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			65 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			65 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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