adding worldspace info to terrain data structures

Rendering manager can have multiple terrain, one for each queried worldspace
Terrain::World has a worldspace member
storage functions require a worldspace parameter.
This commit is contained in:
florent.teppe 2023-05-14 20:00:02 +02:00
parent 93e7b0d946
commit 1b718f09c5
17 changed files with 185 additions and 125 deletions

View file

@ -47,7 +47,7 @@ namespace Terrain
mTextureManager = std::make_unique<TextureManager>(mResourceSystem->getSceneManager());
mChunkManager = std::make_unique<ChunkManager>(
mStorage, mResourceSystem->getSceneManager(), mTextureManager.get(), mCompositeMapRenderer);
mStorage, mResourceSystem->getSceneManager(), mTextureManager.get(), mCompositeMapRenderer, mWorldspace);
mChunkManager->setNodeMask(nodeMask);
mCellBorder
= std::make_unique<CellBorder>(this, mTerrainRoot.get(), borderMask, mResourceSystem->getSceneManager());
@ -127,7 +127,7 @@ namespace Terrain
float World::getHeightAt(const osg::Vec3f& worldPos)
{
return mStorage->getHeightAt(worldPos);
return mStorage->getHeightAt(worldPos, mWorldspace);
}
void World::updateTextureFiltering()