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			86 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * in the Software without restriction, including without limitation the rights
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 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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 * THE SOFTWARE.
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 */
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#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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