Torque3D/Engine/source/terrain/terrData.h
Areloch 11398bb04e Issue found with PVS-Studio:
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00

465 lines
13 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _TERRDATA_H_
#define _TERRDATA_H_
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _RENDERPASSMANAGER_H_
#include "renderInstance/renderPassManager.h"
#endif
#ifndef _TSIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef _TERRFILE_H_
#include "terrain/terrFile.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
class GBitmap;
class TerrainBlock;
class TerrCell;
class PhysicsBody;
class TerrainCellMaterial;
class TerrainBlock : public SceneObject
{
typedef SceneObject Parent;
friend class TerrainEditor;
friend class TerrainCellMaterial;
protected:
enum
{
TransformMask = Parent::NextFreeMask,
FileMask = Parent::NextFreeMask << 1,
SizeMask = Parent::NextFreeMask << 2,
MaterialMask = Parent::NextFreeMask << 3,
HeightMapChangeMask = Parent::NextFreeMask << 4,
MiscMask = Parent::NextFreeMask << 5,
NextFreeMask = Parent::NextFreeMask << 6,
};
public:
enum BaseTexFormat
{
NONE, DDS, PNG, JPG
};
static const char* formatToExtension(BaseTexFormat format)
{
switch (format)
{
case DDS:
return "dds";
case PNG:
return "png";
case JPG:
return "jpg";
default:
return "";
}
};
protected:
Box3F mBounds;
///
GBitmap *mLightMap;
/// The lightmap dimensions in pixels.
U32 mLightMapSize;
/// The lightmap texture.
GFXTexHandle mLightMapTex;
/// The terrain data file.
Resource<TerrainFile> mFile;
/// The TerrainFile CRC sent from the server.
U32 mCRC;
///
FileName mTerrFileName;
/// The maximum detail distance found in the material list.
F32 mMaxDetailDistance;
///
Vector<GFXTexHandle> mBaseTextures;
///
GFXTexHandle mLayerTex;
/// The shader used to generate the base texture map.
GFXShaderRef mBaseShader;
///
GFXStateBlockRef mBaseShaderSB;
///
GFXShaderConstBufferRef mBaseShaderConsts;
///
GFXShaderConstHandle *mBaseTexScaleConst;
GFXShaderConstHandle *mBaseTexIdConst;
GFXShaderConstHandle *mBaseLayerSizeConst;
///
GFXTextureTargetRef mBaseTarget;
/// The base texture.
GFXTexHandle mBaseTex;
///
bool mDetailsDirty;
///
bool mLayerTexDirty;
/// The desired size for the base texture.
U32 mBaseTexSize;
BaseTexFormat mBaseTexFormat;
///
TerrCell *mCell;
/// The shared base material which is used to render
/// cells that are outside the detail map range.
TerrainCellMaterial *mBaseMaterial;
/// A dummy material only used for shadow
/// material generation.
BaseMatInstance *mDefaultMatInst;
F32 mSquareSize;
PhysicsBody *mPhysicsRep;
U32 mScreenError;
/// The shared primitive buffer used in rendering.
GFXPrimitiveBufferHandle mPrimBuffer;
/// The cells used in the last render pass
/// when doing debug rendering.
/// @see _renderDebug
Vector<TerrCell*> mDebugCells;
/// Set to enable debug rendering of the terrain. It
/// is exposed to the console via $terrain::debugRender.
static bool smDebugRender;
/// Allows the terrain to cast shadows onto itself and other objects.
bool mCastShadows;
/// A global LOD scale used to tweak the default
/// terrain screen error value.
static F32 smLODScale;
/// A global detail scale used to tweak the
/// material detail distances.
static F32 smDetailScale;
/// True if the zoning needs to be recalculated for the terrain.
bool mZoningDirty;
String _getBaseTexCacheFileName() const;
void _rebuildQuadtree();
void _updatePhysics();
void _renderBlock( SceneRenderState *state );
void _renderDebug( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
/// The callback used to get texture events.
/// @see GFXTextureManager::addEventDelegate
void _onTextureEvent( GFXTexCallbackCode code );
/// Used to release terrain materials when
/// the material manager flushes them.
/// @see MaterialManager::getFlushSignal
void _onFlushMaterials();
///
bool _initBaseShader();
///
void _updateMaterials();
///
void _updateBaseTexture( bool writeToCache );
void _updateLayerTexture();
void _updateBounds();
void _onZoningChanged( SceneZoneSpaceManager *zoneManager );
void _updateZoning();
// Protected fields
static bool _setTerrainFile( void *obj, const char *index, const char *data );
static bool _setSquareSize( void *obj, const char *index, const char *data );
static bool _setBaseTexSize(void *obj, const char *index, const char *data);
static bool _setBaseTexFormat(void *obj, const char *index, const char *data);
static bool _setLightMapSize( void *obj, const char *index, const char *data );
public:
enum
{
LightmapUpdate = BIT(0),
HeightmapUpdate = BIT(1),
LayersUpdate = BIT(2),
EmptyUpdate = BIT(3)
};
static Signal<void(U32,TerrainBlock*,const Point2I& ,const Point2I&)> smUpdateSignal;
///
bool import( const GBitmap &heightMap,
F32 heightScale,
F32 metersPerPixel,
const Vector<U8> &layerMap,
const Vector<String> &materials,
bool flipYAxis = true );
#ifdef TORQUE_TOOLS
bool exportHeightMap( const UTF8 *filePath, const String &format ) const;
bool exportLayerMaps( const UTF8 *filePrefix, const String &format ) const;
#endif
public:
TerrainBlock();
virtual ~TerrainBlock();
U32 getCRC() const { return(mCRC); }
Resource<TerrainFile> getFile() const { return mFile; };
bool onAdd();
void onRemove();
void onEditorEnable();
void onEditorDisable();
/// Adds a new material as the top layer or
/// inserts it at the specified index.
void addMaterial( const String &name, U32 insertAt = -1 );
/// Removes the material at the index.
void removeMaterial( U32 index );
/// Updates the material at the index.
void updateMaterial( U32 index, const String &name );
/// Deletes all the materials on the terrain.
void deleteAllMaterials();
//void setMaterialName( U32 index, const String &name );
/// Accessors and mutators for TerrainMaterialUndoAction.
/// @{
const Vector<TerrainMaterial*>& getMaterials() const { return mFile->mMaterials; }
const Vector<U8>& getLayerMap() const { return mFile->mLayerMap; }
void setMaterials( const Vector<TerrainMaterial*> &materials ) { mFile->mMaterials = materials; }
void setLayerMap( const Vector<U8> &layers ) { mFile->mLayerMap = layers; }
/// @}
TerrainMaterial* getMaterial( U32 index ) const;
const char* getMaterialName( U32 index ) const;
U32 getMaterialCount() const;
//BaseMatInstance* getMaterialInst( U32 x, U32 y );
void setHeight( const Point2I &pos, F32 height );
F32 getHeight( const Point2I &pos );
// Performs an update to the selected range of the terrain
// grid including the collision and rendering structures.
void updateGrid( const Point2I &minPt,
const Point2I &maxPt,
bool updateClient = false );
void updateGridMaterials( const Point2I &minPt, const Point2I &maxPt );
Point2I getGridPos( const Point3F &worldPos ) const;
/// This returns true and the terrain z height for
/// a 2d position in the terrains object space.
///
/// If the terrain at that point is within an empty block
/// or the 2d position is outside of the terrain area then
/// it returns false.
///
bool getHeight( const Point2F &pos, F32 *height ) const;
void getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const;
/// This returns true and the terrain normal for a
/// 2d position in the terrains object space.
///
/// If the terrain at that point is within an empty block
/// or the 2d position is outside of the terrain area then
/// it returns false.
///
bool getNormal( const Point2F &pos,
Point3F *normal,
bool normalize = true,
bool skipEmpty = true ) const;
/// This returns true and the smoothed terrain normal
// for a 2d position in the terrains object space.
///
/// If the terrain at that point is within an empty block
/// or the 2d position is outside of the terrain area then
/// it returns false.
///
bool getSmoothNormal( const Point2F &pos,
Point3F *normal,
bool normalize = true,
bool skipEmpty = true ) const;
/// This returns true and the terrain normal and z height
/// for a 2d position in the terrains object space.
///
/// If the terrain at that point is within an empty block
/// or the 2d position is outside of the terrain area then
/// it returns false.
///
bool getNormalAndHeight( const Point2F &pos,
Point3F *normal,
F32 *height,
bool normalize = true ) const;
/// This returns true and the terrain normal, z height, and
/// material name for a 2d position in the terrains object
/// space.
///
/// If the terrain at that point is within an empty block
/// or the 2d position is outside of the terrain area then
/// it returns false.
///
bool getNormalHeightMaterial( const Point2F &pos,
Point3F *normal,
F32 *height,
StringTableEntry &matName ) const;
// only the editor currently uses this method - should always be using a ray to collide with
bool collideBox( const Point3F &start, const Point3F &end, RayInfo* info )
{
return castRay( start, end, info );
}
///
void setLightMap( GBitmap *newLightMap );
/// Fills the lightmap with white.
void clearLightMap();
/// Retuns the dimensions of the light map.
U32 getLightMapSize() const { return mLightMapSize; }
const GBitmap* getLightMap() const { return mLightMap; }
GBitmap* getLightMap() { return mLightMap; }
///
GFXTextureObject* getLightMapTex();
public:
bool setFile( const FileName& terrFileName );
void setFile(const Resource<TerrainFile>& file);
bool save(const char* filename);
F32 getSquareSize() const { return mSquareSize; }
/// Returns the dimensions of the terrain in world space.
F32 getWorldBlockSize() const { return mSquareSize * (F32)mFile->mSize; }
/// Retuns the dimensions of the terrain in samples.
U32 getBlockSize() const { return mFile->mSize; }
U32 getScreenError() const { return smLODScale * mScreenError; }
// SceneObject
void setTransform( const MatrixF &mat );
void setScale( const VectorF &scale );
void prepRenderImage ( SceneRenderState* state );
void buildConvex(const Box3F& box,Convex* convex);
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
bool castRayI(const Point3F &start, const Point3F &end, RayInfo* info, bool emptyCollide);
bool castRayBlock( const Point3F &pStart,
const Point3F &pEnd,
const Point2I &blockPos,
U32 level,
F32 invDeltaX,
F32 invDeltaY,
F32 startT,
F32 endT,
RayInfo *info,
bool collideEmpty );
const FileName& getTerrainFile() const { return mTerrFileName; }
void postLight(Vector<TerrainBlock *> &terrBlocks) {};
DECLARE_CONOBJECT(TerrainBlock);
static void initPersistFields();
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void inspectPostApply();
};
#endif // _TERRDATA_H_