OpenSceneGraph/include/osgVolume/Brick

159 lines
4.6 KiB
C++

/* -*-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 <osg/Group>
#include <osg/Image>
#include <osgDB/ReaderWriter>
#include <osgVolume/VolumeTechnique>
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 (level<rhs.level) return true;
if (level>rhs.level) return false;
if (x<rhs.x) return true;
if (x>rhs.x) return false;
return y<rhs.y;
}
bool valid() const { return level>=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> _volumeTechnique;
osg::ref_ptr<osg::RefMatrix> _locator;
osg::ref_ptr<osg::Image> _image;
};
}
#endif