159 lines
4.6 KiB
C++
159 lines
4.6 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGVOLUME_BRICK
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#define OSGVOLUME_BRICK 1
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#include <osg/Group>
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#include <osg/Image>
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#include <osgDB/ReaderWriter>
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#include <osgVolume/VolumeTechnique>
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namespace osgVolume {
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class Volume;
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class BrickID
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{
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public:
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BrickID():
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level(-1),
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x(-1),
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y(-1) {}
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BrickID(int in_level, int in_x, int in_y):
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level(in_level),
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x(in_x),
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y(in_y) {}
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bool operator == (const BrickID& rhs) const
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{
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return (level==rhs.level) && (x==rhs.x) && (y==rhs.y);
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}
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bool operator != (const BrickID& rhs) const
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{
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return (level!=rhs.level) || (x!=rhs.x) || (y!=rhs.y);
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}
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bool operator < (const BrickID& rhs) const
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{
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if (level<rhs.level) return true;
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if (level>rhs.level) return false;
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if (x<rhs.x) return true;
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if (x>rhs.x) return false;
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return y<rhs.y;
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}
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bool valid() const { return level>=0; }
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int level;
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int x;
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int y;
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int z;
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};
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/** Terrain provides a framework for loosely coupling height field data with height rendering algorithms.
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* This allows TerrainTechnique's to be plugged in at runtime.*/
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class OSGVOLUME_EXPORT Brick : public osg::Group
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{
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public:
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Brick();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Brick(const Brick&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Node(osgVolume, Brick);
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virtual void traverse(osg::NodeVisitor& nv);
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/** Call init on any attached TerrainTechnique.*/
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void init();
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/** Set the Volume that this Volume tile is a member of.*/
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void setVolume(Volume* ts);
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/** Get the Volume that this Volume tile is a member of.*/
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Volume* getVolume() { return _volume; }
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/** Get the const Volume that this Volume tile is a member of.*/
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const Volume* getVolume() const { return _volume; }
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/** Set the BrickID (layer, x,y) of the Brick.
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* The BrickID is used so it can be located by its neighbours
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* via the enclosing Terrain node that manages a map of BrickID to TerraiTiles.*/
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void setBrickID(const BrickID& brickID);
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/** Get the BrickID (layer, x,y) of the Brick.*/
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const BrickID& getBrickID() const { return _brickID; }
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void setLocator(osg::RefMatrix* locator) { _locator = locator; }
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osg::RefMatrix* getLocator() { return _locator.get(); }
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const osg::RefMatrix* getLocator() const { return _locator.get(); }
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void setImage(osg::Image* image) { _image = image; }
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osg::Image* getImage() { return _image.get(); }
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const osg::Image* getImage() const { return _image.get(); }
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/** Set the VolumeTechnique*/
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void setVolumeTechnique(VolumeTechnique* VolumeTechnique);
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/** Get the VolumeTechnique*/
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VolumeTechnique* getVolumeTechnique() { return _volumeTechnique.get(); }
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/** Get the const VolumeTechnique*/
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const VolumeTechnique* getVolumeTechnique() const { return _volumeTechnique.get(); }
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/** Set the dirty flag on/off.*/
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void setDirty(bool dirty);
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/** return true if the tile is dirty and needs to be updated,*/
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bool getDirty() const { return _dirty; }
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virtual osg::BoundingSphere computeBound() const;
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protected:
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virtual ~Brick();
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friend class Volume;
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Volume* _volume;
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bool _dirty;
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bool _hasBeenTraversal;
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BrickID _brickID;
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osg::ref_ptr<VolumeTechnique> _volumeTechnique;
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osg::ref_ptr<osg::RefMatrix> _locator;
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osg::ref_ptr<osg::Image> _image;
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};
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}
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#endif
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