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/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.terrain;
import com.jme3.material.Material;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.terrain.geomipmap.lodcalc.LodCalculator;
import java.util.List;
/**
* Terrain can be one or many meshes comprising of a, probably large, piece of land.
* Terrain is Y-up in the grid axis, meaning gravity acts in the -Y direction.
* Level of Detail (LOD) is supported and expected as terrains can get very large. LOD can
* also be disabled if you so desire, however some terrain implementations can choose to ignore
* useLOD(boolean).
* Terrain implementations should extend Node, or at least Spatial.
*
* @author bowens
*/
public interface Terrain {
/**
* Get the real-world height of the terrain at the specified X-Z coorindate.
* @param xz the X-Z world coordinate
* @return the height at the given point
*/
public float getHeight(Vector2f xz);
/**
* Get the normal vector for the surface of the terrain at the specified
* X-Z coordinate. This normal vector can be a close approximation. It does not
* take into account any normal maps on the material.
* @param xz the X-Z world coordinate
* @return the normal vector at the given point
*/
public Vector3f getNormal(Vector2f xz);
/**
* Get the heightmap height at the specified X-Z coordinate. This does not
* count scaling and snaps the XZ coordinate to the nearest (rounded) heightmap grid point.
* @param xz world coordinate
* @return the height, unscaled and uninterpolated
*/
public float getHeightmapHeight(Vector2f xz);
/**
* Set the height at the specified X-Z coordinate.
* To set the height of the terrain and see it, you will have
* to unlock the terrain meshes by calling terrain.setLocked(false) before
* you call setHeight().
* @param xzCoordinate coordinate to set the height
* @param height that will be set at the coordinate
*/
public void setHeight(Vector2f xzCoordinate, float height);
/**
* Set the height at many points. The two lists must be the same size.
* Each xz coordinate entry matches to a height entry, 1 for 1. So the
* first coordinate matches to the first height value, the last to the
* last etc.
* @param xz a list of coordinates where the hight will be set
* @param height the heights that match the xz coordinates
*/
public void setHeight(List<Vector2f> xz, List<Float> height);
/**
* Raise/lower the height in one call (instead of getHeight then setHeight).
* @param xzCoordinate world coordinate to adjust the terrain height
* @param delta +- value to adjust the height by
*/
public void adjustHeight(Vector2f xzCoordinate, float delta);
/**
* Raise/lower the height at many points. The two lists must be the same size.
* Each xz coordinate entry matches to a height entry, 1 for 1. So the
* first coordinate matches to the first height value, the last to the
* last etc.
* @param xz a list of coordinates where the hight will be adjusted
* @param height +- value to adjust the height by, that matches the xz coordinates
*/
public void adjustHeight(List<Vector2f> xz, List<Float> height);
/**
* Get the heightmap of the entire terrain.
* This can return null if that terrain object does not store the height data.
* Infinite or "paged" terrains will not be able to support this, so use with caution.
*/
public float[] getHeightMap();
/**
* This is calculated by the specific LOD algorithm.
* A value of one means that the terrain is showing full detail.
* The higher the value, the more the terrain has been generalized
* and the less detailed it will be.
*/
public int getMaxLod();
/**
* Called by an LodControl.
* Calculates the level of detail of the terrain and adjusts its geometry.
* This is where the Terrain's LOD algorithm will change the detail of
* the terrain based on how far away this position is from the particular
* terrain patch.
* @param location the Camera's location. A list of one camera location is normal
* if you just have one camera in your scene.
*/
public void update(List<Vector3f> location, LodCalculator lodCalculator);
/**
* Lock or unlock the meshes of this terrain.
* Locked meshes are un-editable but have better performance.
* This should call the underlying getMesh().setStatic()/setDynamic() methods.
* @param locked or unlocked
*/
public void setLocked(boolean locked);
/**
* Pre-calculate entropy values.
* Some terrain systems support entropy calculations to determine LOD
* changes. Often these entropy calculations are expensive and can be
* cached ahead of time. Use this method to do that.
*/
public void generateEntropy(ProgressMonitor monitor);
/**
* Returns the material that this terrain uses.
* If it uses many materials, just return the one you think is best.
* For TerrainQuads this is sufficient. For TerrainGrid you want to call
* getMaterial(Vector3f) instead.
*/
public Material getMaterial();
/**
* Returns the material that this terrain uses.
* Terrain can have different materials in different locations.
* In general, the TerrainQuad will only have one material. But
* TerrainGrid will have a different material per tile.
*
* It could be possible to pass in null for the location, some Terrain
* implementations might just have the one material and not care where
* you are looking. So implementations must handle null being supplied.
*
* @param worldLocation the location, in world coordinates, of where
* we are interested in the underlying texture.
*/
public Material getMaterial(Vector3f worldLocation);
/**
* Used for painting to get the number of vertices along the edge of the
* terrain.
* This is an un-scaled size, and should represent the vertex count (ie. the
* texture coord count) along an edge of a square terrain.
*
* In the standard TerrainQuad default implementation, this will return
* the "totalSize" of the terrain (512 or so).
*/
public int getTerrainSize();
/**
* Get the scale of the texture coordinates. Normally if the texture is
* laid on the terrain and not scaled so that the texture does not repeat,
* then each texture coordinate (on a vertex) will be 1/(terrain size).
* That is: the coverage between each consecutive texture coordinate will
* be a percentage of the total terrain size.
* So if the terrain is 512 vertexes wide, then each texture coord will cover
* 1/512 (or 0.00195) percent of the texture.
* This is used for converting between tri-planar texture scales and regular
* texture scales.
*
* not needed
*/
//public float getTextureCoordinateScale();
/**
*
*
*/
public int getNumMajorSubdivisions();
}