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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Made the flipped y-axis on terrain import optional.
Pass a final boolean argument to TerrainBlock::import to control y-axis flipping. It is enabled by default, since this was the previous default behavior. This should be added as an option in the terrain import dialog - see game/tools/worldEditor/gui/guiTerrainImportGui.gui
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@ -233,7 +233,8 @@ public:
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F32 heightScale,
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F32 metersPerPixel,
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const Vector<U8> &layerMap,
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const Vector<String> &materials );
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const Vector<String> &materials,
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bool flipYAxis = true );
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#ifdef TORQUE_TOOLS
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bool exportHeightMap( const UTF8 *filePath, const String &format ) const;
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@ -683,7 +683,8 @@ void TerrainFile::setHeightMap( const Vector<U16> &heightmap, bool updateCollisi
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void TerrainFile::import( const GBitmap &heightMap,
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F32 heightScale,
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const Vector<U8> &layerMap,
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const Vector<String> &materials )
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const Vector<String> &materials,
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bool flipYAxis)
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{
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AssertFatal( heightMap.getWidth() == heightMap.getHeight(), "TerrainFile::import - Height map is not square!" );
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AssertFatal( isPow2( heightMap.getWidth() ), "TerrainFile::import - Height map is not power of two!" );
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@ -702,23 +703,48 @@ void TerrainFile::import( const GBitmap &heightMap,
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{
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const F32 toFixedPoint = ( 1.0f / (F32)U16_MAX ) * floatToFixed( heightScale );
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const U16 *iBits = (const U16*)heightMap.getBits();
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for ( U32 i = 0; i < mSize * mSize; i++ )
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if ( flipYAxis )
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{
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U16 height = convertBEndianToHost( *iBits );
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*oBits = (U16)mCeil( (F32)height * toFixedPoint );
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++oBits;
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++iBits;
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for ( U32 i = 0; i < mSize * mSize; i++ )
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{
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U16 height = convertBEndianToHost( *iBits );
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*oBits = (U16)mCeil( (F32)height * toFixedPoint );
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++oBits;
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++iBits;
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}
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}
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else
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{
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for(S32 y = mSize - 1; y >= 0; y--) {
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for(U32 x = 0; x < mSize; x++) {
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U16 height = convertBEndianToHost( *iBits );
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mHeightMap[x + y * mSize] = (U16)mCeil( (F32)height * toFixedPoint );
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++iBits;
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}
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}
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}
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}
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else
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{
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const F32 toFixedPoint = ( 1.0f / (F32)U8_MAX ) * floatToFixed( heightScale );
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const U8 *iBits = heightMap.getBits();
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for ( U32 i = 0; i < mSize * mSize; i++ )
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if ( flipYAxis )
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{
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*oBits = (U16)mCeil( ((F32)*iBits) * toFixedPoint );
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++oBits;
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iBits += heightMap.getBytesPerPixel();
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for ( U32 i = 0; i < mSize * mSize; i++ )
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{
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*oBits = (U16)mCeil( ((F32)*iBits) * toFixedPoint );
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++oBits;
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iBits += heightMap.getBytesPerPixel();
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}
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}
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else
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{
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for(S32 y = mSize - 1; y >= 0; y--) {
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for(U32 x = 0; x < mSize; x++) {
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mHeightMap[x + y * mSize] = (U16)mCeil( ((F32)*iBits) * toFixedPoint );
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iBits += heightMap.getBytesPerPixel();
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}
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}
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}
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}
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@ -152,7 +152,8 @@ public:
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void import( const GBitmap &heightMap,
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F32 heightScale,
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const Vector<U8> &layerMap,
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const Vector<String> &materials );
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const Vector<String> &materials,
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bool flipYAxis = true );
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/// Updates the terrain grid for the specified area.
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void updateGrid( const Point2I &minPt, const Point2I &maxPt );
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@ -120,8 +120,8 @@ ConsoleStaticMethod( TerrainBlock, createNew, S32, 5, 5,
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return terrain->getId();
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}
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ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
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"( String terrainName, String heightMap, F32 metersPerPixel, F32 heightScale, String materials, String opacityLayers )\n"
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ConsoleStaticMethod( TerrainBlock, import, S32, 7, 8,
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"( String terrainName, String heightMap, F32 metersPerPixel, F32 heightScale, String materials, String opacityLayers[, bool flipYAxis=true] )\n"
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"" )
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{
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// Get the parameters.
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@ -131,6 +131,7 @@ ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
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F32 heightScale = dAtof(argv[4]);
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const UTF8 *opacityFiles = argv[5];
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const UTF8 *materialsStr = argv[6];
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bool flipYAxis = argc == 8? dAtob(argv[7]) : true;
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// First load the height map and validate it.
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Resource<GBitmap> heightmap = GBitmap::load( hmap );
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@ -251,12 +252,12 @@ ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
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// Do we have an existing terrain with that name... then update it!
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TerrainBlock *terrain = dynamic_cast<TerrainBlock*>( Sim::findObject( terrainName ) );
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if ( terrain )
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terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
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terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
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else
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{
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terrain = new TerrainBlock();
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terrain->assignName( terrainName );
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terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
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terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
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terrain->registerObject();
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// Add to mission group!
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@ -272,7 +273,8 @@ bool TerrainBlock::import( const GBitmap &heightMap,
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F32 heightScale,
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F32 metersPerPixel,
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const Vector<U8> &layerMap,
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const Vector<String> &materials )
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const Vector<String> &materials,
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bool flipYAxis)
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{
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AssertFatal( isServerObject(), "TerrainBlock::import - This should only be called on the server terrain!" );
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@ -299,7 +301,7 @@ bool TerrainBlock::import( const GBitmap &heightMap,
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}
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// The file does a bunch of the work.
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mFile->import( heightMap, heightScale, layerMap, materials );
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mFile->import( heightMap, heightScale, layerMap, materials, flipYAxis );
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// Set the square size.
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mSquareSize = metersPerPixel;
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