Show TerrainBlock.h syntax highlighted
// Demeter Terrain Visualization Library by Clay Fowler
// Copyright (C) 2002 Clay Fowler
// $ID$
/*
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*/
#ifndef _TERRAIN_BLOCK_DEMETER_H_
#define _TERRAIN_BLOCK_DEMETER_H_
#include "Demeter/Globals.h"
#include "Demeter/Ray.h"
#include "Demeter/Terrain.h"
#include "Demeter/Vector.h"
#include "Demeter/Triangle.h"
int RayPlaneIntersect(const Demeter::Ray * ray, const Demeter::Plane * plane, Demeter::Vector * point, float *distance);
int RayBoxIntersect(const Demeter::Ray * ray, const Demeter::Box * box, Demeter::Vector * point, float *distance);
/// \brief The Demeter Terrain Engine.
namespace Demeter
{
class TerrainBlock
{
public:
TerrainBlock(TerrainBlock * pParent);
TerrainBlock(int homeVertex, int stride, Terrain * pTerrain, TerrainBlock * pParent);
~TerrainBlock();
void Tessellate(const float cameraPosX,const float cameraPosY,const double* pMatrixModelview, const double* pMatrixProjection, const int* pViewport, Terrain* pTerrain);
void Write(FILE * file);
void Read(FILE * file, Terrain* pTerrain);
bool IsActive(Terrain* pTerrain);
void RepairCracks(Terrain * pTerrain);
int GetStride();
void EnableStrip(bool bEnabled);
int GetHomeIndex();
void CalculateGeometry(Terrain * pTerrain);
void VertexChanged(Terrain * pTerrain);
void VertexChanged(Terrain * pTerrain, int index1);
void VertexChanged(Terrain * pTerrain, int index1, int index2);
void IntersectRay(const Ray & ray, Vector & intersectionPoint, float &lowestDistance, const Terrain * pTerrain);
private:
void CreateTriangleStrip(Terrain * pTerrain);
TerrainBlock **m_pChildren;
int m_HomeIndex;
short int m_Stride;
bool m_bChildrenActive;
// float m_MinElevation, m_MaxElevation;
// FIXME: Don't need both BPlane_Max_D/Min_D and Box.m_Max/Min.z
// Bounding Planes given by A,B,Max_D and A,B,Min_D - C defined as 1
float m_BPlane_A, m_BPlane_B, m_BPlane_Max_D, m_BPlane_Min_D;
Triangle *m_pTriangles;
GLuint* m_pTriangleVertices;
TextureCell* m_pTextureCell;
bool m_bIsActive;
Demeter::Box m_BoundingBox;
GLuint* m_pFanVertices;
Uint32 m_NumFanVertices;
Uint32 m_NumFanVerticesAllocated;
bool m_IsUsingFans;
friend class Terrain;
friend class TextureCell;
};
}
#endif
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