khanat-opennel-code/code/nel/include/nel/3d/landscape_vegetable_block.h

152 lines
4.5 KiB
C++

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