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source: downloads/ogre/PlugIns/OctreeSceneManager/src/OgreTerrainPage.cpp @ 44

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#include "OgreTerrainPage.h"
30#include "OgreTerrainRenderable.h"
31
32namespace Ogre {
33
34    //-------------------------------------------------------------------------
35    TerrainPage::TerrainPage(unsigned short numTiles)
36    {
37        tilesPerPage = numTiles;
38        // Set up an empty array of TerrainRenderable pointers
39        int i, j;
40        for ( i = 0; i < tilesPerPage; i++ )
41        {
42            tiles.push_back( TerrainRow() );
43
44            for ( j = 0; j < tilesPerPage; j++ )
45            {
46                tiles[ i ].push_back( 0 );
47            }
48        }
49
50        pageSceneNode = 0;
51
52    }
53    //-------------------------------------------------------------------------
54    TerrainPage::~TerrainPage()
55    {
56        Terrain2D::iterator i, iend;
57        iend = tiles.end();
58        for (i = tiles.begin(); i != iend; ++i)
59        {
60            TerrainRow::iterator j, jend;
61            jend = i->end();
62            for (j = i->begin(); j != jend; ++j)
63            {
64                delete *j;
65                *j = 0;
66            }
67        }
68
69    }
70    //-------------------------------------------------------------------------
71    void TerrainPage::linkNeighbours(void)
72    {
73        //setup the neighbor links.
74
75        for ( size_t j = 0; j < tilesPerPage; j++ )
76        {
77            for ( size_t i = 0; i < tilesPerPage; i++ )
78            {
79                if ( j != tilesPerPage - 1 )
80                {
81                    tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::SOUTH, tiles[ i ][ j + 1 ] );
82                    tiles[ i ][ j + 1 ] -> _setNeighbor( TerrainRenderable::NORTH, tiles[ i ][ j ] );
83                }
84
85                if ( i != tilesPerPage - 1 )
86                {
87                    tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::EAST, tiles[ i + 1 ][ j ] );
88                    tiles[ i + 1 ][ j ] -> _setNeighbor( TerrainRenderable::WEST, tiles[ i ][ j ] );
89                }
90
91            }
92        }
93    }
94    //-------------------------------------------------------------------------
95    TerrainRenderable * TerrainPage::getTerrainTile( const Vector3 & pt )
96    {
97        /* Since we don't know if the terrain is square, or has holes, we use a line trace
98        to find the containing tile...
99        */
100
101        TerrainRenderable * tile = tiles[ 0 ][ 0 ];
102
103        while ( tile != 0 )
104        {
105            AxisAlignedBox b = tile -> getBoundingBox();
106
107            if ( pt.x < b.getMinimum().x )
108                tile = tile -> _getNeighbor( TerrainRenderable::WEST );
109            else if ( pt.x > b.getMaximum().x )
110                tile = tile -> _getNeighbor( TerrainRenderable::EAST );
111            else if ( pt.z < b.getMinimum().z )
112                tile = tile -> _getNeighbor( TerrainRenderable::NORTH );
113            else if ( pt.z > b.getMaximum().z )
114                tile = tile -> _getNeighbor( TerrainRenderable::SOUTH );
115            else
116                return tile;
117        }
118
119        return 0;
120    }
121        //-------------------------------------------------------------------------
122        void TerrainPage::setRenderQueue(uint8 qid)
123        {
124                for ( size_t j = 0; j < tilesPerPage; j++ )
125                {
126                        for ( size_t i = 0; i < tilesPerPage; i++ )
127                        {
128                                if ( j != tilesPerPage - 1 )
129                                {
130                                        tiles[ i ][ j ]->setRenderQueueGroup(qid);
131                                }
132                        }
133                }
134        }
135
136}
137
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