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|
#include "UnityPrefix.h"
#include "TerrainRenderer.h"
#if ENABLE_TERRAIN
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
# include "Runtime/GfxDevice/GfxDevice.h"
# include "Runtime/Terrain/QuadTreeNodeRenderer.h"
#else
# include "Runtime/Camera/IntermediateRenderer.h"
#endif
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Graphics/LightmapSettings.h"
#include "Runtime/Camera/Camera.h"
TerrainRenderer::TerrainRenderer (SInt32 instanceID, PPtr<TerrainData> terrainData, const Vector3f &position, int lightmapIndex)
#if UNITY_EDITOR
: m_InstanceID(instanceID)
#endif
{
m_Scale = terrainData->GetHeightmap().GetScale();
m_Levels = terrainData->GetHeightmap().GetMipLevels();
m_TerrainData = terrainData;
m_Position = position;
m_LeftNeighbor = NULL;
m_RightNeighbor = NULL;
m_BottomNeighbor = NULL;
m_TopNeighbor = NULL;
m_SplatMaterials = new SplatMaterials (m_TerrainData);
m_LightmapIndex = lightmapIndex;
RebuildNodes ();
}
TerrainRenderer::~TerrainRenderer ()
{
delete m_SplatMaterials;
for (std::vector<QuadTreeNode>::iterator it = m_Quadtree.begin(), itEnd = m_Quadtree.end(); it != itEnd; ++it)
{
RemoveMesh(*it);
}
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
for (std::list<VBO*>::iterator it = m_FreeVBOPool.begin(), itEnd = m_FreeVBOPool.end(); it != itEnd; ++it)
{
GetGfxDevice().DeleteVBO(*it);
}
#endif
}
void TerrainRenderer::SetNeighbors (TerrainRenderer *left, TerrainRenderer *top, TerrainRenderer *right, TerrainRenderer *bottom)
{
m_TopNeighbor = top;
m_RightNeighbor = right;
m_BottomNeighbor = bottom;
m_LeftNeighbor = left;
}
void TerrainRenderer::SetTerrainData(PPtr<TerrainData> value)
{
m_TerrainData = value;
}
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
VBO* TerrainRenderer::CreateVBO()
{
if (!m_FreeVBOPool.empty())
{
VBO* vbo = m_FreeVBOPool.back();
m_FreeVBOPool.pop_back();
return vbo;
}
// create new VBO
return GetGfxDevice().CreateVBO();
}
void TerrainRenderer::ReclaimVBO(VBO* vbo)
{
AssertIf(vbo == NULL);
m_FreeVBOPool.push_back(vbo);
}
#endif
int TerrainRenderer::GetIndex (int x, int y, int level)
{
int index = 0;
for (int i=0;i<level;i++)
{
int size = 1 << (m_Levels - i);
index += size * size;
}
int width = 1 << (m_Levels - level);
index += width * y;
index += x;
Assert (index >= 0 && index < m_Quadtree.size());
return index;
}
QuadTreeNode *TerrainRenderer::GetNode (int x, int y, int level)
{
if (level < 0 || level > m_Levels)
return NULL;
int size = 1 << (m_Levels - level);
if (x < 0 || x >= size || y < 0 || y >= size)
{
// Left
if (x == -1 && m_LeftNeighbor != NULL)
return m_LeftNeighbor->GetNode (size - 1, y, level);
// right
if (x == size && m_RightNeighbor != NULL)
return m_RightNeighbor->GetNode (0, y, level);
// top
if (y == size && m_TopNeighbor != NULL)
return m_TopNeighbor->GetNode (x, 0, level);
// bottom
if (y == -1 && m_BottomNeighbor != NULL)
return m_BottomNeighbor->GetNode (x, size-1, level);
return NULL;
}
return &m_Quadtree[GetIndex(x, y, level)];
}
QuadTreeNode *TerrainRenderer::GetNodeAndRenderer (int x, int y, int level, TerrainRenderer *&renderer)
{
if (level < 0 || level > m_Levels)
{
renderer = NULL;
return NULL;
}
int size = 1 << (m_Levels - level);
if (x < 0 || x >= size || y < 0 || y >= size)
{
// Left
if (x == -1 && m_LeftNeighbor != NULL)
{
renderer = m_LeftNeighbor;
return m_LeftNeighbor->GetNode (size - 1, y, level);
}
// right
if (x == size && m_RightNeighbor != NULL)
{
renderer = m_RightNeighbor;
return m_RightNeighbor->GetNode (0, y, level);
}
// top
if (y == size && m_TopNeighbor != NULL)
{
renderer = m_TopNeighbor;
return m_TopNeighbor->GetNode (x, 0, level);
}
// bottom
if (y == -1 && m_BottomNeighbor != NULL)
{
renderer = m_BottomNeighbor;
return m_BottomNeighbor->GetNode (x, size-1, level);
}
renderer = NULL;
return NULL;
}
renderer = this;
return &m_Quadtree[GetIndex(x, y, level)];
}
int TerrainRenderer::GetPatchCountX (int level)
{
return 1 << (m_Levels - level);
}
int TerrainRenderer::GetPatchCountY (int level)
{
return 1 << (m_Levels - level);
}
void TerrainRenderer::RebuildNodes ()
{
Heightmap &heightmap = m_TerrainData->GetHeightmap();
int totalSize = heightmap.GetTotalPatchCount();
m_Quadtree.resize(totalSize);
for (int level=0;level <= m_Levels;level++)
{
for (int y=0;y<GetPatchCountY(level);y++)
{
for (int x=0;x<GetPatchCountX(level);x++)
{
int index = GetIndex(x, y, level);
m_Quadtree[index].x = x;
m_Quadtree[index].y = y;
m_Quadtree[index].level = level;
m_Quadtree[index].maxHeightError = heightmap.GetMaximumHeightError(x, y, level);
m_Quadtree[index].bounds = heightmap.GetBounds(x, y, level);
m_Quadtree[index].bounds.GetCenter() += m_Position;
}
}
}
}
Vector3f TerrainRenderer::GetNodePosition (QuadTreeNode &node)
{
Vector3f position = Vector3f::zero;
position += m_Position;
return position;
}
int TerrainRenderer::CalculateEdgeMask (QuadTreeNode &node)
{
//@TODO: Handle case where invisible (dont need to switch index buffers)
int mask = 0;
for (int i=kDirectionLeft;i<=kDirectionDown;i++)
{
QuadTreeNode *neighbor = FindNeighbor(node, i);
if (neighbor != NULL)
{
if (neighbor->visibility == kVisibilityDrawChild || neighbor->visibility == kVisibilityDrawSelf)
mask |= 1 << i;
}
else
mask |= 1 << i;
}
return mask;
}
QuadTreeNode *TerrainRenderer::FindNeighbor (QuadTreeNode &node, int direction)
{
if (direction == kDirectionUp)
return GetNode(node.x, node.y + 1, node.level);
else if (direction == kDirectionDown)
return GetNode(node.x, node.y - 1, node.level);
else if (direction == kDirectionLeft)
return GetNode(node.x - 1, node.y, node.level);
else
return GetNode(node.x + 1, node.y, node.level);
}
QuadTreeNode *TerrainRenderer::FindNeighborAndRenderer (QuadTreeNode &node, int direction, TerrainRenderer *&renderer)
{
if (direction == kDirectionUp)
return GetNodeAndRenderer(node.x, node.y + 1, node.level, renderer);
else if (direction == kDirectionDown)
return GetNodeAndRenderer(node.x, node.y - 1, node.level, renderer);
else if (direction == kDirectionLeft)
return GetNodeAndRenderer(node.x - 1, node.y, node.level, renderer);
else
return GetNodeAndRenderer(node.x + 1, node.y, node.level, renderer);
}
QuadTreeNode *TerrainRenderer::FindChild (QuadTreeNode &node, int direction)
{
if (direction == kDirectionLeftUp)
return GetNode(node.x * 2, node.y * 2, node.level - 1);
else if (direction == kDirectionRightUp)
return GetNode(node.x * 2 + 1, node.y * 2, node.level - 1);
else if (direction == kDirectionLeftDown)
return GetNode(node.x * 2, node.y * 2 + 1, node.level - 1);
else
return GetNode(node.x * 2 + 1, node.y * 2 + 1, node.level - 1);
}
QuadTreeNode *TerrainRenderer::FindParent (QuadTreeNode &node)
{
return GetNode(node.x / 2, node.y / 2, node.level + 1);
}
void TerrainRenderer::RenderStep1 (Camera *camera, int maxLodLevel, float tau, float splatDistance)
{
// clamp LOD level to valid values
maxLodLevel = clamp(maxLodLevel, 0, m_Levels);
float nearClip = camera->GetNear();
float vTop = nearClip * tanf( Deg2Rad( camera->GetFov() / 2.0F ) );
float vres = camera->GetScreenViewportRect().height;
float A = nearClip / fabs(vTop);
float T = 2 * tau / (float)vres;
float kC = A / T;
QuadTreeNode& root = GetRootNode();
m_CachedCameraPosition = camera-> QueryComponent(Transform)->GetPosition();
m_CachedMaxLodLevel = maxLodLevel;
m_CachedkC = kC;
m_CachedSqrSplatDistance = splatDistance * splatDistance;
RecursiveCalculateLod(root);
}
void TerrainRenderer::RenderStep2 ()
{
QuadTreeNode& root = GetRootNode();
EnforceLodTransitions(root);
}
void TerrainRenderer::RenderStep3 (Camera *camera, int layer, bool castShadows, Material* mat)
{
QuadTreeNode &root = GetRootNode();
m_CurrentLayer = layer;
m_CurrentCamera = camera;
m_CastShadows = castShadows;
// Get Splat materials
m_CurrentMaterials = m_SplatMaterials->GetMaterials (mat, m_CurrentMaterialCount);
m_CurrentBaseMaterial = m_SplatMaterials->GetSplatBaseMaterial (mat);
RecursiveRenderMeshes(root, m_TerrainData->GetHeightmap());
}
void TerrainRenderer::CleanupMeshes ()
{
for (std::vector<QuadTreeNode>::iterator node=m_Quadtree.begin();node != m_Quadtree.end(); node++)
{
if (node->visibility == kVisibilityDrawSelf)
RemoveMesh(*node);
node->visibility = kVisibilityLoddedAway;
node->oldVisibility = kVisibilityLoddedAway;
}
}
void TerrainRenderer::ReloadAll () {
Cleanup ();
m_Scale = m_TerrainData->GetHeightmap().GetScale();
m_Levels = m_TerrainData->GetHeightmap().GetMipLevels();
delete m_SplatMaterials;
m_SplatMaterials = new SplatMaterials (m_TerrainData);
RebuildNodes ();
}
void TerrainRenderer::Cleanup () {
CleanupMeshes();
m_SplatMaterials->Cleanup ();
}
void TerrainRenderer::UnloadVBOFromGfxDevice ()
{
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
// This will put all VBOs back into m_FreeVBOPool
for (std::vector<QuadTreeNode>::iterator node=m_Quadtree.begin();node != m_Quadtree.end(); node++)
{
RemoveMesh(*node);
node->updateIndices = true;
node->updateMesh = true;
}
for (std::list<VBO*>::iterator it = m_FreeVBOPool.begin(), itEnd = m_FreeVBOPool.end(); it != itEnd; ++it)
{
GetGfxDevice().DeleteVBO(*it);
}
m_FreeVBOPool.clear();
#endif
}
void TerrainRenderer::ReloadVBOToGfxDevice ()
{
// No need to do anything, since QuadTreeNodeRenderers will recreate themselves
}
float TerrainRenderer::CalculateSqrDistance (Vector3f &rkPoint, AABB &rkBox)
{
// compute coordinates of point in box coordinate system
Vector3f kClosest = rkPoint - rkBox.GetCenter();
// project test point onto box
float fSqrDistance = 0.0f;
float fDelta;
Vector3f& extents = rkBox.GetExtent();
for (int i=0;i<3;i++)
{
if ( kClosest[i] < -extents[i] )
{
fDelta = kClosest[i] + extents[i];
fSqrDistance += fDelta * fDelta;
kClosest[i] = -extents[i];
}
else if ( kClosest[i] > extents[i] )
{
fDelta = kClosest[i] - extents[i];
fSqrDistance += fDelta * fDelta;
kClosest[i] = extents[i];
}
}
return fSqrDistance;
}
void TerrainRenderer::MarkChildVisibilityRecurse (QuadTreeNode &node, int newVisibility)
{
if (node.level == 0)
return;
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode* childNode = FindChild (node, i);
if (childNode->visibility != newVisibility)
{
childNode->visibility = newVisibility;
MarkChildVisibilityRecurse(*childNode, newVisibility);
}
}
}
void TerrainRenderer::ReloadPrecomputedError ()
{
Heightmap &heightmap = m_TerrainData->GetHeightmap();
for (std::vector<QuadTreeNode>::iterator node=m_Quadtree.begin();node != m_Quadtree.end(); node++)
node->maxHeightError = heightmap.GetMaximumHeightError(node->x, node->y, node->level);
}
void TerrainRenderer::ReloadBounds ()
{
Heightmap &heightmap = m_TerrainData->GetHeightmap();
for (std::vector<QuadTreeNode>::iterator node=m_Quadtree.begin();node != m_Quadtree.end(); node++)
{
node->bounds = heightmap.GetBounds(node->x, node->y, node->level);
node->bounds.GetCenter() += m_Position;
}
}
void TerrainRenderer::RecursiveCalculateLod (QuadTreeNode &node)
{
// Distance to bounding volume based
float distance = CalculateSqrDistance(m_CachedCameraPosition, node.bounds);
float D2 = m_CachedkC * node.maxHeightError;
D2 *= D2;
// Node has good enough lod, render it
if (distance > D2 || node.level == m_CachedMaxLodLevel)
{
node.visibility = kVisibilityDrawSelf;
node.useSplatmap = distance < m_CachedSqrSplatDistance;
MarkChildVisibilityRecurse(node, kVisibilityLoddedAway);
}
// Node needs subdivision
else
{
node.visibility = kVisibilityDrawChild;
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode* childNode = FindChild (node, i);
RecursiveCalculateLod (*childNode);
}
}
}
void TerrainRenderer::ForceSplitParent (QuadTreeNode &node)
{
QuadTreeNode* parent = FindParent(node);
Assert (parent != NULL);
if (parent->visibility == kVisibilityLoddedAway)
ForceSplitParent (*parent);
if (parent->visibility == kVisibilityDrawSelf)
{
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode* childNode = FindChild (*parent, i);
Assert (childNode != NULL);
childNode->visibility = kVisibilityDrawSelf;
childNode->useSplatmap = CalculateSqrDistance(m_CachedCameraPosition, childNode->bounds) < m_CachedSqrSplatDistance;
MarkChildVisibilityRecurse(*childNode, kVisibilityLoddedAway);
}
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode *childNode = FindChild (*parent, i);
Assert (childNode != NULL);
EnforceLodTransitions(*childNode);
}
parent->visibility = kVisibilityDrawChild;
}
}
// Go through all nodes that are being rendered
// Check if the parent neighbor
void TerrainRenderer::EnforceLodTransitions (QuadTreeNode &node)
{
if (node.visibility == kVisibilityLoddedAway)
return;
if (node.visibility == kVisibilityDrawSelf)
{
for (int i=kDirectionLeft;i<=kDirectionDown;i++)
{
TerrainRenderer *renderer;
// If we have a neighbor, make sure it's either a root node that's completely LOD'd away
// or that it's at most one detail level away from us (i.e. that the neighbor's tree is split down at
// least to the level of the neighbor's parent).
QuadTreeNode *neighbor = FindNeighborAndRenderer (node, i, renderer);
if (neighbor != NULL && neighbor->visibility == kVisibilityLoddedAway && !renderer->IsRootNode (*neighbor))
{
QuadTreeNode *neighborParent = renderer->FindParent(*neighbor);
Assert (neighborParent != NULL);
if (neighborParent->visibility == kVisibilityLoddedAway)
{
renderer->ForceSplitParent(*neighborParent);
}
}
}
}
else
{
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode *childNode = FindChild (node, i);
Assert (childNode != NULL);
EnforceLodTransitions(*childNode);
}
}
}
void TerrainRenderer::RemoveMesh (QuadTreeNode &node)
{
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
if (node.vbo != NULL)
{
ReclaimVBO(node.vbo);
node.vbo = NULL;
node.updateMesh = false;
node.updateIndices = false;
}
#else
// Cleanup self
if(node.mesh)
{
DestroySingleObject (node.mesh);
node.mesh = NULL;
}
#endif
}
void TerrainRenderer::RecursiveRemoveMeshes (QuadTreeNode &node)
{
if (node.oldVisibility == kVisibilityLoddedAway)
return;
if (node.oldVisibility == kVisibilityDrawSelf)
{
RemoveMesh(node);
}
else if (node.oldVisibility == kVisibilityDrawChild)
{
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode* childNode = FindChild (node, i);
RecursiveRemoveMeshes(*childNode);
}
}
node.oldVisibility = kVisibilityLoddedAway;
}
void TerrainRenderer::RenderNode (QuadTreeNode &node)
{
int layer = m_CurrentLayer;
Camera *camera = m_CurrentCamera;
Vector3f position = GetNodePosition(node);
Matrix4x4f matrix;
matrix.SetTranslate( position );
bool castShadows = m_CastShadows;
if (node.useSplatmap)
{
int count = m_CurrentMaterialCount;
for (int m=0;m<count;++m)
{
Material* mat = m_CurrentMaterials[m];
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
QuadTreeNodeRenderer* r = AddQuadTreeNodeRenderer( matrix, node.subMesh.localAABB, mat, layer, castShadows, true, camera );
r->Setup( this, &node );
#else
IntermediateRenderer* r = AddIntermediateRenderer (matrix, node.mesh, mat, layer, castShadows, true, 0, camera);
#endif
r->SetLightmapIndexIntNoDirty(m_LightmapIndex);
#if UNITY_EDITOR
r->SetScaleInLightmap(m_LightmapSize);
r->SetInstanceID (m_InstanceID);
#endif
}
}
else
{
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
QuadTreeNodeRenderer* r = AddQuadTreeNodeRenderer( matrix, node.subMesh.localAABB, m_CurrentBaseMaterial, layer, castShadows, true, camera );
r->Setup( this, &node );
#else
IntermediateRenderer* r = new IntermediateRenderer( matrix, node.mesh, m_CurrentBaseMaterial, layer, castShadows, true, 0 );
#endif
r->SetLightmapIndexIntNoDirty(m_LightmapIndex);
#if UNITY_EDITOR
r->SetScaleInLightmap(m_LightmapSize);
r->SetInstanceID (m_InstanceID);
#endif
}
}
void TerrainRenderer::BuildRenderer (QuadTreeNode &node, int edgeMask)
{
// Build mesh
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
RemoveMesh(node);
#else
DestroySingleObject (node.mesh);
node.mesh = NEW_OBJECT (Mesh);
node.mesh->Reset();
node.mesh->AwakeFromLoad(kInstantiateOrCreateFromCodeAwakeFromLoad);
node.mesh->SetHideFlags(Object::kDontSave);
#endif
AABB bounds = m_TerrainData->GetHeightmap().GetBounds(node.x, node.y, node.level);
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
node.subMesh.localAABB = bounds;
node.updateMesh = true;
node.updateIndices = true;
#else
node.mesh->SetBounds(bounds);
m_TerrainData->GetHeightmap().UpdatePatchMesh(*node.mesh, node.x, node.y, node.level, edgeMask, this);
m_TerrainData->GetHeightmap().UpdatePatchIndices(*node.mesh, node.x, node.y, node.level, edgeMask);
Assert(node.mesh->GetBounds().GetCenter () == bounds.GetCenter() && node.mesh->GetBounds().GetExtent() == bounds.GetExtent ());
#endif
}
void TerrainRenderer::RecursiveRenderMeshes (QuadTreeNode &node, Heightmap &heightmap)
{
// The node itself needs to be rendered
if (node.visibility == kVisibilityDrawSelf)
{
int newEdgeMask = CalculateEdgeMask(node);
// We didn't render the node last frame. So we need to build from scratch
if (node.oldVisibility != kVisibilityDrawSelf)
{
BuildRenderer(node, newEdgeMask);
node.edgeMask = newEdgeMask;
RenderNode(node);
}
// If highest lod error is infinity we rebuild the mesh constantly
// (This is set while the terrain is being painted)
else if (node.maxHeightError == std::numeric_limits<float>::infinity())
{
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
node.updateMesh = true;
#else
heightmap.UpdatePatchMesh(*node.mesh, node.x, node.y, node.level, newEdgeMask, this);
#endif
if (newEdgeMask != node.edgeMask)
{
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
node.updateIndices = true;
#else
heightmap.UpdatePatchIndices(*node.mesh, node.x, node.y, node.level, newEdgeMask);
#endif
node.edgeMask = newEdgeMask;
}
RenderNode(node);
}
// The edge mask has changed, we need to update the triangle indices
else if (newEdgeMask != node.edgeMask)
{
#ifdef TERRAIN_PREFER_VBO_OVER_MESH
node.updateIndices = true;
#else
heightmap.UpdatePatchIndices(*node.mesh, node.x, node.y, node.level, newEdgeMask);
#endif
node.edgeMask = newEdgeMask;
RenderNode(node);
}
// Nothing changed just paint
else
{
RenderNode(node);
}
// All old children need to be removed!
if (node.oldVisibility == kVisibilityDrawChild)
{
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode *childNode = FindChild (node, i);
Assert (childNode != NULL);
RecursiveRemoveMeshes (*childNode);
}
}
}
// Some children of the node need to be rendered
else if (node.visibility == kVisibilityDrawChild)
{
// Remove the old render mesh
if (node.oldVisibility == kVisibilityDrawSelf)
RemoveMesh (node);
// Recurse into children
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode *childNode = FindChild (node, i);
RecursiveRenderMeshes (*childNode, heightmap);
}
}
// Node is invisible
else
{
// All old children need to be removed!
if (node.oldVisibility == kVisibilityDrawChild)
{
for (int i=kDirectionLeftUp;i<=kDirectionRightDown;i++)
{
QuadTreeNode *childNode = FindChild (node, i);
RecursiveRemoveMeshes (*childNode);
}
}
// Remove the old render mesh
else if (node.oldVisibility == kVisibilityDrawSelf)
RemoveMesh (node);
}
node.oldVisibility = node.visibility;
}
Mesh* GetMeshForPatch(int x, int y, int level, Heightmap& heightmap, TerrainRenderer* terrainRenderer)
{
// Build mesh
Mesh* mesh = NEW_OBJECT (Mesh);
mesh->Reset();
mesh->AwakeFromLoad(kInstantiateOrCreateFromCodeAwakeFromLoad);
mesh->SetHideFlags(Object::kDontSave);
// judging by CalculateEdgeMask() the edgeMask equal to 15 means all the neighbouring
// patches are visible
heightmap.UpdatePatchMesh(*mesh, x, y, level, 15, terrainRenderer);
heightmap.UpdatePatchIndices(*mesh, x, y, level, 15);
mesh->RecalculateBounds();
return mesh;
}
std::vector<Mesh*> TerrainRenderer::GetMeshPatches()
{
std::vector<Mesh*> meshes;
Heightmap &heightmap = m_TerrainData->GetHeightmap();
const int level = 0;
int xPatches = GetPatchCountX(level);
int yPatches = GetPatchCountY(level);
for (int y = 0; y < yPatches; y++)
{
for (int x = 0; x < xPatches; x++)
{
Mesh* mesh = GetMeshForPatch(x, y, level, heightmap, this);
mesh->SetName(Format("%s[%i][%i]", m_TerrainData->GetName(), x, y).c_str());
meshes.push_back(mesh);
}
}
return meshes;
}
#endif // ENABLE_TERRAIN
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