arsa  2.7
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irr::scene::ITerrainSceneNode Class Referenceabstract

A scene node for displaying terrain using the geo mip map algorithm. More...

#include <ITerrainSceneNode.h>

Inheritance diagram for irr::scene::ITerrainSceneNode:
irr::scene::ISceneNode irr::io::IAttributeExchangingObject irr::IReferenceCounted

Public Member Functions

 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. More...
 
virtual const core::aabbox3d< f32 > & getBoundingBox () const =0
 Get the bounding box of the terrain. More...
 
virtual const core::aabbox3d< f32 > & getBoundingBox (s32 patchX, s32 patchZ) const =0
 Get the bounding box of a patch. More...
 
virtual u32 getIndexCount () const =0
 Get the number of indices currently in the meshbuffer. More...
 
virtual IMeshgetMesh ()=0
 Get pointer to the mesh. More...
 
virtual IMeshBuffergetRenderBuffer ()=0
 Get pointer to the buffer used by the terrain (most users will not need this) More...
 
virtual void getMeshBufferForLOD (IDynamicMeshBuffer &mb, s32 LOD=0) const =0
 Gets the meshbuffer data based on a specified level of detail. More...
 
virtual s32 getIndicesForPatch (core::array< u32 > &indices, s32 patchX, s32 patchZ, s32 LOD=0)=0
 Gets the indices for a specified patch at a specified Level of Detail. More...
 
virtual s32 getCurrentLODOfPatches (core::array< s32 > &LODs) const =0
 Populates an array with the CurrentLOD of each patch. More...
 
virtual void setLODOfPatch (s32 patchX, s32 patchZ, s32 LOD=0)=0
 Manually sets the LOD of a patch. More...
 
virtual const core::vector3dfgetTerrainCenter () const =0
 Get center of terrain. More...
 
virtual f32 getHeight (f32 x, f32 y) const =0
 Get height of a point of the terrain. More...
 
virtual void setCameraMovementDelta (f32 delta)=0
 Sets the movement camera threshold. More...
 
virtual void setCameraRotationDelta (f32 delta)=0
 Sets the rotation camera threshold. More...
 
virtual void setDynamicSelectorUpdate (bool bVal)=0
 Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes. More...
 
virtual bool overrideLODDistance (s32 LOD, f64 newDistance)=0
 Override the default generation of distance thresholds. More...
 
virtual void scaleTexture (f32 scale=1.0f, f32 scale2=0.0f)=0
 Scales the base texture, similar to makePlanarTextureMapping. More...
 
virtual bool loadHeightMap (io::IReadFile *file, video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 smoothFactor=0)=0
 Initializes the terrain data. Loads the vertices from the heightMapFile. More...
 
virtual bool loadHeightMapRAW (io::IReadFile *file, s32 bitsPerPixel=16, bool signedData=false, bool floatVals=false, s32 width=0, video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 smoothFactor=0)=0
 Initializes the terrain data. Loads the vertices from the heightMapFile. More...
 
virtual void setFixedBorderLOD (irr::s32 borderLOD=0)=0
 Force node to use a fixed LOD level at the borders of the terrain. More...
 
- Public Member Functions inherited from irr::scene::ISceneNode
 ISceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
 Constructor. More...
 
virtual ~ISceneNode ()
 Destructor. More...
 
virtual void OnRegisterSceneNode ()
 This method is called just before the rendering process of the whole scene. More...
 
virtual void OnAnimate (u32 timeMs)
 OnAnimate() is called just before rendering the whole scene. More...
 
virtual void render ()=0
 Renders the node. More...
 
virtual const c8getName () const
 Returns the name of the node. More...
 
virtual void setName (const c8 *name)
 Sets the name of the node. More...
 
virtual void setName (const core::stringc &name)
 Sets the name of the node. More...
 
virtual const core::aabbox3d< f32getTransformedBoundingBox () const
 Get the axis aligned, transformed and animated absolute bounding box of this node. More...
 
virtual void getTransformedBoundingBoxEdges (core::array< core::vector3d< f32 > > &edges) const
 
virtual const core::matrix4getAbsoluteTransformation () const
 Get the absolute transformation of the node. Is recalculated every OnAnimate()-call. More...
 
virtual core::matrix4 getRelativeTransformation () const
 Returns the relative transformation of the scene node. More...
 
virtual bool isVisible () const
 Returns whether the node should be visible (if all of its parents are visible). More...
 
virtual bool isTrulyVisible () const
 Check whether the node is truly visible, taking into accounts its parents' visibility. More...
 
virtual void setVisible (bool isVisible)
 Sets if the node should be visible or not. More...
 
virtual s32 getID () const
 Get the id of the scene node. More...
 
virtual void setID (s32 id)
 Sets the id of the scene node. More...
 
virtual void addChild (ISceneNode *child)
 Adds a child to this scene node. More...
 
virtual bool removeChild (ISceneNode *child)
 Removes a child from this scene node. More...
 
virtual void removeAll ()
 Removes all children of this scene node. More...
 
virtual void remove ()
 Removes this scene node from the scene. More...
 
virtual void addAnimator (ISceneNodeAnimator *animator)
 Adds an animator which should animate this node. More...
 
const core::list< ISceneNodeAnimator * > & getAnimators () const
 Get a list of all scene node animators. More...
 
virtual void removeAnimator (ISceneNodeAnimator *animator)
 Removes an animator from this scene node. More...
 
virtual void removeAnimators ()
 Removes all animators from this scene node. More...
 
virtual video::SMaterialgetMaterial (u32 num)
 Returns the material based on the zero based index i. More...
 
virtual u32 getMaterialCount () const
 Get amount of materials used by this scene node. More...
 
void setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue)
 Sets all material flags at once to a new value. More...
 
void setMaterialTexture (u32 textureLayer, video::ITexture *texture)
 Sets the texture of the specified layer in all materials of this scene node to the new texture. More...
 
void setMaterialType (video::E_MATERIAL_TYPE newType)
 Sets the material type of all materials in this scene node to a new material type. More...
 
virtual const core::vector3dfgetScale () const
 Gets the scale of the scene node relative to its parent. More...
 
virtual void setScale (const core::vector3df &scale)
 Sets the relative scale of the scene node. More...
 
virtual const core::vector3dfgetRotation () const
 Gets the rotation of the node relative to its parent. More...
 
virtual void setRotation (const core::vector3df &rotation)
 Sets the rotation of the node relative to its parent. More...
 
virtual const core::vector3dfgetPosition () const
 Gets the position of the node relative to its parent. More...
 
virtual void setPosition (const core::vector3df &newpos)
 Sets the position of the node relative to its parent. More...
 
virtual core::vector3df getAbsolutePosition () const
 Gets the absolute position of the node in world coordinates. More...
 
void setAutomaticCulling (u32 state)
 Set a culling style or disable culling completely. More...
 
u32 getAutomaticCulling () const
 Gets the automatic culling state. More...
 
virtual void setDebugDataVisible (u32 state)
 Sets if debug data like bounding boxes should be drawn. More...
 
u32 isDebugDataVisible () const
 Returns if debug data like bounding boxes are drawn. More...
 
void setIsDebugObject (bool debugObject)
 Sets if this scene node is a debug object. More...
 
bool isDebugObject () const
 Returns if this scene node is a debug object. More...
 
const core::list< ISceneNode * > & getChildren () const
 Returns a const reference to the list of all children. More...
 
virtual void setParent (ISceneNode *newParent)
 Changes the parent of the scene node. More...
 
virtual ITriangleSelectorgetTriangleSelector () const
 Returns the triangle selector attached to this scene node. More...
 
virtual void setTriangleSelector (ITriangleSelector *selector)
 Sets the triangle selector of the scene node. More...
 
virtual void updateAbsolutePosition ()
 Updates the absolute position based on the relative and the parents position. More...
 
scene::ISceneNodegetParent () const
 Returns the parent of this scene node. More...
 
virtual ESCENE_NODE_TYPE getType () const
 Returns type of the scene node. More...
 
virtual void serializeAttributes (io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const _IRR_OVERRIDE_
 Writes attributes of the scene node. More...
 
virtual void deserializeAttributes (io::IAttributes *in, io::SAttributeReadWriteOptions *options=0) _IRR_OVERRIDE_
 Reads attributes of the scene node. More...
 
virtual ISceneNodeclone (ISceneNode *newParent=0, ISceneManager *newManager=0)
 Creates a clone of this scene node and its children. More...
 
virtual ISceneManagergetSceneManager (void) const
 Retrieve the scene manager for this node. More...
 
- Public Member Functions inherited from irr::IReferenceCounted
 IReferenceCounted ()
 Constructor. More...
 
virtual ~IReferenceCounted ()
 Destructor. More...
 
void grab () const
 Grabs the object. Increments the reference counter by one. More...
 
bool drop () const
 Drops the object. Decrements the reference counter by one. More...
 
s32 getReferenceCount () const
 Get the reference count. More...
 
const c8getDebugName () const
 Returns the debug name of the object. More...
 

Additional Inherited Members

- Protected Member Functions inherited from irr::scene::ISceneNode
void cloneMembers (ISceneNode *toCopyFrom, ISceneManager *newManager)
 A clone function for the ISceneNode members. More...
 
void setSceneManager (ISceneManager *newManager)
 
- Protected Member Functions inherited from irr::IReferenceCounted
void setDebugName (const c8 *newName)
 Sets the debug name of the object. More...
 
- Protected Attributes inherited from irr::scene::ISceneNode
core::stringc Name
 Name of the scene node. More...
 
core::matrix4 AbsoluteTransformation
 Absolute transformation of the node. More...
 
core::vector3df RelativeTranslation
 Relative translation of the scene node. More...
 
core::vector3df RelativeRotation
 Relative rotation of the scene node. More...
 
core::vector3df RelativeScale
 Relative scale of the scene node. More...
 
ISceneNodeParent
 Pointer to the parent. More...
 
core::list< ISceneNode * > Children
 List of all children of this node. More...
 
core::list< ISceneNodeAnimator * > Animators
 List of all animator nodes. More...
 
ISceneManagerSceneManager
 Pointer to the scene manager. More...
 
ITriangleSelectorTriangleSelector
 Pointer to the triangle selector. More...
 
s32 ID
 ID of the node. More...
 
u32 AutomaticCullingState
 Automatic culling state. More...
 
u32 DebugDataVisible
 Flag if debug data should be drawn, such as Bounding Boxes. More...
 
bool IsVisible
 Is the node visible? More...
 
bool IsDebugObject
 Is debug object? More...
 

Detailed Description

A scene node for displaying terrain using the geo mip map algorithm.

The code for the TerrainSceneNode is based on the Terrain renderer by Soconne and the GeoMipMapSceneNode developed by Spintz. They made their code available for Irrlicht and allowed it to be distributed under this licence. I only modified some parts. A lot of thanks go to them.

This scene node is capable of very quickly loading terrains and updating the indices at runtime to enable viewing very large terrains. It uses a CLOD (Continuous Level of Detail) algorithm which updates the indices for each patch based on a LOD (Level of Detail) which is determined based on a patch's distance from the camera.

The Patch Size of the terrain must always be a size of ( 2^N+1, i.e. 8+1(9), 16+1(17), etc. ). The MaxLOD available is directly dependent on the patch size of the terrain. LOD 0 contains all of the indices to draw all the triangles at the max detail for a patch. As each LOD goes up by 1 the step taken, in generating indices increases by - 2^LOD, so for LOD 1, the step taken is 2, for LOD 2, the step taken is 4, LOD 3 - 8, etc. The step can be no larger than the size of the patch, so having a LOD of 8, with a patch size of 17, is asking the algorithm to generate indices every 2^8 ( 256 ) vertices, which is not possible with a patch size of 17. The maximum LOD for a patch size of 17 is 2^4 ( 16 ). So, with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 ( every 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every 8 vertices ) and LOD 4 ( every 16 vertices ).

Definition at line 49 of file ITerrainSceneNode.h.

Constructor & Destructor Documentation

◆ ITerrainSceneNode()

irr::scene::ITerrainSceneNode::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) 
)
inline

Constructor.

Definition at line 53 of file ITerrainSceneNode.h.

57  : ISceneNode (parent, mgr, id, position, rotation, scale) {}
GLenum GLenum GLenum GLenum GLenum scale
ISceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
Constructor.
Definition: ISceneNode.h:45

Member Function Documentation

◆ getBoundingBox() [1/2]

virtual const core::aabbox3d<f32>& irr::scene::ITerrainSceneNode::getBoundingBox ( ) const
pure virtual

Get the bounding box of the terrain.

Returns
The bounding box of the entire terrain.

Implements irr::scene::ISceneNode.

◆ getBoundingBox() [2/2]

virtual const core::aabbox3d<f32>& irr::scene::ITerrainSceneNode::getBoundingBox ( s32  patchX,
s32  patchZ 
) const
pure virtual

Get the bounding box of a patch.

Returns
The bounding box of the chosen patch.

◆ getCurrentLODOfPatches()

virtual s32 irr::scene::ITerrainSceneNode::getCurrentLODOfPatches ( core::array< s32 > &  LODs) const
pure virtual

Populates an array with the CurrentLOD of each patch.

Parameters
LODsA reference to a core::array<s32> to hold the values
Returns
Number of elements in the array

◆ getHeight()

virtual f32 irr::scene::ITerrainSceneNode::getHeight ( f32  x,
f32  y 
) const
pure virtual

Get height of a point of the terrain.

◆ getIndexCount()

virtual u32 irr::scene::ITerrainSceneNode::getIndexCount ( ) const
pure virtual

Get the number of indices currently in the meshbuffer.

Returns
The index count.

◆ getIndicesForPatch()

virtual s32 irr::scene::ITerrainSceneNode::getIndicesForPatch ( core::array< u32 > &  indices,
s32  patchX,
s32  patchZ,
s32  LOD = 0 
)
pure virtual

Gets the indices for a specified patch at a specified Level of Detail.

Parameters
indicesA reference to an array of u32 indices.
patchXPatch x coordinate.
patchZPatch z coordinate.
LODThe 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).
Returns
Number of indices put into the buffer.

◆ getMesh()

virtual IMesh* irr::scene::ITerrainSceneNode::getMesh ( )
pure virtual

Get pointer to the mesh.

Returns
Pointer to the mesh.

◆ getMeshBufferForLOD()

virtual void irr::scene::ITerrainSceneNode::getMeshBufferForLOD ( IDynamicMeshBuffer mb,
s32  LOD = 0 
) const
pure virtual

Gets the meshbuffer data based on a specified level of detail.

Parameters
mbA reference to an IDynamicMeshBuffer object
LODThe level of detail you want the indices from.

◆ getRenderBuffer()

virtual IMeshBuffer* irr::scene::ITerrainSceneNode::getRenderBuffer ( )
pure virtual

Get pointer to the buffer used by the terrain (most users will not need this)

◆ getTerrainCenter()

virtual const core::vector3df& irr::scene::ITerrainSceneNode::getTerrainCenter ( ) const
pure virtual

Get center of terrain.

◆ loadHeightMap()

virtual bool irr::scene::ITerrainSceneNode::loadHeightMap ( io::IReadFile file,
video::SColor  vertexColor = video::SColor(255, 255, 255, 255),
s32  smoothFactor = 0 
)
pure virtual

Initializes the terrain data. Loads the vertices from the heightMapFile.

The file must contain a loadable image of the heightmap. The heightmap must be square.

Parameters
fileThe file to read the image from. File is not rewinded.
vertexColorColor of all vertices.
smoothFactorNumber of smoothing passes.

◆ loadHeightMapRAW()

virtual bool irr::scene::ITerrainSceneNode::loadHeightMapRAW ( io::IReadFile file,
s32  bitsPerPixel = 16,
bool  signedData = false,
bool  floatVals = false,
s32  width = 0,
video::SColor  vertexColor = video::SColor(255, 255, 255, 255),
s32  smoothFactor = 0 
)
pure virtual

Initializes the terrain data. Loads the vertices from the heightMapFile.

The data is interpreted as (signed) integers of the given bit size or floats (with 32bits, signed). Allowed bitsizes for integers are 8, 16, and 32. The heightmap must be square.

Parameters
fileThe file to read the RAW data from. File is not rewinded.
bitsPerPixelSize of data if integers used, for floats always use 32.
signedDataWhether we use signed or unsigned ints, ignored for floats.
floatValsWhether the data is float or int.
widthWidth (and also Height, as it must be square) of the heightmap. Use 0 for autocalculating from the filesize.
vertexColorColor of all vertices.
smoothFactorNumber of smoothing passes.

◆ overrideLODDistance()

virtual bool irr::scene::ITerrainSceneNode::overrideLODDistance ( s32  LOD,
f64  newDistance 
)
pure virtual

Override the default generation of distance thresholds.

For determining the LOD a patch is rendered at. If any LOD is overridden, then the scene node will no longer apply scaling factors to these values. If you override these distances, and then apply a scale to the scene node, it is your responsibility to update the new distances to work best with your new terrain size.

◆ scaleTexture()

virtual void irr::scene::ITerrainSceneNode::scaleTexture ( f32  scale = 1.0f,
f32  scale2 = 0.0f 
)
pure virtual

Scales the base texture, similar to makePlanarTextureMapping.

Parameters
scaleThe scaling amount. Values above 1.0 increase the number of time the texture is drawn on the terrain. Values below 0 will decrease the number of times the texture is drawn on the terrain. Using negative values will flip the texture, as well as still scaling it.
scale2If set to 0 (default value), this will set the second texture coordinate set to the same values as in the first set. If this is another value than zero, it will scale the second texture coordinate set by this value.

◆ setCameraMovementDelta()

virtual void irr::scene::ITerrainSceneNode::setCameraMovementDelta ( f32  delta)
pure virtual

Sets the movement camera threshold.

It is used to determine when to recalculate indices for the scene node. The default value is 10.0f.

◆ setCameraRotationDelta()

virtual void irr::scene::ITerrainSceneNode::setCameraRotationDelta ( f32  delta)
pure virtual

Sets the rotation camera threshold.

It is used to determine when to recalculate indices for the scene node. The default value is 1.0f.

◆ setDynamicSelectorUpdate()

virtual void irr::scene::ITerrainSceneNode::setDynamicSelectorUpdate ( bool  bVal)
pure virtual

Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes.

Parameters
bValBoolean value representing whether or not to update selector dynamically.

◆ setFixedBorderLOD()

virtual void irr::scene::ITerrainSceneNode::setFixedBorderLOD ( irr::s32  borderLOD = 0)
pure virtual

Force node to use a fixed LOD level at the borders of the terrain.

This can be useful when several TerrainSceneNodes are connected.

Parameters
borderLODWhen >= 0 all patches at the 4 borders will use the given LOD. When < 0 borders are just regular patches (that's default).

◆ setLODOfPatch()

virtual void irr::scene::ITerrainSceneNode::setLODOfPatch ( s32  patchX,
s32  patchZ,
s32  LOD = 0 
)
pure virtual

Manually sets the LOD of a patch.

NOTE: Any values set here are overwritten again in the automatic recalculations when the camera changes.

Parameters
patchXPatch x coordinate.
patchZPatch z coordinate.
LODThe level of detail to set the patch to.

The documentation for this class was generated from the following file: