/usr/include/osgTerrain/Terrain is in libopenscenegraph-dev 3.2.1-6.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGTerrain
#define OSGTerrain 1
#include <osg/CoordinateSystemNode>
#include <OpenThreads/ReentrantMutex>
#include <osgTerrain/TerrainTile>
namespace osgTerrain {
/** Terrain provides a framework for loosely coupling height field data with height rendering algorithms.
* This allows TerrainTechniques to be plugged in at runtime.*/
class OSGTERRAIN_EXPORT Terrain : public osg::CoordinateSystemNode
{
public:
Terrain();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Terrain(const Terrain&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Node(osgTerrain, Terrain);
virtual void traverse(osg::NodeVisitor& nv);
virtual osgTerrain::Terrain* asTerrain() { return this; }
virtual const osgTerrain::Terrain* asTerrain() const { return this; }
/** Set the sample ratio hint that TerrainTile should use when building geometry.
* Defaults to 1.0, which means use all original sample points.*/
void setSampleRatio(float ratio);
/** Get the sample ratio hint.*/
float getSampleRatio() const { return _sampleRatio; }
/** Set the vertical scale hint.*/
void setVerticalScale(float scale);
/** Get the vertical scale hint.*/
float getVerticalScale() const { return _verticalScale; }
/** If set to true the boundaries between adjacent tiles should be equalized.
* Note, it is only possible to equalizae boundaries when the TerrainTile's contain properly assigned TileID's,
* databases built with VirtualPlanetBuilder-0.9.11 and older do not set the TileID, so databases must be
* built with later versions of VirtualPlanetBuilder to take advantage of boundary equalization. */
void setEqualizeBoundaries(bool equalizeBoundaries);
/** If true the boundaries between adjacent tiles will be equalized. */
bool getEqualizeBoundaries() const { return _equalizeBoundaries; }
/** Set the default policy to use when deciding whether to enable/disable blending and use of transparent bin.
* Note, the Terrain::BlendingPolicy value only sets the value for the TerrainTiles it encloses for the
* TerrainTile's that have their policy set to INHERIT. INHERIT is the default BlendingPolicy for both
* Terrain and TerrainTile, and if both are left to INERHIT then the policy used is ENABLE_BLENDING_WHEN_ALPHA_PRESENT. */
void setBlendingPolicy(TerrainTile::BlendingPolicy policy);
/** Get the default policy to use when deciding whether to enable/disable blending and use of transparent bin.*/
TerrainTile::BlendingPolicy getBlendingPolicy() const { return _blendingPolicy; }
/** Get the TerrainTile for a given TileID.*/
TerrainTile* getTile(const TileID& tileID);
/** Get the const TerrainTile for a given TileID.*/
const TerrainTile* getTile(const TileID& tileID) const;
/** Set the TerrainTechnique prototype from which TerrainTiles can clone the techniques from.*/
void setTerrainTechniquePrototype(TerrainTechnique* technique) { _terrainTechnique = technique; }
/** Get the TerrainTechnique prototype */
TerrainTechnique* getTerrainTechniquePrototype() { return _terrainTechnique.get(); }
/** Get the const TerrainTechnique protype*/
const TerrainTechnique* getTerrainTechniquePrototype() const { return _terrainTechnique.get(); }
/** Tell the Terrain node to call the terrainTile's TerrainTechnique on the next update traversal.*/
void updateTerrainTileOnNextFrame(TerrainTile* terrainTile);
protected:
virtual ~Terrain();
friend class TerrainTile;
void dirtyRegisteredTiles(int dirtyMask = TerrainTile::ALL_DIRTY);
void registerTerrainTile(TerrainTile* tile);
void unregisterTerrainTile(TerrainTile* tile);
typedef std::map< TileID, TerrainTile* > TerrainTileMap;
typedef std::set< TerrainTile* > TerrainTileSet;
float _sampleRatio;
float _verticalScale;
TerrainTile::BlendingPolicy _blendingPolicy;
bool _equalizeBoundaries;
mutable OpenThreads::ReentrantMutex _mutex;
TerrainTileSet _terrainTileSet;
TerrainTileMap _terrainTileMap;
TerrainTileSet _updateTerrainTileSet;
osg::ref_ptr<TerrainTechnique> _terrainTechnique;
};
}
#endif
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