OpenSceneGraph/src/osg/Shape.cpp
Robert Osfield a2ecb93c2b Converted osg::HeightField across to using a osg::FloatArray internally to enable
it to be assigned as a vertex attribute array to an osg::Geometry.

Removed the osgTerrain::ArrayLayer as its no longer required thanks to the above change
which makes the osgTerrain::HeightFieldLayer more flexible.  

Updated wrappers
2007-03-29 19:42:07 +00:00

133 lines
3.1 KiB
C++

/* -*-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.
*/
#include <osg/Shape>
#include <algorithm>
using namespace osg;
Shape::~Shape()
{
}
HeightField::HeightField():
_columns(0),
_rows(0),
_origin(0.0f,0.0f,0.0f),
_dx(1.0f),
_dy(1.0f),
_skirtHeight(0.0f),
_borderWidth(0)
{
_heights = new osg::FloatArray;
}
HeightField::HeightField(const HeightField& mesh,const CopyOp& copyop):
Shape(mesh,copyop),
_columns(mesh._columns),
_rows(mesh._rows),
_origin(mesh._origin),
_dx(mesh._dx),
_dy(mesh._dy),
_skirtHeight(mesh._skirtHeight),
_borderWidth(mesh._borderWidth),
_heights(new osg::FloatArray(*mesh._heights))
{
}
HeightField::~HeightField()
{
}
void HeightField::allocate(unsigned int numColumns,unsigned int numRows)
{
if (_columns!=numColumns || _rows!=numRows)
{
_heights->resize(numColumns*numRows);
}
_columns=numColumns;
_rows=numRows;
}
Vec3 HeightField::getNormal(unsigned int c,unsigned int r) const
{
// four point normal generation.
float dz_dx;
if (c==0)
{
dz_dx = (getHeight(c+1,r)-getHeight(c,r))/getXInterval();
}
else if (c==getNumColumns()-1)
{
dz_dx = (getHeight(c,r)-getHeight(c-1,r))/getXInterval();
}
else // assume 0<c<_numColumns-1
{
dz_dx = 0.5f*(getHeight(c+1,r)-getHeight(c-1,r))/getXInterval();
}
float dz_dy;
if (r==0)
{
dz_dy = (getHeight(c,r+1)-getHeight(c,r))/getYInterval();
}
else if (r==getNumRows()-1)
{
dz_dy = (getHeight(c,r)-getHeight(c,r-1))/getYInterval();
}
else // assume 0<r<_numRows-1
{
dz_dy = 0.5f*(getHeight(c,r+1)-getHeight(c,r-1))/getYInterval();
}
Vec3 normal(-dz_dx,-dz_dy,1.0f);
normal.normalize();
return normal;
}
Vec2 HeightField::getHeightDelta(unsigned int c,unsigned int r) const
{
// four point normal generation.
Vec2 heightDelta;
if (c==0)
{
heightDelta.x() = (getHeight(c+1,r)-getHeight(c,r));
}
else if (c==getNumColumns()-1)
{
heightDelta.x() = (getHeight(c,r)-getHeight(c-1,r));
}
else // assume 0<c<_numColumns-1
{
heightDelta.x() = 0.5f*(getHeight(c+1,r)-getHeight(c-1,r));
}
if (r==0)
{
heightDelta.y() = (getHeight(c,r+1)-getHeight(c,r));
}
else if (r==getNumRows()-1)
{
heightDelta.y() = (getHeight(c,r)-getHeight(c,r-1));
}
else // assume 0<r<_numRows-1
{
heightDelta.y() = 0.5f*(getHeight(c,r+1)-getHeight(c,r-1));
}
return heightDelta;
}