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My Project
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a voxel terrain entity uses a 3d grid to present a terrain mesh, such can have caves and overhangs on traditional height map terrains. More...
#include <VoxelTerrainEntity.h>
Public Member Functions | |
| void | Init (const char *filename) |
| load the voxel entity from file. More... | |
| IsoSurfaceRenderable * | GetIsoSurface () |
| Get the Iso surface object for rendering. More... | |
Public Member Functions inherited from ParaEngine::AssetEntity | |
| AssetEntity (const AssetKey &key) | |
| ATTRIBUTE_DEFINE_CLASS (AssetEntity) | |
| virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
| this class should be implemented if one wants to add new attribute. More... | |
| ATTRIBUTE_METHOD1 (AssetEntity, GetLocalFileName_s, const char **) | |
| ATTRIBUTE_METHOD1 (AssetEntity, SetLocalFileName_s, const char *) | |
| ATTRIBUTE_METHOD1 (AssetEntity, GetRemoteAssetURL_s, const char **) | |
| ATTRIBUTE_METHOD1 (AssetEntity, IsValid_s, bool *) | |
| ATTRIBUTE_METHOD1 (AssetEntity, IsLoaded_s, bool *) | |
| ATTRIBUTE_METHOD1 (AssetEntity, IsLocked_s, bool *) | |
| ATTRIBUTE_METHOD1 (AssetEntity, IsInitialized_s, bool *) | |
| ATTRIBUTE_METHOD1 (AssetEntity, GetState_s, int *) | |
| ATTRIBUTE_METHOD1 (AssetEntity, SetState_s, int) | |
| virtual AssetType | GetType () |
| virtual const std::string & | GetIdentifier () |
| virtual bool | AutoSync (bool bForceSync=false, bool bLazyLoading=true) |
| call this function to automatically sync with the remote server according to current asset state More... | |
| virtual void | Refresh (const char *sFilename=NULL, bool bLazyLoad=false) |
| refresh the asset from local disk. More... | |
| virtual const string & | GetLocalFileName () |
| the actual local file name. More... | |
| virtual void | SetLocalFileName (const char *sFileName) |
| virtual string | GetRemoteAssetURL () |
| get the remote server url of this asset. More... | |
| virtual CParameterBlock * | GetParamBlock (bool bCreateIfNotExist=false) |
| get effect parameter block with this object. More... | |
| bool | IsValid () |
| whether this is a valid resource object. More... | |
| bool | IsInitialized () |
| whether initialized. More... | |
| virtual bool | IsLoaded () |
| most assets are loaded asynchronously. More... | |
| virtual int | Release () |
| call this function to safely release this asset. More... | |
| AssetKey & | GetKey () |
| return the key object. More... | |
| AssetState | GetState () |
| return the asset state. More... | |
| void | SetState (AssetState state) |
| set the asset state. More... | |
| virtual IAttributeFields * | GetAttributeObject () |
| get the attribute object of this asset. More... | |
| virtual HRESULT | InitDeviceObjects () |
| virtual HRESULT | RestoreDeviceObjects () |
| virtual HRESULT | InvalidateDeviceObjects () |
| virtual HRESULT | DeleteDeviceObjects () |
| virtual HRESULT | RendererRecreated () |
| callback of listening the event that renderer was recreated on Android/WP8 all opengl related id has already become invalid at this time, no need to release them, just recreate them all in this function. | |
| virtual void | Cleanup () |
| Clean up additional resources. More... | |
| void | LoadAsset () |
| load asset. More... | |
| void | UnloadAsset () |
| unload asset. More... | |
| void | GarbageCollectMe () |
| if its reference count is zero, unload this asset object. More... | |
| bool | IsLocked () |
| whether this is a locked resource resource. More... | |
| virtual bool | Lock (int nMethod=0) |
| Lock the object. More... | |
| virtual void | UnLock () |
| UnLock the object. | |
| virtual bool | GetBoundingBox (Vector3 *pMin, Vector3 *pMax) |
| Get AABB bounding box of the asset object. More... | |
Public Member Functions inherited from ParaEngine::IAttributeFields | |
| virtual int | GetAttributeClassID () |
| attribute class ID should be identical, unless one knows how overriding rules work. More... | |
| virtual const char * | GetAttributeClassName () |
| a static string, describing the attribute class object's name | |
| virtual const char * | GetAttributeClassDescription () |
| a static string, describing the attribute class object | |
| virtual int | GetChildAttributeColumnCount () |
| we support multi-dimensional child object. More... | |
| virtual int | GetChildAttributeObjectCount (int nColumnIndex=0) |
| get the number of child objects (row count) in the given column. More... | |
| virtual IAttributeFields * | GetChildAttributeObject (int nRowIndex, int nColumnIndex=0) |
| virtual IAttributeFields * | GetChildAttributeObject (const std::string &sName) |
| get attribute by child object. More... | |
| ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **) | |
| ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *) | |
| ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s) | |
| ATTRIBUTE_METHOD (IAttributeFields, AddRef_s) | |
| ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *) | |
| ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int) | |
| ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *) | |
| ATTRIBUTE_METHOD (IAttributeFields, Release_s) | |
| virtual void | SetIdentifier (const std::string &sID) |
| virtual bool | IsModified () |
| whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More... | |
| virtual void | SetModified (bool bModified) |
| set whether any field has been modified. More... | |
| virtual bool | ValidateFields () |
| validate all fields and return true if validation passed. More... | |
| virtual string | GetValidationMessage () |
| get the recent validation message due to the most recent call to ValidateFields() | |
| virtual bool | ResetField (int nFieldID) |
| Reset the field to its initial or default value. More... | |
| virtual bool | InvokeEditor (int nFieldID, const std::string &sParameters) |
| Invoke an (external) editor for a given field. More... | |
| virtual bool | AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0) |
| add child object. More... | |
| virtual void * | QueryObjectByName (const std::string &sObjectType) |
| convert to object of a given type. More... | |
| virtual void * | QueryObject (int nObjectType) |
| convert to object of a given type. More... | |
| virtual int | GetTime () |
| get the current local time in case it is animated in milli seconds frames. More... | |
| virtual void | SetTime (int nTime) |
| virtual CDynamicAttributeField * | GetDynamicField (const std::string &sName) |
| Get a dynamic field with a given name. More... | |
| virtual CDynamicAttributeField * | GetDynamicField (int nIndex) |
| Get a dynamic field with a given index. More... | |
| virtual const char * | GetDynamicFieldNameByIndex (int nIndex) |
| get field name by index | |
| virtual int | GetDynamicFieldCount () |
| how many dynamic field this object currently have. More... | |
| virtual int | SetDynamicField (const std::string &sName, const CVariable &value) |
| set a dynamic field with a given name. More... | |
| virtual int | AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType) |
| add dynamic field and return field index | |
| virtual void | RemoveAllDynamicFields () |
| remove all dynamic fields | |
| virtual int | SaveDynamicFieldsToString (std::string &output) |
| save only text dynamic fields to fieldname = value text strings. More... | |
| virtual int | LoadDynamicFieldsFromString (const std::string &input) |
| load only text dynamic fields from string More... | |
| CAttributeClass * | GetAttributeClass () |
| get the main attribute class object. More... | |
| void | PrintObject () |
| print the content of this object to a text file at temp/doc/[ClassName].txt. More... | |
Public Member Functions inherited from ParaEngine::IObject | |
| virtual void | Clone (IObject *obj) const |
| Clone the object's contains to a pointer. More... | |
| virtual IObject * | Clone () const |
| Clone the object's contains and return a pointer to the newly created object. More... | |
| virtual bool | Equals (const IObject *obj) const |
| Compare the object with another object. More... | |
| virtual const IType * | GetType () const |
| virtual std::string | ToString () const |
| WeakPtr_type & | GetWeakReference () |
| get weak reference object. More... | |
| virtual int | ProcessObjectEvent (const ObjectEvent &event) |
| this function is only used to backward compatibility of ParaObject:AddEvent() function. More... | |
Public Member Functions inherited from ParaEngine::CRefCounted | |
| void | addref () const |
| add reference count of the object. More... | |
| bool | delref () const |
| decrease reference count of the object. More... | |
| int | GetRefCount () const |
| get the reference count | |
| CRefCounted * | AddToAutoReleasePool () |
| addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More... | |
Public Attributes | |
| DataGridPtr | m_pDataGrid |
| this is only created when a voxel entity is being manually edited by the user. More... | |
Public Attributes inherited from ParaEngine::AssetEntity | |
| AssetKey | m_key |
| this is the unique key object. More... | |
| bool | m_bIsInitialized |
| whether this entity is initialized;Entity is by default lazily initialized | |
| bool | m_bIsValid |
| whether this is a valid resource object. More... | |
Additional Inherited Members | |
Public Types inherited from ParaEngine::AssetEntity | |
| enum | AssetState { ASSET_STATE_NORMAL, ASSET_STATE_LOCAL, ASSET_STATE_REMOTE, ASSET_STATE_CACHE, ASSET_STATE_SYNC_START, ASSET_STATE_SYNC_SUCCEED, ASSET_STATE_SYNC_FAIL, ASSET_STATE_FAILED_TO_LOAD } |
| the asset state. More... | |
| enum | AssetType { base =0, texture, mesh, multianimation, spritevertex, font, sound, mdx, parax, database, effectfile, dllplugin, datagrid, cadMesh, image } |
| each asset type has a unique asset type number | |
Public Types inherited from ParaEngine::IAttributeFields | |
| typedef ParaEngine::weak_ptr< IObject, IAttributeFields > | WeakPtr_type |
Public Types inherited from ParaEngine::IObject | |
| typedef ParaEngine::weak_ptr< IObject > | WeakPtr_type |
Static Public Member Functions inherited from ParaEngine::AssetEntity | |
| static const string & | GetAssetServerUrl () |
| get the asset server url. More... | |
| static void | SetAssetServerUrl (const char *pStr) |
| set the asset server url. More... | |
Static Public Member Functions inherited from ParaEngine::IAttributeFields | |
| static HRESULT | GetAttributeClassID_s (IAttributeFields *cls, int *p1) |
| static HRESULT | GetAttributeClassName_s (IAttributeFields *cls, const char **p1) |
| static bool | OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false) |
| Open a given file with the default registered editor in the game engine. More... | |
Protected Member Functions inherited from ParaEngine::IAttributeFields | |
| virtual CAttributeClass * | CreateAttributeClass () |
| initialize fields | |
| virtual CDynamicAttributesSet * | GetDynamicAttributes (bool bCreateIfNotExist=false) |
Protected Attributes inherited from ParaEngine::IObject | |
| WeakPtr_type | m_weak_reference |
Protected Attributes inherited from ParaEngine::CRefCounted | |
| int | m_refcount |
a voxel terrain entity uses a 3d grid to present a terrain mesh, such can have caves and overhangs on traditional height map terrains.
Internally, I used matching cube algorithm to build triangles from a 3d grid. Please note that a voxel terrain needs to be perfectly aligned with the height map terrain and use same base texture at intersection points. There are some tricks to make this work.
| IsoSurfaceRenderable* ParaEngine::VoxelTerrainEntity::GetIsoSurface | ( | ) |
Get the Iso surface object for rendering.
The isosurface is not created until this function is called the first time.
| void ParaEngine::VoxelTerrainEntity::Init | ( | const char * | filename | ) |
load the voxel entity from file.
the text file contains the grid data in the following format. – how many sells in the grid in x,y,z direction cellx = 32 celly = 32 cellz = 32 – index and value pairs. If an index is not defined, it is empty. – number of value pairs followed by index, value pairs on each line. ValueCount = 32 index,value; ... index,value;
| DataGridPtr ParaEngine::VoxelTerrainEntity::m_pDataGrid |
this is only created when a voxel entity is being manually edited by the user.
In other cases, like reading from file, the data grid is NULL; the global grid in VoxelTerrainManager is used to save memory.
1.8.12