/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 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 OSGVOLUME_BRICK #define OSGVOLUME_BRICK 1 #include #include #include #include namespace osgVolume { class Volume; class BrickID { public: BrickID(): level(-1), x(-1), y(-1) {} BrickID(int in_level, int in_x, int in_y): level(in_level), x(in_x), y(in_y) {} bool operator == (const BrickID& rhs) const { return (level==rhs.level) && (x==rhs.x) && (y==rhs.y); } bool operator != (const BrickID& rhs) const { return (level!=rhs.level) || (x!=rhs.x) || (y!=rhs.y); } bool operator < (const BrickID& rhs) const { if (levelrhs.level) return false; if (xrhs.x) return false; return y=0; } int level; int x; int y; int z; }; /** Terrain provides a framework for loosely coupling height field data with height rendering algorithms. * This allows TerrainTechnique's to be plugged in at runtime.*/ class OSGVOLUME_EXPORT Brick : public osg::Group { public: Brick(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Brick(const Brick&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Node(osgVolume, Brick); virtual void traverse(osg::NodeVisitor& nv); /** Call init on any attached TerrainTechnique.*/ void init(); /** Set the Volume that this Volume tile is a member of.*/ void setVolume(Volume* ts); /** Get the Volume that this Volume tile is a member of.*/ Volume* getVolume() { return _volume; } /** Get the const Volume that this Volume tile is a member of.*/ const Volume* getVolume() const { return _volume; } /** Set the BrickID (layer, x,y) of the Brick. * The BrickID is used so it can be located by its neighbours * via the enclosing Terrain node that manages a map of BrickID to TerraiTiles.*/ void setBrickID(const BrickID& brickID); /** Get the BrickID (layer, x,y) of the Brick.*/ const BrickID& getBrickID() const { return _brickID; } void setLocator(osg::RefMatrix* locator) { _locator = locator; } osg::RefMatrix* getLocator() { return _locator.get(); } const osg::RefMatrix* getLocator() const { return _locator.get(); } void setImage(osg::Image* image) { _image = image; } osg::Image* getImage() { return _image.get(); } const osg::Image* getImage() const { return _image.get(); } /** Set the VolumeTechnique*/ void setVolumeTechnique(VolumeTechnique* VolumeTechnique); /** Get the VolumeTechnique*/ VolumeTechnique* getVolumeTechnique() { return _volumeTechnique.get(); } /** Get the const VolumeTechnique*/ const VolumeTechnique* getVolumeTechnique() const { return _volumeTechnique.get(); } /** 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; } virtual osg::BoundingSphere computeBound() const; protected: virtual ~Brick(); friend class Volume; Volume* _volume; bool _dirty; bool _hasBeenTraversal; BrickID _brickID; osg::ref_ptr _volumeTechnique; osg::ref_ptr _locator; osg::ref_ptr _image; }; } #endif