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	In file included from openmw/components/terrain/quadtreeworld.cpp:10:
openmw/components/terrain/quadtreenode.hpp:95:14: warning: 'Terrain::QuadTreeNode::traverse' hides overloaded virtual function [-Woverloaded-virtual]
        void traverse(ViewData* vd, const osg::Vec3f& viewPoint, LodCallback* lodCallback, float maxDist);
             ^
OpenSceneGraph/build/clang/release/include/osg/Group:43:22: note: hidden overloaded virtual function 'osg::Group::traverse' declared here: different number of parameters (1 vs 4)
        virtual void traverse(NodeVisitor& nv);
                     ^
1 warning generated.
		
	
			
		
			
				
	
	
		
			495 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			495 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "quadtreeworld.hpp"
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#include <osgUtil/CullVisitor>
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#include <sstream>
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#include <components/misc/constants.hpp>
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#include <components/sceneutil/mwshadowtechnique.hpp>
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#include "quadtreenode.hpp"
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#include "storage.hpp"
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#include "viewdata.hpp"
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#include "chunkmanager.hpp"
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#include "compositemaprenderer.hpp"
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namespace
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{
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    bool isPowerOfTwo(int x)
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    {
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        return ( (x > 0) && ((x & (x - 1)) == 0) );
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    }
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    int nextPowerOfTwo (int v)
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    {
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        if (isPowerOfTwo(v)) return v;
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        int depth=0;
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        while(v)
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        {
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            v >>= 1;
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            depth++;
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        }
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        return 1 << depth;
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    }
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    int Log2( unsigned int n )
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    {
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        int targetlevel = 0;
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        while (n >>= 1) ++targetlevel;
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        return targetlevel;
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    }
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}
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namespace Terrain
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{
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class DefaultLodCallback : public LodCallback
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{
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public:
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    DefaultLodCallback(float factor, float minSize)
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        : mFactor(factor)
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        , mMinSize(minSize)
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    {
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    }
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    virtual bool isSufficientDetail(QuadTreeNode* node, float dist)
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    {
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        int nativeLodLevel = Log2(static_cast<unsigned int>(node->getSize()/mMinSize));
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        int lodLevel = Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*mMinSize*mFactor)));
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        return nativeLodLevel <= lodLevel;
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    }
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private:
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    float mFactor;
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    float mMinSize;
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};
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class RootNode : public QuadTreeNode
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{
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public:
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    RootNode(float size, const osg::Vec2f& center)
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        : QuadTreeNode(nullptr, Root, size, center)
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        , mWorld(nullptr)
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    {
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    }
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    void setWorld(QuadTreeWorld* world)
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    {
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        mWorld = world;
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    }
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    virtual void accept(osg::NodeVisitor &nv)
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    {
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        if (!nv.validNodeMask(*this))
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            return;
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        nv.pushOntoNodePath(this);
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        mWorld->accept(nv);
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        nv.popFromNodePath();
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    }
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private:
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    QuadTreeWorld* mWorld;
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};
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class QuadTreeBuilder
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{
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public:
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    QuadTreeBuilder(Terrain::Storage* storage, float minSize)
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        : mStorage(storage)
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        , mMinX(0.f), mMaxX(0.f), mMinY(0.f), mMaxY(0.f)
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        , mMinSize(minSize)
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    {
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    }
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    void build()
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    {
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        mStorage->getBounds(mMinX, mMaxX, mMinY, mMaxY);
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        int origSizeX = static_cast<int>(mMaxX - mMinX);
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        int origSizeY = static_cast<int>(mMaxY - mMinY);
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        // Dividing a quad tree only works well for powers of two, so round up to the nearest one
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        int size = nextPowerOfTwo(std::max(origSizeX, origSizeY));
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        float centerX = (mMinX+mMaxX)/2.f + (size-origSizeX)/2.f;
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        float centerY = (mMinY+mMaxY)/2.f + (size-origSizeY)/2.f;
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        mRootNode = new RootNode(size, osg::Vec2f(centerX, centerY));
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        addChildren(mRootNode);
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        mRootNode->initNeighbours();
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    }
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    void addChildren(QuadTreeNode* parent)
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    {
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        float halfSize = parent->getSize()/2.f;
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        osg::BoundingBox boundingBox;
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        for (unsigned int i=0; i<4; ++i)
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        {
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            osg::ref_ptr<QuadTreeNode> child = addChild(parent, static_cast<ChildDirection>(i), halfSize);
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            if (child)
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            {
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                boundingBox.expandBy(child->getBoundingBox());
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                parent->addChildNode(child);
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            }
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        }
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        if (!boundingBox.valid())
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            parent->removeChildren(0, 4);
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        else
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            parent->setBoundingBox(boundingBox);
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    }
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    osg::ref_ptr<QuadTreeNode> addChild(QuadTreeNode* parent, ChildDirection direction, float size)
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    {
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        float halfSize = size/2.f;
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        osg::Vec2f center;
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        switch (direction)
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        {
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        case SW:
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            center = parent->getCenter() + osg::Vec2f(-halfSize,-halfSize);
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            break;
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        case SE:
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            center = parent->getCenter() + osg::Vec2f(halfSize, -halfSize);
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            break;
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        case NW:
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            center = parent->getCenter() + osg::Vec2f(-halfSize, halfSize);
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            break;
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        case NE:
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            center = parent->getCenter() + osg::Vec2f(halfSize, halfSize);
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            break;
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        default:
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            break;
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        }
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        osg::ref_ptr<QuadTreeNode> node = new QuadTreeNode(parent, direction, size, center);
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        if (center.x() - halfSize > mMaxX
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                || center.x() + halfSize < mMinX
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                || center.y() - halfSize > mMaxY
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                || center.y() + halfSize < mMinY )
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            // Out of bounds of the actual terrain - this will happen because
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            // we rounded the size up to the next power of two
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        {
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            // Still create and return an empty node so as to not break the assumption that each QuadTreeNode has either 4 or 0 children.
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            return node;
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        }
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        // Do not add child nodes for default cells without data.
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        // size = 1 means that the single shape covers the whole cell.
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        if (node->getSize() == 1 && !mStorage->hasData(center.x()-0.5, center.y()-0.5))
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            return node;
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        if (node->getSize() <= mMinSize)
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        {
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            // We arrived at a leaf.
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            // Since the tree is used for LOD level selection instead of culling, we do not need to load the actual height data here.
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            float minZ = -std::numeric_limits<float>::max();
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            float maxZ = std::numeric_limits<float>::max();
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            float cellWorldSize = mStorage->getCellWorldSize();
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            osg::BoundingBox boundingBox(osg::Vec3f((center.x()-halfSize)*cellWorldSize, (center.y()-halfSize)*cellWorldSize, minZ),
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                                    osg::Vec3f((center.x()+halfSize)*cellWorldSize, (center.y()+halfSize)*cellWorldSize, maxZ));
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            node->setBoundingBox(boundingBox);
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            return node;
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        }
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        else
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        {
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            addChildren(node);
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            return node;
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        }
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    }
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    osg::ref_ptr<RootNode> getRootNode()
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    {
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        return mRootNode;
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    }
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private:
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    Terrain::Storage* mStorage;
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    float mMinX, mMaxX, mMinY, mMaxY;
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    float mMinSize;
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    osg::ref_ptr<RootNode> mRootNode;
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    osg::ref_ptr<LodCallback> mLodCallback;
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};
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QuadTreeWorld::QuadTreeWorld(osg::Group *parent, osg::Group *compileRoot, Resource::ResourceSystem *resourceSystem, Storage *storage, int nodeMask, int preCompileMask, int borderMask, int compMapResolution, float compMapLevel, float lodFactor, int vertexLodMod, float maxCompGeometrySize)
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    : TerrainGrid(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
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    , mViewDataMap(new ViewDataMap)
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    , mQuadTreeBuilt(false)
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    , mLodFactor(lodFactor)
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    , mVertexLodMod(vertexLodMod)
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    , mViewDistance(std::numeric_limits<float>::max())
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{
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    mChunkManager->setCompositeMapSize(compMapResolution);
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    mChunkManager->setCompositeMapLevel(compMapLevel);
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    mChunkManager->setMaxCompositeGeometrySize(maxCompGeometrySize);
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}
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QuadTreeWorld::~QuadTreeWorld()
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{
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    mViewDataMap->clear();
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}
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/// get the level of vertex detail to render this node at, expressed relative to the native resolution of the data set.
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unsigned int getVertexLod(QuadTreeNode* node, int vertexLodMod)
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{
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    int lod = Log2(int(node->getSize()));
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    if (vertexLodMod > 0)
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    {
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        lod = std::max(0, lod-vertexLodMod);
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    }
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    else if (vertexLodMod < 0)
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    {
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        float size = node->getSize();
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        // Stop to simplify at this level since with size = 1 the node already covers the whole cell and has getCellVertices() vertices.
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        while (size < 1)
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        {
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            size *= 2;
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            vertexLodMod = std::min(0, vertexLodMod+1);
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        }
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        lod += std::abs(vertexLodMod);
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    }
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    return lod;
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}
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/// get the flags to use for stitching in the index buffer so that chunks of different LOD connect seamlessly
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unsigned int getLodFlags(QuadTreeNode* node, int ourLod, int vertexLodMod, ViewData* vd)
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{
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    unsigned int lodFlags = 0;
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    for (unsigned int i=0; i<4; ++i)
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    {
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        QuadTreeNode* neighbour = node->getNeighbour(static_cast<Direction>(i));
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        // If the neighbour isn't currently rendering itself,
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        // go up until we find one. NOTE: We don't need to go down,
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        // because in that case neighbour's detail would be higher than
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        // our detail and the neighbour would handle stitching by itself.
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        while (neighbour && !vd->contains(neighbour))
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            neighbour = neighbour->getParent();
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        int lod = 0;
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        if (neighbour)
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            lod = getVertexLod(neighbour, vertexLodMod);
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        if (lod <= ourLod) // We only need to worry about neighbours less detailed than we are -
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            lod = 0;         // neighbours with more detail will do the stitching themselves
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        // Use 4 bits for each LOD delta
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        if (lod > 0)
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        {
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            lodFlags |= static_cast<unsigned int>(lod - ourLod) << (4*i);
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        }
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    }
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    return lodFlags;
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}
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void loadRenderingNode(ViewData::Entry& entry, ViewData* vd, int vertexLodMod, ChunkManager* chunkManager)
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{
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    if (!vd->hasChanged() && entry.mRenderingNode)
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        return;
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    int ourLod = getVertexLod(entry.mNode, vertexLodMod);
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    if (vd->hasChanged())
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    {
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        // have to recompute the lodFlags in case a neighbour has changed LOD.
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        unsigned int lodFlags = getLodFlags(entry.mNode, ourLod, vertexLodMod, vd);
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        if (lodFlags != entry.mLodFlags)
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        {
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            entry.mRenderingNode = nullptr;
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            entry.mLodFlags = lodFlags;
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        }
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    }
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    if (!entry.mRenderingNode)
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        entry.mRenderingNode = chunkManager->getChunk(entry.mNode->getSize(), entry.mNode->getCenter(), ourLod, entry.mLodFlags);
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}
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void QuadTreeWorld::accept(osg::NodeVisitor &nv)
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{
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    bool isCullVisitor = nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR;
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    if (!isCullVisitor && nv.getVisitorType() != osg::NodeVisitor::INTERSECTION_VISITOR)
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    {
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        if (nv.getName().find("AcceptedByComponentsTerrainQuadTreeWorld") != std::string::npos)
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        {
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            if (nv.getName().find("SceneUtil::MWShadowTechnique::ComputeLightSpaceBounds") != std::string::npos)
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            {
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                SceneUtil::MWShadowTechnique::ComputeLightSpaceBounds* clsb = static_cast<SceneUtil::MWShadowTechnique::ComputeLightSpaceBounds*>(&nv);
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                clsb->apply(*this);
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            }
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            else
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                nv.apply(*mRootNode);
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        }
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        return;
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    }
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    bool needsUpdate = true;
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    ViewData* vd = nullptr;
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    if (isCullVisitor)
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        vd = mViewDataMap->getViewData(static_cast<osgUtil::CullVisitor*>(&nv)->getCurrentCamera(), nv.getViewPoint(), needsUpdate);
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    else
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    {
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        static ViewData sIntersectionViewData;
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        vd = &sIntersectionViewData;
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    }
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    if (needsUpdate)
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    {
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        vd->reset();
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        if (isCullVisitor)
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        {
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            osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(&nv);
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            osg::UserDataContainer* udc = cv->getCurrentCamera()->getUserDataContainer();
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            if (udc && udc->getNumDescriptions() >= 2 && udc->getDescriptions()[0] == "NoTerrainLod")
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            {
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                std::istringstream stream(udc->getDescriptions()[1]);
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                int x,y;
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                stream >> x;
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                stream >> y;
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                mRootNode->traverseTo(vd, 1, osg::Vec2f(x+0.5,y+0.5));
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            }
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            else
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                mRootNode->traverseNodes(vd, cv->getViewPoint(), mLodCallback, mViewDistance);
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        }
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        else
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        {
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            osgUtil::IntersectionVisitor* iv = static_cast<osgUtil::IntersectionVisitor*>(&nv);
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            osgUtil::LineSegmentIntersector* lineIntersector = dynamic_cast<osgUtil::LineSegmentIntersector*>(iv->getIntersector());
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            if (!lineIntersector)
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                throw std::runtime_error("Cannot update QuadTreeWorld: node visitor is not LineSegmentIntersector");
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            osg::Matrix matrix = osg::Matrix::identity();
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            if (lineIntersector->getCoordinateFrame() == osgUtil::Intersector::CoordinateFrame::MODEL && iv->getModelMatrix() == 0)
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                matrix = lineIntersector->getTransformation(*iv, osgUtil::Intersector::CoordinateFrame::MODEL);
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            osg::ref_ptr<TerrainLineIntersector> terrainIntersector (new TerrainLineIntersector(lineIntersector, matrix));
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            mRootNode->intersect(vd, terrainIntersector);
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        }
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    }
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    for (unsigned int i=0; i<vd->getNumEntries(); ++i)
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    {
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        ViewData::Entry& entry = vd->getEntry(i);
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        loadRenderingNode(entry, vd, mVertexLodMod, mChunkManager.get());
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        entry.mRenderingNode->accept(nv);
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    }
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    if (!isCullVisitor)
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        vd->clear(); // we can't reuse intersection views in the next frame because they only contain what is touched by the intersection ray.
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    vd->markUnchanged();
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    double referenceTime = nv.getFrameStamp() ? nv.getFrameStamp()->getReferenceTime() : 0.0;
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    if (referenceTime != 0.0)
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    {
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        vd->setLastUsageTimeStamp(referenceTime);
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        mViewDataMap->clearUnusedViews(referenceTime);
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    }
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}
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void QuadTreeWorld::ensureQuadTreeBuilt()
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{
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    OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mQuadTreeMutex);
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    if (mQuadTreeBuilt)
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        return;
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    const float minSize = 1/8.f;
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    mLodCallback = new DefaultLodCallback(mLodFactor, minSize);
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    QuadTreeBuilder builder(mStorage, minSize);
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    builder.build();
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    mRootNode = builder.getRootNode();
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    mRootNode->setWorld(this);
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    mQuadTreeBuilt = true;
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}
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void QuadTreeWorld::enable(bool enabled)
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{
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    if (enabled)
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    {
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        ensureQuadTreeBuilt();
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        if (!mRootNode->getNumParents())
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            mTerrainRoot->addChild(mRootNode);
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    }
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    if (mRootNode)
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        mRootNode->setNodeMask(enabled ? ~0 : 0);
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}
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void QuadTreeWorld::cacheCell(View *view, int x, int y)
 | 
						|
{
 | 
						|
    ensureQuadTreeBuilt();
 | 
						|
    ViewData* vd = static_cast<ViewData*>(view);
 | 
						|
    mRootNode->traverseTo(vd, 1, osg::Vec2f(x+0.5f,y+0.5f));
 | 
						|
 | 
						|
    for (unsigned int i=0; i<vd->getNumEntries(); ++i)
 | 
						|
    {
 | 
						|
        ViewData::Entry& entry = vd->getEntry(i);
 | 
						|
        loadRenderingNode(entry, vd, mVertexLodMod, mChunkManager.get());
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
View* QuadTreeWorld::createView()
 | 
						|
{
 | 
						|
    return new ViewData;
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::preload(View *view, const osg::Vec3f &viewPoint, std::atomic<bool> &abort)
 | 
						|
{
 | 
						|
    ensureQuadTreeBuilt();
 | 
						|
 | 
						|
    ViewData* vd = static_cast<ViewData*>(view);
 | 
						|
    vd->setViewPoint(viewPoint);
 | 
						|
    mRootNode->traverseNodes(vd, viewPoint, mLodCallback, mViewDistance);
 | 
						|
 | 
						|
    for (unsigned int i=0; i<vd->getNumEntries() && !abort; ++i)
 | 
						|
    {
 | 
						|
        ViewData::Entry& entry = vd->getEntry(i);
 | 
						|
        loadRenderingNode(entry, vd, mVertexLodMod, mChunkManager.get());
 | 
						|
    }
 | 
						|
    vd->markUnchanged();
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::storeView(const View* view, double referenceTime)
 | 
						|
{
 | 
						|
    osg::ref_ptr<osg::Object> dummy = new osg::DummyObject;
 | 
						|
    const ViewData* vd = static_cast<const ViewData*>(view);
 | 
						|
    bool needsUpdate = false;
 | 
						|
    ViewData* stored = mViewDataMap->getViewData(dummy, vd->getViewPoint(), needsUpdate);
 | 
						|
    stored->copyFrom(*vd);
 | 
						|
    stored->setLastUsageTimeStamp(referenceTime);
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::reportStats(unsigned int frameNumber, osg::Stats *stats)
 | 
						|
{
 | 
						|
    stats->setAttribute(frameNumber, "Composite", mCompositeMapRenderer->getCompileSetSize());
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::loadCell(int x, int y)
 | 
						|
{
 | 
						|
    // fallback behavior only for undefined cells (every other is already handled in quadtree)
 | 
						|
    float dummy;
 | 
						|
    if (!mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
 | 
						|
        TerrainGrid::loadCell(x,y);
 | 
						|
    else
 | 
						|
        World::loadCell(x,y);
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::unloadCell(int x, int y)
 | 
						|
{
 | 
						|
    // fallback behavior only for undefined cells (every other is already handled in quadtree)
 | 
						|
    float dummy;
 | 
						|
    if (!mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
 | 
						|
        TerrainGrid::unloadCell(x,y);
 | 
						|
    else
 | 
						|
        World::unloadCell(x,y);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
}
 |