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package com.jme3.terrain.geomipmap;
import com.jme3.bounding.BoundingBox;
import com.jme3.bounding.BoundingSphere;
import com.jme3.bounding.BoundingVolume;
import com.jme3.collision.Collidable;
import com.jme3.collision.CollisionResults;
import com.jme3.collision.UnsupportedCollisionException;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.*;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.mesh.IndexBuffer;
import com.jme3.terrain.geomipmap.TerrainQuad.LocationHeight;
import com.jme3.terrain.geomipmap.lodcalc.util.EntropyComputeUtil;
import com.jme3.util.BufferUtils;
import com.jme3.util.clone.Cloner;
import java.io.IOException;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.util.HashMap;
import java.util.List;
import java.util.logging.Logger;
import java.util.logging.Level;
/**
* A terrain patch is a leaf in the terrain quad tree. It has a mesh that can change levels of detail (LOD)
* whenever the view point, or camera, changes. The actual terrain mesh is created by the LODGeomap class.
* That uses a geo-mipmapping algorithm to change the index buffer of the mesh.
* The mesh is a triangle strip. In wireframe mode you might notice some strange lines, these are degenerate
* triangles generated by the geoMipMap algorithm and can be ignored. The video card removes them at almost no cost.
*
* Each patch needs to know its neighbour's LOD so it can seam its edges with them, in case the neighbour has a different
* LOD. If this doesn't happen, you will see gaps.
*
* The LOD value is most detailed at zero. It gets less detailed the higher the LOD value until you reach maxLod, which
* is a mathematical limit on the number of times the 'size' of the patch can be divided by two. However, there is a -1 to that
* for now until I add in a custom index buffer calculation for that max level, the current algorithm does not go that far.
*
* You can supply a LodThresholdCalculator for use in determining when the LOD should change. Its API will no doubt change
* in the near future. Right now it defaults to just changing LOD every two patch sizes. So if a patch has a size of 65,
* then the LOD changes every 130 units away.
*
* @author Brent Owens
*/
public class TerrainPatch extends Geometry {
private static final Logger logger = Logger.getLogger(TerrainPatch.class.getName());
protected LODGeomap geomap;
protected int lod = 0; // this terrain patch's LOD
private int maxLod = -1;
protected int previousLod = -1;
protected int lodLeft, lodTop, lodRight, lodBottom; // its neighbour's LODs
protected int size;
protected int totalSize;
protected short quadrant = 1;
// x/z step
protected Vector3f stepScale;
// center of the patch in relation to (0,0,0)
protected Vector2f offset;
// amount the patch has been shifted.
protected float offsetAmount;
//protected LodCalculator lodCalculator;
//protected LodCalculatorFactory lodCalculatorFactory;
protected TerrainPatch leftNeighbour, topNeighbour, rightNeighbour, bottomNeighbour;
protected boolean searchedForNeighboursAlready = false;
// these two vectors are calculated on the GL thread, but used in the outside LOD thread
protected Vector3f worldTranslationCached;
protected Vector3f worldScaleCached;
protected float[] lodEntropy;
public TerrainPatch() {
super("TerrainPatch");
setBatchHint(BatchHint.Never);
}
public TerrainPatch(String name) {
super(name);
setBatchHint(BatchHint.Never);
}
public TerrainPatch(String name, int size) {
this(name, size, new Vector3f(1,1,1), null, new Vector3f(0,0,0));
}
/**
* Constructor instantiates a new TerrainPatch
object. The
* parameters and heightmap data are then processed to generate a
* TriMesh
object for rendering.
*
* @param name
* the name of the terrain patch.
* @param size
* the size of the heightmap.
* @param stepScale
* the scale for the axes.
* @param heightMap
* the height data.
* @param origin
* the origin offset of the patch.
*/
public TerrainPatch(String name, int size, Vector3f stepScale,
float[] heightMap, Vector3f origin) {
this(name, size, stepScale, heightMap, origin, size, new Vector2f(), 0);
}
/**
* Constructor instantiates a new TerrainPatch
object. The
* parameters and heightmap data are then processed to generate a
* TriMesh
object for rendering.
*
* @param name
* the name of the terrain patch.
* @param size
* the size of the patch.
* @param stepScale
* the scale for the axes.
* @param heightMap
* the height data.
* @param origin
* the origin offset of the patch.
* @param totalSize
* the total size of the terrain. (Higher if the patch is part of
* a TerrainQuad
tree.)
* @param offset
* the offset for texture coordinates.
* @param offsetAmount
* the total offset amount. Used for texture coordinates.
*/
public TerrainPatch(String name, int size, Vector3f stepScale,
float[] heightMap, Vector3f origin, int totalSize,
Vector2f offset, float offsetAmount) {
super(name);
setBatchHint(BatchHint.Never);
this.size = size;
this.stepScale = stepScale;
this.totalSize = totalSize;
this.offsetAmount = offsetAmount;
this.offset = offset;
setLocalTranslation(origin);
geomap = new LODGeomap(size, heightMap);
Mesh m = geomap.createMesh(stepScale, new Vector2f(1,1), offset, offsetAmount, totalSize, false);
setMesh(m);
}
/**
* This calculation is slow, so don't use it often.
*/
public void generateLodEntropies() {
float[] entropies = new float[getMaxLod()+1];
for (int i = 0; i <= getMaxLod(); i++){
int curLod = (int) Math.pow(2, i);
IndexBuffer idxB = geomap.writeIndexArrayLodDiff(curLod, false, false, false, false, totalSize);
Buffer ib = idxB.getBuffer();
entropies[i] = EntropyComputeUtil.computeLodEntropy(mesh, ib);
}
lodEntropy = entropies;
}
public float[] getLodEntropies(){
if (lodEntropy == null){
generateLodEntropies();
}
return lodEntropy;
}
public float[] getHeightMap() {
return geomap.getHeightArray();
}
/**
* The maximum lod supported by this terrain patch.
* If the patch size is 32 then the returned value would be log2(32)-2 = 3
* You can then use that value, 3, to see how many times you can divide 32 by 2
* before the terrain gets too un-detailed (can't stitch it any further).
* @return the maximum LOD
*/
public int getMaxLod() {
if (maxLod < 0)
maxLod = Math.max(1, (int) (FastMath.log(size-1)/FastMath.log(2)) -1); // -1 forces our minimum of 4 triangles wide
return maxLod;
}
protected void reIndexGeometry(HashMap updated, boolean useVariableLod) {
UpdatedTerrainPatch utp = updated.get(getName());
if (utp != null && utp.isReIndexNeeded() ) {
int pow = (int) Math.pow(2, utp.getNewLod());
boolean left = utp.getLeftLod() > utp.getNewLod();
boolean top = utp.getTopLod() > utp.getNewLod();
boolean right = utp.getRightLod() > utp.getNewLod();
boolean bottom = utp.getBottomLod() > utp.getNewLod();
IndexBuffer idxB;
if (useVariableLod)
idxB = geomap.writeIndexArrayLodVariable(pow, (int) Math.pow(2, utp.getRightLod()), (int) Math.pow(2, utp.getTopLod()), (int) Math.pow(2, utp.getLeftLod()), (int) Math.pow(2, utp.getBottomLod()), totalSize);
else
idxB = geomap.writeIndexArrayLodDiff(pow, right, top, left, bottom, totalSize);
Buffer b = idxB.getBuffer();
utp.setNewIndexBuffer(b);
}
}
public Vector2f getTex(float x, float z, Vector2f store) {
if (x < 0 || z < 0 || x >= size || z >= size) {
store.set(Vector2f.ZERO);
return store;
}
int idx = (int) (z * size + x);
return store.set(getMesh().getFloatBuffer(Type.TexCoord).get(idx*2),
getMesh().getFloatBuffer(Type.TexCoord).get(idx*2+1) );
}
public float getHeightmapHeight(float x, float z) {
if (x < 0 || z < 0 || x >= size || z >= size)
return 0;
int idx = (int) (z * size + x);
return getMesh().getFloatBuffer(Type.Position).get(idx*3+1); // 3 floats per entry (x,y,z), the +1 is to get the Y
}
/**
* Get the triangle of this geometry at the specified local coordinate.
* @param x local to the terrain patch
* @param z local to the terrain patch
* @return the triangle in world coordinates, or null if the point does intersect this patch on the XZ axis
*/
public Triangle getTriangle(float x, float z) {
return geomap.getTriangleAtPoint(x, z, getWorldScale() , getWorldTranslation());
}
/**
* Get the triangles at the specified grid point. Probably only 2 triangles
* @param x local to the terrain patch
* @param z local to the terrain patch
* @return the triangles in world coordinates, or null if the point does intersect this patch on the XZ axis
*/
public Triangle[] getGridTriangles(float x, float z) {
return geomap.getGridTrianglesAtPoint(x, z, getWorldScale() , getWorldTranslation());
}
protected void setHeight(List locationHeights, boolean overrideHeight) {
final float[] heightArray = geomap.getHeightArray();
final VertexBuffer vertexBuffer = mesh.getBuffer(Type.Position);
final FloatBuffer floatBuffer = mesh.getFloatBuffer(Type.Position);
for (LocationHeight lh : locationHeights) {
if (lh.x < 0 || lh.z < 0 || lh.x >= size || lh.z >= size) {
continue;
}
int idx = lh.z * size + lh.x;
if (overrideHeight) {
heightArray[idx] = lh.h;
} else {
float currentHeight = floatBuffer.get(idx * 3 + 1);
heightArray[idx] = currentHeight + lh.h;
}
}
floatBuffer.clear();
geomap.writeVertexArray(floatBuffer, stepScale, false);
vertexBuffer.setUpdateNeeded();
}
/**
* Recalculates all normal vectors in this terrain patch.
*/
protected void updateNormals() {
FloatBuffer newNormalBuffer = geomap.writeNormalArray(null, getWorldScale());
getMesh().getBuffer(Type.Normal).updateData(newNormalBuffer);
FloatBuffer newTangentBuffer = null;
FloatBuffer newBinormalBuffer = null;
FloatBuffer[] tb = geomap.writeTangentArray(newNormalBuffer, newTangentBuffer, newBinormalBuffer, (FloatBuffer)getMesh().getBuffer(Type.TexCoord).getData(), getWorldScale());
newTangentBuffer = tb[0];
newBinormalBuffer = tb[1];
getMesh().getBuffer(Type.Tangent).updateData(newTangentBuffer);
getMesh().getBuffer(Type.Binormal).updateData(newBinormalBuffer);
}
private void setInBuffer(Mesh mesh, int index, Vector3f normal, Vector3f tangent, Vector3f binormal) {
VertexBuffer NB = mesh.getBuffer(Type.Normal);
VertexBuffer TB = mesh.getBuffer(Type.Tangent);
VertexBuffer BB = mesh.getBuffer(Type.Binormal);
BufferUtils.setInBuffer(normal, (FloatBuffer)NB.getData(), index);
BufferUtils.setInBuffer(tangent, (FloatBuffer)TB.getData(), index);
BufferUtils.setInBuffer(binormal, (FloatBuffer)BB.getData(), index);
NB.setUpdateNeeded();
TB.setUpdateNeeded();
BB.setUpdateNeeded();
}
/**
* Matches the normals along the edge of the patch with the neighbours.
* Computes the normals for the right, bottom, left, and top edges of the
* patch, and saves those normals in the neighbour's edges too.
*
* Takes 4 points (if it has a neighbour on that side) for each
* point on the edge of the patch:
* *
* |
* *---x---*
* |
* *
* It works across the right side of the patch, from the top down to
* the bottom. Then it works on the bottom side of the patch, from the
* left to the right.
*/
protected void fixNormalEdges(TerrainPatch right,
TerrainPatch bottom,
TerrainPatch top,
TerrainPatch left,
TerrainPatch bottomRight,
TerrainPatch bottomLeft,
TerrainPatch topRight,
TerrainPatch topLeft)
{
Vector3f rootPoint = new Vector3f();
Vector3f rightPoint = new Vector3f();
Vector3f leftPoint = new Vector3f();
Vector3f topPoint = new Vector3f();
Vector3f bottomPoint = new Vector3f();
Vector3f tangent = new Vector3f();
Vector3f binormal = new Vector3f();
Vector3f normal = new Vector3f();
int s = this.getSize()-1;
if (right != null) { // right side, works its way down
for (int i=0; i= size || z >= size)
return null; // out of range
int index = (z*size+x)*3;
FloatBuffer nb = (FloatBuffer)this.getMesh().getBuffer(Type.Normal).getData();
Vector3f normal = new Vector3f();
normal.x = nb.get(index);
normal.y = nb.get(index+1);
normal.z = nb.get(index+2);
return normal;
}
protected float getHeight(int x, int z, float xm, float zm) {
return geomap.getHeight(x,z,xm,zm);
}
/**
* Locks the mesh (sets it static) to improve performance.
* If it is not editable, then unlock to make it editable.
*/
public void lockMesh() {
getMesh().setStatic();
}
/**
* Unlocks the mesh (sets it dynamic) to make it editable.
* It will be editable but performance will be reduced.
* Call lockMesh to improve performance.
*/
public void unlockMesh() {
getMesh().setDynamic();
}
/**
* Returns the offset amount this terrain patch uses for textures.
*
* @return The current offset amount.
*/
public float getOffsetAmount() {
return offsetAmount;
}
/**
* Returns the step scale that stretches the height map.
*
* @return The current step scale.
*/
public Vector3f getStepScale() {
return stepScale;
}
/**
* Returns the total size of the terrain.
*
* @return The terrain's total size.
*/
public int getTotalSize() {
return totalSize;
}
/**
* Returns the size of this terrain patch.
*
* @return The current patch size.
*/
public int getSize() {
return size;
}
/**
* Returns the current offset amount. This is used when building texture
* coordinates.
*
* @return The current offset amount.
*/
public Vector2f getOffset() {
return offset;
}
/**
* Sets the value for the current offset amount to use when building texture
* coordinates. Note that this does NOT rebuild the terrain at all.
* This is mostly used for outside constructors of terrain patches.
*
* @param offset
* The new texture offset.
*/
public void setOffset(Vector2f offset) {
this.offset = offset;
}
/**
* Sets the size of this terrain patch. Note that this does NOT
* rebuild the terrain at all. This is mostly used for outside constructors
* of terrain patches.
*
* @param size
* The new size.
*/
public void setSize(int size) {
this.size = size;
maxLod = -1; // reset it
}
/**
* Sets the total size of the terrain . Note that this does NOT
* rebuild the terrain at all. This is mostly used for outside constructors
* of terrain patches.
*
* @param totalSize
* The new total size.
*/
public void setTotalSize(int totalSize) {
this.totalSize = totalSize;
}
/**
* Sets the step scale of this terrain patch's height map. Note that this
* does NOT rebuild the terrain at all. This is mostly used for
* outside constructors of terrain patches.
*
* @param stepScale
* The new step scale.
*/
public void setStepScale(Vector3f stepScale) {
this.stepScale = stepScale;
}
/**
* Sets the offset of this terrain texture map. Note that this does NOT
* rebuild the terrain at all. This is mostly used for outside
* constructors of terrain patches.
*
* @param offsetAmount
* The new texture offset.
*/
public void setOffsetAmount(float offsetAmount) {
this.offsetAmount = offsetAmount;
}
/**
* @return Returns the quadrant.
*/
public short getQuadrant() {
return quadrant;
}
/**
* @param quadrant
* The quadrant to set.
*/
public void setQuadrant(short quadrant) {
this.quadrant = quadrant;
}
public int getLod() {
return lod;
}
public void setLod(int lod) {
this.lod = lod;
}
public int getPreviousLod() {
return previousLod;
}
public void setPreviousLod(int previousLod) {
this.previousLod = previousLod;
}
protected int getLodLeft() {
return lodLeft;
}
protected void setLodLeft(int lodLeft) {
this.lodLeft = lodLeft;
}
protected int getLodTop() {
return lodTop;
}
protected void setLodTop(int lodTop) {
this.lodTop = lodTop;
}
protected int getLodRight() {
return lodRight;
}
protected void setLodRight(int lodRight) {
this.lodRight = lodRight;
}
protected int getLodBottom() {
return lodBottom;
}
protected void setLodBottom(int lodBottom) {
this.lodBottom = lodBottom;
}
/*public void setLodCalculator(LodCalculatorFactory lodCalculatorFactory) {
this.lodCalculatorFactory = lodCalculatorFactory;
setLodCalculator(lodCalculatorFactory.createCalculator(this));
}*/
@Override
public int collideWith(Collidable other, CollisionResults results) throws UnsupportedCollisionException {
if ((refreshFlags & (RF_BOUND | RF_TRANSFORM)) != 0) {
logger.log(Level.WARNING, "Scene graph must be updated before checking collision");
return 0;
}
if (other instanceof BoundingVolume) {
if (!getWorldBound().intersects((BoundingVolume)other)) {
return 0;
}
}
if (other instanceof Ray) {
return collideWithRay((Ray)other, results);
} else if (other instanceof BoundingVolume) {
return collideWithBoundingVolume((BoundingVolume)other, results);
} else {
throw new UnsupportedCollisionException("TerrainPatch cannot collide with "+other.getClass().getName());
}
}
private int collideWithRay(Ray ray, CollisionResults results) {
// This should be handled in the root terrain quad
return 0;
}
private int collideWithBoundingVolume(BoundingVolume boundingVolume, CollisionResults results) {
if (boundingVolume instanceof BoundingBox)
return collideWithBoundingBox((BoundingBox)boundingVolume, results);
else if(boundingVolume instanceof BoundingSphere) {
BoundingSphere sphere = (BoundingSphere) boundingVolume;
BoundingBox bbox = new BoundingBox(boundingVolume.getCenter().clone(), sphere.getRadius(),
sphere.getRadius(),
sphere.getRadius());
return collideWithBoundingBox(bbox, results);
}
return 0;
}
protected Vector3f worldCoordinateToLocal(Vector3f loc) {
Vector3f translated = new Vector3f();
translated.x = loc.x/getWorldScale().x - getWorldTranslation().x;
translated.y = loc.y/getWorldScale().y - getWorldTranslation().y;
translated.z = loc.z/getWorldScale().z - getWorldTranslation().z;
return translated;
}
/**
* This most definitely is not optimized.
*/
private int collideWithBoundingBox(BoundingBox bbox, CollisionResults results) {
// test the four corners, for cases where the bbox dimensions are less than the terrain grid size, which is probably most of the time
Vector3f topLeft = worldCoordinateToLocal(new Vector3f(bbox.getCenter().x-bbox.getXExtent(), 0, bbox.getCenter().z-bbox.getZExtent()));
Vector3f topRight = worldCoordinateToLocal(new Vector3f(bbox.getCenter().x+bbox.getXExtent(), 0, bbox.getCenter().z-bbox.getZExtent()));
Vector3f bottomLeft = worldCoordinateToLocal(new Vector3f(bbox.getCenter().x-bbox.getXExtent(), 0, bbox.getCenter().z+bbox.getZExtent()));
Vector3f bottomRight = worldCoordinateToLocal(new Vector3f(bbox.getCenter().x+bbox.getXExtent(), 0, bbox.getCenter().z+bbox.getZExtent()));
Triangle t = getTriangle(topLeft.x, topLeft.z);
if (t != null && bbox.collideWith(t, results) > 0)
return 1;
t = getTriangle(topRight.x, topRight.z);
if (t != null && bbox.collideWith(t, results) > 0)
return 1;
t = getTriangle(bottomLeft.x, bottomLeft.z);
if (t != null && bbox.collideWith(t, results) > 0)
return 1;
t = getTriangle(bottomRight.x, bottomRight.z);
if (t != null && bbox.collideWith(t, results) > 0)
return 1;
// box is larger than the points on the terrain, so test against the points
for (float z=topLeft.z; z= size || z >= size)
continue;
t = getTriangle(x,z);
if (t != null && bbox.collideWith(t, results) > 0)
return 1;
}
}
return 0;
}
@Override
public void write(JmeExporter ex) throws IOException {
// the mesh is removed, and reloaded when read() is called
// this reduces the save size to 10% by not saving the mesh
Mesh temp = getMesh();
mesh = null;
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(size, "size", 16);
oc.write(totalSize, "totalSize", 16);
oc.write(quadrant, "quadrant", (short)0);
oc.write(stepScale, "stepScale", Vector3f.UNIT_XYZ);
oc.write(offset, "offset", Vector3f.UNIT_XYZ);
oc.write(offsetAmount, "offsetAmount", 0);
//oc.write(lodCalculator, "lodCalculator", null);
//oc.write(lodCalculatorFactory, "lodCalculatorFactory", null);
oc.write(lodEntropy, "lodEntropy", null);
oc.write(geomap, "geomap", null);
setMesh(temp);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
size = ic.readInt("size", 16);
totalSize = ic.readInt("totalSize", 16);
quadrant = ic.readShort("quadrant", (short)0);
stepScale = (Vector3f) ic.readSavable("stepScale", Vector3f.UNIT_XYZ);
offset = (Vector2f) ic.readSavable("offset", Vector3f.UNIT_XYZ);
offsetAmount = ic.readFloat("offsetAmount", 0);
//lodCalculator = (LodCalculator) ic.readSavable("lodCalculator", new DistanceLodCalculator());
//lodCalculator.setTerrainPatch(this);
//lodCalculatorFactory = (LodCalculatorFactory) ic.readSavable("lodCalculatorFactory", null);
lodEntropy = ic.readFloatArray("lodEntropy", null);
geomap = (LODGeomap) ic.readSavable("geomap", null);
Mesh regen = geomap.createMesh(stepScale, new Vector2f(1,1), offset, offsetAmount, totalSize, false);
setMesh(regen);
//TangentBinormalGenerator.generate(this); // note that this will be removed
ensurePositiveVolumeBBox();
}
@Override
public TerrainPatch clone() {
// Note: this method should probably be using JmeCloner instead of manually
// cloning. -pspeed:2020-08-21
TerrainPatch clone = new TerrainPatch();
clone.name = name.toString();
clone.size = size;
clone.totalSize = totalSize;
clone.quadrant = quadrant;
clone.stepScale = stepScale.clone();
clone.offset = offset.clone();
clone.offsetAmount = offsetAmount;
//clone.lodCalculator = lodCalculator.clone();
//clone.lodCalculator.setTerrainPatch(clone);
//clone.setLodCalculator(lodCalculatorFactory.clone());
clone.geomap = new LODGeomap(size, geomap.getHeightArray());
clone.setLocalTranslation(getLocalTranslation().clone());
Mesh m = clone.geomap.createMesh(clone.stepScale, Vector2f.UNIT_XY, clone.offset, clone.offsetAmount, clone.totalSize, false);
clone.setMesh(m);
clone.setMaterial(material == null ? null : material.clone());
return clone;
}
/**
* Called internally by com.jme3.util.clone.Cloner. Do not call directly.
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
super.cloneFields(cloner, original);
this.stepScale = cloner.clone(stepScale);
this.offset = cloner.clone(offset);
this.leftNeighbour = null;
this.topNeighbour = null;
this.rightNeighbour = null;
this.bottomNeighbour = null;
// Don't feel like making geomap cloneable tonight,
// so I'll copy the old logic.
this.geomap = new LODGeomap(size, geomap.getHeightArray());
Mesh m = geomap.createMesh(stepScale, Vector2f.UNIT_XY, offset, offsetAmount, totalSize, false);
this.setMesh(m);
// In this case, we always clone material even if the cloner is set up
// not to clone it. Terrain uses mutable textures and stuff, so it's important
// to clone it. (At least that's my understanding and is evidenced by the old
// clone code specifically cloning material.) -pspeed
// Also note that Geometry will have potentially already cloned this but the pre-JmeCloner
// code didn't care about that extra garbage, either. -pspeed:2020-08-21
this.material = material == null ? null : material.clone();
}
protected void ensurePositiveVolumeBBox() {
if (getModelBound() instanceof BoundingBox) {
if (((BoundingBox)getModelBound()).getYExtent() < 0.001f) {
// a correction so the box always has a volume
((BoundingBox)getModelBound()).setYExtent(0.001f);
updateWorldBound();
}
}
}
/**
* Caches the transforms (except rotation) so the LOD calculator,
* which runs on a separate thread, can access them safely.
*/
protected void cacheTerrainTransforms() {
this.worldScaleCached = getWorldScale().clone();
this.worldTranslationCached = getWorldTranslation().clone();
}
public Vector3f getWorldScaleCached() {
return worldScaleCached;
}
public Vector3f getWorldTranslationCached() {
return worldTranslationCached;
}
/**
* Removes any references when the terrain is being removed.
*/
protected void clearCaches() {
if (leftNeighbour != null) {
leftNeighbour.rightNeighbour = null;
leftNeighbour = null;
}
if (rightNeighbour != null) {
rightNeighbour.leftNeighbour = null;
rightNeighbour = null;
}
if (topNeighbour != null) {
topNeighbour.bottomNeighbour = null;
topNeighbour = null;
}
if (bottomNeighbour != null) {
bottomNeighbour.topNeighbour = null;
bottomNeighbour = null;
}
}
}
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