genesis-3d_engine/Engine/app/terrainfeature/components/TerrainNodeFrameTraverser.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

147 lines
4.6 KiB
C++

/****************************************************************************
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
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****************************************************************************/
#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<Terrain::TerrainDataSource>& terrainDataSource);
virtual ~BuildPrimitiveTraverser(){
}
virtual void Apply(TerrainNode& node);
protected:
GPtr<Terrain::TerrainDataSource> 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<Terrain::TerrainDataSource>& terrainDataSource);
virtual ~RequestBuildNodeAndParentTraverser(){
}
virtual void Apply(TerrainNode& node);
protected:
GPtr<Terrain::TerrainDataSource> m_TerrainDataSource;
};
}
#endif // __TerrainNodeFrameTraverser_H__