engine/include/SimpleLand/SimpleLand.h

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#ifndef SIMPLE_LAND_H_INCLUDED
#define SIMPLE_LAND_H_INCLUDED
#include "include/Utils/Utils.h"
namespace SE
{
const int CONST_DEFAULT_LAND_WIDTH = 16;
const int CONST_DEFAULT_LAND_HEIGHT = 16;
const float CONST_DEFAULT_LAND_CELL_INVERVAL = 2.0f;
const float CONST_LAND_MOVE_STEP = 0.3f;
//Struct for one land vertex
struct TSimpleLandVertex
{
vec3 pos; //Vertex position (x,y,z)
vec3 norm; //Vertex normal vector
vec3 tangent; //Vertex tangent vector
vec3 binorm; //Vertex binormal vector
int landtype; //Vertex type - not in use right now
};
struct TVBOLandVertex
{
std::vector<vec3> pos; //Vertex position (x,y,z)
std::vector<vec3> norm; //Vertex normal vector
std::vector<vec3> tangent; //Vertex tangent vector
std::vector<vec3> binorm; //Vertex binormal vector
std::vector<vec2> texCoord; //Vertex texture coords
};
//Land triangle
struct TLandSimpleTriangle
{
vec3 PointList[3]; //3 vertices
vec3 NormVec; //Normal vector (not for draw, but for physics/collision)
};
//Land class
class TSimpleLandClass
{
private:
int Width; //Number of vertices along X
int Height; //Number of vertices along -Z
float CellInterval; //Distance between vertices
std::vector<TSimpleLandVertex> VertexMatrix;
std::vector<TLandSimpleTriangle> TriangleMatrix;
//Textures:
cardinal TexID;
cardinal NormTexID;
//For VBO:
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/*
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std::vector<word> IndexArr;
TVBOLandVertex VBOLandVertexArr;
cardinal IndexBuffer;
cardinal VertexBuffer;
cardinal NormBuffer;
cardinal TangentBuffer;
cardinal BinormBuffer;
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cardinal TexcoordBuffer;*/
VertexDataStruct vertexDataStruct;
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void CreateVBO();
void FreeVBO();
void UpdateVBO();
void UpdateTriangleMatrix();
vec3 CalcCrossingForPoint(const vec3& lineFrom, const vec3& lineTo, int i, int j);
vec3 CalcCrossingForPoint(const vec3& pos, int i, int j);
public:
TSimpleLandClass();
~TSimpleLandClass();
bool LoadFromFile(const std::string& filename);
//Load land struct from ls1 file
void SaveToFile(char* filename); //Xperimental. Not in use right now
void SetTexture(const std::string& texFilename);
//Set land texture name
void SetNormTexture(const std::string& normTexFilename);
//Set land texture name
void DrawImmediate(); //Very sloooow. Need to speed up!
//Draw land immediate
void DrawVBO();
vec3 CalcCrossing(vec3 LineFrom, vec3 LineTo);
//Calculate intersection (segment LiteFrom -> LineTo and the land)
vec3 CalcVerticalCrossing(const vec3& pos);
//Calculate land height on (pos.x, pos.y)
float CalcVerticalCrossingFast(const vec3& pos);
//Calculate approximate land height on (pos.x, pos.y)
bool IsOnTheLand(const vec3& pos);
void RecalcNormalVectors();
//Recalc normal vectors - must be called after land is modified
void MoveLandUp(vec3 CursorPos, float R);//NIU
//Move land up under cursor
void MoveLandDown(vec3 CursorPos, float R);//NIU
//Move land down under cursor
void SmoothLand(vec3 CursorPos, float R);//NIU
//Smooth land up under cursor
void TextureLand(vec3 CursorPos, float R, int ltype);//NIU
//Set land type under cursor
void Scale(float s);
void Scale(vec3 s);
void Move(const vec3& v);
int GetWidth();
int GetHeight();
float* GetTriangleMatrix();
//Use it for physics only!
};
} //namespace SE
#endif