| 1 | /* |
|---|
| 2 | ----------------------------------------------------------------------------- |
|---|
| 3 | This source file is part of OGRE |
|---|
| 4 | (Object-oriented Graphics Rendering Engine) |
|---|
| 5 | For the latest info, see http://www.ogre3d.org/ |
|---|
| 6 | |
|---|
| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
|---|
| 8 | Also see acknowledgements in Readme.html |
|---|
| 9 | |
|---|
| 10 | This program is free software; you can redistribute it and/or modify it under |
|---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
|---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later |
|---|
| 13 | version. |
|---|
| 14 | |
|---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
|---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
|---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
|---|
| 18 | |
|---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with |
|---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
|---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
|---|
| 22 | http://www.gnu.org/copyleft/lesser.txt. |
|---|
| 23 | |
|---|
| 24 | You may alternatively use this source under the terms of a specific version of |
|---|
| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
|---|
| 26 | Torus Knot Software Ltd. |
|---|
| 27 | ----------------------------------------------------------------------------- |
|---|
| 28 | */ |
|---|
| 29 | #include "OgreTerrainPage.h" |
|---|
| 30 | #include "OgreTerrainRenderable.h" |
|---|
| 31 | |
|---|
| 32 | namespace 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 | |
|---|