mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
1031 lines
29 KiB
C++
1031 lines
29 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "platform/platform.h"
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#include "gui/worldEditor/terrainActions.h"
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#include "gui/core/guiCanvas.h"
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TerrainScratchPad gTerrainScratchPad;
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//------------------------------------------------------------------------------
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bool TerrainAction::isValid(GridInfo tile)
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{
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const bool slopeLimit = mTerrainEditor->mSlopeMinAngle > 0.0f || mTerrainEditor->mSlopeMaxAngle < 90.0f;
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const F32 minSlope = mSin(mDegToRad(90.0f - mTerrainEditor->mSlopeMinAngle));
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const F32 maxSlope = mSin(mDegToRad(90.0f - mTerrainEditor->mSlopeMaxAngle));
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const TerrainBlock* terrain = mTerrainEditor->getActiveTerrain();
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const F32 squareSize = terrain->getSquareSize();
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Point2F p;
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Point3F norm;
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if (slopeLimit)
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{
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p.x = tile.mGridPoint.gridPos.x * squareSize;
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p.y = tile.mGridPoint.gridPos.y * squareSize;
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if (!terrain->getNormal(p, &norm, true))
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return false;
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if (norm.z > minSlope ||
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norm.z < maxSlope)
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return false;
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}
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if (tile.mHeight < mTerrainEditor->mTileMinHeight || tile.mHeight > mTerrainEditor->mTileMaxHeight)
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return false;
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return true;
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}
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void SelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool selChanged, Type type)
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{
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if(sel == mTerrainEditor->getCurrentSel())
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return;
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if(type == Process)
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return;
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if(selChanged)
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{
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if(event.modifier & SI_MULTISELECT)
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{
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for(U32 i = 0; i < sel->size(); i++)
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mTerrainEditor->getCurrentSel()->remove((*sel)[i]);
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}
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else
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{
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for(U32 i = 0; i < sel->size(); i++)
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{
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GridInfo gInfo;
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if(mTerrainEditor->getCurrentSel()->getInfo((*sel)[i].mGridPoint.gridPos, gInfo))
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{
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if(!gInfo.mPrimarySelect)
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gInfo.mPrimarySelect = (*sel)[i].mPrimarySelect;
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if(gInfo.mWeight < (*sel)[i].mWeight)
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gInfo.mWeight = (*sel)[i].mWeight;
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mTerrainEditor->getCurrentSel()->setInfo(gInfo);
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}
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else
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mTerrainEditor->getCurrentSel()->add((*sel)[i]);
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}
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}
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}
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}
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void DeselectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool selChanged, Type type)
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{
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if(sel == mTerrainEditor->getCurrentSel())
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return;
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if(type == Process)
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return;
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if(selChanged)
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{
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for(U32 i = 0; i < sel->size(); i++)
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mTerrainEditor->getCurrentSel()->remove((*sel)[i]);
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}
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}
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//------------------------------------------------------------------------------
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void SoftSelectAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
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{
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TerrainBlock *terrBlock = mTerrainEditor->getActiveTerrain();
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if ( !terrBlock )
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return;
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// allow process of current selection
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Selection tmpSel;
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if(sel == mTerrainEditor->getCurrentSel())
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{
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tmpSel = *sel;
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sel = &tmpSel;
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}
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if(type == Begin || type == Process)
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mFilter.set(1, &mTerrainEditor->mSoftSelectFilter);
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//
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if(selChanged)
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{
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F32 radius = mTerrainEditor->mSoftSelectRadius;
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if(radius == 0.f)
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return;
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S32 squareSize = terrBlock->getSquareSize();
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U32 offset = U32(radius / F32(squareSize)) + 1;
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for(U32 i = 0; i < sel->size(); i++)
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{
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GridInfo & info = (*sel)[i];
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info.mPrimarySelect = true;
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info.mWeight = mFilter.getValue(0);
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if(!mTerrainEditor->getCurrentSel()->add(info))
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mTerrainEditor->getCurrentSel()->setInfo(info);
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Point2F infoPos((F32)info.mGridPoint.gridPos.x, (F32)info.mGridPoint.gridPos.y);
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//
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for(S32 x = info.mGridPoint.gridPos.x - offset; x < info.mGridPoint.gridPos.x + (offset << 1); x++)
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for(S32 y = info.mGridPoint.gridPos.y - offset; y < info.mGridPoint.gridPos.y + (offset << 1); y++)
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{
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//
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Point2F pos((F32)x, (F32)y);
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F32 dist = Point2F(pos - infoPos).len() * F32(squareSize);
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if(dist > radius)
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continue;
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F32 weight = mFilter.getValue(dist / radius);
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//
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GridInfo gInfo;
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GridPoint gridPoint = info.mGridPoint;
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gridPoint.gridPos.set(x, y);
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if(mTerrainEditor->getCurrentSel()->getInfo(Point2I(x, y), gInfo))
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{
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if(gInfo.mPrimarySelect)
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continue;
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if(gInfo.mWeight < weight)
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{
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gInfo.mWeight = weight;
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mTerrainEditor->getCurrentSel()->setInfo(gInfo);
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}
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}
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else
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{
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Vector<GridInfo> gInfos;
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mTerrainEditor->getGridInfos(gridPoint, gInfos);
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for (U32 z = 0; z < gInfos.size(); z++)
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{
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gInfos[z].mWeight = weight;
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gInfos[z].mPrimarySelect = false;
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mTerrainEditor->getCurrentSel()->add(gInfos[z]);
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}
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}
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}
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}
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}
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}
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//------------------------------------------------------------------------------
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void OutlineSelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
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{
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TORQUE_UNUSED(sel); TORQUE_UNUSED(event); TORQUE_UNUSED(type);
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switch(type)
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{
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case Begin:
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if(event.modifier & SI_SHIFT)
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break;
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mTerrainEditor->getCurrentSel()->reset();
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break;
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case End:
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case Update:
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default:
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return;
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}
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mLastEvent = event;
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}
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//------------------------------------------------------------------------------
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void PaintMaterialAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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S32 mat = mTerrainEditor->getPaintMaterialIndex();
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if ( !selChanged || mat < 0 )
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return;
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for( U32 i = 0; i < sel->size(); i++ )
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{
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GridInfo &inf = (*sel)[i];
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if (!isValid(inf))
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continue;
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// If grid is already set to our material, or it is an
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// empty grid spot, then skip painting.
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if ( inf.mMaterial == mat || inf.mMaterial == U8_MAX )
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continue;
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if ( mRandF() > mTerrainEditor->getBrushPressure() )
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continue;
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inf.mMaterialChanged = true;
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mTerrainEditor->getUndoSel()->add(inf);
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// Painting is really simple now... set the one mat index.
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inf.mMaterial = mat;
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mTerrainEditor->setGridInfo(inf, true);
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}
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mTerrainEditor->scheduleMaterialUpdate();
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}
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//------------------------------------------------------------------------------
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void ClearMaterialsAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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{
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for(U32 i = 0; i < sel->size(); i++)
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{
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GridInfo &inf = (*sel)[i];
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mTerrainEditor->getUndoSel()->add(inf);
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inf.mMaterialChanged = true;
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// Reset to the first texture layer.
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inf.mMaterial = 0;
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mTerrainEditor->setGridInfo(inf);
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}
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mTerrainEditor->scheduleMaterialUpdate();
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}
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}
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//------------------------------------------------------------------------------
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void RaiseHeightAction::process( Selection *sel, const Gui3DMouseEvent &evt, bool selChanged, Type type )
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{
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// ok the raise height action is our "dirt pour" action
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// only works on brushes...
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Brush *brush = dynamic_cast<Brush*>(sel);
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if ( !brush )
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return;
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if ( type == End )
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return;
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Point2I brushPos = brush->getPosition();
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GridPoint brushGridPoint = brush->getGridPoint();
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Vector<GridInfo> cur; // the height at the brush position
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mTerrainEditor->getGridInfos(brushGridPoint, cur);
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if ( cur.size() == 0 )
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return;
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// we get 30 process actions per second (at least)
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F32 heightAdjust = mTerrainEditor->mAdjustHeightVal / 30;
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// nothing can get higher than the current brush pos adjusted height
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F32 maxHeight = cur[0].mHeight + heightAdjust;
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for ( U32 i = 0; i < sel->size(); i++ )
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{
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if (!isValid((*sel)[i]))
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continue;
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mTerrainEditor->getUndoSel()->add((*sel)[i]);
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if ( (*sel)[i].mHeight < maxHeight )
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{
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(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
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if ( (*sel)[i].mHeight > maxHeight )
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(*sel)[i].mHeight = maxHeight;
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}
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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mTerrainEditor->scheduleGridUpdate();
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}
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//------------------------------------------------------------------------------
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void LowerHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
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{
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// ok the lower height action is our "dirt dig" action
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// only works on brushes...
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Brush *brush = dynamic_cast<Brush *>(sel);
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if(!brush)
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return;
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if ( type == End )
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return;
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Point2I brushPos = brush->getPosition();
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GridPoint brushGridPoint = brush->getGridPoint();
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Vector<GridInfo> cur; // the height at the brush position
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mTerrainEditor->getGridInfos(brushGridPoint, cur);
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if (cur.size() == 0)
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return;
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// we get 30 process actions per second (at least)
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F32 heightAdjust = -mTerrainEditor->mAdjustHeightVal / 30;
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// nothing can get higher than the current brush pos adjusted height
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F32 maxHeight = cur[0].mHeight + heightAdjust;
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if(maxHeight < 0)
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maxHeight = 0;
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for(U32 i = 0; i < sel->size(); i++)
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{
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if (!isValid((*sel)[i]))
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continue;
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mTerrainEditor->getUndoSel()->add((*sel)[i]);
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if((*sel)[i].mHeight > maxHeight)
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{
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(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
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if((*sel)[i].mHeight < maxHeight)
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(*sel)[i].mHeight = maxHeight;
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}
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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mTerrainEditor->scheduleGridUpdate();
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}
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//------------------------------------------------------------------------------
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void SetHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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{
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for(U32 i = 0; i < sel->size(); i++)
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{
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if (!isValid((*sel)[i]))
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continue;
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mTerrainEditor->getUndoSel()->add((*sel)[i]);
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(*sel)[i].mHeight = mTerrainEditor->mSetHeightVal;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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mTerrainEditor->scheduleGridUpdate();
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}
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}
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//------------------------------------------------------------------------------
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void SetEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if ( !selChanged )
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return;
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mTerrainEditor->setMissionDirty();
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for ( U32 i = 0; i < sel->size(); i++ )
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{
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GridInfo &inf = (*sel)[i];
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// Skip already empty blocks.
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if ( inf.mMaterial == U8_MAX )
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continue;
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if (!isValid(inf))
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continue;
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// The change flag needs to be set on the undo
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// so that it knows to restore materials.
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inf.mMaterialChanged = true;
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mTerrainEditor->getUndoSel()->add( inf );
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// Set the material to empty.
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inf.mMaterial = -1;
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mTerrainEditor->setGridInfo( inf );
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}
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mTerrainEditor->scheduleGridUpdate();
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}
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//------------------------------------------------------------------------------
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void ClearEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if ( !selChanged )
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return;
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mTerrainEditor->setMissionDirty();
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for ( U32 i = 0; i < sel->size(); i++ )
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{
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GridInfo &inf = (*sel)[i];
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// Skip if not empty.
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if ( inf.mMaterial != U8_MAX )
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continue;
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// The change flag needs to be set on the undo
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// so that it knows to restore materials.
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inf.mMaterialChanged = true;
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mTerrainEditor->getUndoSel()->add( inf );
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// Set the material
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inf.mMaterial = 0;
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mTerrainEditor->setGridInfo( inf );
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}
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mTerrainEditor->scheduleGridUpdate();
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}
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//------------------------------------------------------------------------------
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void ScaleHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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{
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for(U32 i = 0; i < sel->size(); i++)
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{
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if (!isValid((*sel)[i]))
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continue;
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mTerrainEditor->getUndoSel()->add((*sel)[i]);
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(*sel)[i].mHeight *= mTerrainEditor->mScaleVal;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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mTerrainEditor->scheduleGridUpdate();
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}
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}
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void BrushAdjustHeightAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
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{
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if(type == Process)
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return;
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TerrainBlock *terrBlock = mTerrainEditor->getActiveTerrain();
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if ( !terrBlock )
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return;
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if(type == Begin)
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{
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mTerrainEditor->lockSelection(true);
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mTerrainEditor->getRoot()->mouseLock(mTerrainEditor);
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// the way this works is:
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// construct a plane that goes through the collision point
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// with one axis up the terrain Z, and horizontally parallel to the
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// plane of projection
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// the cross of the camera ffdv and the terrain up vector produces
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// the cross plane vector.
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// all subsequent mouse actions are collided against the plane and the deltaZ
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// from the previous position is used to delta the selection up and down.
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Point3F cameraDir;
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EditTSCtrl::smCamMatrix.getColumn(1, &cameraDir);
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terrBlock->getTransform().getColumn(2, &mTerrainUpVector);
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// ok, get the cross vector for the plane:
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Point3F planeCross;
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mCross(cameraDir, mTerrainUpVector, &planeCross);
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planeCross.normalize();
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Point3F planeNormal;
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Point3F intersectPoint;
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mTerrainEditor->collide(event, intersectPoint);
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mCross(mTerrainUpVector, planeCross, &planeNormal);
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mIntersectionPlane.set(intersectPoint, planeNormal);
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// ok, we have the intersection point...
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// project the collision point onto the up vector of the terrain
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mPreviousZ = mDot(mTerrainUpVector, intersectPoint);
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// add to undo
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// and record the starting heights
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for(U32 i = 0; i < sel->size(); i++)
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{
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mTerrainEditor->getUndoSel()->add((*sel)[i]);
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(*sel)[i].mStartHeight = (*sel)[i].mHeight;
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}
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}
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else if(type == Update)
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{
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// ok, collide the ray from the event with the intersection plane:
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Point3F intersectPoint;
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Point3F start = event.pos;
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Point3F end = start + event.vec * 1000;
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F32 t = mIntersectionPlane.intersect(start, end);
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m_point3F_interpolate( start, end, t, intersectPoint);
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F32 currentZ = mDot(mTerrainUpVector, intersectPoint);
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F32 diff = currentZ - mPreviousZ;
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for(U32 i = 0; i < sel->size(); i++)
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{
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(*sel)[i].mHeight = (*sel)[i].mStartHeight + diff * (*sel)[i].mWeight;
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// clamp it
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if((*sel)[i].mHeight < 0.f)
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(*sel)[i].mHeight = 0.f;
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if((*sel)[i].mHeight > 2047.f)
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(*sel)[i].mHeight = 2047.f;
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|
|
mTerrainEditor->setGridInfoHeight((*sel)[i]);
|
|
}
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
}
|
|
else if(type == End)
|
|
{
|
|
mTerrainEditor->getRoot()->mouseUnlock(mTerrainEditor);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
AdjustHeightAction::AdjustHeightAction(TerrainEditor * editor) :
|
|
BrushAdjustHeightAction(editor)
|
|
{
|
|
mCursor = 0;
|
|
}
|
|
|
|
void AdjustHeightAction::process(Selection *sel, const Gui3DMouseEvent & event, bool b, Type type)
|
|
{
|
|
Selection * curSel = mTerrainEditor->getCurrentSel();
|
|
BrushAdjustHeightAction::process(curSel, event, b, type);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// flatten the primary selection then blend in the rest...
|
|
|
|
void FlattenHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
|
|
{
|
|
if(!sel->size())
|
|
return;
|
|
|
|
if(selChanged)
|
|
{
|
|
F32 average = 0.f;
|
|
|
|
// get the average height
|
|
U32 cPrimary = 0;
|
|
for(U32 k = 0; k < sel->size(); k++)
|
|
if((*sel)[k].mPrimarySelect)
|
|
{
|
|
cPrimary++;
|
|
average += (*sel)[k].mHeight;
|
|
}
|
|
|
|
average /= cPrimary;
|
|
|
|
// set it
|
|
for(U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
if (!isValid((*sel)[i]))
|
|
continue;
|
|
|
|
mTerrainEditor->getUndoSel()->add((*sel)[i]);
|
|
|
|
//
|
|
if((*sel)[i].mPrimarySelect)
|
|
(*sel)[i].mHeight = average;
|
|
else
|
|
{
|
|
F32 h = average - (*sel)[i].mHeight;
|
|
(*sel)[i].mHeight += (h * (*sel)[i].mWeight);
|
|
}
|
|
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void SmoothHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
|
|
{
|
|
if(!sel->size())
|
|
return;
|
|
|
|
if(selChanged)
|
|
{
|
|
F32 avgHeight = 0.f;
|
|
for(U32 k = 0; k < sel->size(); k++)
|
|
{
|
|
mTerrainEditor->getUndoSel()->add((*sel)[k]);
|
|
avgHeight += (*sel)[k].mHeight;
|
|
}
|
|
|
|
avgHeight /= sel->size();
|
|
|
|
// clamp the terrain smooth factor...
|
|
if(mTerrainEditor->mSmoothFactor < 0.f)
|
|
mTerrainEditor->mSmoothFactor = 0.f;
|
|
if(mTerrainEditor->mSmoothFactor > 1.f)
|
|
mTerrainEditor->mSmoothFactor = 1.f;
|
|
|
|
// linear
|
|
for(U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
(*sel)[i].mHeight += (avgHeight - (*sel)[i].mHeight) * mTerrainEditor->mSmoothFactor * (*sel)[i].mWeight;
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
}
|
|
}
|
|
|
|
void SmoothSlopeAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
|
|
{
|
|
if(!sel->size())
|
|
return;
|
|
|
|
if(selChanged)
|
|
{
|
|
// Perform simple 2d linear regression on x&z and y&z:
|
|
// b = (Avg(xz) - Avg(x)Avg(z))/(Avg(x^2) - Avg(x)^2)
|
|
Point2F prod(0.f, 0.f); // mean of product for covar
|
|
Point2F avgSqr(0.f, 0.f); // mean sqr of x, y for var
|
|
Point2F avgPos(0.f, 0.f);
|
|
F32 avgHeight = 0.f;
|
|
F32 z;
|
|
Point2F pos;
|
|
for(U32 k = 0; k < sel->size(); k++)
|
|
{
|
|
mTerrainEditor->getUndoSel()->add((*sel)[k]);
|
|
pos = Point2F((*sel)[k].mGridPoint.gridPos.x, (*sel)[k].mGridPoint.gridPos.y);
|
|
z = (*sel)[k].mHeight;
|
|
|
|
prod += pos * z;
|
|
avgSqr += pos * pos;
|
|
avgPos += pos;
|
|
avgHeight += z;
|
|
}
|
|
|
|
prod /= sel->size();
|
|
avgSqr /= sel->size();
|
|
avgPos /= sel->size();
|
|
avgHeight /= sel->size();
|
|
|
|
Point2F avgSlope = (prod - avgPos*avgHeight)/(avgSqr - avgPos*avgPos);
|
|
|
|
F32 goalHeight;
|
|
for(U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
goalHeight = avgHeight + ((*sel)[i].mGridPoint.gridPos.x - avgPos.x)*avgSlope.x +
|
|
((*sel)[i].mGridPoint.gridPos.y - avgPos.y)*avgSlope.y;
|
|
(*sel)[i].mHeight += (goalHeight - (*sel)[i].mHeight) * (*sel)[i].mWeight;
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
}
|
|
}
|
|
|
|
void PaintNoiseAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
|
|
{
|
|
// If this is the ending
|
|
// mouse down event, then
|
|
// update the noise values.
|
|
if ( type == Begin )
|
|
{
|
|
mNoise.setSeed( Sim::getCurrentTime() );
|
|
mNoise.fBm( &mNoiseData, mNoiseSize, 12, 1.0f, 5.0f );
|
|
mNoise.getMinMax( &mNoiseData, &mMinMaxNoise.x, &mMinMaxNoise.y, mNoiseSize );
|
|
|
|
mScale = 1.5f / ( mMinMaxNoise.x - mMinMaxNoise.y);
|
|
}
|
|
|
|
if( selChanged )
|
|
{
|
|
for( U32 i = 0; i < sel->size(); i++ )
|
|
{
|
|
if (!isValid((*sel)[i]))
|
|
continue;
|
|
|
|
mTerrainEditor->getUndoSel()->add((*sel)[i]);
|
|
|
|
const Point2I &gridPos = (*sel)[i].mGridPoint.gridPos;
|
|
|
|
const F32 noiseVal = mNoiseData[ ( gridPos.x % mNoiseSize ) +
|
|
( ( gridPos.y % mNoiseSize ) * mNoiseSize ) ];
|
|
|
|
(*sel)[i].mHeight += (noiseVal - mMinMaxNoise.y * mScale) * (*sel)[i].mWeight * mTerrainEditor->mNoiseFactor;
|
|
|
|
if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight)
|
|
(*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight;
|
|
|
|
if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight)
|
|
(*sel)[i].mHeight = mTerrainEditor->mTileMinHeight;
|
|
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
}
|
|
}
|
|
|
|
void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
|
|
{
|
|
// If this is the ending
|
|
// mouse down event, then
|
|
// update the noise values.
|
|
|
|
TerrainBlock* tblock = mTerrainEditor->getActiveTerrain();
|
|
if (!tblock)
|
|
return;
|
|
|
|
F32 selRange = sel->getMaxHeight()-sel->getMinHeight();
|
|
F32 avg = sel->getAvgHeight();
|
|
if (selChanged)
|
|
{
|
|
F32 heightDiff = 0;
|
|
|
|
for (U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
if (!isValid((*sel)[i]))
|
|
continue;
|
|
|
|
mTerrainEditor->getUndoSel()->add((*sel)[i]);
|
|
|
|
F32 bias = ((*sel)[i].mHeight - avg) / selRange;
|
|
F32 nudge = mRandF(-mTerrainEditor->getBrushPressure(), mTerrainEditor->getBrushPressure());
|
|
F32 heightTarg = mRoundF((*sel)[i].mHeight - bias * nudge, mTerrainEditor->getBrushPressure() * 2.0f) ;
|
|
heightDiff = heightTarg - (*sel)[i].mHeight;
|
|
(*sel)[i].mHeight += heightDiff * (*sel)[i].mWeight;
|
|
|
|
if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight)
|
|
(*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight;
|
|
|
|
if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight)
|
|
(*sel)[i].mHeight = mTerrainEditor->mTileMinHeight;
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
}
|
|
}
|
|
|
|
void HydraulicErosionAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)
|
|
{
|
|
// If this is the ending
|
|
// mouse down event, then
|
|
// update the noise values.
|
|
|
|
TerrainBlock* tblock = mTerrainEditor->getActiveTerrain();
|
|
if (!tblock)
|
|
return;
|
|
|
|
F32 selRange = sel->getMaxHeight() - sel->getMinHeight();
|
|
F32 avg = sel->getAvgHeight();
|
|
if (selChanged)
|
|
{
|
|
F32 heightDiff = 0;
|
|
const F32 squareSize = tblock->getSquareSize();
|
|
|
|
for (U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
if (!isValid((*sel)[i]))
|
|
continue;
|
|
|
|
mTerrainEditor->getUndoSel()->add((*sel)[i]);
|
|
|
|
Point2F p;
|
|
Point3F norm;
|
|
|
|
p.x = (*sel)[i].mGridPoint.gridPos.x * squareSize;
|
|
p.y = (*sel)[i].mGridPoint.gridPos.y * squareSize;
|
|
tblock->getNormal(p, &norm, true);
|
|
|
|
F32 bias = mPow(norm.z,3.0f) * ((*sel)[i].mHeight - avg) / selRange;
|
|
F32 nudge = mRandF(-mTerrainEditor->getBrushPressure(), mTerrainEditor->getBrushPressure());
|
|
|
|
heightDiff = bias * (-(*sel)[i].mHeight + bias * nudge) / tblock->getObjBox().len_z() * 2.0;
|
|
|
|
(*sel)[i].mHeight += heightDiff * (*sel)[i].mWeight;
|
|
|
|
if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight)
|
|
(*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight;
|
|
|
|
if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight)
|
|
(*sel)[i].mHeight = mTerrainEditor->mTileMinHeight;
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
}
|
|
|
|
}
|
|
|
|
void TerrainScratchPad::addTile(F32 height, U8 material)
|
|
{
|
|
mContents.push_back(new gridStub(height, material));
|
|
|
|
mBottom = mMin(height, mBottom);
|
|
mTop = mMax(height, mTop);
|
|
};
|
|
|
|
void TerrainScratchPad::clear()
|
|
{
|
|
for (U32 i = 0; i < mContents.size(); i++)
|
|
delete(mContents[i]);
|
|
mContents.clear();
|
|
mBottom = F32_MAX;
|
|
mTop = F32_MIN_EX;
|
|
}
|
|
|
|
void copyAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)
|
|
{
|
|
gTerrainScratchPad.clear();
|
|
for (U32 i=0;i<sel->size();i++)
|
|
{
|
|
if (isValid((*sel)[i]))
|
|
gTerrainScratchPad.addTile((*sel)[i].mHeight, (*sel)[i].mMaterial);
|
|
else
|
|
gTerrainScratchPad.addTile(0, 0);
|
|
}
|
|
}
|
|
|
|
void pasteAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)
|
|
{
|
|
if (gTerrainScratchPad.size() == 0)
|
|
return;
|
|
|
|
if (gTerrainScratchPad.size() != sel->size())
|
|
return;
|
|
|
|
if (type != Begin)
|
|
return;
|
|
|
|
for (U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
if (isValid((*sel)[i]))
|
|
{
|
|
mTerrainEditor->getUndoSel()->add((*sel)[i]);
|
|
(*sel)[i].mHeight = gTerrainScratchPad[i]->mHeight;
|
|
(*sel)[i].mMaterial = gTerrainScratchPad[i]->mMaterial;
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
}
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
mTerrainEditor->scheduleMaterialUpdate();
|
|
}
|
|
|
|
void pasteUpAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)
|
|
{
|
|
if (gTerrainScratchPad.size() == 0)
|
|
return;
|
|
|
|
if (gTerrainScratchPad.size() != sel->size())
|
|
return;
|
|
|
|
if (type != Begin)
|
|
return;
|
|
F32 floor = F32_MAX;
|
|
for (U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
floor = mMin((*sel)[i].mHeight, floor);
|
|
}
|
|
for (U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
if (isValid((*sel)[i]))
|
|
{
|
|
mTerrainEditor->getUndoSel()->add((*sel)[i]);
|
|
(*sel)[i].mHeight = gTerrainScratchPad[i]->mHeight - gTerrainScratchPad.mBottom + floor;
|
|
(*sel)[i].mMaterial = gTerrainScratchPad[i]->mMaterial;
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
}
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
mTerrainEditor->scheduleMaterialUpdate();
|
|
}
|
|
|
|
void pasteDownAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)
|
|
{
|
|
if (gTerrainScratchPad.size() == 0)
|
|
return;
|
|
|
|
if (gTerrainScratchPad.size() != sel->size())
|
|
return;
|
|
|
|
if (type != Begin)
|
|
return;
|
|
|
|
F32 ceiling = F32_MIN_EX;
|
|
for (U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
ceiling = mMax((*sel)[i].mHeight, ceiling);
|
|
}
|
|
|
|
for (U32 i = 0; i < sel->size(); i++)
|
|
{
|
|
if (isValid((*sel)[i]))
|
|
{
|
|
mTerrainEditor->getUndoSel()->add((*sel)[i]);
|
|
(*sel)[i].mHeight = gTerrainScratchPad[i]->mHeight - gTerrainScratchPad.mTop + ceiling;
|
|
(*sel)[i].mMaterial = gTerrainScratchPad[i]->mMaterial;
|
|
mTerrainEditor->setGridInfo((*sel)[i]);
|
|
}
|
|
}
|
|
mTerrainEditor->scheduleGridUpdate();
|
|
mTerrainEditor->scheduleMaterialUpdate();
|
|
}
|
|
|
|
IMPLEMENT_CONOBJECT( TerrainSmoothAction );
|
|
|
|
ConsoleDocClass( TerrainSmoothAction,
|
|
"@brief Terrain action used for leveling varying terrain heights smoothly.\n\n"
|
|
"Editor use only.\n\n"
|
|
"@internal"
|
|
);
|
|
|
|
TerrainSmoothAction::TerrainSmoothAction()
|
|
: UndoAction("Terrain Smoothing"), mFactor(1.0), mSteps(1), mTerrainId(0)
|
|
{
|
|
}
|
|
|
|
void TerrainSmoothAction::initPersistFields()
|
|
{
|
|
docsURL;
|
|
Parent::initPersistFields();
|
|
}
|
|
|
|
void TerrainSmoothAction::smooth( TerrainBlock *terrain, F32 factor, U32 steps )
|
|
{
|
|
AssertFatal( terrain, "TerrainSmoothAction::smooth() - Got null object!" );
|
|
|
|
// Store our input parameters.
|
|
mTerrainId = terrain->getId();
|
|
mSteps = steps;
|
|
mFactor = factor;
|
|
|
|
// The redo can do the rest.
|
|
redo();
|
|
}
|
|
|
|
DefineEngineMethod( TerrainSmoothAction, smooth, void, ( TerrainBlock *terrain, F32 factor, U32 steps ), , "( TerrainBlock obj, F32 factor, U32 steps )")
|
|
{
|
|
if (terrain)
|
|
object->smooth( terrain, factor, mClamp( steps, 1, 13 ) );
|
|
}
|
|
|
|
void TerrainSmoothAction::undo()
|
|
{
|
|
// First find the terrain from the id.
|
|
TerrainBlock *terrain;
|
|
if ( !Sim::findObject( mTerrainId, terrain ) || !terrain )
|
|
return;
|
|
|
|
// Get the terrain file.
|
|
TerrainFile *terrFile = terrain->getFile();
|
|
|
|
// Copy our stored heightmap to the file.
|
|
terrFile->setHeightMap( mUnsmoothedHeights, false );
|
|
|
|
// Tell the terrain to update itself.
|
|
terrain->updateGrid( Point2I::Zero, Point2I::Max, true );
|
|
}
|
|
|
|
void TerrainSmoothAction::redo()
|
|
{
|
|
// First find the terrain from the id.
|
|
TerrainBlock *terrain;
|
|
if ( !Sim::findObject( mTerrainId, terrain ) || !terrain )
|
|
return;
|
|
|
|
// Get the terrain file.
|
|
TerrainFile *terrFile = terrain->getFile();
|
|
|
|
// First copy the heightmap state.
|
|
mUnsmoothedHeights = terrFile->getHeightMap();
|
|
|
|
// Do the smooth.
|
|
terrFile->smooth( mFactor, mSteps, false );
|
|
|
|
// Tell the terrain to update itself.
|
|
terrain->updateGrid( Point2I::Zero, Point2I::Max, true );
|
|
}
|