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face.h
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face.h
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#pragma once
#include "modelclass.h"
#include <list>
#include <thread>
#include <noise/noise.h>
#include "noiseutils.h"
#include "maths.h"
#include "mapping.h"
using namespace noise;
using namespace Maths;
class Face
{
public:
struct Transform
{
Transform() {};
Transform(XMFLOAT3 _pos, XMFLOAT3 _scale, XMFLOAT3 _rot, XMFLOAT3 _perlin) :Transform()
{
pos = _pos;
scale = _scale;
rot = _rot;
perlin = _perlin;
}
XMFLOAT3 pos;
XMFLOAT3 scale;
XMFLOAT3 rot;
XMFLOAT3 perlin;
};
struct Triangle
{
Triangle() {};
Triangle(int _v1, int _v2, int _v3) :Triangle()
{
v1 = _v1;
v2 = _v2;
v3 = _v3;
}
int v1, v2, v3;
};
public:
Face();
~Face();
bool Initialize(Transform transform, int recursion, int faceDir, float distance,
ID3D11Device* device, ID3D11DeviceContext* context, XMFLOAT3 offset, float size,
int divide, Mapping* map, Mapping* hires, void* planet);
void MakeFace(ID3D11Device* device, ID3D11DeviceContext* context);
int GetIndexCount(float distance);
bool Shutdown();
std::list<ModelClass*> GetModels(XMFLOAT3 camPos, ID3D11Device* device, ID3D11DeviceContext* context);
XMFLOAT3 GetPos();
void Rebuild(ID3D11Device* device, ID3D11DeviceContext* context);
bool IsHires();
private:
void LoadModel();
void UnloadModel();
bool Created();
bool Creating();
void CreateChildren(ID3D11Device* device, ID3D11DeviceContext* context);
void SetParent(Face* set);
//recursion for LoD
Face* m_children[4];
Face* m_parent;
ModelClass* m_model;
float viewDist;
XMFLOAT3 m_pos;
bool created = false;
bool creating = false;
//data to recreate models
Transform m_transform;
int m_recursion;
int m_faceDir;
float m_distance;
XMFLOAT3 m_offset;
float m_size;
int m_divide;
//float m_temperature;
//float* m_map;
//int m_res;
bool hasHires;
void* m_planet;
Mapping* lowres_map;
Mapping* hires_map;
Mapping* m_map;
};