Refactor ownership of ViewDataMap

0.6.1
scrawl 8 years ago
parent 5a3c645c89
commit 2580de11a4

@ -90,7 +90,7 @@ namespace Terrain
osg::ref_ptr<LodCallback> mLodCallback;
osg::ref_ptr<ViewDataMap> mViewDataMap;
ViewDataMap* mViewDataMap;
};
}

@ -110,10 +110,11 @@ private:
class BuildQuadTreeItem : public SceneUtil::WorkItem
{
public:
BuildQuadTreeItem(Terrain::Storage* storage, float minSize)
BuildQuadTreeItem(Terrain::Storage* storage, ViewDataMap* viewDataMap, float minSize)
: mStorage(storage)
, mMinX(0.f), mMaxX(0.f), mMinY(0.f), mMaxY(0.f)
, mMinSize(minSize)
, mViewDataMap(viewDataMap)
{
}
@ -131,7 +132,7 @@ public:
float centerY = (mMinY+mMaxY)/2.f + (size-origSizeY)/2.f;
mRootNode = new RootNode(size, osg::Vec2f(centerX, centerY));
mRootNode->setViewDataMap(new ViewDataMap);
mRootNode->setViewDataMap(mViewDataMap);
addChildren(mRootNode);
mRootNode->initNeighbours();
@ -174,7 +175,7 @@ public:
osg::ref_ptr<QuadTreeNode> node = new QuadTreeNode(parent, direction, size, center);
node->setLodCallback(new DefaultLodCallback);
node->setViewDataMap(parent->getViewDataMap());
node->setViewDataMap(mViewDataMap);
parent->addChild(node);
if (center.x() - size > mMaxX
@ -218,6 +219,7 @@ private:
float mMinX, mMaxX, mMinY, mMaxY;
float mMinSize;
ViewDataMap* mViewDataMap;
osg::ref_ptr<RootNode> mRootNode;
};
@ -225,6 +227,7 @@ private:
QuadTreeWorld::QuadTreeWorld(SceneUtil::WorkQueue* workQueue, osg::Group *parent, osg::Group *compileRoot, Resource::ResourceSystem *resourceSystem, Storage *storage, int nodeMask, int preCompileMask)
: World(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask)
, mWorkQueue(workQueue)
, mViewDataMap(new ViewDataMap)
, mQuadTreeBuilt(false)
{
}
@ -237,10 +240,7 @@ QuadTreeWorld::~QuadTreeWorld()
mWorkItem->waitTillDone();
}
if (mRootNode && mRootNode->getViewDataMap())
{
mRootNode->getViewDataMap()->clear();
}
mViewDataMap->clear();
}
@ -351,7 +351,7 @@ osg::ref_ptr<osg::Node> QuadTreeWorld::cacheCell(int x, int y)
if (!mQuadTreeBuilt)
{
const float minSize = 1/4.f;
mWorkItem = new BuildQuadTreeItem(mStorage, minSize);
mWorkItem = new BuildQuadTreeItem(mStorage, mViewDataMap.get(), minSize);
mWorkQueue->addWorkItem(mWorkItem);
mWorkItem->waitTillDone();

@ -19,6 +19,7 @@ namespace Terrain
{
class RootNode;
class BuildQuadTreeItem;
class ViewDataMap;
/// @brief Terrain implementation that loads cells into a Quad Tree, with geometry LOD and texture LOD. The entire world is displayed at all times.
class QuadTreeWorld : public Terrain::World
@ -39,6 +40,8 @@ namespace Terrain
osg::ref_ptr<BuildQuadTreeItem> mWorkItem;
osg::ref_ptr<ViewDataMap> mViewDataMap;
bool mQuadTreeBuilt;
};

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