/////////////////////////////////////////////////////////////////////////////// // // Name: Terrain.h // Author: Rich Cross // Contact: rich@wildfiregames.com // /////////////////////////////////////////////////////////////////////////////// #ifndef _TERRAIN_H #define _TERRAIN_H #include "Patch.h" #include "Vector3D.h" #include "Vector2D.h" /////////////////////////////////////////////////////////////////////////////// // 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() const { return m_MapSize; } // return number of patches along edge of the terrain u32 GetPatchesPerSide() const { return m_MapSizePatches; } inline bool isOnMap( float x, float y ) const { return( ( x >= 0.0f ) && ( x <= (float)( m_MapSize * CELL_SIZE ) ) && ( y >= 0.0f ) && ( y <= (float)( m_MapSize * CELL_SIZE ) ) ); } inline bool isOnMap( const CVector2D& v ) const { return( ( v.x >= 0.0f ) && ( v.x <= (float)( m_MapSize * CELL_SIZE ) ) && ( v.y >= 0.0f ) && ( v.y <= (float)( m_MapSize * CELL_SIZE ) ) ); } float getVertexGroundLevel( int x, int y ) const ; float getExactGroundLevel( float x, float y ) const ; inline float getExactGroundLevel( const CVector2D& v ) const { return( getExactGroundLevel( v.x, v.y ) ); } // 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(i32 x, i32 z) const; // get tile at given coordinates, expressed in tile-space; return 0 if // coordinates represent tile off the edge of the map CMiniPatch* GetTile(i32 x, i32 z) const; // calculate the position of a given vertex void CalcPosition(i32 i, i32 j, CVector3D& pos) const; // calculate the vertex under a given position (rounding down coordinates) static void CalcFromPosition(const CVector3D& pos, i32& i, i32& j) { i = (i32)(pos.X / CELL_SIZE); j = (i32)(pos.Z / CELL_SIZE); } // calculate the vertex under a given position (rounding down coordinates) static void CalcFromPosition(float x, float y, i32& i, i32& j) { i = (i32)(x / CELL_SIZE); j = (i32)(y / CELL_SIZE); } // calculate the normal at a given vertex void CalcNormal(u32 i, u32 j, CVector3D& normal) const; // flatten out an area of terrain (specified in world space coords); return // the average height of the flattened area float FlattenArea(float x0,float x1,float z0,float z1); // mark a specific square of tiles as dirty - use this after modifying the heightmap void MakeDirty(int x0, int z0, int x1, int z1, int dirtyFlags); // mark the entire map as dirty void MakeDirty(int dirtyFlags); 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; }; #endif