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OgreTerrainPage.cpp

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00001 /*
00002 -----------------------------------------------------------------------------
00003 This source file is part of OGRE
00004 (Object-oriented Graphics Rendering Engine)
00005 For the latest info, see http://www.ogre3d.org/
00006 
00007 Copyright © 2000-2004 The OGRE Team
00008 Also see acknowledgements in Readme.html
00009 
00010 This program is free software; you can redistribute it and/or modify it under
00011 the terms of the GNU Lesser General Public License as published by the Free Software
00012 Foundation; either version 2 of the License, or (at your option) any later
00013 version.
00014 
00015 This program is distributed in the hope that it will be useful, but WITHOUT
00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
00018 
00019 You should have received a copy of the GNU Lesser General Public License along with
00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
00022 http://www.gnu.org/copyleft/lesser.txt.
00023 -----------------------------------------------------------------------------
00024 */
00025 #include "OgreTerrainPage.h"
00026 #include "OgreTerrainRenderable.h"
00027 
00028 namespace Ogre {
00029 
00030     //-------------------------------------------------------------------------
00031     TerrainPage::TerrainPage(unsigned short numTiles)
00032     {
00033         tilesPerPage = numTiles;
00034         // Set up an empty array of TerrainRenderable pointers
00035         int i, j;
00036         for ( i = 0; i < tilesPerPage; i++ )
00037         {
00038             tiles.push_back( TerrainRow() );
00039 
00040             for ( j = 0; j < tilesPerPage; j++ )
00041             {
00042                 tiles[ i ].push_back( 0 );
00043             }
00044         }
00045 
00046         pageSceneNode = 0;
00047 
00048     }
00049     //-------------------------------------------------------------------------
00050     TerrainPage::~TerrainPage()
00051     {
00052         Terrain2D::iterator i, iend;
00053         iend = tiles.end();
00054         for (i = tiles.begin(); i != iend; ++i)
00055         {
00056             TerrainRow::iterator j, jend;
00057             jend = i->end();
00058             for (j = i->begin(); j != jend; ++j)
00059             {
00060                 delete *j;
00061                 *j = 0;
00062             }
00063         }
00064 
00065     }
00066     //-------------------------------------------------------------------------
00067     void TerrainPage::linkNeighbours(void)
00068     {
00069         //setup the neighbor links.
00070 
00071         for ( size_t j = 0; j < tilesPerPage; j++ )
00072         {
00073             for ( size_t i = 0; i < tilesPerPage; i++ )
00074             {
00075                 if ( j != tilesPerPage - 1 )
00076                 {
00077                     tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::SOUTH, tiles[ i ][ j + 1 ] );
00078                     tiles[ i ][ j + 1 ] -> _setNeighbor( TerrainRenderable::NORTH, tiles[ i ][ j ] );
00079                 }
00080 
00081                 if ( i != tilesPerPage - 1 )
00082                 {
00083                     tiles[ i ][ j ] -> _setNeighbor( TerrainRenderable::EAST, tiles[ i + 1 ][ j ] );
00084                     tiles[ i + 1 ][ j ] -> _setNeighbor( TerrainRenderable::WEST, tiles[ i ][ j ] );
00085                 }
00086 
00087             }
00088         }
00089     }
00090     //-------------------------------------------------------------------------
00091     TerrainRenderable * TerrainPage::getTerrainTile( const Vector3 & pt )
00092     {
00093         /* Since we don't know if the terrain is square, or has holes, we use a line trace
00094         to find the containing tile...
00095         */
00096 
00097         TerrainRenderable * tile = tiles[ 0 ][ 0 ];
00098 
00099         while ( tile != 0 )
00100         {
00101             AxisAlignedBox b = tile -> getBoundingBox();
00102             const Vector3 *corners = b.getAllCorners();
00103 
00104             if ( pt.x < corners[ 0 ].x )
00105                 tile = tile -> _getNeighbor( TerrainRenderable::WEST );
00106             else if ( pt.x > corners[ 4 ].x )
00107                 tile = tile -> _getNeighbor( TerrainRenderable::EAST );
00108             else if ( pt.z < corners[ 0 ].z )
00109                 tile = tile -> _getNeighbor( TerrainRenderable::NORTH );
00110             else if ( pt.z > corners[ 4 ].z )
00111                 tile = tile -> _getNeighbor( TerrainRenderable::SOUTH );
00112             else
00113                 return tile;
00114         }
00115 
00116         return 0;
00117     }
00118 
00119 }
00120 

Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:48:48 2004