mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
437 lines
13 KiB
C++
437 lines
13 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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#ifndef _TERRDATA_H_
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#define _TERRDATA_H_
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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#ifndef _TSIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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#ifndef _TERRFILE_H_
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#include "terrain/terrFile.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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class GBitmap;
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class TerrainBlock;
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class TerrCell;
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class PhysicsBody;
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class TerrainCellMaterial;
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class TerrainBlock : public SceneObject
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{
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typedef SceneObject Parent;
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friend class TerrainEditor;
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friend class TerrainCellMaterial;
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protected:
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enum
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{
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TransformMask = Parent::NextFreeMask,
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FileMask = Parent::NextFreeMask << 1,
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SizeMask = Parent::NextFreeMask << 2,
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MaterialMask = Parent::NextFreeMask << 3,
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HeightMapChangeMask = Parent::NextFreeMask << 4,
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MiscMask = Parent::NextFreeMask << 5,
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NextFreeMask = Parent::NextFreeMask << 6,
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};
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Box3F mBounds;
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///
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GBitmap *mLightMap;
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/// The lightmap dimensions in pixels.
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U32 mLightMapSize;
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/// The lightmap texture.
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GFXTexHandle mLightMapTex;
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/// The terrain data file.
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Resource<TerrainFile> mFile;
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/// The TerrainFile CRC sent from the server.
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U32 mCRC;
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///
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FileName mTerrFileName;
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/// The maximum detail distance found in the material list.
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F32 mMaxDetailDistance;
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///
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Vector<GFXTexHandle> mBaseTextures;
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///
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GFXTexHandle mLayerTex;
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/// The shader used to generate the base texture map.
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GFXShaderRef mBaseShader;
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///
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GFXStateBlockRef mBaseShaderSB;
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///
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GFXShaderConstBufferRef mBaseShaderConsts;
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///
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GFXShaderConstHandle *mBaseTexScaleConst;
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GFXShaderConstHandle *mBaseTexIdConst;
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GFXShaderConstHandle *mBaseLayerSizeConst;
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///
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GFXTextureTargetRef mBaseTarget;
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/// The base texture.
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GFXTexHandle mBaseTex;
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///
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bool mDetailsDirty;
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///
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bool mLayerTexDirty;
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/// The desired size for the base texture.
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U32 mBaseTexSize;
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///
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TerrCell *mCell;
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/// The shared base material which is used to render
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/// cells that are outside the detail map range.
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TerrainCellMaterial *mBaseMaterial;
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/// A dummy material only used for shadow
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/// material generation.
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BaseMatInstance *mDefaultMatInst;
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F32 mSquareSize;
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PhysicsBody *mPhysicsRep;
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U32 mScreenError;
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/// The shared primitive buffer used in rendering.
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GFXPrimitiveBufferHandle mPrimBuffer;
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/// The cells used in the last render pass
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/// when doing debug rendering.
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/// @see _renderDebug
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Vector<TerrCell*> mDebugCells;
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/// Set to enable debug rendering of the terrain. It
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/// is exposed to the console via $terrain::debugRender.
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static bool smDebugRender;
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/// Allows the terrain to cast shadows onto itself and other objects.
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bool mCastShadows;
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/// A global LOD scale used to tweak the default
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/// terrain screen error value.
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static F32 smLODScale;
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/// A global detail scale used to tweak the
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/// material detail distances.
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static F32 smDetailScale;
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/// True if the zoning needs to be recalculated for the terrain.
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bool mZoningDirty;
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String _getBaseTexCacheFileName() const;
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void _rebuildQuadtree();
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void _updatePhysics();
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void _renderBlock( SceneRenderState *state );
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void _renderDebug( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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/// The callback used to get texture events.
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/// @see GFXTextureManager::addEventDelegate
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void _onTextureEvent( GFXTexCallbackCode code );
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/// Used to release terrain materials when
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/// the material manager flushes them.
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/// @see MaterialManager::getFlushSignal
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void _onFlushMaterials();
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///
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bool _initBaseShader();
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///
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void _updateMaterials();
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///
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void _updateBaseTexture( bool writeToCache );
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void _updateLayerTexture();
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void _updateBounds();
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void _onZoningChanged( SceneZoneSpaceManager *zoneManager );
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void _updateZoning();
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// Protected fields
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static bool _setTerrainFile( void *obj, const char *index, const char *data );
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static bool _setSquareSize( void *obj, const char *index, const char *data );
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static bool _setBaseTexSize( void *obj, const char *index, const char *data );
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static bool _setLightMapSize( void *obj, const char *index, const char *data );
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public:
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enum
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{
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LightmapUpdate = BIT(0),
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HeightmapUpdate = BIT(1),
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LayersUpdate = BIT(2),
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EmptyUpdate = BIT(3)
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};
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static Signal<void(U32,TerrainBlock*,const Point2I& ,const Point2I&)> smUpdateSignal;
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///
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bool import( const GBitmap &heightMap,
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F32 heightScale,
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F32 metersPerPixel,
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const Vector<U8> &layerMap,
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const Vector<String> &materials );
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#ifdef TORQUE_TOOLS
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bool exportHeightMap( const UTF8 *filePath, const String &format ) const;
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bool exportLayerMaps( const UTF8 *filePrefix, const String &format ) const;
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#endif
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public:
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TerrainBlock();
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virtual ~TerrainBlock();
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U32 getCRC() const { return(mCRC); }
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Resource<TerrainFile> getFile() const { return mFile; };
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bool onAdd();
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void onRemove();
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void onEditorEnable();
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void onEditorDisable();
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/// Adds a new material as the top layer or
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/// inserts it at the specified index.
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void addMaterial( const String &name, U32 insertAt = -1 );
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/// Removes the material at the index.
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void removeMaterial( U32 index );
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/// Updates the material at the index.
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void updateMaterial( U32 index, const String &name );
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/// Deletes all the materials on the terrain.
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void deleteAllMaterials();
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//void setMaterialName( U32 index, const String &name );
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/// Accessors and mutators for TerrainMaterialUndoAction.
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/// @{
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const Vector<TerrainMaterial*>& getMaterials() const { return mFile->mMaterials; }
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const Vector<U8>& getLayerMap() const { return mFile->mLayerMap; }
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void setMaterials( const Vector<TerrainMaterial*> &materials ) { mFile->mMaterials = materials; }
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void setLayerMap( const Vector<U8> &layers ) { mFile->mLayerMap = layers; }
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/// @}
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TerrainMaterial* getMaterial( U32 index ) const;
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const char* getMaterialName( U32 index ) const;
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U32 getMaterialCount() const;
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//BaseMatInstance* getMaterialInst( U32 x, U32 y );
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void setHeight( const Point2I &pos, F32 height );
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F32 getHeight( const Point2I &pos );
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// Performs an update to the selected range of the terrain
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// grid including the collision and rendering structures.
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void updateGrid( const Point2I &minPt,
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const Point2I &maxPt,
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bool updateClient = false );
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void updateGridMaterials( const Point2I &minPt, const Point2I &maxPt );
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Point2I getGridPos( const Point3F &worldPos ) const;
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/// This returns true and the terrain z height for
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/// a 2d position in the terrains object space.
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///
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/// If the terrain at that point is within an empty block
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/// or the 2d position is outside of the terrain area then
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/// it returns false.
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///
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bool getHeight( const Point2F &pos, F32 *height ) const;
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void getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const;
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/// This returns true and the terrain normal for a
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/// 2d position in the terrains object space.
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///
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/// If the terrain at that point is within an empty block
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/// or the 2d position is outside of the terrain area then
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/// it returns false.
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///
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bool getNormal( const Point2F &pos,
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Point3F *normal,
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bool normalize = true,
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bool skipEmpty = true ) const;
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/// This returns true and the smoothed terrain normal
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// for a 2d position in the terrains object space.
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///
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/// If the terrain at that point is within an empty block
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/// or the 2d position is outside of the terrain area then
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/// it returns false.
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///
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bool getSmoothNormal( const Point2F &pos,
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Point3F *normal,
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bool normalize = true,
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bool skipEmpty = true ) const;
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/// This returns true and the terrain normal and z height
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/// for a 2d position in the terrains object space.
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///
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/// If the terrain at that point is within an empty block
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/// or the 2d position is outside of the terrain area then
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/// it returns false.
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///
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bool getNormalAndHeight( const Point2F &pos,
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Point3F *normal,
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F32 *height,
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bool normalize = true ) const;
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/// This returns true and the terrain normal, z height, and
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/// material name for a 2d position in the terrains object
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/// space.
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///
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/// If the terrain at that point is within an empty block
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/// or the 2d position is outside of the terrain area then
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/// it returns false.
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///
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bool getNormalHeightMaterial( const Point2F &pos,
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Point3F *normal,
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F32 *height,
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StringTableEntry &matName ) const;
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// only the editor currently uses this method - should always be using a ray to collide with
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bool collideBox( const Point3F &start, const Point3F &end, RayInfo* info )
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{
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return castRay( start, end, info );
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}
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///
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void setLightMap( GBitmap *newLightMap );
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/// Fills the lightmap with white.
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void clearLightMap();
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/// Retuns the dimensions of the light map.
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U32 getLightMapSize() const { return mLightMapSize; }
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const GBitmap* getLightMap() const { return mLightMap; }
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GBitmap* getLightMap() { return mLightMap; }
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///
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GFXTextureObject* getLightMapTex();
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public:
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bool setFile( const FileName& terrFileName );
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void setFile( Resource<TerrainFile> file );
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bool save(const char* filename);
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F32 getSquareSize() const { return mSquareSize; }
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/// Returns the dimensions of the terrain in world space.
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F32 getWorldBlockSize() const { return mSquareSize * (F32)mFile->mSize; }
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/// Retuns the dimensions of the terrain in samples.
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U32 getBlockSize() const { return mFile->mSize; }
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U32 getScreenError() const { return smLODScale * mScreenError; }
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// SceneObject
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void setTransform( const MatrixF &mat );
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void setScale( const VectorF &scale );
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void prepRenderImage ( SceneRenderState* state );
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void buildConvex(const Box3F& box,Convex* convex);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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bool castRayI(const Point3F &start, const Point3F &end, RayInfo* info, bool emptyCollide);
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bool castRayBlock( const Point3F &pStart,
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const Point3F &pEnd,
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const Point2I &blockPos,
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U32 level,
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F32 invDeltaX,
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F32 invDeltaY,
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F32 startT,
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F32 endT,
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RayInfo *info,
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bool collideEmpty );
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const FileName& getTerrainFile() const { return mTerrFileName; }
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void postLight(Vector<TerrainBlock *> &terrBlocks) {};
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DECLARE_CONOBJECT(TerrainBlock);
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static void initPersistFields();
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void inspectPostApply();
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};
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#endif // _TERRDATA_H_
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