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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 "defs.hpp"
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#include "buffercache.hpp"
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namespace osg
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{
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class Group;
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}
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namespace osgUtil
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{
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class IncrementalCompileOperation;
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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 Terrain
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{
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class Storage;
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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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World(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
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Storage* storage, int nodeMask);
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virtual ~World();
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virtual void updateTextureFiltering() {}
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virtual void updateCache() {}
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float getHeightAt (const osg::Vec3f& worldPos);
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virtual osg::ref_ptr<osg::Node> cacheCell(int x, int y) {return NULL;}
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// This is only a hint and may be ignored by the implementation.
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virtual void loadCell(int x, int y) {}
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virtual void unloadCell(int x, int y) {}
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Storage* getStorage() { return mStorage; }
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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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Resource::ResourceSystem* mResourceSystem;
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osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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};
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}
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#endif
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