[657] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #include "OgreTerrainPage.h"
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| 26 | #include "OgreTerrainRenderable.h"
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| 27 |
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| 28 | namespace Ogre {
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| 29 |
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| 30 | //-------------------------------------------------------------------------
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| 31 | TerrainPage::TerrainPage(unsigned short numTiles)
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| 32 | {
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| 33 | tilesPerPage = numTiles;
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| 34 | // Set up an empty array of TerrainRenderable pointers
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| 35 | int i, j;
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| 36 | for ( i = 0; i < tilesPerPage; i++ )
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| 37 | {
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| 38 | tiles.push_back( TerrainRow() );
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| 39 |
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| 40 | for ( j = 0; j < tilesPerPage; j++ )
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| 41 | {
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| 42 | tiles[ i ].push_back( 0 );
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| 43 | }
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| 44 | }
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| 45 |
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| 46 | pageSceneNode = 0;
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| 47 |
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| 48 | }
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| 49 | //-------------------------------------------------------------------------
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| 50 | TerrainPage::~TerrainPage()
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| 51 | {
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| 52 | Terrain2D::iterator i, iend;
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| 53 | iend = tiles.end();
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| 54 | for (i = tiles.begin(); i != iend; ++i)
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| 55 | {
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| 56 | TerrainRow::iterator j, jend;
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| 57 | jend = i->end();
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| 58 | for (j = i->begin(); j != jend; ++j)
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| 59 | {
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| 60 | delete *j;
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| 61 | *j = 0;
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| 62 | }
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| 63 | }
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| 64 |
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| 65 | }
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| 66 | //-------------------------------------------------------------------------
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| 67 | void TerrainPage::linkNeighbours(void)
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| 68 | {
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| 69 | //setup the neighbor links.
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| 70 |
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| 71 | for ( size_t j = 0; j < tilesPerPage; j++ )
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| 72 | {
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| 73 | for ( size_t i = 0; i < tilesPerPage; i++ )
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| 74 | {
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| 75 | if ( j != tilesPerPage - 1 )
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| 76 | {
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| 77 | tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::SOUTH, tiles[ i ][ j + 1 ] );
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| 78 | tiles[ i ][ j + 1 ] -> _setNeighbor( TerrainRenderable::NORTH, tiles[ i ][ j ] );
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| 79 | }
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| 80 |
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| 81 | if ( i != tilesPerPage - 1 )
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| 82 | {
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| 83 | tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::EAST, tiles[ i + 1 ][ j ] );
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| 84 | tiles[ i + 1 ][ j ] -> _setNeighbor( TerrainRenderable::WEST, tiles[ i ][ j ] );
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| 85 | }
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| 86 |
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| 87 | }
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| 88 | }
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| 89 | }
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| 90 | //-------------------------------------------------------------------------
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| 91 | TerrainRenderable * TerrainPage::getTerrainTile( const Vector3 & pt )
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| 92 | {
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| 93 | /* Since we don't know if the terrain is square, or has holes, we use a line trace
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| 94 | to find the containing tile...
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| 95 | */
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| 96 |
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| 97 | TerrainRenderable * tile = tiles[ 0 ][ 0 ];
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| 98 |
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| 99 | while ( tile != 0 )
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| 100 | {
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| 101 | AxisAlignedBox b = tile -> getBoundingBox();
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| 102 | const Vector3 *corners = b.getAllCorners();
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| 103 |
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| 104 | if ( pt.x < corners[ 0 ].x )
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| 105 | tile = tile -> _getNeighbor( TerrainRenderable::WEST );
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| 106 | else if ( pt.x > corners[ 4 ].x )
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| 107 | tile = tile -> _getNeighbor( TerrainRenderable::EAST );
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| 108 | else if ( pt.z < corners[ 0 ].z )
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| 109 | tile = tile -> _getNeighbor( TerrainRenderable::NORTH );
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| 110 | else if ( pt.z > corners[ 4 ].z )
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| 111 | tile = tile -> _getNeighbor( TerrainRenderable::SOUTH );
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| 112 | else
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| 113 | return tile;
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| 114 | }
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| 115 |
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| 116 | return 0;
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| 117 | }
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| 118 | //-------------------------------------------------------------------------
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| 119 | void TerrainPage::setRenderQueue(RenderQueueGroupID qid)
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| 120 | {
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| 121 | for ( size_t j = 0; j < tilesPerPage; j++ )
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| 122 | {
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| 123 | for ( size_t i = 0; i < tilesPerPage; i++ )
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| 124 | {
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| 125 | if ( j != tilesPerPage - 1 )
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| 126 | {
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| 127 | tiles[ i ][ j ]->setRenderQueueGroup(qid);
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| 128 | }
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| 129 | }
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| 130 | }
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| 131 | }
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| 132 |
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| 133 | }
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| 134 |
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