152 lines
4.5 KiB
C++
152 lines
4.5 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_LANDSCAPE_VEGETABLE_BLOCK_H
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#define NL_LANDSCAPE_VEGETABLE_BLOCK_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/3d/tess_list.h"
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#include "nel/3d/landscape_def.h"
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#include "nel/3d/vegetable_def.h"
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#include "nel/3d/tess_block.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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class CVegetableManager;
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class CVegetableClipBlock;
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class CVegetableSortBlock;
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class CVegetableInstanceGroup;
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class CPatch;
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class CLandscapeVegetableBlockCreateContext;
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// ***************************************************************************
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#define NL3D_LANDSCAPE_VEGETABLE_BLOCK_NCTXVERTS 9
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// ***************************************************************************
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/**
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* A block of vegetable IG (one IG per distance type).
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* NB: there is one CLandscapeVegetableBlock per landscape TessBlock.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CLandscapeVegetableBlock : public CTessNodeList
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{
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public:
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/// Constructor
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CLandscapeVegetableBlock();
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public:
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/// build the vegetable block, create sortBlocks, and append to list.
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void init(const CVector ¢er, CVegetableManager *vegetManager, CVegetableClipBlock *vegetableClipBlock, CPatch *patch, uint ts, uint tt,
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CTessList<CLandscapeVegetableBlock> &list);
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/// release all IGs, reset the Vegetable block and remove from list. call before destruction.
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void release(CVegetableManager *vegeManager, CTessList<CLandscapeVegetableBlock> &list);
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/** update state of the vegetableBlock. If distance type change, then create / delete any wanted Ig.
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* Warning! IG creation Use OptFastFloor()! So call must be enclosed with a OptFastFloorBegin()/OptFastFloorEnd().
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*/
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void update(const CVector &viewCenter, CVegetableManager *vegeManager);
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// ********************
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private:
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/// The center of this object, to compute distance.
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CVector _Center;
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/// To which VegetableClipBlock we must add vegetables IGs.
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CVegetableClipBlock *_VegetableClipBlock;
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/// Which patch owns this block.
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CPatch *_Patch;
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/// Coordinate of the lower-left tile. 2x2 tile vegetables are generated
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uint8 _Ts, _Tt;
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/// The current distance type. 0 means all IG are created. NL3D_VEGETABLE_BLOCK_NUMDIST means none.
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uint8 _CurDistType;
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/// The sortBlocks generated by this vegetable block, one for each tilematerial
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CVegetableSortBlock *_VegetableSortBlock[NL3D_TESSBLOCK_TILESIZE];
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/// The instance groups generated by this vegetable block, one for each distance type.
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/// and one per each tilematerial
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CVegetableInstanceGroup *_VegetableIG[NL3D_TESSBLOCK_TILESIZE][NL3D_VEGETABLE_BLOCK_NUMDIST];
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void createVegetableIGForDistType(uint i, CVegetableManager *vegeManager,
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CLandscapeVegetableBlockCreateContext &vbCreateCtx);
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};
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// ***************************************************************************
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/**
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* Information for instanciation of vegetable IG.
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* NB: there is one CLandscapeVegetableBlock per landscape TessBlock.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CLandscapeVegetableBlockCreateContext
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{
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public:
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CLandscapeVegetableBlockCreateContext();
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// Init, and reset Empty state.
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void init(CPatch *patch, uint ts, uint tt);
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/** If Empty, create all the necessary information from patch.
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* Then compute requested Pos, from the tile ts,tt, and pos in this tile.
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* \param ts,tt coordinate of the tile.
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* \param x,y coordinate [0..1] in the tile.
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*/
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void eval(uint ts, uint tt, float x, float y, CVector &pos);
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private:
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bool _Empty;
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CPatch *_Patch;
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/// Coordinate of the lower-left tile. 2x2 tile vegetables are generated
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uint _Ts, _Tt;
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CVector _Pos[NL3D_LANDSCAPE_VEGETABLE_BLOCK_NCTXVERTS];
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};
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} // NL3D
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#endif // NL_LANDSCAPE_VEGETABLE_BLOCK_H
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/* End of landscape_vegetable_block.h */
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