6e8fbca745
match the genesis editor version 1.3.0.653.
109 lines
3.1 KiB
C++
109 lines
3.1 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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#ifndef __TerrainNodeTree_H__
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#define __TerrainNodeTree_H__
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#include "terrainfeature/components/TerrainNode.h"
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#include "util/mipmaparray.h"
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#include "terrainsystem/TerrainDataSource.h"
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namespace App
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{
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struct NodePos
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{
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int x;
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int y;
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};
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class TerrainNodeTree: public Core::RefCounted
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{
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__DeclareSubClass(TerrainNodeTree, Core::RefCounted);
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public:
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TerrainNodeTree();
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virtual ~TerrainNodeTree();
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/// Reset terrain node tree to default, 0 node
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void Reset();
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/// Get tree's depth. [ 0,GetDepth() )
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SizeT GetDepth() const;
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/// get some level node count in X dir
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SizeT GetRowSize(int depth) const;
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/// get some level node count in Y dir
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SizeT GetColSize(int depth) const;
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/// Using heightMap to rebuild all terrain node. Offset is all node's offset
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void RebuildAllNodes(const GPtr<Terrain::TerrainDataSource>& terrainDataSource);
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/// Get root node, return NULL if invalid
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TerrainNode* GetRootNode();
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/// Get node in pos(row,col) in level, return NULL if invalid
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TerrainNode* GetNode(IndexT row, IndexT col, IndexT level);
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protected:
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typedef Util::MipmapArray<TerrainNode*> TerrainTree;
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TerrainTree m_TerrainTree;
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};
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//------------------------------------------------------------------------
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inline
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SizeT
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TerrainNodeTree::GetDepth() const
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{
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return m_TerrainTree.GetMipCount();
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}
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//------------------------------------------------------------------------
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inline
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SizeT
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TerrainNodeTree::GetRowSize(int depth) const
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{
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if ( depth < m_TerrainTree.GetMipCount() )
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{
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return m_TerrainTree.RowSize(depth);
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}
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return 0;
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}
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//------------------------------------------------------------------------
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inline
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SizeT
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TerrainNodeTree::GetColSize(int depth) const
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{
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if ( depth < m_TerrainTree.GetMipCount() )
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{
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return m_TerrainTree.ColSize(depth);
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}
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return 0;
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}
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}
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#endif // __TerrainNodeTree_H__
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