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71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
#include "terrainstorage.hpp"
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#include <boost/algorithm/string.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "landmanager.hpp"
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namespace MWRender
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{
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TerrainStorage::TerrainStorage(Resource::ResourceSystem* resourceSystem, const std::string& normalMapPattern, const std::string& normalHeightMapPattern, bool autoUseNormalMaps, const std::string& specularMapPattern, bool autoUseSpecularMaps)
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: ESMTerrain::Storage(resourceSystem->getVFS(), normalMapPattern, normalHeightMapPattern, autoUseNormalMaps, specularMapPattern, autoUseSpecularMaps)
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, mLandManager(new LandManager(ESM::Land::DATA_VCLR|ESM::Land::DATA_VHGT|ESM::Land::DATA_VNML|ESM::Land::DATA_VTEX))
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, mResourceSystem(resourceSystem)
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{
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mResourceSystem->addResourceManager(mLandManager.get());
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}
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TerrainStorage::~TerrainStorage()
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{
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mResourceSystem->removeResourceManager(mLandManager.get());
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}
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void TerrainStorage::getBounds(float& minX, float& maxX, float& minY, float& maxY)
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{
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minX = 0, minY = 0, maxX = 0, maxY = 0;
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const MWWorld::ESMStore &esmStore =
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MWBase::Environment::get().getWorld()->getStore();
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MWWorld::Store<ESM::Land>::iterator it = esmStore.get<ESM::Land>().begin();
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for (; it != esmStore.get<ESM::Land>().end(); ++it)
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{
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if (it->mX < minX)
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minX = static_cast<float>(it->mX);
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if (it->mX > maxX)
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maxX = static_cast<float>(it->mX);
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if (it->mY < minY)
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minY = static_cast<float>(it->mY);
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if (it->mY > maxY)
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maxY = static_cast<float>(it->mY);
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}
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// since grid coords are at cell origin, we need to add 1 cell
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maxX += 1;
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maxY += 1;
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}
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LandManager *TerrainStorage::getLandManager() const
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{
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return mLandManager.get();
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}
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osg::ref_ptr<const ESMTerrain::LandObject> TerrainStorage::getLand(int cellX, int cellY)
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{
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return mLandManager->getLand(cellX, cellY);
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}
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const ESM::LandTexture* TerrainStorage::getLandTexture(int index, short plugin)
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{
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const MWWorld::ESMStore &esmStore =
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MWBase::Environment::get().getWorld()->getStore();
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return esmStore.get<ESM::LandTexture>().search(index, plugin);
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}
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}
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