6e8fbca745
match the genesis editor version 1.3.0.653.
217 lines
5.9 KiB
C++
217 lines
5.9 KiB
C++
/****************************************************************************
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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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#include "stdneb.h"
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#include "rendersystem/base/VertexBuffer.h"
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#include "rendersystem/base/IndexBuffer.h"
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#include "rendersystem/base/PrimitiveGroup.h"
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#include "graphicsystem/GraphicSystem.h"
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#include "terrainfeature/components/TerrainNode.h"
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#include "terrainfeature/components/TerrainNodeTraverser.h"
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namespace App
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{
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using namespace Terrain;
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//------------------------------------------------------------------------
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TerrainNode::TerrainNode()
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{
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Reset();
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}
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//------------------------------------------------------------------------
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TerrainNode::~TerrainNode()
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{
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Reset();
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}
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//------------------------------------------------------------------------
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void TerrainNode::Reset()
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{
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m_RenderEnable = true;
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m_EdgeMask = -1;
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m_GeometryError = 0;
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m_bHaveHole = false;
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m_DrawMode = eNodeDrawParent;
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m_UseBaseMap = false;
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m_Parent = NULL;
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for ( int i = eLeftNeighbor; i< eNeighborCount; ++i)
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{
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m_Neighbors[i] = NULL;
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}
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for ( int i = eLeftUpChild; i < eChildCount; ++i)
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{
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m_Childs[i] = NULL;
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}
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m_PositionData.Clear();
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m_IndexData.Clear();
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if ( m_PrimitiveHandle )
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{
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Graphic::GraphicSystem::Instance()->RemovePrimitive(m_PrimitiveHandle);
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m_PrimitiveHandle = RenderBase::PrimitiveHandle();
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}
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m_NeedBuildHandle = true;
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}
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//------------------------------------------------------------------------
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void TerrainNode::ChangeRenderScene(Graphic::RenderScene* rnsc)
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{
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if (m_RenderObject && m_RenderObject->Attached())
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{
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m_RenderObject->Attach(rnsc);
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}
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for ( int i = eLeftUpChild; i < eChildCount; ++i)
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{
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if( m_Childs[i] )
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{
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m_Childs[i]->ChangeRenderScene(rnsc);
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}
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}
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}
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//------------------------------------------------------------------------
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void TerrainNode::Accept(TerrainNodeTraverser& nt)
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{
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nt.Apply(*this);
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}
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//------------------------------------------------------------------------
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void TerrainNode::TraverseParent(TerrainNodeTraverser& nt)
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{
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if ( m_Parent )
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{
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m_Parent->Accept(nt);
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}
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}
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//------------------------------------------------------------------------
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void TerrainNode::TraverseChilds(TerrainNodeTraverser& nt)
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{
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for ( int i = eLeftUpChild; i < eChildCount; ++i)
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{
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if( m_Childs[i] )
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{
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m_Childs[i]->Accept(nt);
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}
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}
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}
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//------------------------------------------------------------------------
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void TerrainNode::TraverseNeighbor(TerrainNodeTraverser& nt)
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{
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for ( int i = eLeftNeighbor; i< eNeighborCount; ++i)
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{
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if ( m_Neighbors[i] )
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{
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m_Neighbors[i]->Accept(nt);
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}
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}
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}
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//------------------------------------------------------------------------
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void TerrainNode::SetLocalBoundingBox(const Math::bbox& bb)
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{
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///avoid frequently change
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if ( bb != m_LocalBoundingBox )
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{
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m_LocalBoundingBox = bb;
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if ( m_RenderObject )
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{
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m_RenderObject->SetBoundingBox(m_LocalBoundingBox);
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}
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}
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}
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//------------------------------------------------------------------------
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void TerrainNode::BuildPrimitiveHandleIfNeed(const GPtr<Terrain::TerrainDataSource>& terrainDataSource)
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{
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if ( !m_NeedBuildHandle )
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{
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return;
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}
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ForceBuildPrimitiveHandle(terrainDataSource);
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}
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//------------------------------------------------------------------------
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void TerrainNode::ForceBuildPrimitiveHandle(const GPtr<Terrain::TerrainDataSource>& terrainDataSource)
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{
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n_assert(terrainDataSource.isvalid());
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_BuildPrimitiveHandle_Reqular(terrainDataSource);
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// Update RenderObject's bounding box
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m_LocalBoundingBox = terrainDataSource->GetSectorLocalBBox(this->x, this->y, this->level);
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m_NeedBuildHandle = false;
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}
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//------------------------------------------------------------------------
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int TerrainNode::ComputeNodeEdgeMask()
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{
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TerrainNode* parentNode = GetParentNode();
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if ( parentNode )
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{
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return _ComputeNeedSutureEdgeMask(*parentNode,*this);
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}
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else
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{
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return 0;
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}
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}
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//------------------------------------------------------------------------
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int TerrainNode::_ComputeNeedSutureEdgeMask(const TerrainNode &node, TerrainNode &nodeAnalysis)
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{
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int mask = 0;
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bool needRebuild = false;
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TerrainNode* pNeighbor(NULL);
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for(int i = eLeftNeighbor; i <= eDownNeighbor; i++)
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{
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TerrainNode* pNeighbor(NULL);
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pNeighbor = nodeAnalysis.GetNeighborNode(i);
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if(pNeighbor == NULL)
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continue;
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while(pNeighbor->GetNodeDrawMode() != eNodeDrawSelf)
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{
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pNeighbor = pNeighbor->GetParentNode();
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if(pNeighbor == NULL)
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break;
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}
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if(pNeighbor == NULL)
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continue;
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int diffLevel = pNeighbor->level - nodeAnalysis.level;
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needRebuild |= (nodeAnalysis.m_levelDif[i] != diffLevel);
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nodeAnalysis.m_levelDif[i] = diffLevel;
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if(diffLevel >= 1)
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mask |= 1 << i;
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}
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nodeAnalysis.m_NeedRebuild = needRebuild;
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return mask;
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}
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} |