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60 lines
1.5 KiB
C++
60 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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