[5] | 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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #include "OgreTerrainPage.h" |
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| 30 | #include "OgreTerrainRenderable.h" |
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| 31 | |
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| 32 | namespace Ogre { |
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| 33 | |
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| 34 | //------------------------------------------------------------------------- |
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| 35 | TerrainPage::TerrainPage(unsigned short numTiles) |
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| 36 | { |
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| 37 | tilesPerPage = numTiles; |
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| 38 | // Set up an empty array of TerrainRenderable pointers |
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| 39 | int i, j; |
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| 40 | for ( i = 0; i < tilesPerPage; i++ ) |
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| 41 | { |
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| 42 | tiles.push_back( TerrainRow() ); |
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| 43 | |
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| 44 | for ( j = 0; j < tilesPerPage; j++ ) |
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| 45 | { |
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| 46 | tiles[ i ].push_back( 0 ); |
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| 47 | } |
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| 48 | } |
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| 49 | |
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| 50 | pageSceneNode = 0; |
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| 51 | |
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| 52 | } |
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| 53 | //------------------------------------------------------------------------- |
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| 54 | TerrainPage::~TerrainPage() |
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| 55 | { |
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| 56 | Terrain2D::iterator i, iend; |
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| 57 | iend = tiles.end(); |
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| 58 | for (i = tiles.begin(); i != iend; ++i) |
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| 59 | { |
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| 60 | TerrainRow::iterator j, jend; |
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| 61 | jend = i->end(); |
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| 62 | for (j = i->begin(); j != jend; ++j) |
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| 63 | { |
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| 64 | delete *j; |
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| 65 | *j = 0; |
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| 66 | } |
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| 67 | } |
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| 68 | |
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| 69 | } |
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| 70 | //------------------------------------------------------------------------- |
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| 71 | void TerrainPage::linkNeighbours(void) |
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| 72 | { |
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| 73 | //setup the neighbor links. |
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| 74 | |
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| 75 | for ( size_t j = 0; j < tilesPerPage; j++ ) |
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| 76 | { |
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| 77 | for ( size_t i = 0; i < tilesPerPage; i++ ) |
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| 78 | { |
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| 79 | if ( j != tilesPerPage - 1 ) |
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| 80 | { |
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| 81 | tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::SOUTH, tiles[ i ][ j + 1 ] ); |
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| 82 | tiles[ i ][ j + 1 ] -> _setNeighbor( TerrainRenderable::NORTH, tiles[ i ][ j ] ); |
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| 83 | } |
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| 84 | |
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| 85 | if ( i != tilesPerPage - 1 ) |
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| 86 | { |
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| 87 | tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::EAST, tiles[ i + 1 ][ j ] ); |
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| 88 | tiles[ i + 1 ][ j ] -> _setNeighbor( TerrainRenderable::WEST, tiles[ i ][ j ] ); |
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| 89 | } |
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| 90 | |
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| 91 | } |
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| 92 | } |
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| 93 | } |
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| 94 | //------------------------------------------------------------------------- |
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| 95 | TerrainRenderable * TerrainPage::getTerrainTile( const Vector3 & pt ) |
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| 96 | { |
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| 97 | /* Since we don't know if the terrain is square, or has holes, we use a line trace |
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| 98 | to find the containing tile... |
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| 99 | */ |
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| 100 | |
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| 101 | TerrainRenderable * tile = tiles[ 0 ][ 0 ]; |
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| 102 | |
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| 103 | while ( tile != 0 ) |
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| 104 | { |
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| 105 | AxisAlignedBox b = tile -> getBoundingBox(); |
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| 106 | |
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| 107 | if ( pt.x < b.getMinimum().x ) |
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| 108 | tile = tile -> _getNeighbor( TerrainRenderable::WEST ); |
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| 109 | else if ( pt.x > b.getMaximum().x ) |
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| 110 | tile = tile -> _getNeighbor( TerrainRenderable::EAST ); |
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| 111 | else if ( pt.z < b.getMinimum().z ) |
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| 112 | tile = tile -> _getNeighbor( TerrainRenderable::NORTH ); |
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| 113 | else if ( pt.z > b.getMaximum().z ) |
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| 114 | tile = tile -> _getNeighbor( TerrainRenderable::SOUTH ); |
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| 115 | else |
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| 116 | return tile; |
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| 117 | } |
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| 118 | |
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| 119 | return 0; |
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| 120 | } |
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| 121 | //------------------------------------------------------------------------- |
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| 122 | void TerrainPage::setRenderQueue(uint8 qid) |
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| 123 | { |
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| 124 | for ( size_t j = 0; j < tilesPerPage; j++ ) |
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| 125 | { |
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| 126 | for ( size_t i = 0; i < tilesPerPage; i++ ) |
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| 127 | { |
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| 128 | if ( j != tilesPerPage - 1 ) |
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| 129 | { |
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| 130 | tiles[ i ][ j ]->setRenderQueueGroup(qid); |
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| 131 | } |
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| 132 | } |
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| 133 | } |
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| 134 | } |
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| 135 | |
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| 136 | } |
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| 137 | |
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