/* * Copyright (c) 2015 scrawl * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef COMPONENTS_TERRAIN_TERRAINGRID_H #define COMPONENTS_TERRAIN_TERRAINGRID_H #include "world.hpp" #include "material.hpp" namespace Terrain { class GridElement; /// @brief Simple terrain implementation that loads cells in a grid, with no LOD class TerrainGrid : public Terrain::World { public: TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask); ~TerrainGrid(); virtual void loadCell(int x, int y); virtual void unloadCell(int x, int y); private: typedef std::map, GridElement*> Grid; Grid mGrid; }; } #endif