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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2012 jMonkeyEngine
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* 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
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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.DistanceLodCalculator;
import com.jme3.terrain.geomipmap.lodcalc.LodCalculator;
import com.jme3.util.SafeArrayList;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
/**
* An extension of the TerrainLodControl that handles
* multiple terrains at once. This is to be used if you
* have your own tiling/paging terrain system, such as
* TerrainGrid.
*
* @author Brent Owens
*/
public class MultiTerrainLodControl extends TerrainLodControl {
private SafeArrayList terrains;
private List addedTerrains;
private List removedTerrains;
public MultiTerrainLodControl() {
terrains = new SafeArrayList<>(TerrainQuad.class);
removedTerrains = new ArrayList<>();
addedTerrains = new ArrayList<>();
}
public MultiTerrainLodControl(final Terrain terrain) {
this();
setTerrain(terrain);
}
public MultiTerrainLodControl(final Camera camera) {
this();
setCamera(camera);
}
public MultiTerrainLodControl(final Terrain terrain, final Camera camera) {
this(terrain);
setCamera(camera);
}
public MultiTerrainLodControl(final Terrain terrain, final List cameras) {
this(terrain);
setCameras(cameras);
}
@Override
protected DistanceLodCalculator makeLodCalculator() {
return new DistanceLodCalculator(65, 2.7f);
}
/**
* Add a terrain that will have its LOD handled by this control.
* It will be added next update run. You should only call this from
* the render thread.
*/
public void addTerrain(TerrainQuad tq) {
addedTerrains.add(tq);
}
/**
* Add a terrain that will no longer have its LOD handled by this control.
* It will be removed next update run. You should only call this from
* the render thread.
*/
public void removeTerrain(TerrainQuad tq) {
removedTerrains.add(tq);
}
@Override
protected UpdateLOD createLodUpdateTask(final List locations,
final LodCalculator lodCalculator) {
return new UpdateMultiLOD(locations, lodCalculator);
}
@Override
protected void prepareTerrain() {
if (!addedTerrains.isEmpty()) {
for (TerrainQuad t : addedTerrains) {
if (!terrains.contains(t)) {
terrains.add(t);
}
}
addedTerrains.clear();
}
if (!removedTerrains.isEmpty()) {
terrains.removeAll(removedTerrains);
removedTerrains.clear();
}
for (TerrainQuad terrain : terrains.getArray()) {
// cache the terrain's world transforms so they can be accessed on the separate thread safely
terrain.cacheTerrainTransforms();
}
}
/**
* Overrides the parent UpdateLOD runnable to process
* multiple terrains.
*/
protected class UpdateMultiLOD extends UpdateLOD {
protected UpdateMultiLOD(final List camLocations, final LodCalculator lodCalculator) {
super(camLocations, lodCalculator);
}
@Override
public HashMap call() throws Exception {
HashMap updated = new HashMap<>();
for (TerrainQuad terrainQuad : terrains) {
// go through each patch and calculate its LOD based on camera distance
terrainQuad.calculateLod(camLocations, updated, lodCalculator); // 'updated' gets populated here
}
for (TerrainQuad terrainQuad : terrains) {
// then calculate the neighbour LOD values for seaming
terrainQuad.findNeighboursLod(updated);
}
for (TerrainQuad terrainQuad : terrains) {
// check neighbour quads that need their edges seamed
terrainQuad.fixEdges(updated);
}
for (TerrainQuad terrainQuad : terrains) {
// perform the edge seaming, if it requires it
terrainQuad.reIndexPages(updated, lodCalculator.usesVariableLod());
}
//setUpdateQuadLODs(updated); // set back to main ogl thread
lodCalcRunning.set(false);
return updated;
}
}
}
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