Axmol Engine 2.4.0-258ceca
|
Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More...
#include <Terrain.h>
Inherits Node.
Classes | |
struct | DetailMap |
DetailMap this struct maintain a detail map data ,including source file ,detail size. More... | |
struct | TerrainData |
TerrainData This TerrainData struct warp all parameter that Terrain need to create. More... | |
struct | Triangle |
Triangle. More... | |
Public Types | |
enum class | CrackFixedType |
the crack fix type. More... | |
Public Member Functions | |
void | setLightMap (std::string_view fileName) |
set light map texture | |
void | setLightDir (const Vec3 &lightDir) |
set directional light for the terrain | |
bool | initProperties () |
initialize all Properties which terrain need | |
bool | initHeightMap (std::string_view heightMap) |
initialize heightMap data | |
bool | initTextures () |
initialize alphaMap ,detailMaps textures | |
float | getHeight (float x, float z, Vec3 *normal=nullptr) const |
get specified position's height mapping to the terrain,use bi-linear interpolation method | |
float | getHeight (const Vec2 &pos, Vec3 *normal=nullptr) const |
get specified position's height mapping to the terrain,use bi-linear interpolation method | |
Vec3 | getNormal (int pixelX, int pixelY) const |
get the normal of the specified position in terrain | |
float | getImageHeight (int pixelX, int pixelY) const |
get height from the raw height filed | |
void | setDrawWire (bool boolValue) |
show the wireline instead of the surface,Debug Use only. | |
void | setLODDistance (float lod1, float lod2, float lod3) |
Set threshold distance of each LOD level,must equal or greater than the chunk size @Note when invoke initHeightMap, the LOD distance will be automatic calculated. | |
void | setIsEnableFrustumCull (bool boolValue) |
Switch frustum Culling Flag @Note frustum culling will remarkable improve your terrain rendering performance. | |
void | setAlphaMap (ax::Texture2D *newAlphaMapTexture) |
set the alpha map | |
void | setDetailMap (unsigned int index, DetailMap detailMap) |
set the Detail Map | |
virtual void | draw (ax::Renderer *renderer, const ax::Mat4 &transform, uint32_t flags) override |
Override this method to draw your own node. | |
Vec3 | getIntersectionPoint (const Ray &ray) const |
Ray-Terrain intersection. | |
bool | getIntersectionPoint (const Ray &ray, Vec3 &intersectionPoint) const |
Ray-Terrain intersection. | |
void | setMaxDetailMapAmount (int maxValue) |
set the MaxDetailAmount. | |
Vec2 | convertToTerrainSpace (const Vec2 &worldSpace) const |
Convert a world Space position (X,Z) to terrain space position (X,Z) | |
void | resetHeightMap (std::string_view heightMap) |
reset the heightmap data. | |
float | getMinHeight () |
get the terrain's minimal height. | |
float | getMaxHeight () |
get the terrain's maximal height. | |
AABB | getAABB () |
get the terrain's AABB(in world space) | |
void | setSkirtHeightRatio (float ratio) |
set the skirt height ratio | |
QuadTree * | getQuadTree () |
get the terrain's quad tree which is also the root node. | |
Vec2 | getTerrainSize () const |
get the terrain's size | |
std::vector< float > | getHeightData () const |
get the terrain's height data | |
![]() | |
virtual bool | isRunning () const |
Returns whether or not the node is "running". | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. | |
virtual void | cleanup () |
Stops all running actions and schedulers. | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
Visits this node's children and draw them recursively. | |
virtual Scene * | getScene () const |
Returns the Scene that contains the Node. | |
virtual Rect | getBoundingBox () const |
Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. | |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for scene. | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher of scene. | |
virtual uint8_t | getOpacity () const |
Return the node's opacity. | |
virtual uint8_t | getDisplayedOpacity () const |
Return the node's display opacity. | |
virtual void | setOpacity (uint8_t opacity) |
Change node opacity. | |
virtual void | updateDisplayedOpacity (uint8_t parentOpacity) |
Update the displayed opacity of node with it's parent opacity;. | |
virtual bool | isCascadeOpacityEnabled () const |
Whether cascadeOpacity is enabled or not. | |
virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
Change node's cascadeOpacity property. | |
virtual const Color3B & | getColor () const |
Query node's color value. | |
virtual const Color3B & | getDisplayedColor () const |
Query node's displayed color. | |
virtual void | setColor (const Color3B &color) |
Change the color of node. | |
virtual void | updateDisplayedColor (const Color3B &parentColor) |
Update node's displayed color with its parent color. | |
virtual bool | isCascadeColorEnabled () const |
Query whether cascadeColor is enabled or not. | |
virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
If you want node's color affect the children node's color, then set it to true. | |
virtual void | setOpacityModifyRGB (bool value) |
If you want the opacity affect the color property, then set to true. | |
virtual bool | isOpacityModifyRGB () const |
If node opacity will modify the RGB color value, then you should override this method and return true. | |
void | setOnEnterCallback (const std::function< void()> &callback) |
Set the callback of event onEnter. | |
const std::function< void()> & | getOnEnterCallback () const |
Get the callback of event onEnter. | |
void | setOnExitCallback (const std::function< void()> &callback) |
Set the callback of event onExit. | |
const std::function< void()> & | getOnExitCallback () const |
Get the callback of event onExit. | |
void | setOnEnterTransitionDidFinishCallback (const std::function< void()> &callback) |
Set the callback of event EnterTransitionDidFinish. | |
const std::function< void()> & | getOnEnterTransitionDidFinishCallback () const |
Get the callback of event EnterTransitionDidFinish. | |
void | setOnExitTransitionDidStartCallback (const std::function< void()> &callback) |
Set the callback of event ExitTransitionDidStart. | |
const std::function< void()> & | getOnExitTransitionDidStartCallback () const |
Get the callback of event ExitTransitionDidStart. | |
unsigned short | getCameraMask () const |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true | |
virtual void | setCameraMask (unsigned short mask, bool applyChildren=true) |
Modify the camera mask for current node. | |
void | applyMaskOnEnter (bool applyChildren) |
Should addChild() make the child follow it's parent's mask? | |
virtual bool | setProgramState (backend::ProgramState *programState, bool ownPS=false) |
Sets ProgramState with retain. | |
backend::ProgramState * | setProgramStateByProgramId (uint64_t progId) |
Sets ProgramState by programId. | |
virtual void | setLocalZOrder (int localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. | |
void | updateOrderOfArrival () |
! | |
virtual int | getLocalZOrder () const |
Gets the local Z order of this node. | |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the order in which the nodes are renderer. | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. | |
virtual void | setScaleX (float scaleX) |
Sets the scale (x) of the node. | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node. | |
virtual void | setScaleY (float scaleY) |
Sets the scale (y) of the node. | |
virtual float | getScaleY () const |
Returns the scale factor on Y axis of this node. | |
virtual void | setScaleZ (float scaleZ) |
Changes the scale factor on Z axis of this node. | |
virtual float | getScaleZ () const |
Returns the scale factor on Z axis of this node. | |
virtual void | setScale (float scale) |
Sets the scale (x,y,z) of the node. | |
virtual float | getScale () const |
Gets the scale factor of the node, when X and Y have the same scale factor. | |
virtual void | setScale (float scaleX, float scaleY) |
Sets the scale (x,y) of the node. | |
virtual void | setPosition (const Vec2 &position) |
Sets the position (x,y) of the node in its parent's coordinate system. | |
virtual void | setPositionNormalized (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. | |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. | |
virtual const Vec2 & | getPositionNormalized () const |
Returns the normalized position. | |
virtual void | setPosition (float x, float y) |
Sets the position (x,y) of the node in its parent's coordinate system. | |
virtual void | getPosition (float *x, float *y) const |
Gets position in a more efficient way, returns two number instead of a Vec2 object. | |
virtual void | setPositionX (float x) |
Gets/Sets x or y coordinate individually for position. | |
virtual float | getPositionX () const |
Gets the x coordinate of the node in its parent's coordinate system. | |
virtual void | setPositionY (float y) |
Sets the y coordinate of the node in its parent's coordinate system. | |
virtual float | getPositionY () const |
Gets the y coordinate of the node in its parent's coordinate system. | |
virtual void | setPosition3D (const Vec3 &position) |
Sets the position (X, Y, and Z) in its parent's coordinate system. | |
virtual Vec3 | getPosition3D () const |
Returns the position (X,Y,Z) in its parent's coordinate system. | |
virtual void | setPositionZ (float positionZ) |
Sets the 'z' coordinate in the position. | |
virtual float | getPositionZ () const |
Gets position Z coordinate of this node. | |
virtual void | setSkewX (float skewX) |
Changes the X skew angle of the node in degrees. | |
virtual float | getSkewX () const |
Returns the X skew angle of the node in degrees. | |
virtual void | setSkewY (float skewY) |
Changes the Y skew angle of the node in degrees. | |
virtual float | getSkewY () const |
Returns the Y skew angle of the node in degrees. | |
virtual void | setAnchorPoint (const Vec2 &anchorPoint) |
Sets the anchor point in percent. | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. | |
virtual void | setContentSize (const Vec2 &contentSize) |
Sets the untransformed size of the node. | |
virtual const Vec2 & | getContentSize () const |
Returns the untransformed size of the node. | |
virtual bool | hitTest (const Vec2 &worldPoint) const |
The basic node hit test, since axmol-1.0. | |
virtual void | setVisible (bool visible) |
Sets whether the node is visible. | |
virtual bool | isVisible () const |
Determines if the node is visible. | |
virtual void | setRotation (float rotation) |
Sets the rotation (angle) of the node in degrees. | |
virtual float | getRotation () const |
Returns the rotation of the node in degrees. | |
virtual void | setRotation3D (const Vec3 &rotation) |
Sets the rotation (X,Y,Z) in degrees. | |
virtual Vec3 | getRotation3D () const |
Returns the rotation (X,Y,Z) in degrees. | |
virtual void | setRotationQuat (const Quaternion &quat) |
Set rotation by quaternion. | |
virtual Quaternion | getRotationQuat () const |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. | |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. | |
virtual void | setRotationSkewY (float rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. | |
virtual float | getRotationSkewY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. | |
virtual void | setIgnoreAnchorPointForPosition (bool ignore) |
Sets whether the anchor point will be (0,0) when you position this node. | |
virtual bool | isIgnoreAnchorPointForPosition () const |
Gets whether the anchor point will be (0,0) when you position this node. | |
virtual int | getTag () const |
Returns a tag that is used to identify the node easily. | |
virtual void | setTag (int tag) |
Changes the tag that is used to identify the node easily. | |
virtual std::string_view | getName () const |
Returns a string that is used to identify the node. | |
virtual void | setName (std::string_view name) |
Changes the name that is used to identify the node easily. | |
virtual void * | getUserData () |
Returns a custom user data pointer. | |
virtual const void * | getUserData () const |
@lua NA | |
virtual void | setUserData (void *userData) |
Sets a custom user data pointer. | |
virtual Object * | getUserObject () |
Returns a user assigned Object. | |
virtual const Object * | getUserObject () const |
@lua NA | |
virtual void | setUserObject (Object *userObject) |
Returns a user assigned Object. | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in the 'stage'. | |
virtual void | onExit () |
Event callback that is invoked every time the Node leaves the 'stage'. | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the Node leaves the 'stage'. | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. | |
virtual ActionManager * | getActionManager () |
Gets the ActionManager object that is used by all actions. | |
virtual Action * | runAction (Action *action) |
Executes an action, and returns the action that is executed. | |
void | stopAllActions () |
Stops and removes all actions from the running action list . | |
void | stopAction (Action *action) |
Stops and removes an action from the running action list. | |
void | stopActionByTag (int tag) |
Removes an action from the running action list by its tag. | |
void | stopAllActionsByTag (int tag) |
Removes all actions from the running action list by its tag. | |
void | stopActionsByFlags (unsigned int flags) |
Removes all actions from the running action list by its flags. | |
Action * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. | |
ssize_t | getNumberOfRunningActions () const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). | |
ssize_t | getNumberOfRunningActionsByTag (int tag) const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. | |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. | |
virtual Scheduler * | getScheduler () |
Gets a Scheduler object. | |
bool | isScheduled (SEL_SCHEDULE selector) const |
Checks whether a selector is scheduled. | |
bool | isScheduled (std::string_view key) const |
Checks whether a lambda function is scheduled. | |
void | scheduleUpdate () |
Schedules the "update" method. | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. | |
void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
Schedules a custom selector. | |
void | schedule (SEL_SCHEDULE selector, float interval) |
Schedules a custom selector with an interval time in seconds. | |
void | scheduleOnce (SEL_SCHEDULE selector, float delay) |
Schedules a selector that runs only once, with a delay of 0 or larger. | |
void | scheduleOnce (const std::function< void(float)> &callback, float delay, std::string_view key) |
Schedules a lambda function that runs only once, with a delay of 0 or larger. | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. | |
void | schedule (const std::function< void(float)> &callback, std::string_view key) |
Schedules a lambda function. | |
void | schedule (const std::function< void(float)> &callback, float interval, std::string_view key) |
Schedules a lambda function. | |
void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, std::string_view key) |
Schedules a lambda function. | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. | |
void | unschedule (std::string_view key) |
Unschedules a lambda function. | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
virtual void | resume () |
Resumes all scheduled selectors, actions and event listeners. | |
virtual void | pause () |
Pauses all scheduled selectors, actions and event listeners. | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
virtual void | updateTransform () |
Calls children's updateTransform() method recursively. | |
virtual const Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. | |
virtual Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. | |
virtual AffineTransform | getNodeToParentAffineTransform (Node *ancestor) const |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. | |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. | |
virtual const Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. | |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. | |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. | |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. | |
Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
Converts a Vec2 to world space coordinates. | |
Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. | |
Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
Converts a local Vec2 to world space coordinates.The result is in Points. | |
Vec2 | convertTouchToNodeSpace (Touch *touch) const |
convenience methods which take a Touch instead of Vec2. | |
Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
converts a Touch (world coordinates) into a local coordinate. | |
Vec2 | getWorldPosition () const |
Gets position of node in world space. | |
void | setWorldPosition (const Vec2 &position) |
Sets position of node in world space. | |
void | setAdditionalTransform (const Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. | |
Component * | getComponent (std::string_view name) |
Gets a component by its name. | |
virtual bool | addComponent (Component *component) |
Adds a component. | |
virtual bool | removeComponent (std::string_view name) |
Removes a component by its name. | |
virtual bool | removeComponent (Component *component) |
Removes a component by its pointer. | |
virtual void | removeAllComponents () |
Removes all components. | |
virtual std::string | getDescription () const |
Gets the description string. | |
virtual void | addChild (Node *child) |
Adds a child to the container with z-order as 0. | |
virtual void | addChild (Node *child, int localZOrder) |
Adds a child to the container with a local z-order. | |
virtual void | addChild (Node *child, int localZOrder, int tag) |
Adds a child to the container with z order and tag. | |
virtual void | addChild (Node *child, int localZOrder, std::string_view name) |
Adds a child to the container with z order and tag. | |
virtual Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. | |
template<typename T> | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. | |
virtual Node * | getChildByName (std::string_view name) const |
Gets a child from the container with its name. | |
template<typename T> | |
T | getChildByName (std::string_view name) const |
Gets a child from the container with its name that can be cast to Type T. | |
virtual void | enumerateChildren (std::string_view name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. | |
virtual Vector< Node * > & | getChildren () |
Returns the array of the node's children. | |
virtual ssize_t | getChildrenCount () const |
Returns the amount of children. | |
virtual void | setParent (Node *parent) |
Sets the parent node. | |
virtual Node * | getParent () |
Returns a pointer to the parent node. | |
virtual void | removeFromParent () |
Removes this node itself from its parent node with a cleanup. | |
virtual void | removeFromParentAndCleanup (bool cleanup) |
Removes this node itself from its parent node. | |
virtual void | removeChild (Node *child, bool cleanup=true) |
Removes a child from the container. | |
virtual void | removeChildByTag (int tag, bool cleanup=true) |
Removes a child from the container by tag value. | |
virtual void | removeChildByName (std::string_view name, bool cleanup=true) |
Removes a child from the container by tag value. | |
virtual void | removeAllChildren () |
Removes all children from the container with a cleanup. | |
virtual void | removeAllChildrenWithCleanup (bool cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. | |
virtual void | reorderChild (Node *child, int localZOrder) |
Reorders a child according to a new z value. | |
virtual void | sortAllChildren () |
Sorts the children array once before drawing, instead of every time when a child is added or reordered. | |
![]() | |
void | retain () |
Retains the ownership. | |
void | release () |
Releases the ownership immediately. | |
Object * | autorelease () |
Releases the ownership sometime soon automatically. | |
unsigned int | getReferenceCount () const |
Returns the Object's current reference count. | |
virtual | ~Object () |
Destructor. | |
Static Public Member Functions | |
static Terrain * | create (TerrainData ¶meter, CrackFixedType fixedType=CrackFixedType::INCREASE_LOWER) |
create entry | |
static Node * | create () |
Allocates and initializes a node. | |
static int | getAttachedNodeCount () |
Gets count of nodes those are attached to scene graph. | |
template<typename _T> | |
static void | sortNodes (ax::Vector< _T * > &nodes) |
Sorts helper function. | |
Additional Inherited Members | |
![]() | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
![]() | |
static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images.
Terrains can be constructed from several different internal formats heightmap sources:
Terrain use TerrainData struct to initialize.the TerrainData struct warp all parameters that Terrain initialization need. TerrainData provide several handy constructor for users
Surface detail is provided via texture splatting, where multiple Detail texture layers can be added along with alpha map to define how different Detail texture blend with each other. These DetailTexture can be defined in TerrainData. The number of supported Detail texture is Four. although typically 2-3 levels is sufficient. For simple usage ,surface detail also is provided via simple Texture.
Internally, Terrain is divide into smaller, more manageable chunks, which can be culled separately for more efficient rendering. The size of the terrain chunks can be controlled via the chunkSize property in TerrainData.
Chunks are managed under the QuadTree.As DE FACTO terminal Node of the QuadTree; let us cull chunks efficiently to reduce drawCall amount And reduce the VBOs'Size that pass to the GPU.
Level of detail (LOD) is supported using a technique that is similar to texture mipmapping – called GeoMapping. A distance-to-camera based test used to decide the appropriate LOD for a terrain chunk. The number of LOD levels is 0 by default (which means only the base level is used),the maximum number of LOD levels is 4. Of course ,you can hack the value individually.
Finally, when LOD is enabled, cracks can begin to appear between terrain Chunks of different LOD levels. An acceptable solution might be to simply reduce the lower LOD(high detail,smooth) chunks border, And let the higher LOD(rough) chunks to seamlessly connect it.
We can use ray-terrain intersection to pick a point of the terrain; Also we can get an arbitrary point of the terrain's height and normal vector for convenience .
|
strong |
the crack fix type.
use to fix the gaps between different LOD chunks
void setLightDir | ( | const Vec3 & | lightDir | ) |
set directional light for the terrain
lightDir | The direction of directional light, Note that lightDir is in the terrain's local space. Most of the time terrain is placed at (0,0,0) and without rotation, so lightDir is also in the world space. |
float getHeight | ( | float | x, |
float | z, | ||
Vec3 * | normal = nullptr ) const |
get specified position's height mapping to the terrain,use bi-linear interpolation method
x | the X position |
z | the Z position |
normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
get specified position's height mapping to the terrain,use bi-linear interpolation method
pos | the position (X,Z) |
normal | the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip. |
Vec3 getNormal | ( | int | pixelX, |
int | pixelY ) const |
get the normal of the specified position in terrain
void setDrawWire | ( | bool | boolValue | ) |
show the wireline instead of the surface,Debug Use only.
@Note only support desktop platform
|
overridevirtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented from Node.
Ray-Terrain intersection.
Ray-Terrain intersection.
ray | to hit the terrain |
intersectionPoint | hit point if hit |