TerrainGrid javadoc

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8675 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
bre..ns 13 years ago
parent 534ee8abfc
commit fb45230bf2
  1. 37
      engine/src/terrain/com/jme3/terrain/geomipmap/TerrainGrid.java

@ -50,11 +50,48 @@ import com.jme3.terrain.heightmap.HeightMapGrid;
import java.util.concurrent.Callable; import java.util.concurrent.Callable;
/** /**
* TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.
* *
* The grid is indexed by cells. Each cell has an integer XZ coordinate originating at 0,0. * The grid is indexed by cells. Each cell has an integer XZ coordinate originating at 0,0.
* TerrainGrid will piggyback on the TerrainLodControl so it can use the camera for its * TerrainGrid will piggyback on the TerrainLodControl so it can use the camera for its
* updates as well. It does this in the overwritten update() method. * updates as well. It does this in the overwritten update() method.
* *
* It uses an LRU (Least Recently Used) cache of 16 terrain tiles (full TerrainQuadTrees). The
* center 4 are the ones that are visible. As the camera moves, it checks what camera cell it is in
* and will attach the now visible tiles.
*
* The 'quadIndex' variable is a 4x4 array that represents the tiles. The center
* four (index numbers: 5, 6, 9, 10) are what is visible. Each quadIndex value is an
* offset vector. The vector contains whole numbers and represents how many tiles in offset
* this location is from the center of the map. So for example the index 11 [Vector3f(2, 0, 1)]
* is located 2*terrainSize in X axis and 1*terrainSize in Z axis.
*
* As the camera moves, it tests what cameraCell it is in. Each camera cell covers four quad tiles
* and is half way inside each one.
*
* +-------+-------+
* | 1 | 4 | Four terrainQuads that make up the grid
* | *..|..* | with the cameraCell in the middle, covering
* |----|--|--|----| all four quads.
* | *..|..* |
* | 2 | 3 |
* +-------+-------+
*
* This results in the effect of when the camera gets half way across one of the sides of a quad to
* an empty (non-loaded) area, it will trigger the system to load in the next tiles.
*
* The tile loading is done on a background thread, and once the tile is loaded, then it is
* attached to the qrid quad tree, back on the OGL thread. It will grab the terrain quad from
* the LRU cache if it exists. If it does not exist, it will load in the new TerrainQuad tile.
*
* The loading of new tiles triggers events for any TerrainGridListeners. The events are:
* -tile Attached
* -tile Detached
* -grid moved.
*
* These allow physics to update, and other operation (often needed for loading the terrain) to occur
* at the right time.
*
* @author Anthyon * @author Anthyon
*/ */
public class TerrainGrid extends TerrainQuad { public class TerrainGrid extends TerrainQuad {

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