whoops, I blame jesus for not adding this class

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9270 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
bre..ns 13 years ago
parent a1249b551d
commit 3dc9a591b7
  1. 50
      engine/src/terrain/com/jme3/terrain/geomipmap/TerrainGridLodControl.java

@ -0,0 +1,50 @@
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package com.jme3.terrain.geomipmap;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.terrain.Terrain;
import com.jme3.terrain.geomipmap.lodcalc.LodCalculator;
import java.util.List;
/**
* Updates grid offsets and cell positions.
* As well as updating LOD.
*
* @author sploreg
*/
public class TerrainGridLodControl extends TerrainLodControl {
public TerrainGridLodControl(Terrain terrain, Camera camera) {
super(terrain, camera);
}
@Override
protected void updateLOD(List<Vector3f> locations, LodCalculator lodCalculator) {
TerrainGrid terrainGrid = (TerrainGrid)getSpatial();
// for now, only the first camera is handled.
// to accept more, there are two ways:
// 1: every camera has an associated grid, then the location is not enough to identify which camera location has changed
// 2: grids are associated with locations, and no incremental update is done, we load new grids for new locations, and unload those that are not needed anymore
Vector3f cam = locations.isEmpty() ? Vector3f.ZERO.clone() : locations.get(0);
Vector3f camCell = terrainGrid.getCamCell(cam); // get the grid index value of where the camera is (ie. 2,1)
if (terrainGrid.cellsLoaded > 1) { // Check if cells are updated before updating gridoffset.
terrainGrid.gridOffset[0] = Math.round(camCell.x * (terrainGrid.size / 2));
terrainGrid.gridOffset[1] = Math.round(camCell.z * (terrainGrid.size / 2));
terrainGrid.cellsLoaded = 0;
}
if (camCell.x != terrainGrid.currentCamCell.x || camCell.z != terrainGrid.currentCamCell.z || !terrainGrid.runOnce) {
// if the camera has moved into a new cell, load new terrain into the visible 4 center quads
terrainGrid.updateChildren(camCell);
for (TerrainGridListener l : terrainGrid.listeners) {
l.gridMoved(camCell);
}
}
terrainGrid.runOnce = true;
super.updateLOD(locations, lodCalculator);
}
}
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