[47] | 1 | /**
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| 2 | \file
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| 3 | TerrainContentGenerator.cpp
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| 4 | \brief
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| 5 | Creates content for the terrain,
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| 6 | */
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| 7 | #include "TerrainContentGenerator.h"
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| 8 |
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| 9 | //-----------------------------------------------------------------------
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[55] | 10 | TerrainContentGenerator::TerrainContentGenerator( SceneManager *sm, RayQueryExecutor *rayQueryEx )
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[47] | 11 | {
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[55] | 12 | mSceneMgr = sm;
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| 13 | mRayQueryExecutor = rayQueryEx;
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| 14 |
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| 15 | mMinTranslation = Vector3(-70.0f, -70.0f, 0.0f); |
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| 16 | mMaxTranslation = Vector3(70.0f, 70.0f, 600.0f); |
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| 17 | |
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| 18 | mMinAngle = 0; |
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| 19 | mMaxAngle = 360;
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| 20 |
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| 21 | mCount = 0;
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[47] | 22 | }
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[55] | 23 | //----------------------------------------------------------------------- |
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| 24 | void TerrainContentGenerator::generateScene( int numObjects ) |
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| 25 | { |
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| 26 | srand (time (0)); |
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| 27 | |
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| 28 | Vector3 rotationRatio; |
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| 29 | Vector3 translationRatio; |
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| 30 | |
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| 31 | for(int i=0; i < numObjects; i++) |
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| 32 | { |
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| 33 | rotationRatio.x = rand() / (float) RAND_MAX; |
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| 34 | rotationRatio.y = rand() / (float) RAND_MAX; |
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| 35 | rotationRatio.z = rand() / (float) RAND_MAX; |
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| 36 | |
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| 37 | translationRatio.x = rand() / (float) RAND_MAX; |
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| 38 | translationRatio.y = rand() / (float) RAND_MAX; |
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| 39 | translationRatio.z = rand() / (float) RAND_MAX; |
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| 40 | |
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| 41 | generateSceneObject(translationRatio, rotationRatio, i, "sphere.mesh"); |
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| 42 | } |
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| 43 | }
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| 44 | //-----------------------------------------------------------------------
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| 45 | void TerrainContentGenerator::generateSceneObject(const Vector3 &translationRatio, |
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| 46 | const Vector3 &rotationRatio, const int idx, const String& entName)
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| 47 | {
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| 48 | // Setup the ray scene query
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| 49 | Real rotation = mMinAngle + rotationRatio.x * (mMaxAngle - mMinAngle); |
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| 50 | Vector3 translation = mMinTranslation + translationRatio * (mMaxTranslation - mMinTranslation);
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[47] | 51 |
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[55] | 52 | translation.y = 5000;
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| 53 |
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| 54 | Vector3 queryResult;
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| 55 |
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| 56 | if(mRayQueryExecutor->executeRayQuery(&queryResult, translation, Vector3::NEGATIVE_UNIT_Y))
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| 57 | {
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| 58 | char name[16];
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| 59 | sprintf( name, "%s%d", entName.c_str(), mCount++);
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| 60 |
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| 61 | Entity *ent = mSceneMgr->createEntity(name, entName);
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| 62 | SceneNode *currentObject = mSceneMgr->getRootSceneNode( )->createChildSceneNode( String(name) + "Node", queryResult);
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| 63 | currentObject->attachObject(ent);
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| 64 | currentObject->setScale(0.1f, 0.1f, 0.1f);
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| 65 | }
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| 66 | }
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| 67 | //-----------------------------------------------------------------------
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| 68 | RayQueryExecutor::RayQueryExecutor( SceneManager *sm )
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| 69 | {
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| 70 | mRaySceneQuery = sm->createRayQuery(Ray());
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| 71 | }
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| 72 | //-----------------------------------------------------------------------
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| 73 | RayQueryExecutor::~RayQueryExecutor()
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| 74 | {
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| 75 | delete mRaySceneQuery;
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| 76 | }
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| 77 | //-----------------------------------------------------------------------
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| 78 | bool RayQueryExecutor::executeRayQuery( Vector3 *result, const Vector3 &pos, const Vector3 &dir )
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| 79 | {
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| 80 | Ray ray(pos, dir);
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| 81 | mRaySceneQuery->setRay(ray);
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| 82 |
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| 83 | // Perform the scene query
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| 84 | RaySceneQueryResult &queryResult = mRaySceneQuery->execute();
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| 85 | RaySceneQueryResult::iterator it = queryResult.begin( );
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| 86 |
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| 87 | if (it != queryResult.end() && it->worldFragment)
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| 88 | {
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| 89 | SceneQuery::WorldFragment* wf = it->worldFragment;
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| 90 |
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| 91 | *result = wf->singleIntersection;
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| 92 | return true;
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| 93 | }
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| 94 |
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| 95 | return false;
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| 96 | }
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