#ifndef QUADTREE_H #define QUADTREE_H #include "vector.h" #include "terrain.h" #include class Quadtree { public: struct QuadChunk; struct QuadNode { QuadChunk *chunk; float x, y, width, height; float vertex_array[15]; QuadNode(QuadChunk *chunk, float x, float y, float width, float height); virtual ~QuadNode(); float distance(float px, float pz); void fill(); void draw(); void draw_grid(); void draw_normal(); float get_height(float px, float py); Vector3 get_normal(int index); }; struct QuadChunk { Quadtree *tree; QuadNode **nodes; float x, y, width, height; float *heights; Vector3 *normals; size_t buf_size; unsigned int vbo_object; unsigned int node_count; unsigned int vertices; float init_time; QuadChunk(Quadtree *tree, float x, float y, float width, float height); ~QuadChunk(); float distance(float px, float pz); void make_vbo(); QuadNode *find(float x, float y); void calc_normals(); }; static const int chunk_size = 32; std::list chunks; Terrain *terrain; Quadtree(); virtual ~Quadtree(); void raise(float x, float z, float radius, float focus, float strength, bool up = true); void update(float x, float z); QuadNode *find(float x, float y); QuadNode *get_left(QuadNode *node); QuadNode *get_right(QuadNode *node); QuadNode *get_up(QuadNode *node); QuadNode *get_down(QuadNode *node); }; #endif