157 lines
5.4 KiB
C++
157 lines
5.4 KiB
C++
// Filename: geoMipTerrain.h
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// Created by: pro-rsoft (29jun07)
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// Last updated by: pro-rsoft (03mar08)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef GEOMIPTERRAIN_H
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#define GEOMIPTERRAIN_H
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#include "pandabase.h"
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#include "luse.h"
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#include "pandaNode.h"
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#include "pointerTo.h"
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#include "pnmImage.h"
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#include "nodePath.h"
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#include "texture.h"
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////////////////////////////////////////////////////////////////////
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// Class : GeoMipTerrain
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// Description : GeoMipTerrain, meaning Panda3D GeoMipMapping, can convert
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// a heightfield image into a 3D terrain, consisting
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// of several GeomNodes. It uses the GeoMipMapping
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// algorithm, or Geometrical MipMapping, based on
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// the LOD (Level of Detail) algorithm. For more
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// information about the GeoMipMapping algoritm, see
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// this paper, written by Willem H. de Boer:
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// http://flipcode.com/articles/article_geomipmaps.pdf
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//
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////////////////////////////////////////////////////////////////////
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class GeoMipTerrain {
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PUBLISHED:
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INLINE GeoMipTerrain(const string &name);
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INLINE ~GeoMipTerrain();
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INLINE PNMImage &heightfield();
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INLINE bool set_heightfield(const Filename &filename,
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PNMFileType *type = NULL);
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INLINE bool set_heightfield(const PNMImage &image);
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INLINE bool set_heightfield(const Texture *image);
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INLINE PNMImage &color_map();
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INLINE bool set_color_map(const Filename &filename,
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PNMFileType *type = NULL);
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INLINE bool set_color_map(const PNMImage &image);
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INLINE bool set_color_map(const Texture *image);
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INLINE bool has_color_map();
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INLINE void clear_color_map();
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double get_elevation(double x, double y);
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LVector3f get_normal(int x, int y);
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INLINE LVector3f get_normal(unsigned short mx, unsigned short my,
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int x,int y);
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INLINE void set_bruteforce(bool bf);
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INLINE bool get_bruteforce();
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// The flatten mode specifies whether the terrain nodes are flattened
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// together after each terrain update.
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enum AutoFlattenMode {
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// FM_off: don't ever flatten the terrain.
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AFM_off = 0,
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// FM_light: the terrain is flattened using flatten_light.
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AFM_light = 1,
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// FM_medium: the terrain is flattened using flatten_medium.
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AFM_medium = 2,
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// FM_strong: the terrain is flattened using flatten_strong.
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AFM_strong = 3,
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};
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INLINE void set_auto_flatten(int mode);
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// The focal point is the point at which the terrain will have the
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// lowest level of detail (highest quality). Parts farther away
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// from the focal point will hae a higher level of detail. The
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// focal point is not taken in respect if bruteforce is set true.
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INLINE void set_focal_point(LPoint2d fp);
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INLINE void set_focal_point(LPoint2f fp);
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INLINE void set_focal_point(LPoint3d fp);
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INLINE void set_focal_point(LPoint3f fp);
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INLINE void set_focal_point(double x, double y);
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INLINE void set_focal_point(NodePath fnp);
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INLINE NodePath get_focal_point() const;
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INLINE NodePath get_root() const;
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INLINE void set_min_level(unsigned short minlevel);
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INLINE unsigned short get_min_level();
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INLINE unsigned short get_block_size();
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INLINE void set_block_size(unsigned short newbs);
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INLINE bool is_dirty();
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INLINE float get_factor();
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INLINE void set_factor(float factor);
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INLINE const NodePath get_block_node_path(unsigned short mx,
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unsigned short my);
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INLINE LVecBase2f get_block_from_pos(double x, double y);
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void generate();
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bool update();
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private:
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NodePath generate_block(unsigned short mx, unsigned short my, unsigned short level);
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bool update_block(unsigned short mx, unsigned short my,
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signed short level = -1, bool forced = false);
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void calc_levels();
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void auto_flatten();
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bool root_flattened();
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INLINE std::string int_to_str(int i);
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INLINE int str_to_int(std::string str);
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INLINE bool is_power_of_two(unsigned int i);
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INLINE float f_part(float i);
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INLINE double f_part(double i);
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INLINE int sfav(int n, int powlevel, int mypowlevel);
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INLINE double get_pixel_value(int x, int y);
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INLINE double get_pixel_value(unsigned short mx, unsigned short my, int x, int y);
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INLINE unsigned short lod_decide(unsigned short mx, unsigned short my);
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NodePath _root;
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int _auto_flatten;
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bool _root_flattened;
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PNMImage _heightfield;
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PNMImage _color_map;
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bool _is_dirty;
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bool _has_color_map;
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unsigned int _xsize;
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unsigned int _ysize;
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float _factor;
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unsigned short _block_size;
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bool _bruteforce;
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NodePath _focal_point;
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bool _focal_is_temporary;
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unsigned short _min_level;
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pvector<pvector<NodePath> > _blocks;
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pvector<pvector<unsigned short> > _levels;
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pvector<pvector<unsigned short> > _old_levels;
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};
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#include "geoMipTerrain.I"
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#endif /*GEOMIPTERRAIN_H*/
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