|
| ITerrainSceneNode (ISceneNode *parent, ISceneManager *mgr, i32 id, const nub::vector3df &position=nub::vector3df(0.0f, 0.0f, 0.0f), const nub::vector3df &rotation=nub::vector3df(0.0f, 0.0f, 0.0f), const nub::vector3df &scale=nub::vector3df(1.0f, 1.0f, 1.0f)) |
| Constructor.
|
|
virtual const nub::aabbox3d< f32 > & | getBoundingBox () const =0 |
| Get the bounding box of the terrain.
|
|
virtual const nub::aabbox3d< f32 > & | getBoundingBox (i32 patchX, i32 patchZ) const =0 |
| Get the bounding box of a patch.
|
|
virtual u32 | getIndexCount () const =0 |
| Get the number of indices currently in the meshbuffer.
|
|
virtual IMesh * | getMesh ()=0 |
| Get pointer to the mesh.
|
|
virtual IMeshBuffer * | getRenderBuffer ()=0 |
| Get pointer to the buffer used by the terrain (most users will not need this)
|
|
virtual void | getMeshBufferForLOD (IDynamicMeshBuffer &mb, i32 LOD=0) const =0 |
| Gets the meshbuffer data based on a specified level of detail.
|
|
virtual i32 | getIndicesForPatch (nub::array< u32 > &indices, i32 patchX, i32 patchZ, i32 LOD=0)=0 |
| Gets the indices for a specified patch at a specified Level of Detail.
|
|
virtual i32 | getCurrentLODOfPatches (nub::array< i32 > &LODs) const =0 |
| Populates an array with the CurrentLOD of each patch.
|
|
virtual void | setLODOfPatch (i32 patchX, i32 patchZ, i32 LOD=0)=0 |
| Manually sets the LOD of a patch.
|
|
virtual const nub::vector3df & | getTerrainCenter () const =0 |
| Get center of terrain.
|
|
virtual f32 | getHeight (f32 x, f32 y) const =0 |
| Get height of a point of the terrain.
|
|
virtual void | setCameraMovementDelta (f32 delta)=0 |
| Sets the movement camera threshold.
|
|
virtual void | setCameraRotationDelta (f32 delta)=0 |
| Sets the rotation camera threshold.
|
|
virtual void | setDynamicSelectorUpdate (bool bVal)=0 |
| Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes.
|
|
virtual bool | overrideLODDistance (i32 LOD, f64 newDistance)=0 |
| Override the default generation of distance thresholds.
|
|
virtual void | scaleTexture (f32 scale=1.0f, f32 scale2=0.0f)=0 |
| Scales the base texture, similar to makePlanarTextureMapping.
|
|
virtual bool | loadHeightMap (io::IReadFile *file, video::SColor vertexColor=video::SColor(255, 255, 255, 255), i32 smoothFactor=0)=0 |
| Initializes the terrain data. Loads the vertices from the heightMapFile.
|
|
virtual bool | loadHeightMapRAW (io::IReadFile *file, i32 bitsPerPixel=16, bool signedData=false, bool floatVals=false, i32 width=0, video::SColor vertexColor=video::SColor(255, 255, 255, 255), i32 smoothFactor=0)=0 |
| Initializes the terrain data. Loads the vertices from the heightMapFile.
|
|
virtual void | setFixedBorderLOD (dcpp::i32 borderLOD=0)=0 |
| Force node to use a fixed LOD level at the borders of the terrain.
|
|
| ISceneNode (ISceneNode *parent, ISceneManager *mgr, i32 id=-1, const nub::vector3df &position=nub::vector3df(0, 0, 0), const nub::vector3df &rotation=nub::vector3df(0, 0, 0), const nub::vector3df &scale=nub::vector3df(1.0f, 1.0f, 1.0f)) |
| Constructor.
|
|
virtual | ~ISceneNode () |
| Destructor.
|
|
virtual void | OnRegisterSceneNode () |
| This method is called just before the rendering process of the whole scene.
|
|
virtual void | OnAnimate (u32 timeMs) |
| OnAnimate() is called just before rendering the whole scene.
|
|
virtual void | render ()=0 |
| Renders the node.
|
|
virtual const c8 * | getName () const |
| Returns the name of the node.
|
|
virtual void | setName (const c8 *name) |
| Sets the name of the node.
|
|
virtual void | setName (const nub::string &name) |
| Sets the name of the node.
|
|
virtual const nub::aabbox3d< f32 > | getTransformedBoundingBox () const |
| Get the axis aligned, transformed and animated absolute bounding box of this node.
|
|
virtual void | getTransformedBoundingBoxEdges (nub::array< nub::vector3d< f32 > > &edges) const |
|
virtual const nub::matrix4 & | getAbsoluteTransformation () const |
| Get the absolute transformation of the node. Is recalculated every OnAnimate()-call.
|
|
virtual nub::matrix4 | getRelativeTransformation () const |
| Returns the relative transformation of the scene node.
|
|
virtual bool | isVisible () const |
| Returns whether the node should be visible (if all of its parents are visible).
|
|
virtual bool | isTrulyVisible () const |
| Check whether the node is truly visible, taking into accounts its parents' visibility.
|
|
virtual void | setVisible (bool isVisible) |
| Sets if the node should be visible or not.
|
|
virtual i32 | getID () const |
| Get the id of the scene node.
|
|
virtual void | setID (i32 id) |
| Sets the id of the scene node.
|
|
virtual void | addChild (ISceneNode *child) |
| Adds a child to this scene node.
|
|
virtual bool | removeChild (ISceneNode *child) |
| Removes a child from this scene node.
|
|
virtual void | removeAll () |
| Removes all children of this scene node.
|
|
virtual void | remove () |
| Removes this scene node from the scene.
|
|
virtual void | addAnimator (ISceneNodeAnimator *animator) |
| Adds an animator which should animate this node.
|
|
const nub::list< ISceneNodeAnimator * > & | getAnimators () const |
| Get a list of all scene node animators.
|
|
virtual void | removeAnimator (ISceneNodeAnimator *animator) |
| Removes an animator from this scene node.
|
|
virtual void | removeAnimators () |
| Removes all animators from this scene node.
|
|
virtual video::SMaterial & | getMaterial (u32 num) |
| Returns the material based on the zero based index i.
|
|
virtual u32 | getMaterialCount () const |
| Get amount of materials used by this scene node.
|
|
void | setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue) |
| Sets all material flags at once to a new value.
|
|
void | setMaterialTexture (u32 textureLayer, video::ITexture *texture) |
| Sets the texture of the specified layer in all materials of this scene node to the new texture.
|
|
void | setMaterialType (video::E_MATERIAL_TYPE newType) |
| Sets the material type of all materials in this scene node to a new material type.
|
|
virtual const nub::vector3df & | getScale () const |
| Gets the scale of the scene node relative to its parent.
|
|
virtual void | setScale (const nub::vector3df &scale) |
| Sets the relative scale of the scene node.
|
|
virtual const nub::vector3df & | getRotation () const |
| Gets the rotation of the node relative to its parent.
|
|
virtual void | setRotation (const nub::vector3df &rotation) |
| Sets the rotation of the node relative to its parent.
|
|
virtual const nub::vector3df & | getPosition () const |
| Gets the position of the node relative to its parent.
|
|
virtual void | setPosition (const nub::vector3df &newpos) |
| Sets the position of the node relative to its parent.
|
|
virtual nub::vector3df | getAbsolutePosition () const |
| Gets the absolute position of the node in world coordinates.
|
|
void | setAutomaticCulling (u32 state) |
| Set a culling style or disable culling completely.
|
|
u32 | getAutomaticCulling () const |
| Gets the automatic culling state.
|
|
void | setUpdateAbsolutePosBehavior (ESCENE_NODE_UPDATE_ABS behavior) |
| Set how updateAbsolutePosition calculates the absolute transformation matrix.
|
|
ESCENE_NODE_UPDATE_ABS | getUpdateAbsolutePosBehavior () const |
| Get how updateAbsolutePosition calculates the absolute transformation matrix.
|
|
virtual void | setDebugDataVisible (u32 state) |
| Sets if debug data like bounding boxes should be drawn.
|
|
u32 | isDebugDataVisible () const |
| Returns if debug data like bounding boxes are drawn.
|
|
void | setIsDebugObject (bool debugObject) |
| Sets if this scene node is a debug object.
|
|
bool | isDebugObject () const |
| Returns if this scene node is a debug object.
|
|
const nub::list< ISceneNode * > & | getChildren () const |
| Returns a const reference to the list of all children.
|
|
virtual void | setParent (ISceneNode *newParent) |
| Changes the parent of the scene node.
|
|
virtual ITriangleSelector * | getTriangleSelector () const |
| Returns the triangle selector attached to this scene node.
|
|
virtual void | setTriangleSelector (ITriangleSelector *selector) |
| Sets the triangle selector of the scene node.
|
|
virtual void | updateAbsolutePosition () |
| Updates the absolute tranformation or position based on the relative and the parents transformation.
|
|
scene::ISceneNode * | getParent () const |
| Returns the parent of this scene node.
|
|
virtual ESCENE_NODE_TYPE | getType () const |
| Returns type of the scene node.
|
|
virtual void | serializeAttributes (io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const override |
| Writes attributes of the scene node.
|
|
virtual void | deserializeAttributes (io::IAttributes *in, io::SAttributeReadWriteOptions *options=0) override |
| Reads attributes of the scene node.
|
|
virtual ISceneNode * | clone (ISceneNode *newParent=0, ISceneManager *newManager=0) |
| Creates a clone of this scene node and its children.
|
|
virtual ISceneManager * | getSceneManager (void) const |
| Retrieve the scene manager for this node.
|
|
| IReferenceCounted () |
| Constructor.
|
|
virtual | ~IReferenceCounted () |
| Destructor.
|
|
void | grab () const |
| Grabs the object. Increments the reference counter by one.
|
|
bool | drop () const |
| Drops the object. Decrements the reference counter by one.
|
|
i32 | getReferenceCount () const |
| Get the reference count.
|
|
const c8 * | getDebugName () const |
| Returns the debug name of the object.
|
|
A scene node for displaying terrain using the geo mip map algorithm.
The code for the TerrainSceneNode is based on the Terrain renderer by Soconne and the GeoMipMapSceneNode developed by Spintz. They made their code available for Duckcpp and allowed it to be distributed under this licence. I only modified some parts. A lot of thanks go to them.
This scene node is capable of very quickly loading terrains and updating the indices at runtime to enable viewing very large terrains. It uses a CLOD (Continuous Level of Detail) algorithm which updates the indices for each patch based on a LOD (Level of Detail) which is determined based on a patch's distance from the camera.
The Patch Size of the terrain must always be a size of ( 2^N+1, i.e. 8+1(9), 16+1(17), etc. ). The MaxLOD available is directly dependent on the patch size of the terrain. LOD 0 contains all of the indices to draw all the triangles at the max detail for a patch. As each LOD goes up by 1 the step taken, in generating indices increases by - 2^LOD, so for LOD 1, the step taken is 2, for LOD 2, the step taken is 4, LOD 3 - 8, etc. The step can be no larger than the size of the patch, so having a LOD of 8, with a patch size of 17, is asking the algorithm to generate indices every 2^8 ( 256 ) vertices, which is not possible with a patch size of 17. The maximum LOD for a patch size of 17 is 2^4 ( 16 ). So, with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 ( every 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every 8 vertices ) and LOD 4 ( every 16 vertices ).