/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __TerrainNodeFrameTraverser_H__ #define __TerrainNodeFrameTraverser_H__ #include "terrainfeature/components/TerrainNodeTraverser.h" #include "graphicsystem/Camera/Camera.h" namespace App { class TerrainRenderComponent; /// Set Node's draw mode class MarkNodeDrawModeTraverser: public TerrainNodeTraverser { public: MarkNodeDrawModeTraverser(NodeDrawMode vis, TerrainNodeTraverser::TraversalMode m = TerrainNodeTraverser::TRAVERSE_CHILDREN ); virtual ~MarkNodeDrawModeTraverser(){ } virtual void Apply(TerrainNode& node); protected: NodeDrawMode m_drawMode; }; /// according camera position, calculate terrain nodes LOD status(DrawMode) class UpdateTerrainLodLevelTraverser: public TerrainNodeTraverser { public: UpdateTerrainLodLevelTraverser(float cameraFactor, // camera const Math::vector& cameraLocalPos, // camera position in terrain coordinate float SquareNodeDistance); // distance of use or not use baseMap virtual ~UpdateTerrainLodLevelTraverser(){ } virtual void Apply(TerrainNode& node); protected: float m_CameraFactor; Math::vector m_CameraLocalPos; float m_SquareNodeDistance; int m_LodMaxLevel; MarkNodeDrawModeTraverser m_MarkLodParentDrawedTraverser; }; //ergodic tree, make sure every adjoining node's level difference not bigger than 1. for convenience suture edge class LevelupNeighborLODTraverser: public TerrainNodeTraverser { public: LevelupNeighborLODTraverser( const Math::vector& cameraLocalPos, // camera position in terrain coordinate float squareNodeDistance); // distance of use or not use baseMap virtual ~LevelupNeighborLODTraverser(){ } virtual void Apply(TerrainNode& node); void LevelUpNode(TerrainNode& node); protected: Math::vector m_CameraLocalPos; float m_SquareNodeDistance; MarkNodeDrawModeTraverser m_MarkLodParentDrawedTraverser; }; //ergodic every visible LOD node, if edge changed, rebuild PrimitiveHandle class BuildEdgeMaskTraverser: public TerrainNodeTraverser { public: BuildEdgeMaskTraverser(); virtual ~BuildEdgeMaskTraverser(){ } virtual void Apply(TerrainNode& node); }; //ergodic every visible LOD node, rebuild PrimitiveHandle class BuildPrimitiveTraverser: public TerrainNodeTraverser { public: BuildPrimitiveTraverser(const GPtr& terrainDataSource); virtual ~BuildPrimitiveTraverser(){ } virtual void Apply(TerrainNode& node); protected: GPtr m_TerrainDataSource; }; /** ergodic every, remove unused GraphicOject, add useful GraphicObject * */ class BuildGraphicObjectTraverser: public TerrainNodeTraverser { public: BuildGraphicObjectTraverser(TerrainRenderComponent* comObj); virtual ~BuildGraphicObjectTraverser(){ } virtual void Apply(TerrainNode& node); protected: TerrainRenderComponent* m_TerrainComponent; }; /// set node and child node need rebuild PrimitiveHandle class RequestBuildNodeAndParentTraverser: public TerrainNodeTraverser { public: RequestBuildNodeAndParentTraverser(const GPtr& terrainDataSource); virtual ~RequestBuildNodeAndParentTraverser(){ } virtual void Apply(TerrainNode& node); protected: GPtr m_TerrainDataSource; }; } #endif // __TerrainNodeFrameTraverser_H__