta;
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f32 CameraRotationDelta;
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f32 CameraFOVDelta;
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// needed for (de)serialization
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f32 TCoordScale1;
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f32 TCoordScale2;
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s32 SmoothFactor;
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io::path HeightmapFile;
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io::IFileSystem* FileSystem;
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};
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} // end namespace scene
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} // end namespace irr
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#endif // __C_TERRAIN_SCENE_NODE_H__
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