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https://github.com/TorqueGameEngines/Torque3D.git
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revert portions to a previously demonstrated to work state...
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329ffab86c
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3 changed files with 15 additions and 54 deletions
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@ -752,49 +752,22 @@ void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, boo
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// If this is the ending
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// mouse down event, then
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// update the noise values.
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U32 shift = getBinLog2(mNoiseSize);
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TerrainBlock* tblock = mTerrainEditor->getActiveTerrain();
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if (!tblock)
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return;
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mSelectionOrigin = Point2I(S32_MAX, S32_MAX);
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F32 height = 0;
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F32 maxHeight = 0;
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U32 i = 0;
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for (i=0; i < sel->size(); i++)
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if (type == Begin)
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{
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mSelectionOrigin.x = S32(mMin(F32((*sel)[i].mGridPoint.gridPos.x), F32(mSelectionOrigin.x)));
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mSelectionOrigin.y = S32(mMin(F32((*sel)[i].mGridPoint.gridPos.y), F32(mSelectionOrigin.y)));
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height = fixedToFloat(tblock->getHeight((*sel)[i].mGridPoint.gridPos));
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if (height > maxHeight)
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maxHeight = height;
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mNoise.setSeed(Sim::getCurrentTime());
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mNoise.fBm(&mNoiseData, mNoiseSize, 12, 1.0f, 5.0f);
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Vector<F32> scratch = mNoiseData;
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mNoise.rigidMultiFractal(&mNoiseData, &scratch, mNoiseSize, 12, 1.0f, 5.0f);
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//erodeThermal(Vector<F32> *src, Vector<F32> *dst, F32 slope, F32 materialLoss, U32 iterations, U32 size, U32 squareSize, F32 maxHeight );
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mNoise.erodeThermal(&mNoiseData, &mNoiseData, 30.0f, 5.0f, 5, mNoiseSize, 1, 2000.0f);
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mNoise.getMinMax(&mNoiseData, &mMinMaxNoise.x, &mMinMaxNoise.y, mNoiseSize);
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mScale = 1.5f / (mMinMaxNoise.x - mMinMaxNoise.y);
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}
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for (i = 0; i < mTerrainHeights.size(); i++)
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{
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mTerrainHeights[i] = 0;
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}
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for (i = 0; i < sel->size(); i++)
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{
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mTerrainHeights[((*sel)[i].mGridPoint.gridPos.x - mSelectionOrigin.x) + (((*sel)[i].mGridPoint.gridPos.y - mSelectionOrigin.y) << shift)] = (*sel)[i].mHeight;
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}
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mNoise.setSeed(Sim::getCurrentTime());
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//mNoise.fBm(&mNoiseData, mNoiseSize, 12, 1.0f, 5.0f);
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//generate noise based on terrain hieghts
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mNoise.rigidMultiFractal( &mNoiseData, &mTerrainHeights, mNoiseSize, 12, 1.0f, 5.0f );
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//erode the noise
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mNoise.erodeThermal(&mNoiseData, &mTerrainHeights, 45.0f, 0.5f, 12, mNoiseSize, 1, maxHeight);
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mNoise.getMinMax(&mTerrainHeights, &mMinMaxNoise.x, &mMinMaxNoise.y, mNoiseSize);
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mScale = (mMinMaxNoise.x - mMinMaxNoise.y) / maxHeight;
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if (selChanged)
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{
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F32 heightDiff = 0;
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for (i = 0; i < sel->size(); i++)
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for (U32 i = 0; i < sel->size(); i++)
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{
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if (!isValid((*sel)[i]))
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continue;
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@ -803,27 +776,21 @@ void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, boo
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const Point2I& gridPos = (*sel)[i].mGridPoint.gridPos;
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// Need to get the height difference
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// between the current height and the
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// erosion height to properly apply the
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// softness and pressure settings of the brush
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// for this selection.
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heightDiff = ((*sel)[i].mHeight - mTerrainHeights[(gridPos.x - mSelectionOrigin.x) + ((gridPos.y-mSelectionOrigin.y) << shift)]) * mScale;
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const F32 noiseVal = mNoiseData[(gridPos.x % mNoiseSize) +
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((gridPos.y % mNoiseSize) * mNoiseSize)];
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(*sel)[i].mHeight += heightDiff * (*sel)[i].mWeight * mTerrainEditor->getBrushPressure();
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(*sel)[i].mHeight -= (noiseVal - mMinMaxNoise.y * mScale) * (*sel)[i].mWeight * mTerrainEditor->mNoiseFactor;
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if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight)
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(*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight;
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if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight)
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(*sel)[i].mHeight = mTerrainEditor->mTileMinHeight;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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mTerrainEditor->scheduleGridUpdate();
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}
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}
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void HydraulicErosionAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)
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