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			59 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
	
		
			1.5 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 osg
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{
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    class Group;
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    class Stats;
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}
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namespace Resource
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{
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    class ResourceSystem;
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}
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namespace Terrain
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{
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    class Storage;
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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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        explicit TerrainGrid(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem,
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            Storage* storage, unsigned int nodeMask, ESM::RefId worldspace, double expiryDelay,
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            unsigned int preCompileMask = ~0u, unsigned int borderMask = 0);
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        TerrainGrid(osg::Group* parent, Storage* storage, ESM::RefId worldspace, unsigned int nodeMask = ~0u);
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        ~TerrainGrid();
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        void cacheCell(View* view, int x, int y) override;
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        /// @note Not thread safe.
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        void loadCell(int x, int y) override;
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        /// @note Not thread safe.
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        void unloadCell(int x, int y) override;
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        View* createView() override;
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    protected:
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        bool isGridEmpty() const { return mGrid.empty(); }
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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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        void updateWaterCulling();
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        // split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
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        unsigned int mNumSplits;
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        CellBorder::CellGrid mGrid;
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    };
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}
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#endif
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