147 lines
4.6 KiB
C
147 lines
4.6 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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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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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 __TerrainNodeFrameTraverser_H__
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#define __TerrainNodeFrameTraverser_H__
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#include "terrainfeature/components/TerrainNodeTraverser.h"
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#include "graphicsystem/Camera/Camera.h"
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namespace App
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{
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class TerrainRenderComponent;
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/// Set Node's draw mode
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class MarkNodeDrawModeTraverser: public TerrainNodeTraverser
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{
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public:
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MarkNodeDrawModeTraverser(NodeDrawMode vis, TerrainNodeTraverser::TraversalMode m = TerrainNodeTraverser::TRAVERSE_CHILDREN );
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virtual ~MarkNodeDrawModeTraverser(){
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}
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virtual void Apply(TerrainNode& node);
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protected:
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NodeDrawMode m_drawMode;
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};
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/// according camera position, calculate terrain nodes LOD status(DrawMode)
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class UpdateTerrainLodLevelTraverser: public TerrainNodeTraverser
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{
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public:
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UpdateTerrainLodLevelTraverser(float cameraFactor, // camera
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const Math::vector& cameraLocalPos, // camera position in terrain coordinate
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float SquareNodeDistance); // distance of use or not use baseMap
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virtual ~UpdateTerrainLodLevelTraverser(){
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}
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virtual void Apply(TerrainNode& node);
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protected:
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float m_CameraFactor;
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Math::vector m_CameraLocalPos;
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float m_SquareNodeDistance;
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int m_LodMaxLevel;
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MarkNodeDrawModeTraverser m_MarkLodParentDrawedTraverser;
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};
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//ergodic tree, make sure every adjoining node's level difference not bigger than 1. for convenience suture edge
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class LevelupNeighborLODTraverser: public TerrainNodeTraverser
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{
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public:
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LevelupNeighborLODTraverser( const Math::vector& cameraLocalPos, // camera position in terrain coordinate
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float squareNodeDistance); // distance of use or not use baseMap
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virtual ~LevelupNeighborLODTraverser(){
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}
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virtual void Apply(TerrainNode& node);
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void LevelUpNode(TerrainNode& node);
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protected:
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Math::vector m_CameraLocalPos;
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float m_SquareNodeDistance;
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MarkNodeDrawModeTraverser m_MarkLodParentDrawedTraverser;
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};
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//ergodic every visible LOD node, if edge changed, rebuild PrimitiveHandle
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class BuildEdgeMaskTraverser: public TerrainNodeTraverser
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{
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public:
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BuildEdgeMaskTraverser();
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virtual ~BuildEdgeMaskTraverser(){
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}
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virtual void Apply(TerrainNode& node);
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};
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//ergodic every visible LOD node, rebuild PrimitiveHandle
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class BuildPrimitiveTraverser: public TerrainNodeTraverser
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{
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public:
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BuildPrimitiveTraverser(const GPtr<Terrain::TerrainDataSource>& terrainDataSource);
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virtual ~BuildPrimitiveTraverser(){
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}
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virtual void Apply(TerrainNode& node);
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protected:
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GPtr<Terrain::TerrainDataSource> m_TerrainDataSource;
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};
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/** ergodic every, remove unused GraphicOject, add useful GraphicObject
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*
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*/
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class BuildGraphicObjectTraverser: public TerrainNodeTraverser
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{
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public:
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BuildGraphicObjectTraverser(TerrainRenderComponent* comObj);
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virtual ~BuildGraphicObjectTraverser(){
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}
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virtual void Apply(TerrainNode& node);
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protected:
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TerrainRenderComponent* m_TerrainComponent;
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};
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/// set node and child node need rebuild PrimitiveHandle
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class RequestBuildNodeAndParentTraverser: public TerrainNodeTraverser
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{
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public:
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RequestBuildNodeAndParentTraverser(const GPtr<Terrain::TerrainDataSource>& terrainDataSource);
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virtual ~RequestBuildNodeAndParentTraverser(){
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}
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virtual void Apply(TerrainNode& node);
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protected:
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GPtr<Terrain::TerrainDataSource> m_TerrainDataSource;
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};
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}
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#endif // __TerrainNodeFrameTraverser_H__
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