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#ifndef COMPONENTS_TERRAIN_WORLD_H
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#define COMPONENTS_TERRAIN_WORLD_H
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#include <osg/ref_ptr>
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#include <osg/Referenced>
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#include <osg/Vec3f>
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#include <osg/NodeCallback>
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#include <atomic>
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#include <limits>
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#include <memory>
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#include <set>
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#include "defs.hpp"
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#include "cellborder.hpp"
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namespace osg
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{
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class Group;
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class Stats;
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class Node;
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class Object;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace SceneUtil
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{
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class WorkQueue;
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}
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namespace Terrain
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{
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class Storage;
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class TextureManager;
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class ChunkManager;
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class CompositeMapRenderer;
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class HeightCullCallback : public osg::NodeCallback
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{
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public:
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void setLowZ(float z)
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{
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mLowZ = z;
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}
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float getLowZ() const
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{
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return mLowZ;
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}
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void setHighZ(float highZ)
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{
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mHighZ = highZ;
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}
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float getHighZ() const
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{
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return mHighZ;
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}
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void setCullMask(unsigned int mask)
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{
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mMask = mask;
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}
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unsigned int getCullMask() const
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{
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return mMask;
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}
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void operator()(osg::Node* node, osg::NodeVisitor* nv) override
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{
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if (mLowZ <= mHighZ)
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traverse(node, nv);
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}
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private:
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float mLowZ{-std::numeric_limits<float>::max()};
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float mHighZ{std::numeric_limits<float>::max()};
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unsigned int mMask{~0u};
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};
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/**
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* @brief A View is a collection of rendering objects that are visible from a given camera/intersection.
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* The base View class is part of the interface for usage in conjunction with preload feature.
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*/
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class View : public osg::Referenced
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{
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public:
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virtual ~View() {}
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/// Reset internal structure so that the next addition to the view will override the previous frame's contents.
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virtual void reset() = 0;
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};
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/**
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* @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed
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* is up to the implementation.
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*/
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class World
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{
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public:
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/// @note takes ownership of \a storage
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/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
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/// @param nodeMask mask for the terrain root
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/// @param preCompileMask mask for pre compiling textures
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World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, unsigned int nodeMask, unsigned int preCompileMask, unsigned int borderMask);
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World(osg::Group* parent, Storage* storage, unsigned int nodeMask);
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virtual ~World();
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/// Set a WorkQueue to delete objects in the background thread.
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void setWorkQueue(SceneUtil::WorkQueue* workQueue);
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/// See CompositeMapRenderer::setTargetFrameRate
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void setTargetFrameRate(float rate);
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/// Apply the scene manager's texture filtering settings to all cached textures.
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/// @note Thread safe.
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void updateTextureFiltering();
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float getHeightAt (const osg::Vec3f& worldPos);
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/// Clears the cached land and landtexture data.
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/// @note Thread safe.
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virtual void clearAssociatedCaches();
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/// Load a terrain cell and store it in the View for later use.
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/// @note Thread safe.
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virtual void cacheCell(View* view, int x, int y) {}
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/// Load the cell into the scene graph.
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/// @note Not thread safe.
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virtual void loadCell(int x, int y);
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/// Remove the cell from the scene graph.
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/// @note Not thread safe.
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virtual void unloadCell(int x, int y);
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virtual void enable(bool enabled) {}
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virtual void setBordersVisible(bool visible);
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virtual bool getBordersVisible() { return mBorderVisible; }
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/// Create a View to use with preload feature. The caller is responsible for deleting the view.
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/// @note Thread safe.
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virtual View* createView() { return nullptr; }
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/// @note Thread safe, as long as you do not attempt to load into the same view from multiple threads.
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virtual void preload(View* view, const osg::Vec3f& viewPoint, const osg::Vec4i &cellgrid, std::atomic<bool>& abort, std::atomic<int>& progress, int& progressRange) {}
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/// Store a preloaded view into the cache with the intent that the next rendering traversal can use it.
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/// @note Not thread safe.
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virtual bool storeView(const View* view, double referenceTime) {return true;}
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virtual void rebuildViews() {}
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virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) {}
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virtual void setViewDistance(float distance) {}
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Storage* getStorage() { return mStorage; }
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osg::Callback* getHeightCullCallback(float highz, unsigned int mask);
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void setActiveGrid(const osg::Vec4i &grid) { mActiveGrid = grid; }
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protected:
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Storage* mStorage;
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osg::ref_ptr<osg::Group> mParent;
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osg::ref_ptr<osg::Group> mTerrainRoot;
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osg::ref_ptr<osg::Group> mCompositeMapCamera;
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osg::ref_ptr<CompositeMapRenderer> mCompositeMapRenderer;
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Resource::ResourceSystem* mResourceSystem;
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std::unique_ptr<TextureManager> mTextureManager;
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std::unique_ptr<ChunkManager> mChunkManager;
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std::unique_ptr<CellBorder> mCellBorder;
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bool mBorderVisible;
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std::set<std::pair<int,int>> mLoadedCells;
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osg::ref_ptr<HeightCullCallback> mHeightCullCallback;
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osg::Vec4i mActiveGrid;
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};
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}
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#endif
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