mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-20 20:05:33 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
313
Engine/source/terrain/terrImport.cpp
Normal file
313
Engine/source/terrain/terrImport.cpp
Normal file
|
|
@ -0,0 +1,313 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
|
||||
#include "terrain/terrData.h"
|
||||
#include "gfx/bitmap/gBitmap.h"
|
||||
#include "sim/netConnection.h"
|
||||
#include "core/strings/stringUnit.h"
|
||||
#include "core/resourceManager.h"
|
||||
#include "gui/worldEditor/terrainEditor.h"
|
||||
#include "util/noise2d.h"
|
||||
#include "core/volume.h"
|
||||
|
||||
|
||||
ConsoleStaticMethod( TerrainBlock, createNew, S32, 5, 5,
|
||||
"TerrainBlock.create( String terrainName, U32 resolution, String materialName, bool genNoise )\n"
|
||||
"" )
|
||||
{
|
||||
const UTF8 *terrainName = argv[1];
|
||||
U32 resolution = dAtoi( argv[2] );
|
||||
const UTF8 *materialName = argv[3];
|
||||
bool genNoise = dAtob( argv[4] );
|
||||
|
||||
Vector<String> materials;
|
||||
materials.push_back( materialName );
|
||||
|
||||
TerrainBlock *terrain = new TerrainBlock();
|
||||
|
||||
// We create terrains based on level name. If the user wants to rename the terrain names; they have to
|
||||
// rename it themselves in their file browser. The main reason for this is so we can easily increment for ourselves;
|
||||
// and because its too easy to rename the terrain object and forget to take care of the terrain filename afterwards.
|
||||
FileName terrFileName( Con::getVariable("$Client::MissionFile") );
|
||||
terrFileName.replace("tools/levels/", "art/terrains/");
|
||||
terrFileName.replace("levels/", "art/terrains/");
|
||||
|
||||
TerrainFile::create( &terrFileName, resolution, materials );
|
||||
|
||||
if( !terrain->setFile( terrFileName ) )
|
||||
{
|
||||
Con::errorf( "TerrainBlock::createNew - error creating '%s'", terrFileName.c_str() );
|
||||
return 0;
|
||||
}
|
||||
|
||||
terrain->setPosition( Point3F( 0, 0, 0 ) );
|
||||
|
||||
const U32 blockSize = terrain->getBlockSize();
|
||||
|
||||
if ( genNoise )
|
||||
{
|
||||
TerrainFile *file = terrain->getFile();
|
||||
|
||||
Vector<F32> floatHeights;
|
||||
floatHeights.setSize( blockSize * blockSize );
|
||||
|
||||
Noise2D noise;
|
||||
noise.setSeed( 134208587 );
|
||||
|
||||
// Set up some defaults.
|
||||
F32 octaves = 3.0f;
|
||||
U32 freq = 4;
|
||||
F32 roughness = 0.0f;
|
||||
noise.fBm( &floatHeights, blockSize, freq, 1.0f - roughness, octaves );
|
||||
|
||||
F32 height = 0;
|
||||
|
||||
F32 omax, omin;
|
||||
noise.getMinMax( &floatHeights, &omin, &omax, blockSize );
|
||||
|
||||
F32 terrscale = 300.0f / (omax - omin);
|
||||
for ( S32 y = 0; y < blockSize; y++ )
|
||||
{
|
||||
for ( S32 x = 0; x < blockSize; x++ )
|
||||
{
|
||||
// Very important to subtract the min
|
||||
// noise value when using the noise functions
|
||||
// for terrain, otherwise floatToFixed() will
|
||||
// wrap negative values to U16_MAX, creating
|
||||
// a very ugly terrain.
|
||||
height = (floatHeights[ x + (y * blockSize) ] - omin) * terrscale + 30.0f;
|
||||
file->setHeight( x, y, floatToFixed( height ) );
|
||||
}
|
||||
}
|
||||
|
||||
terrain->updateGrid( Point2I::Zero, Point2I( blockSize, blockSize ) );
|
||||
terrain->updateGridMaterials( Point2I::Zero, Point2I( blockSize, blockSize ) );
|
||||
}
|
||||
|
||||
terrain->registerObject( terrainName );
|
||||
|
||||
// Add to mission group!
|
||||
SimGroup *missionGroup;
|
||||
if( Sim::findObject( "MissionGroup", missionGroup ) )
|
||||
missionGroup->addObject( terrain );
|
||||
|
||||
return terrain->getId();
|
||||
}
|
||||
|
||||
ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
|
||||
"( String terrainName, String heightMap, F32 metersPerPixel, F32 heightScale, String materials, String opacityLayers )\n"
|
||||
"" )
|
||||
{
|
||||
// Get the parameters.
|
||||
const UTF8 *terrainName = argv[1];
|
||||
const UTF8 *hmap = argv[2];
|
||||
F32 metersPerPixel = dAtof(argv[3]);
|
||||
F32 heightScale = dAtof(argv[4]);
|
||||
const UTF8 *opacityFiles = argv[5];
|
||||
const UTF8 *materialsStr = argv[6];
|
||||
|
||||
// First load the height map and validate it.
|
||||
Resource<GBitmap> heightmap = GBitmap::load( hmap );
|
||||
if ( !heightmap )
|
||||
{
|
||||
Con::errorf( "Heightmap failed to load!" );
|
||||
return 0;
|
||||
}
|
||||
|
||||
U32 terrSize = heightmap->getWidth();
|
||||
U32 hheight = heightmap->getHeight();
|
||||
if ( terrSize != hheight || !isPow2( terrSize ) )
|
||||
{
|
||||
Con::errorf( "Height map must be square and power of two in size!" );
|
||||
return 0;
|
||||
}
|
||||
else if ( terrSize < 128 || terrSize > 4096 )
|
||||
{
|
||||
Con::errorf( "Height map must be between 128 and 4096 in size!" );
|
||||
return 0;
|
||||
}
|
||||
|
||||
U32 fileCount = StringUnit::getUnitCount( opacityFiles, "\n" );
|
||||
Vector<U8> layerMap;
|
||||
layerMap.setSize( terrSize * terrSize );
|
||||
{
|
||||
Vector<GBitmap*> bitmaps;
|
||||
|
||||
for ( U32 i = 0; i < fileCount; i++ )
|
||||
{
|
||||
String fileNameWithChannel = StringUnit::getUnit( opacityFiles, i, "\n" );
|
||||
String fileName = StringUnit::getUnit( fileNameWithChannel, 0, "\t" );
|
||||
String channel = StringUnit::getUnit( fileNameWithChannel, 1, "\t" );
|
||||
|
||||
if ( fileName.isEmpty() )
|
||||
continue;
|
||||
|
||||
if ( !channel.isEmpty() )
|
||||
{
|
||||
// Load and push back the bitmap here.
|
||||
Resource<GBitmap> opacityMap = ResourceManager::get().load( fileName );
|
||||
if ( terrSize != opacityMap->getWidth() || terrSize != opacityMap->getHeight() )
|
||||
{
|
||||
Con::errorf( "The opacity map '%s' doesn't match height map size!", fileName.c_str() );
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Always going to be one channel.
|
||||
GBitmap *opacityMapChannel = new GBitmap( terrSize,
|
||||
terrSize,
|
||||
false,
|
||||
GFXFormatA8 );
|
||||
|
||||
if ( opacityMap->getBytesPerPixel() > 1 )
|
||||
{
|
||||
if ( channel.equal( "R", 1 ) )
|
||||
opacityMap->copyChannel( 0, opacityMapChannel );
|
||||
else if ( channel.equal( "G", 1 ) )
|
||||
opacityMap->copyChannel( 1, opacityMapChannel );
|
||||
else if ( channel.equal( "B", 1 ) )
|
||||
opacityMap->copyChannel( 2, opacityMapChannel );
|
||||
else if ( channel.equal( "A", 1 ) )
|
||||
opacityMap->copyChannel( 3, opacityMapChannel );
|
||||
|
||||
bitmaps.push_back( opacityMapChannel );
|
||||
}
|
||||
else
|
||||
{
|
||||
opacityMapChannel->copyRect( opacityMap, RectI( 0, 0, terrSize, terrSize ), Point2I( 0, 0 ) );
|
||||
bitmaps.push_back( opacityMapChannel );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ok... time to convert all this opacity layer
|
||||
// mess to the layer index map!
|
||||
U32 layerCount = bitmaps.size() - 1;
|
||||
U32 layer, lastValue;
|
||||
U8 value;
|
||||
for ( U32 i = 0; i < terrSize * terrSize; i++ )
|
||||
{
|
||||
// Find the greatest layer.
|
||||
layer = lastValue = 0;
|
||||
for ( U32 k=0; k < bitmaps.size(); k++ )
|
||||
{
|
||||
value = bitmaps[k]->getBits()[i];
|
||||
if ( value >= lastValue )
|
||||
{
|
||||
layer = k;
|
||||
lastValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the layer index.
|
||||
layerMap[i] = getMin( layer, layerCount );
|
||||
}
|
||||
|
||||
// Cleanup the bitmaps.
|
||||
for ( U32 i=0; i < bitmaps.size(); i++ )
|
||||
delete bitmaps[i];
|
||||
}
|
||||
|
||||
U32 matCount = StringUnit::getUnitCount( materialsStr, "\t\n" );
|
||||
if( matCount != fileCount)
|
||||
{
|
||||
Con::errorf("Number of Materials and Layer maps must be equal.");
|
||||
return 0;
|
||||
}
|
||||
|
||||
Vector<String> materials;
|
||||
for ( U32 i = 0; i < matCount; i++ )
|
||||
{
|
||||
String matStr = StringUnit::getUnit( materialsStr, i, "\t\n" );
|
||||
// even if matStr is empty, insert it as a placeholder (will be replaced with warning material later)
|
||||
materials.push_back( matStr );
|
||||
}
|
||||
|
||||
// Do we have an existing terrain with that name... then update it!
|
||||
TerrainBlock *terrain = dynamic_cast<TerrainBlock*>( Sim::findObject( terrainName ) );
|
||||
if ( terrain )
|
||||
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
|
||||
else
|
||||
{
|
||||
terrain = new TerrainBlock();
|
||||
terrain->assignName( terrainName );
|
||||
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
|
||||
terrain->registerObject();
|
||||
|
||||
// Add to mission group!
|
||||
SimGroup *missionGroup;
|
||||
if ( Sim::findObject( "MissionGroup", missionGroup ) )
|
||||
missionGroup->addObject( terrain );
|
||||
}
|
||||
|
||||
return terrain->getId();
|
||||
}
|
||||
|
||||
bool TerrainBlock::import( const GBitmap &heightMap,
|
||||
F32 heightScale,
|
||||
F32 metersPerPixel,
|
||||
const Vector<U8> &layerMap,
|
||||
const Vector<String> &materials )
|
||||
{
|
||||
AssertFatal( isServerObject(), "TerrainBlock::import - This should only be called on the server terrain!" );
|
||||
|
||||
AssertFatal( heightMap.getWidth() == heightMap.getHeight(), "TerrainBlock::import - Height map is not square!" );
|
||||
AssertFatal( isPow2( heightMap.getWidth() ), "TerrainBlock::import - Height map is not power of two!" );
|
||||
|
||||
// If we don't have a terrain file then add one.
|
||||
if ( !mFile )
|
||||
{
|
||||
// Get a unique file name for the terrain.
|
||||
String fileName( getName() );
|
||||
if ( fileName.isEmpty() )
|
||||
fileName = "terrain";
|
||||
mTerrFileName = FS::MakeUniquePath( "levels", fileName, "ter" );
|
||||
|
||||
// TODO: We have to save and reload the file to get
|
||||
// it into the resource system. This creates lots
|
||||
// of temporary unused files when the terrain is
|
||||
// discarded because of undo or quit.
|
||||
TerrainFile *file = new TerrainFile;
|
||||
file->save( mTerrFileName );
|
||||
delete file;
|
||||
mFile = ResourceManager::get().load( mTerrFileName );
|
||||
}
|
||||
|
||||
// The file does a bunch of the work.
|
||||
mFile->import( heightMap, heightScale, layerMap, materials );
|
||||
|
||||
// Set the square size.
|
||||
mSquareSize = metersPerPixel;
|
||||
|
||||
if ( isProperlyAdded() )
|
||||
{
|
||||
// Update the server bounds.
|
||||
_updateBounds();
|
||||
|
||||
// Make sure the client gets updated.
|
||||
setMaskBits( HeightMapChangeMask | SizeMask );
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue