/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * 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. */ #ifndef OSGTerrain #define OSGTerrain 1 #include #include #include #include namespace osgTerrain { /** Terrain provides a framework for loosely coupling height field data with height rendering algorithms. * This allows TerrainTechniques to be plugged in at runtime.*/ class OSGTERRAIN_EXPORT Terrain : public osg::CoordinateSystemNode { public: Terrain(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Terrain(const Terrain&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Node(osgTerrain, Terrain); virtual void traverse(osg::NodeVisitor& nv); virtual osgTerrain::Terrain* asTerrain() { return this; } virtual const osgTerrain::Terrain* asTerrain() const { return this; } /** Set the sample ratio hint that TerrainTile should use when building geometry. * Defaults to 1.0, which means use all original sample points.*/ void setSampleRatio(float ratio); /** Get the sample ratio hint.*/ float getSampleRatio() const { return _sampleRatio; } /** Set the vertical scale hint.*/ void setVerticalScale(float scale); /** Get the vertical scale hint.*/ float getVerticalScale() const { return _verticalScale; } /** Set the default policy to use when deciding whether to enable/disable blending and use of transparent bin. * Note, the Terrain::BlendingPolicy value only sets the value for the TerrainTiles it encloses for the * TerrainTile's that have their policy set to INHERIT. INHERIT is the default BlendingPolicy for both * Terrain and TerrainTile, and if both are left to INERHIT then the policy used is ENABLE_BLENDING_WHEN_ALPHA_PRESENT. */ void setBlendingPolicy(TerrainTile::BlendingPolicy policy); /** Get the default policy to use when deciding whether to enable/disable blending and use of transparent bin.*/ TerrainTile::BlendingPolicy getBlendingPolicy() const { return _blendingPolicy; } /** If set to true the boundaries between adjacent tiles should be equalized. * Note, it is only possible to equalizae boundaries when the TerrainTile's contain properly assigned TileID's, * databases built with VirtualPlanetBuilder-0.9.11 and older do not set the TileID, so databases must be * built with later versions of VirtualPlanetBuilder to take advantage of boundary equalization. */ void setEqualizeBoundaries(bool equalizeBoundaries); /** If true the boundaries between adjacent tiles will be equalized. */ bool getEqualizeBoundaries() const { return _equalizeBoundaries; } /** Set a custom GeometryPool to be used by TerrainTechniques that share geometry.*/ void setGeometryPool(GeometryPool* gp) { _geometryPool = gp; } /** Get the GeometryPool.*/ GeometryPool* getGeometryPool() { return _geometryPool.get(); } /** Get the const GeometryPool.*/ const GeometryPool* getGeometryPool() const { return _geometryPool.get(); } /** Get the TerrainTile for a given TileID.*/ TerrainTile* getTile(const TileID& tileID); /** Get the const TerrainTile for a given TileID.*/ const TerrainTile* getTile(const TileID& tileID) const; /** Set the TerrainTechnique prototype from which TerrainTiles can clone the techniques from.*/ void setTerrainTechniquePrototype(TerrainTechnique* technique) { _terrainTechnique = technique; } /** Get the TerrainTechnique prototype */ TerrainTechnique* getTerrainTechniquePrototype() { return _terrainTechnique.get(); } /** Get the const TerrainTechnique protype*/ const TerrainTechnique* getTerrainTechniquePrototype() const { return _terrainTechnique.get(); } /** Tell the Terrain node to call the terrainTile's TerrainTechnique on the next update traversal.*/ void updateTerrainTileOnNextFrame(TerrainTile* terrainTile); protected: virtual ~Terrain(); friend class TerrainTile; void dirtyRegisteredTiles(int dirtyMask = TerrainTile::ALL_DIRTY); void registerTerrainTile(TerrainTile* tile); void unregisterTerrainTile(TerrainTile* tile); typedef std::map< TileID, TerrainTile* > TerrainTileMap; typedef std::set< TerrainTile* > TerrainTileSet; float _sampleRatio; float _verticalScale; TerrainTile::BlendingPolicy _blendingPolicy; bool _equalizeBoundaries; osg::ref_ptr _geometryPool; mutable OpenThreads::ReentrantMutex _mutex; TerrainTileSet _terrainTileSet; TerrainTileMap _terrainTileMap; TerrainTileSet _updateTerrainTileSet; osg::ref_ptr _terrainTechnique; }; } #endif