Torque3D/Engine/source/terrain/terrData.h
2012-09-19 11:15:01 -04:00

437 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,
};
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;
///
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 _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 );
#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( 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_