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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5// The code for the TerrainSceneNode is based on the terrain renderer by
6// Soconne and the GeoMipMapSceneNode developed by Spintz. They made their
7// code available for Irrlicht and allowed it to be distributed under this
8// licence. I only modified some parts. A lot of thanks go to them.
9
10#ifndef __I_TERRAIN_SCENE_NODE_H__
11#define __I_TERRAIN_SCENE_NODE_H__
12
13#include "ETerrainElements.h"
14#include "ISceneNode.h"
15#include "IDynamicMeshBuffer.h"
16#include "irrArray.h"
17
18namespace irr
19{
20namespace io
21{
22 class IReadFile;
23} // end namespace io
24namespace scene
25{
26 class IMesh;
27
28 //! A scene node for displaying terrain using the geo mip map algorithm.
29 /** The code for the TerrainSceneNode is based on the Terrain renderer by Soconne and
30 * the GeoMipMapSceneNode developed by Spintz. They made their code available for Irrlicht
31 * and allowed it to be distributed under this licence. I only modified some parts.
32 * A lot of thanks go to them.
33 *
34 * This scene node is capable of very quickly loading
35 * terrains and updating the indices at runtime to enable viewing very large terrains. It uses a
36 * CLOD (Continuous Level of Detail) algorithm which updates the indices for each patch based on
37 * a LOD (Level of Detail) which is determined based on a patch's distance from the camera.
38 *
39 * The Patch Size of the terrain must always be a size of ( 2^N+1, i.e. 8+1(9), 16+1(17), etc. ).
40 * The MaxLOD available is directly dependent on the patch size of the terrain. LOD 0 contains all
41 * of the indices to draw all the triangles at the max detail for a patch. As each LOD goes up by 1
42 * the step taken, in generating indices increases by - 2^LOD, so for LOD 1, the step taken is 2, for
43 * LOD 2, the step taken is 4, LOD 3 - 8, etc. The step can be no larger than the size of the patch,
44 * so having a LOD of 8, with a patch size of 17, is asking the algoritm to generate indices every
45 * 2^8 ( 256 ) vertices, which is not possible with a patch size of 17. The maximum LOD for a patch
46 * size of 17 is 2^4 ( 16 ). So, with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 ( every
47 * 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every 8 vertices ) and LOD 4 ( every 16 vertices ).
48 **/
49 class ITerrainSceneNode : public ISceneNode
50 {
51 public:
52 //! Constructor
53 ITerrainSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
54 const core::vector3df& position = core::vector3df(0.0f, 0.0f, 0.0f),
55 const core::vector3df& rotation = core::vector3df(0.0f, 0.0f, 0.0f),
56 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f) )
57 : ISceneNode (parent, mgr, id, position, rotation, scale) {}
58
59 //! Get the bounding box of the terrain.
60 /** \return The bounding box of the entire terrain. */
61 virtual const core::aabbox3d<f32>& getBoundingBox() const =0;
62
63 //! Get the bounding box of a patch
64 /** \return The bounding box of the chosen patch. */
65 virtual const core::aabbox3d<f32>& getBoundingBox(s32 patchX, s32 patchZ) const =0;
66
67 //! Get the number of indices currently in the meshbuffer
68 /** \return The index count. */
69 virtual u32 getIndexCount() const =0;
70
71 //! Get pointer to the mesh
72 /** \return Pointer to the mesh. */
73 virtual IMesh* getMesh() =0;
74
75 //! Get pointer to the buffer used by the terrain (most users will not need this)
76 virtual IMeshBuffer* getRenderBuffer() =0;
77
78
79 //! Gets the meshbuffer data based on a specified level of detail.
80 /** \param mb A reference to an IDynamicMeshBuffer object
81 \param LOD The level of detail you want the indices from. */
82 virtual void getMeshBufferForLOD(IDynamicMeshBuffer& mb, s32 LOD=0) const =0;
83
84 //! Gets the indices for a specified patch at a specified Level of Detail.
85 /** \param indices A reference to an array of u32 indices.
86 \param patchX Patch x coordinate.
87 \param patchZ Patch z coordinate.
88 \param LOD The level of detail to get for that patch. If -1,
89 then get the CurrentLOD. If the CurrentLOD is set to -1,
90 meaning it's not shown, then it will retrieve the triangles at
91 the highest LOD (0).
92 \return Number of indices put into the buffer. */
93 virtual s32 getIndicesForPatch(core::array<u32>& indices,
94 s32 patchX, s32 patchZ, s32 LOD=0) =0;
95
96 //! Populates an array with the CurrentLOD of each patch.
97 /** \param LODs A reference to a core::array<s32> to hold the
98 values
99 \return Number of elements in the array */
100 virtual s32 getCurrentLODOfPatches(core::array<s32>& LODs) const =0;
101
102 //! Manually sets the LOD of a patch
103 /** \param patchX Patch x coordinate.
104 \param patchZ Patch z coordinate.
105 \param LOD The level of detail to set the patch to. */
106 virtual void setLODOfPatch(s32 patchX, s32 patchZ, s32 LOD=0) =0;
107
108 //! Get center of terrain.
109 virtual const core::vector3df& getTerrainCenter() const =0;
110
111 //! Get height of a point of the terrain.
112 virtual f32 getHeight(f32 x, f32 y) const =0;
113
114 //! Sets the movement camera threshold.
115 /** It is used to determine when to recalculate
116 indices for the scene node. The default value is 10.0f. */
117 virtual void setCameraMovementDelta(f32 delta) =0;
118
119 //! Sets the rotation camera threshold.
120 /** It is used to determine when to recalculate
121 indices for the scene node. The default value is 1.0f. */
122 virtual void setCameraRotationDelta(f32 delta) =0;
123
124 //! Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes.
125 /** \param bVal: Boolean value representing whether or not to update selector dynamically. */
126 virtual void setDynamicSelectorUpdate(bool bVal) =0;
127
128 //! Override the default generation of distance thresholds.
129 /** For determining the LOD a patch is rendered at. If any LOD
130 is overridden, then the scene node will no longer apply scaling
131 factors to these values. If you override these distances, and
132 then apply a scale to the scene node, it is your responsibility
133 to update the new distances to work best with your new terrain
134 size. */
135 virtual bool overrideLODDistance(s32 LOD, f64 newDistance) =0;
136
137 //! Scales the base texture, similar to makePlanarTextureMapping.
138 /** \param scale The scaling amount. Values above 1.0
139 increase the number of time the texture is drawn on the
140 terrain. Values below 0 will decrease the number of times the
141 texture is drawn on the terrain. Using negative values will
142 flip the texture, as well as still scaling it.
143 \param scale2 If set to 0 (default value), this will set the
144 second texture coordinate set to the same values as in the
145 first set. If this is another value than zero, it will scale
146 the second texture coordinate set by this value. */
147 virtual void scaleTexture(f32 scale = 1.0f, f32 scale2=0.0f) =0;
148
149 //! Initializes the terrain data. Loads the vertices from the heightMapFile.
150 /** The file must contain a loadable image of the heightmap. The heightmap
151 must be square.
152 \param file The file to read the image from. File is not rewinded.
153 \param vertexColor Color of all vertices.
154 \param smoothFactor Number of smoothing passes. */
155 virtual bool loadHeightMap(io::IReadFile* file,
156 video::SColor vertexColor=video::SColor(255,255,255,255),
157 s32 smoothFactor=0) =0;
158
159 //! Initializes the terrain data. Loads the vertices from the heightMapFile.
160 /** The data is interpreted as (signed) integers of the given bit size or
161 floats (with 32bits, signed). Allowed bitsizes for integers are
162 8, 16, and 32. The heightmap must be square.
163 \param file The file to read the RAW data from. File is not rewinded.
164 \param bitsPerPixel Size of data if integers used, for floats always use 32.
165 \param signedData Whether we use signed or unsigned ints, ignored for floats.
166 \param floatVals Whether the data is float or int.
167 \param width Width (and also Height, as it must be square) of the heightmap. Use 0 for autocalculating from the filesize.
168 \param vertexColor Color of all vertices.
169 \param smoothFactor Number of smoothing passes. */
170 virtual bool loadHeightMapRAW(io::IReadFile* file, s32 bitsPerPixel=16,
171 bool signedData=false, bool floatVals=false, s32 width=0,
172 video::SColor vertexColor=video::SColor(255,255,255,255),
173 s32 smoothFactor=0) =0;
174
175 };
176
177} // end namespace scene
178} // end namespace irr
179
180
181#endif // __I_TERRAIN_SCENE_NODE_H__
182