Irrlicht 3D Engine
ITerrainSceneNode.h
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1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 // The code for the TerrainSceneNode is based on the terrain renderer by
6 // Soconne and the GeoMipMapSceneNode developed by Spintz. They made their
7 // code available for Irrlicht and allowed it to be distributed under this
8 // licence. I only modified some parts. A lot of thanks go to them.
9 
10 #ifndef __I_TERRAIN_SCENE_NODE_H__
11 #define __I_TERRAIN_SCENE_NODE_H__
12 
13 #include "ETerrainElements.h"
14 #include "ISceneNode.h"
15 #include "IDynamicMeshBuffer.h"
16 #include "irrArray.h"
17 
18 namespace irr
19 {
20 namespace io
21 {
22  class IReadFile;
23 } // end namespace io
24 namespace scene
25 {
26  class IMesh;
27 
29 
50  {
51  public:
54  const core::vector3df& position = core::vector3df(0.0f, 0.0f, 0.0f),
55  const core::vector3df& rotation = core::vector3df(0.0f, 0.0f, 0.0f),
56  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f) )
57  : ISceneNode (parent, mgr, id, position, rotation, scale) {}
58 
60 
61  virtual const core::aabbox3d<f32>& getBoundingBox() const =0;
62 
64 
65  virtual const core::aabbox3d<f32>& getBoundingBox(s32 patchX, s32 patchZ) const =0;
66 
68 
69  virtual u32 getIndexCount() const =0;
70 
72 
73  virtual IMesh* getMesh() =0;
74 
76  virtual IMeshBuffer* getRenderBuffer() =0;
77 
78 
80 
82  virtual void getMeshBufferForLOD(IDynamicMeshBuffer& mb, s32 LOD=0) const =0;
83 
85 
93  virtual s32 getIndicesForPatch(core::array<u32>& indices,
94  s32 patchX, s32 patchZ, s32 LOD=0) =0;
95 
97 
100  virtual s32 getCurrentLODOfPatches(core::array<s32>& LODs) const =0;
101 
103 
106  virtual void setLODOfPatch(s32 patchX, s32 patchZ, s32 LOD=0) =0;
107 
109  virtual const core::vector3df& getTerrainCenter() const =0;
110 
112  virtual f32 getHeight(f32 x, f32 y) const =0;
113 
115 
117  virtual void setCameraMovementDelta(f32 delta) =0;
118 
120 
122  virtual void setCameraRotationDelta(f32 delta) =0;
123 
125 
126  virtual void setDynamicSelectorUpdate(bool bVal) =0;
127 
129 
135  virtual bool overrideLODDistance(s32 LOD, f64 newDistance) =0;
136 
138 
147  virtual void scaleTexture(f32 scale = 1.0f, f32 scale2=0.0f) =0;
148 
150 
155  virtual bool loadHeightMap(io::IReadFile* file,
156  video::SColor vertexColor=video::SColor(255,255,255,255),
157  s32 smoothFactor=0) =0;
158 
160 
170  virtual bool loadHeightMapRAW(io::IReadFile* file, s32 bitsPerPixel=16,
171  bool signedData=false, bool floatVals=false, s32 width=0,
172  video::SColor vertexColor=video::SColor(255,255,255,255),
173  s32 smoothFactor=0) =0;
174 
175  };
176 
177 } // end namespace scene
178 } // end namespace irr
179 
180 
181 #endif // __I_TERRAIN_SCENE_NODE_H__
182 
Interface providing read acess to a file.
Definition: IReadFile.h:17
float f32
32 bit floating point variable.
Definition: irrTypes.h:104
Scene node interface.
Definition: ISceneNode.h:40
Everything in the Irrlicht Engine can be found in this namespace.
Definition: aabbox3d.h:12
double f64
64 bit floating point variable.
Definition: irrTypes.h:108
Class which holds the geometry of an object.
Definition: IMesh.h:23
signed int s32
32 bit signed variable.
Definition: irrTypes.h:66
Struct for holding a mesh with a single material.
Definition: IMeshBuffer.h:39
unsigned int u32
32 bit unsigned variable.
Definition: irrTypes.h:58
Class representing a 32 bit ARGB color.
Definition: SColor.h:201
A scene node for displaying terrain using the geo mip map algorithm.
ITerrainSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
Constructor.
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.