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43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
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#define COMPONENTS_TERRAIN_TERRAINGRID_H
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#include <map>
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#include <osg/Vec2f>
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#include "world.hpp"
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namespace Terrain
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{
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/// @brief Simple terrain implementation that loads cells in a grid, with no LOD. Only requested cells are loaded.
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class TerrainGrid : public Terrain::World
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{
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public:
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TerrainGrid(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, int nodeMask, int preCompileMask=~0);
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~TerrainGrid();
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virtual void cacheCell(View* view, int x, int y);
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/// @note Not thread safe.
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virtual void loadCell(int x, int y);
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/// @note Not thread safe.
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virtual void unloadCell(int x, int y);
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View* createView();
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private:
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osg::ref_ptr<osg::Node> buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter);
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// split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
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unsigned int mNumSplits;
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typedef std::map<std::pair<int, int>, osg::ref_ptr<osg::Node> > Grid;
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Grid mGrid;
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};
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}
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#endif
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