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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
SUBSYSTEM: Stars.exe
FILE: TerrainPatch.h
AUTHOR: John DiCamillo
OVERVIEW
========
A Single Multi-LOD Section of a Terrain Object
*/
#ifndef TerrainPatch_h
#define TerrainPatch_h
#include "Types.h"
#include "Solid.h"
#include "Geometry.h"
#include "Polygon.h"
// +--------------------------------------------------------------------+
class Projector;
class Terrain;
class Water;
// +--------------------------------------------------------------------+
class TerrainPatch : public Solid
{
public:
TerrainPatch(Terrain* terrain,
const Bitmap* patch, const Rect& rect,
const Point& p1, const Point& p2);
TerrainPatch(Terrain* terrain, const Rect& rect,
const Point& p1, const Point& p2,
double sea_level);
virtual ~TerrainPatch();
virtual void SelectDetail(Projector* projector);
virtual void Render(Video* video, DWORD flags);
virtual int CollidesWith(Graphic& o);
// accessors:
double Scale() const { return scale; }
double MountainScale() const { return mtnscale; }
double SeaLevel() const { return base; }
double MinHeight() const { return min_height; }
double MaxHeight() const { return max_height; }
bool IsWater() const { return water != 0; }
void UpdateSurfaceWaves(Vec3& eyePos);
void SetScales(double scale, double mtnscale, double base);
void SetDetailLevel(int nd);
virtual int CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt,
bool treat_translucent_polys_as_solid=true);
double Height(double x, double y) const;
DWORD BlendValue(double y);
int CalcLayer(Poly* p);
void Illuminate(Color ambient, List<Light>& lights);
protected:
virtual bool BuildDetailLevel(int level);
enum { MAX_LOD=8 };
Terrain* terrain;
int patch_size;
int ndetail;
int max_detail;
int terrain_width;
Rect rect;
float* heights;
Model* detail_levels[MAX_LOD];
List<Material> materials;
Water* water;
double scale;
double mtnscale;
double base;
double size;
float min_height;
float max_height;
};
#endif // TerrainPatch_h
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