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			111 lines
		
	
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "cellborder.hpp"
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#include <osg/Array>
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#include <osg/GL>
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#include <osg/Geometry>
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#include <osg/Group>
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#include <osg/PositionAttitudeTransform>
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#include <osg/PrimitiveSet>
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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#include <osg/Vec3f>
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#include <osg/Vec4f>
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#include <components/esm3/loadland.hpp>
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#include "mask.hpp"
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#include "../../model/world/cellcoordinates.hpp"
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const int CSVRender::CellBorder::CellSize = ESM::Land::REAL_SIZE;
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/*
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    The number of vertices per cell border is equal to the number of vertices per edge
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    minus the duplicated corner vertices. An additional vertex to close the loop is NOT needed.
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*/
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const int CSVRender::CellBorder::VertexCount = (ESM::Land::LAND_SIZE * 4) - 4;
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CSVRender::CellBorder::CellBorder(osg::Group* cellNode, const CSMWorld::CellCoordinates& coords)
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    : mParentNode(cellNode)
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{
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    mBorderGeometry = new osg::Geometry();
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    mBaseNode = new osg::PositionAttitudeTransform();
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    mBaseNode->setNodeMask(Mask_CellBorder);
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    mBaseNode->setPosition(osg::Vec3f(coords.getX() * CellSize, coords.getY() * CellSize, 10));
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    mBaseNode->addChild(mBorderGeometry);
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    mParentNode->addChild(mBaseNode);
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}
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CSVRender::CellBorder::~CellBorder()
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{
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    mParentNode->removeChild(mBaseNode);
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}
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void CSVRender::CellBorder::buildShape(const ESM::Land& esmLand)
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{
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    const ESM::Land::LandData* landData = esmLand.getLandData(ESM::Land::DATA_VHGT);
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    if (!landData)
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        return;
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    mBaseNode->removeChild(mBorderGeometry);
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    mBorderGeometry = new osg::Geometry();
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    osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array();
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    int x = 0;
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    int y = 0;
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    /*
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        Traverse the cell border counter-clockwise starting at the SW corner vertex (0, 0).
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        Each loop starts at a corner vertex and ends right before the next corner vertex.
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    */
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    for (; x < ESM::Land::LAND_SIZE - 1; ++x)
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        vertices->push_back(osg::Vec3f(scaleToWorld(x), scaleToWorld(y), landData->mHeights[landIndex(x, y)]));
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    x = ESM::Land::LAND_SIZE - 1;
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    for (; y < ESM::Land::LAND_SIZE - 1; ++y)
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        vertices->push_back(osg::Vec3f(scaleToWorld(x), scaleToWorld(y), landData->mHeights[landIndex(x, y)]));
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    y = ESM::Land::LAND_SIZE - 1;
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    for (; x > 0; --x)
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        vertices->push_back(osg::Vec3f(scaleToWorld(x), scaleToWorld(y), landData->mHeights[landIndex(x, y)]));
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    x = 0;
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    for (; y > 0; --y)
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        vertices->push_back(osg::Vec3f(scaleToWorld(x), scaleToWorld(y), landData->mHeights[landIndex(x, y)]));
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    mBorderGeometry->setVertexArray(vertices);
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    osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array();
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    colors->push_back(osg::Vec4f(0.f, 0.5f, 0.f, 1.f));
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    mBorderGeometry->setColorArray(colors, osg::Array::BIND_PER_PRIMITIVE_SET);
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    osg::ref_ptr<osg::DrawElementsUShort> primitives
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        = new osg::DrawElementsUShort(osg::PrimitiveSet::LINE_STRIP, VertexCount + 1);
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    // Assign one primitive to each vertex.
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    for (size_t i = 0; i < VertexCount; ++i)
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        primitives->setElement(i, i);
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    // Assign the last primitive to the first vertex to close the loop.
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    primitives->setElement(VertexCount, 0);
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    mBorderGeometry->addPrimitiveSet(primitives);
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    mBorderGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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    mBaseNode->addChild(mBorderGeometry);
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}
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size_t CSVRender::CellBorder::landIndex(int x, int y)
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{
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    return static_cast<size_t>(y) * ESM::Land::LAND_SIZE + x;
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}
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float CSVRender::CellBorder::scaleToWorld(int value)
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{
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    return (CellSize + 128) * (float)value / ESM::Land::LAND_SIZE;
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}
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