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0ad/source/graphics/Terrain.h

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _TERRAIN_H
#define _TERRAIN_H
#include "Patch.h"
#include "Vector3D.h"
///////////////////////////////////////////////////////////////////////////////
// Terrain Constants:
//
// PATCH_SIZE: number of tiles in each patch
const int PATCH_SIZE = 16;
// CELL_SIZE: size of each tile in x and z
const int CELL_SIZE = 4;
// HEIGHT_SCALE: vertical scale of terrain - terrain has a coordinate range of
// 0 to 65536*HEIGHT_SCALE
const float HEIGHT_SCALE = 0.35f/256.0f;
///////////////////////////////////////////////////////////////////////////////
// CTerrain: main terrain class; contains the heightmap describing elevation
// data, and the smaller subpatches that form the terrain
class CTerrain
{
public:
CTerrain();
~CTerrain();
bool Initialize(u32 size,const u16* ptr);
// return number of vertices along edge of the terrain
u32 GetVerticesPerSide() { return m_MapSize; }
// return number of patches along edge of the terrain
u32 GetPatchesPerSide() { return m_MapSizePatches; }
// resize this terrain such that each side has given number of patches
void Resize(u32 size);
// set up a new heightmap from 16 bit data; assumes heightmap matches current terrain size
void SetHeightMap(u16* heightmap);
// return a pointer to the heightmap
u16* GetHeightMap() const { return m_Heightmap; }
// get patch at given coordinates, expressed in patch-space; return 0 if
// coordinates represent patch off the edge of the map
CPatch* GetPatch(int32 x,int32 z);
// get tile at given coordinates, expressed in tile-space; return 0 if
// coordinates represent tile off the edge of the map
CMiniPatch* GetTile(int32 x,int32 z);
// calculate the position of a given vertex
void CalcPosition(u32 i,u32 j,CVector3D& pos);
// calculate the normal at a given vertex
void CalcNormal(u32 i,u32 j,CVector3D& normal);
private:
// delete any data allocated by this terrain
void ReleaseData();
// setup patch pointers etc
void InitialisePatches();
// size of this map in each direction, in vertices; ie. total tiles = sqr(m_MapSize-1)
u32 m_MapSize;
// size of this map in each direction, in patches; total patches = sqr(m_MapSizePatches)
u32 m_MapSizePatches;
// the patches comprising this terrain
CPatch* m_Patches;
// 16-bit heightmap data
u16* m_Heightmap;
};
extern CTerrain g_Terrain;
#endif