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44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
#include "terrainstorage.hpp"
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namespace CSVRender
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{
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TerrainStorage::TerrainStorage(const CSMWorld::Data &data)
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: mData(data)
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{
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}
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ESM::Land* TerrainStorage::getLand(int cellX, int cellY)
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{
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std::ostringstream stream;
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stream << "#" << cellX << " " << cellY;
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// The cell isn't guaranteed to have Land. This is because the terrain implementation
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// has to wrap the vertices of the last row and column to the next cell, which may be a nonexisting cell
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int index = mData.getLand().searchId(stream.str());
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if (index == -1)
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return NULL;
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ESM::Land* land = mData.getLand().getRecord(index).get().mLand.get();
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int mask = ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML | ESM::Land::DATA_VCLR | ESM::Land::DATA_VTEX;
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if (!land->isDataLoaded(mask))
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land->loadData(mask);
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return land;
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}
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const ESM::LandTexture* TerrainStorage::getLandTexture(int index, short plugin)
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{
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std::ostringstream stream;
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stream << index << "_" << plugin;
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return &mData.getLandTextures().getRecord(stream.str()).get();
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}
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void TerrainStorage::getBounds(float &minX, float &maxX, float &minY, float &maxY)
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{
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// not needed at the moment - this returns the bounds of the whole world, but we only edit individual cells
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throw std::runtime_error("getBounds not implemented");
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}
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}
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