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			61 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_QUADTREEWORLD_H
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| #define COMPONENTS_TERRAIN_QUADTREEWORLD_H
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| 
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| #include "world.hpp"
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| #include "terraingrid.hpp"
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| 
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| #include <OpenThreads/Mutex>
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| 
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| namespace osg
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| {
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|     class NodeVisitor;
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| }
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| 
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| namespace Terrain
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| {
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|     class RootNode;
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|     class ViewDataMap;
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| 
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|     /// @brief Terrain implementation that loads cells into a Quad Tree, with geometry LOD and texture LOD.
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|     class QuadTreeWorld : public TerrainGrid // note: derived from TerrainGrid is only to render default cells (see loadCell)
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|     {
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|     public:
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|         QuadTreeWorld(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, int nodeMask, int preCompileMask, int borderMask, int compMapResolution, float comMapLevel, float lodFactor, int vertexLodMod, float maxCompGeometrySize);
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| 
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|         ~QuadTreeWorld();
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| 
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|         void accept(osg::NodeVisitor& nv);
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| 
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|         virtual void enable(bool enabled);
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| 
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|         virtual void setViewDistance(float distance) { mViewDistance = distance; }
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| 
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|         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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| 
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|         View* createView();
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|         void preload(View* view, const osg::Vec3f& eyePoint, std::atomic<bool>& abort);
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|         void storeView(const View* view, double referenceTime);
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| 
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|         void reportStats(unsigned int frameNumber, osg::Stats* stats);
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| 
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|     private:
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|         void ensureQuadTreeBuilt();
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| 
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|         osg::ref_ptr<RootNode> mRootNode;
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| 
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|         osg::ref_ptr<ViewDataMap> mViewDataMap;
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| 
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|         OpenThreads::Mutex mQuadTreeMutex;
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|         bool mQuadTreeBuilt;
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|         float mLodFactor;
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|         int mVertexLodMod;
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|         float mViewDistance;
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|     };
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| 
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| }
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| 
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| #endif
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