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66 lines
1.6 KiB
C++
66 lines
1.6 KiB
C++
#ifndef COMPONENTS_TERRAIN_DEFS_HPP
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#define COMPONENTS_TERRAIN_DEFS_HPP
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namespace Terrain
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{
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class QuadTreeNode;
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/// The alignment of the terrain
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enum Alignment
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{
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/// Terrain is in the X/Z plane
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Align_XZ = 0,
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/// Terrain is in the X/Y plane
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Align_XY = 1,
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/// Terrain is in the Y/Z plane.
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/// UNTESTED - use at own risk.
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/// Besides, X as up axis? What is wrong with you? ;)
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Align_YZ = 2
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};
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inline void convertPosition(Alignment align, float &x, float &y, float &z)
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{
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switch (align)
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{
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case Align_XY:
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return;
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case Align_XZ:
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std::swap(y, z);
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// This is since -Z should be going *into* the screen
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// If not doing this, we'd get wrong vertex winding
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z *= -1;
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return;
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case Align_YZ:
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std::swap(x, y);
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std::swap(y, z);
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return;
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}
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}
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enum Direction
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{
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North = 0,
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East = 1,
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South = 2,
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West = 3
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};
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struct LayerInfo
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{
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std::string mDiffuseMap;
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std::string mNormalMap;
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bool mParallax; // Height info in normal map alpha channel?
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bool mSpecular; // Specular info in diffuse map alpha channel?
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};
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struct LayerCollection
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{
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QuadTreeNode* mTarget;
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// Since we can't create a texture from a different thread, this only holds the raw texel data
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std::vector<Ogre::PixelBox> mBlendmaps;
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std::vector<LayerInfo> mLayers;
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};
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}
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#endif
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