Torque3D/Engine/source/terrain/terrImport.cpp
2018-04-20 20:27:09 +02:00

306 lines
11 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.
//-----------------------------------------------------------------------------
#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"
using namespace Torque;
DefineEngineStaticMethod( TerrainBlock, createNew, S32, (String terrainName, U32 resolution, String materialName, bool genNoise),,
"" )
{
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("$Client::MissionFile") );
String terrainDirectory( Con::getVariable( "$pref::Directories::Terrain" ) );
if ( terrainDirectory.isEmpty() )
{
terrainDirectory = "art/terrains/";
}
terrFileName.replace("tools/levels/", terrainDirectory);
terrFileName.replace("levels/", terrainDirectory);
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.
const F32 octaves = 3.0f;
const U32 freq = 4;
const 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 );
const 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.c_str() );
// Add to mission group!
SimGroup *missionGroup;
if( Sim::findObject( "MissionGroup", missionGroup ) )
missionGroup->addObject( terrain );
return terrain->getId();
}
DefineEngineStaticMethod( TerrainBlock, import, S32, (String terrainName, String heightMapFile, F32 metersPerPixel, F32 heightScale, String opacityLayerFiles, String materialsStr, bool flipYAxis), (true),
"" )
{
// First load the height map and validate it.
Resource<GBitmap> heightmap = GBitmap::load(heightMapFile);
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(opacityLayerFiles, "\n" );
Vector<U8> layerMap;
layerMap.setSize( terrSize * terrSize );
{
Vector<GBitmap*> bitmaps;
for ( U32 i = 0; i < fileCount; i++ )
{
String fileNameWithChannel = StringUnit::getUnit(opacityLayerFiles, 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.c_str() ) );
if ( terrain )
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
else
{
terrain = new TerrainBlock();
terrain->assignName( terrainName );
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
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,
bool flipYAxis)
{
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, flipYAxis );
// Set the square size.
mSquareSize = metersPerPixel;
if ( isProperlyAdded() )
{
// Update the server bounds.
_updateBounds();
// Make sure the client gets updated.
setMaskBits( HeightMapChangeMask | SizeMask );
}
return true;
}