irrlicht/source/Irrlicht/CTerrainSceneNode.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// The code for the TerrainSceneNode is based on the GeoMipMapSceneNode
// developed by Spintz. He made it available for Irrlicht and allowed it to be
// distributed under this licence. I only modified some parts. A lot of thanks
// go to him.
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
#include "CTerrainSceneNode.h"
#include "CTerrainTriangleSelector.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "SViewFrustum.h"
#include "irrMath.h"
#include "os.h"
#include "IGUIFont.h"
#include "IFileSystem.h"
#include "IReadFile.h"
#include "ITextSceneNode.h"
#include "IAnimatedMesh.h"
#include "SMesh.h"
#include "CDynamicMeshBuffer.h"
namespace irr
{
namespace scene
{
//! constructor
CTerrainSceneNode::CTerrainSceneNode(ISceneNode* parent, ISceneManager* mgr,
io::IFileSystem* fs, s32 id, s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale)
: ITerrainSceneNode(parent, mgr, id, position, rotation, scale),
TerrainData(patchSize, maxLOD, position, rotation, scale), RenderBuffer(0),
VerticesToRender(0), IndicesToRender(0), DynamicSelectorUpdate(false),
OverrideDistanceThreshold(false), UseDefaultRotationPivot(true), ForceRecalculation(true),
FixedBorderLOD(-1),
CameraMovementDelta(10.0f), CameraRotationDelta(1.0f),CameraFOVDelta(0.1f),
TCoordScale1(1.0f), TCoordScale2(1.0f), SmoothFactor(0), FileSystem(fs)
{
#ifdef _DEBUG
setDebugName("CTerrainSceneNode");
#endif
Mesh = new SMesh();
RenderBuffer = new CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
RenderBuffer->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_VERTEX);
RenderBuffer->setHardwareMappingHint(scene::EHM_DYNAMIC, scene::EBT_INDEX);
if (FileSystem)
FileSystem->grab();
setAutomaticCulling(scene::EAC_OFF);
}
//! destructor
CTerrainSceneNode::~CTerrainSceneNode()
{
delete [] TerrainData.Patches;
if (FileSystem)
FileSystem->drop();
if (Mesh)
Mesh->drop();
if (RenderBuffer)
RenderBuffer->drop();
}
//! Initializes the terrain data. Loads the vertices from the heightMapFile
bool CTerrainSceneNode::loadHeightMap(io::IReadFile* file, video::SColor vertexColor,
s32 smoothFactor)
{
if (!file)
return false;
Mesh->MeshBuffers.clear();
const u32 startTime = os::Timer::getRealTime();
video::IImage* heightMap = SceneManager->getVideoDriver()->createImageFromFile(file);
if (!heightMap)
{
os::Printer::log("Unable to load heightmap.");
return false;
}
HeightmapFile = file->getFileName();
SmoothFactor = smoothFactor;
// Get the dimension of the heightmap data
TerrainData.Size = heightMap->getDimension().Width;
switch (TerrainData.PatchSize)
{
case ETPS_9:
if (TerrainData.MaxLOD > 3)
{
TerrainData.MaxLOD = 3;
}
break;
case ETPS_17:
if (TerrainData.MaxLOD > 4)
{
TerrainData.MaxLOD = 4;
}
break;
case ETPS_33:
if (TerrainData.MaxLOD > 5)
{
TerrainData.MaxLOD = 5;
}
break;
case ETPS_65:
if (TerrainData.MaxLOD > 6)
{
TerrainData.MaxLOD = 6;
}
break;
case ETPS_129:
if (TerrainData.MaxLOD > 7)
{
TerrainData.MaxLOD = 7;
}
break;
}
// --- Generate vertex data from heightmap ----
// resize the vertex array for the mesh buffer one time (makes loading faster)
scene::CDynamicMeshBuffer *mb=0;
const u32 numVertices = TerrainData.Size * TerrainData.Size;
if (numVertices <= 65536)
{
//small enough for 16bit buffers
mb=new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
RenderBuffer->getIndexBuffer().setType(video::EIT_16BIT);
}
else
{
//we need 32bit buffers
mb=new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_32BIT);
RenderBuffer->getIndexBuffer().setType(video::EIT_32BIT);
}
mb->getVertexBuffer().set_used(numVertices);
// Read the heightmap to get the vertex data
// Apply positions changes, scaling changes
const f32 tdSize = 1.0f/(f32)(TerrainData.Size-1);
s32 index = 0;
float fx=0.f;
float fx2=0.f;
for (s32 x = 0; x < TerrainData.Size; ++x)
{
float fz=0.f;
float fz2=0.f;
for (s32 z = 0; z < TerrainData.Size; ++z)
{
video::S3DVertex2TCoords& vertex= static_cast<video::S3DVertex2TCoords*>(mb->getVertexBuffer().pointer())[index++];
vertex.Normal.set(0.0f, 1.0f, 0.0f);
vertex.Color = vertexColor;
vertex.Pos.X = fx;
vertex.Pos.Y = (f32) heightMap->getPixel(TerrainData.Size-x-1,z).getLightness();
vertex.Pos.Z = fz;
vertex.TCoords.X = vertex.TCoords2.X = 1.f-fx2;
vertex.TCoords.Y = vertex.TCoords2.Y = fz2;
++fz;
fz2 += tdSize;
}
++fx;
fx2 += tdSize;
}
// drop heightMap, no longer needed
heightMap->drop();
smoothTerrain(mb, smoothFactor);
// calculate smooth normals for the vertices
calculateNormals(mb);
// add the MeshBuffer to the mesh
Mesh->addMeshBuffer(mb);
// We copy the data to the renderBuffer, after the normals have been calculated.
RenderBuffer->getVertexBuffer().set_used(numVertices);
for (u32 i = 0; i < numVertices; ++i)
{
RenderBuffer->getVertexBuffer()[i] = mb->getVertexBuffer()[i];
RenderBuffer->getVertexBuffer()[i].Pos *= TerrainData.Scale;
RenderBuffer->getVertexBuffer()[i].Pos += TerrainData.Position;
}
// We no longer need the mb
mb->drop();
// calculate all the necessary data for the patches and the terrain
calculateDistanceThresholds();
createPatches();
calculatePatchData();
// set the default rotation pivot point to the terrain nodes center
TerrainData.RotationPivot = TerrainData.Center;
// Rotate the vertices of the terrain by the rotation
// specified. Must be done after calculating the terrain data,
// so we know what the current center of the terrain is.
setRotation(TerrainData.Rotation);
// Pre-allocate memory for indices
RenderBuffer->getIndexBuffer().set_used(
TerrainData.PatchCount * TerrainData.PatchCount *
TerrainData.CalcPatchSize * TerrainData.CalcPatchSize * 6);
RenderBuffer->setDirty();
const u32 endTime = os::Timer::getRealTime();
c8 tmp[255];
snprintf_irr(tmp, 255, "Generated terrain data (%dx%d) in %.4f seconds",
TerrainData.Size, TerrainData.Size, (endTime - startTime) / 1000.0f );
os::Printer::log(tmp);
return true;
}
//! Initializes the terrain data. Loads the vertices from the heightMapFile
bool CTerrainSceneNode::loadHeightMapRAW(io::IReadFile* file,
s32 bitsPerPixel, bool signedData, bool floatVals,
s32 width, video::SColor vertexColor, s32 smoothFactor)
{
if (!file)
return false;
if (floatVals && bitsPerPixel != 32)
return false;
// start reading
const u32 startTime = os::Timer::getTime();
Mesh->MeshBuffers.clear();
const size_t bytesPerPixel = (size_t)bitsPerPixel / 8;
// Get the dimension of the heightmap data
const long filesize = file->getSize();
if (!width)
TerrainData.Size = core::floor32(sqrtf((f32)(filesize / bytesPerPixel)));
else
{
if ((filesize-file->getPos())/bytesPerPixel>(size_t)(width*width))
{
os::Printer::log("Error reading heightmap RAW file: File is too small.");
return false;
}
TerrainData.Size = width;
}
switch (TerrainData.PatchSize)
{
case ETPS_9:
if (TerrainData.MaxLOD > 3)
{
TerrainData.MaxLOD = 3;
}
break;
case ETPS_17:
if (TerrainData.MaxLOD > 4)
{
TerrainData.MaxLOD = 4;
}
break;
case ETPS_33:
if (TerrainData.MaxLOD > 5)
{
TerrainData.MaxLOD = 5;
}
break;
case ETPS_65:
if (TerrainData.MaxLOD > 6)
{
TerrainData.MaxLOD = 6;
}
break;
case ETPS_129:
if (TerrainData.MaxLOD > 7)
{
TerrainData.MaxLOD = 7;
}
break;
}
// --- Generate vertex data from heightmap ----
// resize the vertex array for the mesh buffer one time (makes loading faster)
scene::CDynamicMeshBuffer *mb=0;
const u32 numVertices = TerrainData.Size * TerrainData.Size;
if (numVertices <= 65536)
{
//small enough for 16bit buffers
mb=new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
RenderBuffer->getIndexBuffer().setType(video::EIT_16BIT);
}
else
{
//we need 32bit buffers
mb=new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_32BIT);
RenderBuffer->getIndexBuffer().setType(video::EIT_32BIT);
}
mb->getVertexBuffer().reallocate(numVertices);
video::S3DVertex2TCoords vertex;
vertex.Normal.set(0.0f, 1.0f, 0.0f);
vertex.Color = vertexColor;
// Read the heightmap to get the vertex data
// Apply positions changes, scaling changes
const f32 tdSize = 1.0f/(f32)(TerrainData.Size-1);
float fx=0.f;
float fx2=0.f;
for (s32 x = 0; x < TerrainData.Size; ++x)
{
float fz=0.f;
float fz2=0.f;
for (s32 z = 0; z < TerrainData.Size; ++z)
{
bool failure=false;
vertex.Pos.X = fx;
if (floatVals)
{
if (file->read(&vertex.Pos.Y, bytesPerPixel) != bytesPerPixel)
failure=true;
}
else if (signedData)
{
switch (bytesPerPixel)
{
case 1:
{
s8 val;
if (file->read(&val, bytesPerPixel) != bytesPerPixel)
failure=true;
vertex.Pos.Y=val;
}
break;
case 2:
{
s16 val;
if (file->read(&val, bytesPerPixel) != bytesPerPixel)
failure=true;
vertex.Pos.Y=val/256.f;
}
break;
case 4:
{
s32 val;
if (file->read(&val, bytesPerPixel) != bytesPerPixel)
failure=true;
vertex.Pos.Y=val/16777216.f;
}
break;
}
}
else
{
switch (bytesPerPixel)
{
case 1:
{
u8 val;
if (file->read(&val, bytesPerPixel) != bytesPerPixel)
failure=true;
vertex.Pos.Y=val;
}
break;
case 2:
{
u16 val;
if (file->read(&val, bytesPerPixel) != bytesPerPixel)
failure=true;
vertex.Pos.Y=val/256.f;
}
break;
case 4:
{
u32 val;
if (file->read(&val, bytesPerPixel) != bytesPerPixel)
failure=true;
vertex.Pos.Y=val/16777216.f;
}
break;
}
}
if (failure)
{
os::Printer::log("Error reading heightmap RAW file.");
mb->drop();
return false;
}
vertex.Pos.Z = fz;
vertex.TCoords.X = vertex.TCoords2.X = 1.f-fx2;
vertex.TCoords.Y = vertex.TCoords2.Y = fz2;
mb->getVertexBuffer().push_back(vertex);
++fz;
fz2 += tdSize;
}
++fx;
fx2 += tdSize;
}
smoothTerrain(mb, smoothFactor);
// calculate smooth normals for the vertices
calculateNormals(mb);
// add the MeshBuffer to the mesh
Mesh->addMeshBuffer(mb);
const u32 vertexCount = mb->getVertexCount();
// We copy the data to the renderBuffer, after the normals have been calculated.
RenderBuffer->getVertexBuffer().set_used(vertexCount);
for (u32 i = 0; i < vertexCount; i++)
{
RenderBuffer->getVertexBuffer()[i] = mb->getVertexBuffer()[i];
RenderBuffer->getVertexBuffer()[i].Pos *= TerrainData.Scale;
RenderBuffer->getVertexBuffer()[i].Pos += TerrainData.Position;
}
// We no longer need the mb
mb->drop();
// calculate all the necessary data for the patches and the terrain
calculateDistanceThresholds();
createPatches();
calculatePatchData();
// set the default rotation pivot point to the terrain nodes center
TerrainData.RotationPivot = TerrainData.Center;
// Rotate the vertices of the terrain by the rotation specified. Must be done
// after calculating the terrain data, so we know what the current center of the
// terrain is.
setRotation(TerrainData.Rotation);
// Pre-allocate memory for indices
RenderBuffer->getIndexBuffer().set_used(
TerrainData.PatchCount*TerrainData.PatchCount*
TerrainData.CalcPatchSize*TerrainData.CalcPatchSize*6);
const u32 endTime = os::Timer::getTime();
c8 tmp[255];
snprintf_irr(tmp, 255, "Generated terrain data (%dx%d) in %.4f seconds",
TerrainData.Size, TerrainData.Size, (endTime - startTime) / 1000.0f);
os::Printer::log(tmp);
return true;
}
//! Returns the mesh
IMesh* CTerrainSceneNode::getMesh() { return Mesh; }
//! Returns the material based on the zero based index i.
video::SMaterial& CTerrainSceneNode::getMaterial(u32 i)
{
return Mesh->getMeshBuffer(i)->getMaterial();
}
//! Returns amount of materials used by this scene node ( always 1 )
u32 CTerrainSceneNode::getMaterialCount() const
{
return Mesh->getMeshBufferCount();
}
//! Sets the scale of the scene node.
//! \param scale: New scale of the node
void CTerrainSceneNode::setScale(const core::vector3df& scale)
{
TerrainData.Scale = scale;
applyTransformation();
calculateNormals(RenderBuffer);
ForceRecalculation = true;
}
//! Sets the rotation of the node. This only modifies
//! the relative rotation of the node.
//! \param rotation: New rotation of the node in degrees.
void CTerrainSceneNode::setRotation(const core::vector3df& rotation)
{
TerrainData.Rotation = rotation;
applyTransformation();
ForceRecalculation = true;
}
//! Sets the pivot point for rotation of this node. This is useful for the TiledTerrainManager to
//! rotate all terrain tiles around a global world point.
//! NOTE: The default for the RotationPivot will be the center of the individual tile.
void CTerrainSceneNode::setRotationPivot(const core::vector3df& pivot)
{
UseDefaultRotationPivot = false;
TerrainData.RotationPivot = pivot;
}
//! Sets the position of the node.
//! \param newpos: New postition of the scene node.
void CTerrainSceneNode::setPosition(const core::vector3df& newpos)
{
TerrainData.Position = newpos;
applyTransformation();
ForceRecalculation = true;
}
//! Apply transformation changes(scale, position, rotation)
void CTerrainSceneNode::applyTransformation()
{
if (!Mesh->getMeshBufferCount())
return;
core::matrix4 rotMatrix;
rotMatrix.setRotationDegrees(TerrainData.Rotation);
const s32 vtxCount = Mesh->getMeshBuffer(0)->getVertexCount();
for (s32 i = 0; i < vtxCount; ++i)
{
RenderBuffer->getVertexBuffer()[i].Pos = Mesh->getMeshBuffer(0)->getPosition(i) * TerrainData.Scale + TerrainData.Position;
RenderBuffer->getVertexBuffer()[i].Pos -= TerrainData.RotationPivot;
rotMatrix.inverseRotateVect(RenderBuffer->getVertexBuffer()[i].Pos);
RenderBuffer->getVertexBuffer()[i].Pos += TerrainData.RotationPivot;
}
calculateDistanceThresholds(true);
calculatePatchData();
RenderBuffer->setDirty(EBT_VERTEX);
}
//! Updates the scene nodes indices if the camera has moved or rotated by a certain
//! threshold, which can be changed using the SetCameraMovementDeltaThreshold and
//! SetCameraRotationDeltaThreshold functions. This also determines if a given patch
//! for the scene node is within the view frustum and if it's not the indices are not
//! generated for that patch.
void CTerrainSceneNode::OnRegisterSceneNode()
{
if (!IsVisible || !SceneManager->getActiveCamera())
return;
SceneManager->registerNodeForRendering(this);
preRenderCalculationsIfNeeded();
// Do Not call ISceneNode::OnRegisterSceneNode(), this node should have no children (luke: is this comment still true, as ISceneNode::OnRegisterSceneNode() is called?)
ISceneNode::OnRegisterSceneNode();
ForceRecalculation = false;
}
void CTerrainSceneNode::preRenderCalculationsIfNeeded()
{
scene::ICameraSceneNode * camera = SceneManager->getActiveCamera();
if (!camera)
return;
// Determine the camera rotation, based on the camera direction.
const core::vector3df cameraPosition = camera->getAbsolutePosition();
const core::vector3df cameraRotation = core::line3d<f32>(cameraPosition, camera->getTarget()).getVector().getHorizontalAngle();
core::vector3df cameraUp = camera->getUpVector();
cameraUp.normalize();
const f32 CameraFOV = SceneManager->getActiveCamera()->getFOV();
// Only check on the Camera's Y Rotation
if (!ForceRecalculation)
{
if ((fabsf(cameraRotation.X - OldCameraRotation.X) < CameraRotationDelta) &&
(fabsf(cameraRotation.Y - OldCameraRotation.Y) < CameraRotationDelta))
{
if ((fabs(cameraPosition.X - OldCameraPosition.X) < CameraMovementDelta) &&
(fabs(cameraPosition.Y - OldCameraPosition.Y) < CameraMovementDelta) &&
(fabs(cameraPosition.Z - OldCameraPosition.Z) < CameraMovementDelta))
{
if (fabs(CameraFOV-OldCameraFOV) < CameraFOVDelta &&
cameraUp.dotProduct(OldCameraUp) > (1.f - (cos(core::DEGTORAD * CameraRotationDelta))))
{
return;
}
}
}
}
//we need to redo calculations...
OldCameraPosition = cameraPosition;
OldCameraRotation = cameraRotation;
OldCameraUp = cameraUp;
OldCameraFOV = CameraFOV;
preRenderLODCalculations();
preRenderIndicesCalculations();
}
void CTerrainSceneNode::preRenderLODCalculations()
{
scene::ICameraSceneNode * camera = SceneManager->getActiveCamera();
if (!camera)
return;
const core::vector3df cameraPosition = camera->getAbsolutePosition();
const SViewFrustum* frustum = camera->getViewFrustum();
// Determine each patches LOD based on distance from camera (and whether or not they are in
// the view frustum).
const s32 count = TerrainData.PatchCount * TerrainData.PatchCount;
for (s32 j = 0; j < count; ++j)
{
if (frustum->getBoundingBox().intersectsWithBox(TerrainData.Patches[j].BoundingBox))
{
const f32 distance = cameraPosition.getDistanceFromSQ(TerrainData.Patches[j].Center);
if ( FixedBorderLOD >= 0 )
{
TerrainData.Patches[j].CurrentLOD = FixedBorderLOD;
if (j < TerrainData.PatchCount
|| j >= (count - TerrainData.PatchCount)
|| (j % TerrainData.PatchCount) == 0
|| (j % TerrainData.PatchCount) == TerrainData.PatchCount-1)
continue;
}
TerrainData.Patches[j].CurrentLOD = 0;
for (s32 i = TerrainData.MaxLOD - 1; i>0; --i)
{
if (distance >= TerrainData.LODDistanceThreshold[i])
{
TerrainData.Patches[j].CurrentLOD = i;
break;
}
}
}
else
{
TerrainData.Patches[j].CurrentLOD = -1;
}
}
}
void CTerrainSceneNode::preRenderIndicesCalculations()
{
scene::IIndexBuffer& indexBuffer = RenderBuffer->getIndexBuffer();
IndicesToRender = 0;
indexBuffer.set_used(0);
s32 index = 0;
// Then generate the indices for all patches that are visible.
for (s32 i = 0; i < TerrainData.PatchCount; ++i)
{
for (s32 j = 0; j < TerrainData.PatchCount; ++j)
{
if (TerrainData.Patches[index].CurrentLOD >= 0)
{
s32 x = 0;
s32 z = 0;
// calculate the step we take this patch, based on the patches current LOD
const s32 step = 1 << TerrainData.Patches[index].CurrentLOD;
// Loop through patch and generate indices
while (z < TerrainData.CalcPatchSize)
{
const s32 index11 = getIndex(j, i, index, x, z);
const s32 index21 = getIndex(j, i, index, x + step, z);
const s32 index12 = getIndex(j, i, index, x, z + step);
const s32 index22 = getIndex(j, i, index, x + step, z + step);
indexBuffer.push_back(index12);
indexBuffer.push_back(index11);
indexBuffer.push_back(index22);
indexBuffer.push_back(index22);
indexBuffer.push_back(index11);
indexBuffer.push_back(index21);
IndicesToRender+=6;
// increment index position horizontally
x += step;
// we've hit an edge
if (x >= TerrainData.CalcPatchSize)
{
x = 0;
z += step;
}
}
}
++index;
}
}
RenderBuffer->setDirty(EBT_INDEX);
if (DynamicSelectorUpdate && TriangleSelector)
{
CTerrainTriangleSelector* selector = (CTerrainTriangleSelector*)TriangleSelector;
selector->setTriangleData(this, -1);
}
}
//! Render the scene node
void CTerrainSceneNode::render()
{
if (!IsVisible || !SceneManager->getActiveCamera())
return;
if (!Mesh->getMeshBufferCount())
return;
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform (video::ETS_WORLD, core::IdentityMatrix);
driver->setMaterial(Mesh->getMeshBuffer(0)->getMaterial());
RenderBuffer->getIndexBuffer().set_used(IndicesToRender);
// For use with geomorphing
driver->drawMeshBuffer(RenderBuffer);
RenderBuffer->getIndexBuffer().set_used(RenderBuffer->getIndexBuffer().allocated_size());
// for debug purposes only:
if (DebugDataVisible)
{
video::SMaterial m;
m.Lighting = false;
driver->setMaterial(m);
if (DebugDataVisible & scene::EDS_BBOX)
driver->draw3DBox(TerrainData.BoundingBox, video::SColor(255,255,255,255));
const s32 count = TerrainData.PatchCount * TerrainData.PatchCount;
s32 visible = 0;
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
{
for (s32 j = 0; j < count; ++j)
{
driver->draw3DBox(TerrainData.Patches[j].BoundingBox, video::SColor(255,255,0,0));
visible += (TerrainData.Patches[j].CurrentLOD >= 0);
}
}
if (DebugDataVisible & scene::EDS_NORMALS)
{
// draw normals
const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
driver->drawMeshBufferNormals(RenderBuffer, debugNormalLength, debugNormalColor);
}
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
static u32 lastTime = 0;
const u32 now = os::Timer::getRealTime();
if (now - lastTime > 1000)
{
char buf[64];
snprintf_irr(buf, 64, "Count: %d, Visible: %d", count, visible);
os::Printer::log(buf);
lastTime = now;
}
}
}
//! Return the bounding box of the entire terrain.
const core::aabbox3d<f32>& CTerrainSceneNode::getBoundingBox() const
{
return TerrainData.BoundingBox;
}
//! Return the bounding box of a patch
const core::aabbox3d<f32>& CTerrainSceneNode::getBoundingBox(s32 patchX, s32 patchZ) const
{
return TerrainData.Patches[patchX * TerrainData.PatchCount + patchZ].BoundingBox;
}
//! Gets the meshbuffer data based on a specified Level of Detail.
//! \param mb: A reference to an SMeshBuffer object
//! \param LOD: The Level Of Detail you want the indices from.
void CTerrainSceneNode::getMeshBufferForLOD(IDynamicMeshBuffer& mb, s32 LOD ) const
{
if (!Mesh->getMeshBufferCount())
return;
LOD = core::clamp(LOD, 0, TerrainData.MaxLOD - 1);
const u32 numVertices = Mesh->getMeshBuffer(0)->getVertexCount();
mb.getVertexBuffer().reallocate(numVertices);
video::S3DVertex2TCoords* vertices = (video::S3DVertex2TCoords*)Mesh->getMeshBuffer(0)->getVertices();
for (u32 n=0; n<numVertices; ++n)
mb.getVertexBuffer().push_back(vertices[n]);
mb.getIndexBuffer().setType(RenderBuffer->getIndexBuffer().getType());
// calculate the step we take for all patches, since LOD is the same
const s32 step = 1 << LOD;
// Generate the indices for all patches at the specified LOD
s32 index = 0;
for (s32 i=0; i<TerrainData.PatchCount; ++i)
{
for (s32 j=0; j<TerrainData.PatchCount; ++j)
{
s32 x = 0;
s32 z = 0;
// Loop through patch and generate indices
while (z < TerrainData.CalcPatchSize)
{
const s32 index11 = getIndex(j, i, index, x, z);
const s32 index21 = getIndex(j, i, index, x + step, z);
const s32 index12 = getIndex(j, i, index, x, z + step);
const s32 index22 = getIndex(j, i, index, x + step, z + step);
mb.getIndexBuffer().push_back(index12);
mb.getIndexBuffer().push_back(index11);
mb.getIndexBuffer().push_back(index22);
mb.getIndexBuffer().push_back(index22);
mb.getIndexBuffer().push_back(index11);
mb.getIndexBuffer().push_back(index21);
// increment index position horizontally
x += step;
if (x >= TerrainData.CalcPatchSize) // we've hit an edge
{
x = 0;
z += step;
}
}
++index;
}
}
}
//! Gets the indices for a specified patch at a specified Level of Detail.
//! \param mb: A reference to an array of u32 indices.
//! \param patchX: Patch x coordinate.
//! \param patchZ: Patch z coordinate.
//! \param LOD: The level of detail to get for that patch. If -1, then get
//! the CurrentLOD. If the CurrentLOD is set to -1, meaning it's not shown,
//! then it will retrieve the triangles at the highest LOD (0).
//! \return: Number if indices put into the buffer.
s32 CTerrainSceneNode::getIndicesForPatch(core::array<u32>& indices, s32 patchX, s32 patchZ, s32 LOD)
{
if (patchX < 0 || patchX > TerrainData.PatchCount-1 ||
patchZ < 0 || patchZ > TerrainData.PatchCount-1)
return -1;
if (LOD < -1 || LOD > TerrainData.MaxLOD - 1)
return -1;
core::array<s32> cLODs;
bool setLODs = false;
// If LOD of -1 was passed in, use the CurrentLOD of the patch specified
if (LOD == -1)
{
LOD = TerrainData.Patches[patchX * TerrainData.PatchCount + patchZ].CurrentLOD;
}
else
{
getCurrentLODOfPatches(cLODs);
setCurrentLODOfPatches(LOD);
setLODs = true;
}
if (LOD < 0)
return -2; // Patch not visible, don't generate indices.
// calculate the step we take for this LOD
const s32 step = 1 << LOD;
// Generate the indices for the specified patch at the specified LOD
const s32 index = patchX * TerrainData.PatchCount + patchZ;
s32 x = 0;
s32 z = 0;
indices.set_used(TerrainData.PatchSize * TerrainData.PatchSize * 6);
// Loop through patch and generate indices
s32 rv=0;
while (z<TerrainData.CalcPatchSize)
{
const s32 index11 = getIndex(patchZ, patchX, index, x, z);
const s32 index21 = getIndex(patchZ, patchX, index, x + step, z);
const s32 index12 = getIndex(patchZ, patchX, index, x, z + step);
const s32 index22 = getIndex(patchZ, patchX, index, x + step, z + step);
indices[rv++] = index12;
indices[rv++] = index11;
indices[rv++] = index22;
indices[rv++] = index22;
indices[rv++] = index11;
indices[rv++] = index21;
// increment index position horizontally
x += step;
if (x >= TerrainData.CalcPatchSize) // we've hit an edge
{
x = 0;
z += step;
}
}
if (setLODs)
setCurrentLODOfPatches(cLODs);
return rv;
}
//! Populates an array with the CurrentLOD of each patch.
//! \param LODs: A reference to a core::array<s32> to hold the values
//! \return Returns the number of elements in the array
s32 CTerrainSceneNode::getCurrentLODOfPatches(core::array<s32>& LODs) const
{
s32 numLODs;
LODs.clear();
const s32 count = TerrainData.PatchCount * TerrainData.PatchCount;
for (numLODs = 0; numLODs < count; numLODs++)
LODs.push_back(TerrainData.Patches[numLODs].CurrentLOD);
return LODs.size();
}
//! Manually sets the LOD of a patch
//! \param patchX: Patch x coordinate.
//! \param patchZ: Patch z coordinate.
//! \param LOD: The level of detail to set the patch to.
void CTerrainSceneNode::setLODOfPatch(s32 patchX, s32 patchZ, s32 LOD)
{
TerrainData.Patches[patchX * TerrainData.PatchCount + patchZ].CurrentLOD = LOD;
}
//! Override the default generation of distance thresholds for determining the LOD a patch
//! is rendered at.
bool CTerrainSceneNode::overrideLODDistance(s32 LOD, f64 newDistance)
{
OverrideDistanceThreshold = true;
if (LOD < 0 || LOD > TerrainData.MaxLOD - 1)
return false;
TerrainData.LODDistanceThreshold[LOD] = newDistance * newDistance;
return true;
}
//! Creates a planar texture mapping on the terrain
//! \param resolution: resolution of the planar mapping. This is the value
//! specifying the relation between world space and texture coordinate space.
void CTerrainSceneNode::scaleTexture(f32 resolution, f32 resolution2)
{
TCoordScale1 = resolution;
TCoordScale2 = resolution2;
const f32 resBySize = resolution / (f32)(TerrainData.Size-1);
const f32 res2BySize = resolution2 / (f32)(TerrainData.Size-1);
u32 index = 0;
f32 xval = 0.f;
f32 x2val = 0.f;
for (s32 x=0; x<TerrainData.Size; ++x)
{
f32 zval=0.f;
f32 z2val=0.f;
for (s32 z=0; z<TerrainData.Size; ++z)
{
RenderBuffer->getVertexBuffer()[index].TCoords.X = 1.f-xval;
RenderBuffer->getVertexBuffer()[index].TCoords.Y = zval;
if (RenderBuffer->getVertexType()==video::EVT_2TCOORDS)
{
if (resolution2 == 0)
{
((video::S3DVertex2TCoords&)RenderBuffer->getVertexBuffer()[index]).TCoords2 = RenderBuffer->getVertexBuffer()[index].TCoords;
}
else
{
((video::S3DVertex2TCoords&)RenderBuffer->getVertexBuffer()[index]).TCoords2.X = 1.f-x2val;
((video::S3DVertex2TCoords&)RenderBuffer->getVertexBuffer()[index]).TCoords2.Y = z2val;
}
}
++index;
zval += resBySize;
z2val += res2BySize;
}
xval += resBySize;
x2val += res2BySize;
}
RenderBuffer->setDirty(EBT_VERTEX);
}
//! used to get the indices when generating index data for patches at varying levels of detail.
u32 CTerrainSceneNode::getIndex(const s32 PatchX, const s32 PatchZ,
const s32 PatchIndex, u32 vX, u32 vZ) const
{
// top border
if (vZ == 0)
{
if (TerrainData.Patches[PatchIndex].Top &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Top->CurrentLOD &&
(vX % (1 << TerrainData.Patches[PatchIndex].Top->CurrentLOD)) != 0 )
{
vX -= vX % (1 << TerrainData.Patches[PatchIndex].Top->CurrentLOD);
}
}
else
if (vZ == (u32)TerrainData.CalcPatchSize) // bottom border
{
if (TerrainData.Patches[PatchIndex].Bottom &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Bottom->CurrentLOD &&
(vX % (1 << TerrainData.Patches[PatchIndex].Bottom->CurrentLOD)) != 0)
{
vX -= vX % (1 << TerrainData.Patches[PatchIndex].Bottom->CurrentLOD);
}
}
// left border
if (vX == 0)
{
if (TerrainData.Patches[PatchIndex].Left &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Left->CurrentLOD &&
(vZ % (1 << TerrainData.Patches[PatchIndex].Left->CurrentLOD)) != 0)
{
vZ -= vZ % (1 << TerrainData.Patches[PatchIndex].Left->CurrentLOD);
}
}
else
if (vX == (u32)TerrainData.CalcPatchSize) // right border
{
if (TerrainData.Patches[PatchIndex].Right &&
TerrainData.Patches[PatchIndex].CurrentLOD < TerrainData.Patches[PatchIndex].Right->CurrentLOD &&
(vZ % (1 << TerrainData.Patches[PatchIndex].Right->CurrentLOD)) != 0)
{
vZ -= vZ % (1 << TerrainData.Patches[PatchIndex].Right->CurrentLOD);
}
}
if (vZ >= (u32)TerrainData.PatchSize)
vZ = TerrainData.CalcPatchSize;
if (vX >= (u32)TerrainData.PatchSize)
vX = TerrainData.CalcPatchSize;
return (vZ + ((TerrainData.CalcPatchSize) * PatchZ)) * TerrainData.Size +
(vX + ((TerrainData.CalcPatchSize) * PatchX));
}
//! smooth the terrain
void CTerrainSceneNode::smoothTerrain(IDynamicMeshBuffer* mb, s32 smoothFactor)
{
for (s32 run = 0; run < smoothFactor; ++run)
{
s32 yd = TerrainData.Size;
for (s32 y = 1; y < TerrainData.Size - 1; ++y)
{
for (s32 x = 1; x < TerrainData.Size - 1; ++x)
{
mb->getVertexBuffer()[x + yd].Pos.Y =
(mb->getVertexBuffer()[x-1 + yd].Pos.Y + //left
mb->getVertexBuffer()[x+1 + yd].Pos.Y + //right
mb->getVertexBuffer()[x + yd - TerrainData.Size].Pos.Y + //above
mb->getVertexBuffer()[x + yd + TerrainData.Size].Pos.Y) * 0.25f; //below
}
yd += TerrainData.Size;
}
}
}
//! calculate smooth normals
void CTerrainSceneNode::calculateNormals(IDynamicMeshBuffer* mb)
{
s32 count;
core::vector3df a, b, c, t;
for (s32 x=0; x<TerrainData.Size; ++x)
{
for (s32 z=0; z<TerrainData.Size; ++z)
{
count = 0;
core::vector3df normal;
// top left
if (x>0 && z>0)
{
a = mb->getVertexBuffer()[(x-1)*TerrainData.Size+z-1].Pos;
b = mb->getVertexBuffer()[(x-1)*TerrainData.Size+z].Pos;
c = mb->getVertexBuffer()[x*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
a = mb->getVertexBuffer()[(x-1)*TerrainData.Size+z-1].Pos;
b = mb->getVertexBuffer()[x*TerrainData.Size+z-1].Pos;
c = mb->getVertexBuffer()[x*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
count += 2;
}
// top right
if (x>0 && z<TerrainData.Size-1)
{
a = mb->getVertexBuffer()[(x-1)*TerrainData.Size+z].Pos;
b = mb->getVertexBuffer()[(x-1)*TerrainData.Size+z+1].Pos;
c = mb->getVertexBuffer()[x*TerrainData.Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
a = mb->getVertexBuffer()[(x-1)*TerrainData.Size+z].Pos;
b = mb->getVertexBuffer()[x*TerrainData.Size+z+1].Pos;
c = mb->getVertexBuffer()[x*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
count += 2;
}
// bottom right
if (x<TerrainData.Size-1 && z<TerrainData.Size-1)
{
a = mb->getVertexBuffer()[x*TerrainData.Size+z+1].Pos;
b = mb->getVertexBuffer()[x*TerrainData.Size+z].Pos;
c = mb->getVertexBuffer()[(x+1)*TerrainData.Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
a = mb->getVertexBuffer()[x*TerrainData.Size+z+1].Pos;
b = mb->getVertexBuffer()[(x+1)*TerrainData.Size+z+1].Pos;
c = mb->getVertexBuffer()[(x+1)*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
count += 2;
}
// bottom left
if (x<TerrainData.Size-1 && z>0)
{
a = mb->getVertexBuffer()[x*TerrainData.Size+z-1].Pos;
b = mb->getVertexBuffer()[x*TerrainData.Size+z].Pos;
c = mb->getVertexBuffer()[(x+1)*TerrainData.Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
a = mb->getVertexBuffer()[x*TerrainData.Size+z-1].Pos;
b = mb->getVertexBuffer()[(x+1)*TerrainData.Size+z].Pos;
c = mb->getVertexBuffer()[(x+1)*TerrainData.Size+z-1].Pos;
b -= a;
c -= a;
t = b.crossProduct(c);
t.normalize();
normal += t;
count += 2;
}
if (count != 0)
{
normal.normalize();
}
else
{
normal.set(0.0f, 1.0f, 0.0f);
}
mb->getVertexBuffer()[x * TerrainData.Size + z].Normal = normal;
}
}
}
//! create patches, stuff that needs to be done only once for patches goes here.
void CTerrainSceneNode::createPatches()
{
TerrainData.PatchCount = (TerrainData.Size - 1) / (TerrainData.CalcPatchSize);
if (TerrainData.Patches)
delete [] TerrainData.Patches;
TerrainData.Patches = new SPatch[TerrainData.PatchCount * TerrainData.PatchCount];
}
//! used to calculate the internal STerrainData structure both at creation and after scaling/position calls.
void CTerrainSceneNode::calculatePatchData()
{
// Reset the Terrains Bounding Box for re-calculation
TerrainData.BoundingBox.reset(RenderBuffer->getPosition(0));
for (s32 x = 0; x < TerrainData.PatchCount; ++x)
{
for (s32 z = 0; z < TerrainData.PatchCount; ++z)
{
const s32 index = x * TerrainData.PatchCount + z;
SPatch& patch = TerrainData.Patches[index];
patch.CurrentLOD = 0;
const s32 xstart = x*TerrainData.CalcPatchSize;
const s32 xend = xstart+TerrainData.CalcPatchSize;
const s32 zstart = z*TerrainData.CalcPatchSize;
const s32 zend = zstart+TerrainData.CalcPatchSize;
// For each patch, calculate the bounding box (mins and maxes)
patch.BoundingBox.reset(RenderBuffer->getPosition(xstart*TerrainData.Size + zstart));
for (s32 xx = xstart; xx <= xend; ++xx)
for (s32 zz = zstart; zz <= zend; ++zz)
patch.BoundingBox.addInternalPoint(RenderBuffer->getVertexBuffer()[xx * TerrainData.Size + zz].Pos);
// Reconfigure the bounding box of the terrain as a whole
TerrainData.BoundingBox.addInternalBox(patch.BoundingBox);
// get center of Patch
patch.Center = patch.BoundingBox.getCenter();
// Assign Neighbours
// Top
if (x > 0)
patch.Top = &TerrainData.Patches[(x-1) * TerrainData.PatchCount + z];
else
patch.Top = 0;
// Bottom
if (x < TerrainData.PatchCount - 1)
patch.Bottom = &TerrainData.Patches[(x+1) * TerrainData.PatchCount + z];
else
patch.Bottom = 0;
// Left
if (z > 0)
patch.Left = &TerrainData.Patches[x * TerrainData.PatchCount + z - 1];
else
patch.Left = 0;
// Right
if (z < TerrainData.PatchCount - 1)
patch.Right = &TerrainData.Patches[x * TerrainData.PatchCount + z + 1];
else
patch.Right = 0;
}
}
// get center of Terrain
TerrainData.Center = TerrainData.BoundingBox.getCenter();
// if the default rotation pivot is still being used, update it.
if (UseDefaultRotationPivot)
{
TerrainData.RotationPivot = TerrainData.Center;
}
}
//! used to calculate or recalculate the distance thresholds
void CTerrainSceneNode::calculateDistanceThresholds(bool scalechanged)
{
// Only update the LODDistanceThreshold if it's not manually changed
if (!OverrideDistanceThreshold)
{
TerrainData.LODDistanceThreshold.set_used(0);
// Determine new distance threshold for determining what LOD to draw patches at
TerrainData.LODDistanceThreshold.reallocate(TerrainData.MaxLOD);
const f64 size = TerrainData.PatchSize * TerrainData.PatchSize *
TerrainData.Scale.X * TerrainData.Scale.Z;
for (s32 i=0; i<TerrainData.MaxLOD; ++i)
{
TerrainData.LODDistanceThreshold.push_back(size * ((i+1+ i / 2) * (i+1+ i / 2)));
}
}
}
void CTerrainSceneNode::setCurrentLODOfPatches(s32 lod)
{
const s32 count = TerrainData.PatchCount * TerrainData.PatchCount;
for (s32 i=0; i< count; ++i)
TerrainData.Patches[i].CurrentLOD = lod;
}
void CTerrainSceneNode::setCurrentLODOfPatches(const core::array<s32>& lodarray)
{
const s32 count = TerrainData.PatchCount * TerrainData.PatchCount;
for (s32 i=0; i<count; ++i)
TerrainData.Patches[i].CurrentLOD = lodarray[i];
}
//! Gets the height
f32 CTerrainSceneNode::getHeight(f32 x, f32 z) const
{
if (!Mesh->getMeshBufferCount())
return 0;
core::matrix4 rotMatrix;
rotMatrix.setRotationDegrees(TerrainData.Rotation);
core::vector3df pos(x, 0.0f, z);
rotMatrix.rotateVect(pos);
pos -= TerrainData.Position;
pos /= TerrainData.Scale;
s32 X(core::floor32(pos.X));
s32 Z(core::floor32(pos.Z));
f32 height = -FLT_MAX;
if (X >= 0 && X < TerrainData.Size-1 &&
Z >= 0 && Z < TerrainData.Size-1)
{
const video::S3DVertex2TCoords* Vertices = (const video::S3DVertex2TCoords*)Mesh->getMeshBuffer(0)->getVertices();
const core::vector3df& a = Vertices[X * TerrainData.Size + Z].Pos;
const core::vector3df& b = Vertices[(X + 1) * TerrainData.Size + Z].Pos;
const core::vector3df& c = Vertices[X * TerrainData.Size + (Z + 1)].Pos;
const core::vector3df& d = Vertices[(X + 1) * TerrainData.Size + (Z + 1)].Pos;
// offset from integer position
const f32 dx = pos.X - X;
const f32 dz = pos.Z - Z;
if (dx > dz)
height = a.Y + (d.Y - b.Y)*dz + (b.Y - a.Y)*dx;
else
height = a.Y + (d.Y - c.Y)*dx + (c.Y - a.Y)*dz;
height *= TerrainData.Scale.Y;
height += TerrainData.Position.Y;
}
return height;
}
//! Writes attributes of the scene node.
void CTerrainSceneNode::serializeAttributes(io::IAttributes* out,
io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addString("Heightmap", HeightmapFile.c_str());
out->addFloat("TextureScale1", TCoordScale1);
out->addFloat("TextureScale2", TCoordScale2);
out->addInt("SmoothFactor", SmoothFactor);
}
//! Reads attributes of the scene node.
void CTerrainSceneNode::deserializeAttributes(io::IAttributes* in,
io::SAttributeReadWriteOptions* options)
{
io::path newHeightmap = in->getAttributeAsString("Heightmap");
f32 tcoordScale1 = in->getAttributeAsFloat("TextureScale1");
f32 tcoordScale2 = in->getAttributeAsFloat("TextureScale2");
s32 smoothFactor = in->getAttributeAsInt("SmoothFactor");
// set possible new heightmap
if (newHeightmap.size() != 0 && newHeightmap != HeightmapFile)
{
io::IReadFile* file = FileSystem->createAndOpenFile(newHeightmap.c_str());
if (file)
{
loadHeightMap(file, video::SColor(255,255,255,255), smoothFactor);
file->drop();
}
else
os::Printer::log("could not open heightmap", newHeightmap.c_str());
}
// set possible new scale
if (core::equals(tcoordScale1, 0.f))
tcoordScale1 = 1.0f;
if (core::equals(tcoordScale2, 0.f))
tcoordScale2 = 1.0f;
if (!core::equals(tcoordScale1, TCoordScale1) ||
!core::equals(tcoordScale2, TCoordScale2))
{
scaleTexture(tcoordScale1, tcoordScale2);
}
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CTerrainSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CTerrainSceneNode* nb = new CTerrainSceneNode(
newParent, newManager, FileSystem, ID,
4, ETPS_17, getPosition(), getRotation(), getScale());
nb->cloneMembers(this, newManager);
// instead of cloning the data structures, recreate the terrain.
// (temporary solution)
// load file
io::IReadFile* file = FileSystem->createAndOpenFile(HeightmapFile.c_str());
if (file)
{
nb->loadHeightMap(file, video::SColor(255,255,255,255), 0);
file->drop();
}
// scale textures
nb->scaleTexture(TCoordScale1, TCoordScale2);
// copy materials
for (unsigned int m = 0; m<Mesh->getMeshBufferCount(); ++m)
{
if (nb->Mesh->getMeshBufferCount()>m &&
nb->Mesh->getMeshBuffer(m) &&
Mesh->getMeshBuffer(m))
{
nb->Mesh->getMeshBuffer(m)->getMaterial() =
Mesh->getMeshBuffer(m)->getMaterial();
}
}
nb->RenderBuffer->getMaterial() = RenderBuffer->getMaterial();
// finish
if ( newParent )
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_TERRAIN_SCENENODE_