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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSGTERRAIN_TERRAINTILE
#define OSGTERRAIN_TERRAINTILE 1
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#include <osg/Group>
#include <osg/CoordinateSystemNode>
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#include <osgTerrain/TerrainTechnique>
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#include <osgTerrain/Layer>
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#include <osgTerrain/Locator>
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namespace osgTerrain {
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class Terrain;
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class TileID
{
public:
TileID():
layer(-1),
x(-1),
y(-1) {}
TileID(int in_layer, int in_x, int in_y):
layer(in_layer),
x(in_x),
y(in_y) {}
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bool operator == (const TileID& rhs) const
{
return (layer==rhs.layer) && (x==rhs.x) && (y==rhs.y);
}
bool operator != (const TileID& rhs) const
{
return (layer!=rhs.layer) || (x!=rhs.x) || (y!=rhs.y);
}
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bool operator < (const TileID& rhs) const
{
if (layer<rhs.layer) return true;
if (layer>rhs.layer) return false;
if (x<rhs.x) return true;
if (x>rhs.x) return false;
return y<rhs.y;
}
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bool valid() const { return layer>=0; }
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int layer;
int x;
int y;
};
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/** Terrain provides a framework for loosely coupling height field data with height rendering algorithms.
* This allows TerrainTechnique's to be plugged in at runtime.*/
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class OSGTERRAIN_EXPORT TerrainTile : public osg::Group
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{
public:
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TerrainTile();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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TerrainTile(const TerrainTile&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Node(osgTerrain, TerrainTile);
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virtual void traverse(osg::NodeVisitor& nv);
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/** Call init on any attached TerrainTechnique.*/
void init();
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/** Set the Terrain that this Terrain tile is a member of.*/
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void setTerrain(Terrain* ts);
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/** Get the Terrain that this Terrain tile is a member of.*/
Terrain* getTerrain() { return _terrain; }
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/** Get the const Terrain that this Terrain tile is a member of.*/
const Terrain* getTerrain() const { return _terrain; }
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/** Set the TileID (layer, x,y) of the TerrainTile.
* The TileID is used so it can be located by its neighbours
* via the enclosing Terrain node that manages a map of TileID to TerraiTiles.*/
void setTileID(const TileID& tileID);
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/** Get the TileID (layer, x,y) of the TerrainTile.*/
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const TileID& getTileID() const { return _tileID; }
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/** Set the TerrainTechnique*/
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void setTerrainTechnique(TerrainTechnique* TerrainTechnique);
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/** Get the TerrainTechnique*/
TerrainTechnique* getTerrainTechnique() { return _terrainTechnique.get(); }
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/** Get the const TerrainTechnique*/
const TerrainTechnique* getTerrainTechnique() const { return _terrainTechnique.get(); }
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/** Set the coordinate frame locator of the terrain node.
* The locator takes non-dimensional s,t coordinates into the X,Y,Z world coords and back.*/
void setLocator(Locator* locator) { _locator = locator; }
/** Get the coordinate frame locator of the terrain node.*/
Locator* getLocator() { return _locator.get(); }
/** Get the coordinate frame locator of the terrain node.*/
const Locator* getLocator() const { return _locator.get(); }
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/** Set the layer to use to define the elevations of the terrain.*/
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void setElevationLayer(Layer* layer);
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/** Get the layer to use to define the elevations of the terrain.*/
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Layer* getElevationLayer() { return _elevationLayer.get(); }
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/** Get the const layer to use to define the elevations of the terrain.*/
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const Layer* getElevationLayer() const { return _elevationLayer.get(); }
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/** Set a color layer with specified layer number.*/
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void setColorLayer(unsigned int i, Layer* layer);
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/** Get color layer with specified layer number.*/
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Layer* getColorLayer(unsigned int i) { return i<_colorLayers.size() ? _colorLayers[i].get() : 0; }
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/** Set const color layer with specified layer number.*/
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const Layer* getColorLayer(unsigned int i) const { return i<_colorLayers.size() ? _colorLayers[i].get() : 0; }
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/** Get the number of colour layers.*/
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unsigned int getNumColorLayers() const { return _colorLayers.size(); }
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/** Set hint to whether the TerrainTechnique should create per vertex normals for lighting purposes.*/
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void setRequiresNormals(bool flag) { _requiresNormals = flag; }
/** Get whether the TerrainTechnique should create per vertex normals for lighting purposes.*/
bool getRequiresNormals() const { return _requiresNormals; }
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/** Set the hint to whether the TerrainTechnique should treat the invalid Layer entries that at are neigbours to valid entries with the default value.*/
void setTreatBoundariesToValidDataAsDefaultValue(bool flag) { _treatBoundariesToValidDataAsDefaultValue = flag; }
/** Get whether the TeatBoundariesToValidDataAsDefaultValue hint.*/
bool getTreatBoundariesToValidDataAsDefaultValue() const { return _treatBoundariesToValidDataAsDefaultValue; }
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/** Set the dirty flag on/off.*/
void setDirty(bool dirty);
/** return true if the tile is dirty and needs to be updated,*/
bool getDirty() const { return _dirty; }
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/** Compute the bounding volume of the terrain by computing the union of the bounding volumes of all layers.*/
virtual osg::BoundingSphere computeBound() const;
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protected:
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virtual ~TerrainTile();
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typedef std::vector< osg::ref_ptr<Layer> > Layers;
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friend class Terrain;
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Terrain* _terrain;
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bool _dirty;
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bool _hasBeenTraversal;
TileID _tileID;
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osg::ref_ptr<TerrainTechnique> _terrainTechnique;
osg::ref_ptr<Locator> _locator;
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osg::ref_ptr<Layer> _elevationLayer;
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Layers _colorLayers;
bool _requiresNormals;
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bool _treatBoundariesToValidDataAsDefaultValue;
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};
}
#endif