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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10 | /* TerrainContentGenerator implementation */
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11 | /********************************************/
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12 | //-----------------------------------------------------------------------
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13 | TerrainContentGenerator::TerrainContentGenerator( SceneManager *sm, RayQueryExecutor *rayQueryEx )
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14 | {
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15 | mSceneMgr = sm;
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16 | mRayQueryExecutor = rayQueryEx;
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17 |
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18 | mMinPos = Vector3(-200.0f, -70.0f, 200.0f); |
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19 | mMaxPos = Vector3(200.0f, 70.0f, 200.0f); |
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20 | |
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21 | mMinAngle = 0; |
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22 | mMaxAngle = 360;
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23 |
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24 | mCount = 0;
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25 | }
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26 | //----------------------------------------------------------------------- |
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27 | void TerrainContentGenerator::generateScene( int numObjects ) |
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28 | { |
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29 | srand (time (0)); |
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30 | |
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31 | Vector3 rotationRatio; |
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32 | Vector3 translationRatio; |
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33 | |
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34 | for(int i=0; i < numObjects; i++) |
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35 | { |
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36 | rotationRatio.x = rand() / (float) RAND_MAX; |
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37 | rotationRatio.y = rand() / (float) RAND_MAX; |
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38 | rotationRatio.z = rand() / (float) RAND_MAX; |
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39 | |
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40 | translationRatio.x = rand() / (float) RAND_MAX; |
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41 | translationRatio.y = rand() / (float) RAND_MAX; |
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42 | translationRatio.z = rand() / (float) RAND_MAX; |
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43 | |
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44 | generateSceneObject(translationRatio, rotationRatio, i, "sphere.mesh"); |
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45 | } |
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46 | }
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47 | //-----------------------------------------------------------------------
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48 | void TerrainContentGenerator::generateSceneObject(const Vector3 &translationRatio, |
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49 | const Vector3 &rotationRatio, const int idx, const String& entName)
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50 | {
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51 | // Setup the ray scene query
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52 | Real rotation = mMinAngle + rotationRatio.x * (mMaxAngle - mMinAngle); |
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53 | Vector3 position = mMinPos + translationRatio * (mMaxPos - mMinPos);
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54 |
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55 | position.y = 5000;
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56 |
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57 | Vector3 queryResult;
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58 |
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59 | if(mRayQueryExecutor->executeRayQuery(&queryResult, position, Vector3::NEGATIVE_UNIT_Y))
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60 | {
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61 | char name[16];
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62 | sprintf( name, "%s%d", entName.c_str(), mCount++);
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63 |
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64 | Entity *ent = mSceneMgr->createEntity(name, entName);
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65 | SceneNode *currentObject = mSceneMgr->getRootSceneNode()->
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66 | createChildSceneNode(String(name) + "Node", queryResult);
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67 | currentObject->attachObject(ent);
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68 | currentObject->setScale(0.1f, 0.1f, 0.1f);
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69 | }
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70 | }
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71 | /****************************************/
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72 | /* RayQueryExecutor implementation */
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73 | /****************************************/
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74 | //-----------------------------------------------------------------------
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75 | RayQueryExecutor::RayQueryExecutor(SceneManager *sm)
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76 | {
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77 | mRaySceneQuery = sm->createRayQuery(Ray());
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78 | }
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79 | //-----------------------------------------------------------------------
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80 | RayQueryExecutor::~RayQueryExecutor()
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81 | {
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82 | delete mRaySceneQuery;
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83 | }
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84 | //-----------------------------------------------------------------------
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85 | bool RayQueryExecutor::executeRayQuery(Vector3 *result, const Vector3 &pos, const Vector3 &dir)
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86 | {
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87 | return executeRayQuery(result, Ray(pos, dir));
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88 | }
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89 |
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90 | bool RayQueryExecutor::executeRayQuery(Vector3 *result, const Ray &ray)
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91 | {
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92 | mRaySceneQuery->setRay(ray);
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93 |
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94 | // Perform the scene query
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95 | RaySceneQueryResult &queryResult = mRaySceneQuery->execute();
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96 | RaySceneQueryResult::iterator it = queryResult.begin();
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97 |
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98 | if (it != queryResult.end() && it->worldFragment)
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99 | {
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100 | SceneQuery::WorldFragment* wf = it->worldFragment;
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101 |
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102 | *result = wf->singleIntersection;
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103 | return true;
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104 | }
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105 |
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106 | return false;
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107 | }
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