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	Improves performance because the number of splatting layers per chunk is reduced, and finer grained frustum culling can be done.
		
			
				
	
	
		
			44 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
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#define COMPONENTS_TERRAIN_TERRAINGRID_H
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#include <osg/Vec2f>
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#include "world.hpp"
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#include "material.hpp"
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namespace osg
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{
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    class KdTreeBuilder;
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}
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namespace Terrain
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{
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    class GridElement;
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    /// @brief Simple terrain implementation that loads cells in a grid, with no LOD
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    class TerrainGrid : public Terrain::World
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    {
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    public:
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        TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
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              Storage* storage, int nodeMask);
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        ~TerrainGrid();
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        virtual void loadCell(int x, int y);
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        virtual void unloadCell(int x, int y);
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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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        // split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
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        unsigned int mNumSplits;
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        typedef std::map<std::pair<int, int>, GridElement*> Grid;
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        Grid mGrid;
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        osg::ref_ptr<osg::KdTreeBuilder> mKdTreeBuilder;
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    };
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}
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#endif
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