Torque3D/Engine/source/gui/worldEditor/terrainActions.cpp

840 lines
24 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 "console/engineAPI.h"
#include "platform/platform.h"
#include "gui/worldEditor/terrainActions.h"
#include "gui/core/guiCanvas.h"
//------------------------------------------------------------------------------
void SelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool selChanged, Type type)
{
if(sel == mTerrainEditor->getCurrentSel())
return;
if(type == Process)
return;
if(selChanged)
{
if(event.modifier & SI_MULTISELECT)
{
for(U32 i = 0; i < sel->size(); i++)
mTerrainEditor->getCurrentSel()->remove((*sel)[i]);
}
else
{
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo gInfo;
if(mTerrainEditor->getCurrentSel()->getInfo((*sel)[i].mGridPoint.gridPos, gInfo))
{
if(!gInfo.mPrimarySelect)
gInfo.mPrimarySelect = (*sel)[i].mPrimarySelect;
if(gInfo.mWeight < (*sel)[i].mWeight)
gInfo.mWeight = (*sel)[i].mWeight;
mTerrainEditor->getCurrentSel()->setInfo(gInfo);
}
else
mTerrainEditor->getCurrentSel()->add((*sel)[i]);
}
}
}
}
void DeselectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool selChanged, Type type)
{
if(sel == mTerrainEditor->getCurrentSel())
return;
if(type == Process)
return;
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
mTerrainEditor->getCurrentSel()->remove((*sel)[i]);
}
}
//------------------------------------------------------------------------------
void SoftSelectAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
{
TerrainBlock *terrBlock = mTerrainEditor->getActiveTerrain();
if ( !terrBlock )
return;
// allow process of current selection
Selection tmpSel;
if(sel == mTerrainEditor->getCurrentSel())
{
tmpSel = *sel;
sel = &tmpSel;
}
if(type == Begin || type == Process)
mFilter.set(1, &mTerrainEditor->mSoftSelectFilter);
//
if(selChanged)
{
F32 radius = mTerrainEditor->mSoftSelectRadius;
if(radius == 0.f)
return;
S32 squareSize = terrBlock->getSquareSize();
U32 offset = U32(radius / F32(squareSize)) + 1;
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo & info = (*sel)[i];
info.mPrimarySelect = true;
info.mWeight = mFilter.getValue(0);
if(!mTerrainEditor->getCurrentSel()->add(info))
mTerrainEditor->getCurrentSel()->setInfo(info);
Point2F infoPos((F32)info.mGridPoint.gridPos.x, (F32)info.mGridPoint.gridPos.y);
//
for(S32 x = info.mGridPoint.gridPos.x - offset; x < info.mGridPoint.gridPos.x + (offset << 1); x++)
for(S32 y = info.mGridPoint.gridPos.y - offset; y < info.mGridPoint.gridPos.y + (offset << 1); y++)
{
//
Point2F pos((F32)x, (F32)y);
F32 dist = Point2F(pos - infoPos).len() * F32(squareSize);
if(dist > radius)
continue;
F32 weight = mFilter.getValue(dist / radius);
//
GridInfo gInfo;
GridPoint gridPoint = info.mGridPoint;
gridPoint.gridPos.set(x, y);
if(mTerrainEditor->getCurrentSel()->getInfo(Point2I(x, y), gInfo))
{
if(gInfo.mPrimarySelect)
continue;
if(gInfo.mWeight < weight)
{
gInfo.mWeight = weight;
mTerrainEditor->getCurrentSel()->setInfo(gInfo);
}
}
else
{
Vector<GridInfo> gInfos;
mTerrainEditor->getGridInfos(gridPoint, gInfos);
for (U32 z = 0; z < gInfos.size(); z++)
{
gInfos[z].mWeight = weight;
gInfos[z].mPrimarySelect = false;
mTerrainEditor->getCurrentSel()->add(gInfos[z]);
}
}
}
}
}
}
//------------------------------------------------------------------------------
void OutlineSelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
{
TORQUE_UNUSED(sel); TORQUE_UNUSED(event); TORQUE_UNUSED(type);
switch(type)
{
case Begin:
if(event.modifier & SI_SHIFT)
break;
mTerrainEditor->getCurrentSel()->reset();
break;
case End:
case Update:
default:
return;
}
mLastEvent = event;
}
//------------------------------------------------------------------------------
void PaintMaterialAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
S32 mat = mTerrainEditor->getPaintMaterialIndex();
if ( !selChanged || mat < 0 )
return;
const bool slopeLimit = mTerrainEditor->mSlopeMinAngle > 0.0f || mTerrainEditor->mSlopeMaxAngle < 90.0f;
const F32 minSlope = mSin( mDegToRad( 90.0f - mTerrainEditor->mSlopeMinAngle ) );
const F32 maxSlope = mSin( mDegToRad( 90.0f - mTerrainEditor->mSlopeMaxAngle ) );
const TerrainBlock *terrain = mTerrainEditor->getActiveTerrain();
const F32 squareSize = terrain->getSquareSize();
Point2F p;
Point3F norm;
for( U32 i = 0; i < sel->size(); i++ )
{
GridInfo &inf = (*sel)[i];
if ( slopeLimit )
{
p.x = inf.mGridPoint.gridPos.x * squareSize;
p.y = inf.mGridPoint.gridPos.y * squareSize;
if ( !terrain->getNormal( p, &norm, true ) )
continue;
if ( norm.z > minSlope ||
norm.z < maxSlope )
continue;
}
// If grid is already set to our material, or it is an
// empty grid spot, then skip painting.
if ( inf.mMaterial == mat || inf.mMaterial == U8_MAX )
continue;
if ( mRandF() > mTerrainEditor->getBrushPressure() )
continue;
inf.mMaterialChanged = true;
mTerrainEditor->getUndoSel()->add(inf);
// Painting is really simple now... set the one mat index.
inf.mMaterial = mat;
mTerrainEditor->setGridInfo(inf, true);
}
mTerrainEditor->scheduleMaterialUpdate();
}
//------------------------------------------------------------------------------
void ClearMaterialsAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo &inf = (*sel)[i];
mTerrainEditor->getUndoSel()->add(inf);
inf.mMaterialChanged = true;
// Reset to the first texture layer.
inf.mMaterial = 0;
mTerrainEditor->setGridInfo(inf);
}
mTerrainEditor->scheduleMaterialUpdate();
}
}
//------------------------------------------------------------------------------
void RaiseHeightAction::process( Selection *sel, const Gui3DMouseEvent &evt, bool selChanged, Type type )
{
// ok the raise height action is our "dirt pour" action
// only works on brushes...
Brush *brush = dynamic_cast<Brush*>(sel);
if ( !brush )
return;
if ( type == End )
return;
Point2I brushPos = brush->getPosition();
GridPoint brushGridPoint = brush->getGridPoint();
Vector<GridInfo> cur; // the height at the brush position
mTerrainEditor->getGridInfos(brushGridPoint, cur);
if ( cur.size() == 0 )
return;
// we get 30 process actions per second (at least)
F32 heightAdjust = mTerrainEditor->mAdjustHeightVal / 30;
// nothing can get higher than the current brush pos adjusted height
F32 maxHeight = cur[0].mHeight + heightAdjust;
for ( U32 i = 0; i < sel->size(); i++ )
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
if ( (*sel)[i].mHeight < maxHeight )
{
(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
if ( (*sel)[i].mHeight > maxHeight )
(*sel)[i].mHeight = maxHeight;
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->scheduleGridUpdate();
}
//------------------------------------------------------------------------------
void LowerHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
{
// ok the lower height action is our "dirt dig" action
// only works on brushes...
Brush *brush = dynamic_cast<Brush *>(sel);
if(!brush)
return;
if ( type == End )
return;
Point2I brushPos = brush->getPosition();
GridPoint brushGridPoint = brush->getGridPoint();
Vector<GridInfo> cur; // the height at the brush position
mTerrainEditor->getGridInfos(brushGridPoint, cur);
if (cur.size() == 0)
return;
// we get 30 process actions per second (at least)
F32 heightAdjust = -mTerrainEditor->mAdjustHeightVal / 30;
// nothing can get higher than the current brush pos adjusted height
F32 maxHeight = cur[0].mHeight + heightAdjust;
if(maxHeight < 0)
maxHeight = 0;
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
if((*sel)[i].mHeight > maxHeight)
{
(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
if((*sel)[i].mHeight < maxHeight)
(*sel)[i].mHeight = maxHeight;
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->scheduleGridUpdate();
}
//------------------------------------------------------------------------------
void SetHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mHeight = mTerrainEditor->mSetHeightVal;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->scheduleGridUpdate();
}
}
//------------------------------------------------------------------------------
void SetEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if ( !selChanged )
return;
mTerrainEditor->setMissionDirty();
for ( U32 i = 0; i < sel->size(); i++ )
{
GridInfo &inf = (*sel)[i];
// Skip already empty blocks.
if ( inf.mMaterial == U8_MAX )
continue;
// The change flag needs to be set on the undo
// so that it knows to restore materials.
inf.mMaterialChanged = true;
mTerrainEditor->getUndoSel()->add( inf );
// Set the material to empty.
inf.mMaterial = -1;
mTerrainEditor->setGridInfo( inf );
}
mTerrainEditor->scheduleGridUpdate();
}
//------------------------------------------------------------------------------
void ClearEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if ( !selChanged )
return;
mTerrainEditor->setMissionDirty();
for ( U32 i = 0; i < sel->size(); i++ )
{
GridInfo &inf = (*sel)[i];
// Skip if not empty.
if ( inf.mMaterial != U8_MAX )
continue;
// The change flag needs to be set on the undo
// so that it knows to restore materials.
inf.mMaterialChanged = true;
mTerrainEditor->getUndoSel()->add( inf );
// Set the material
inf.mMaterial = 0;
mTerrainEditor->setGridInfo( inf );
}
mTerrainEditor->scheduleGridUpdate();
}
//------------------------------------------------------------------------------
void ScaleHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mHeight *= mTerrainEditor->mScaleVal;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->scheduleGridUpdate();
}
}
void BrushAdjustHeightAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
{
if(type == Process)
return;
TerrainBlock *terrBlock = mTerrainEditor->getActiveTerrain();
if ( !terrBlock )
return;
if(type == Begin)
{
mTerrainEditor->lockSelection(true);
mTerrainEditor->getRoot()->mouseLock(mTerrainEditor);
// the way this works is:
// construct a plane that goes through the collision point
// with one axis up the terrain Z, and horizontally parallel to the
// plane of projection
// the cross of the camera ffdv and the terrain up vector produces
// the cross plane vector.
// all subsequent mouse actions are collided against the plane and the deltaZ
// from the previous position is used to delta the selection up and down.
Point3F cameraDir;
EditTSCtrl::smCamMatrix.getColumn(1, &cameraDir);
terrBlock->getTransform().getColumn(2, &mTerrainUpVector);
// ok, get the cross vector for the plane:
Point3F planeCross;
mCross(cameraDir, mTerrainUpVector, &planeCross);
planeCross.normalize();
Point3F planeNormal;
Point3F intersectPoint;
mTerrainEditor->collide(event, intersectPoint);
mCross(mTerrainUpVector, planeCross, &planeNormal);
mIntersectionPlane.set(intersectPoint, planeNormal);
// ok, we have the intersection point...
// project the collision point onto the up vector of the terrain
mPreviousZ = mDot(mTerrainUpVector, intersectPoint);
// add to undo
// and record the starting heights
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mStartHeight = (*sel)[i].mHeight;
}
}
else if(type == Update)
{
// ok, collide the ray from the event with the intersection plane:
Point3F intersectPoint;
Point3F start = event.pos;
Point3F end = start + event.vec * 1000;
F32 t = mIntersectionPlane.intersect(start, end);
m_point3F_interpolate( start, end, t, intersectPoint);
F32 currentZ = mDot(mTerrainUpVector, intersectPoint);
F32 diff = currentZ - mPreviousZ;
for(U32 i = 0; i < sel->size(); i++)
{
(*sel)[i].mHeight = (*sel)[i].mStartHeight + diff * (*sel)[i].mWeight;
// clamp it
if((*sel)[i].mHeight < 0.f)
(*sel)[i].mHeight = 0.f;
if((*sel)[i].mHeight > 2047.f)
(*sel)[i].mHeight = 2047.f;
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++)
{
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++ )
{
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;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->scheduleGridUpdate();
}
}
/*
void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if( selChanged )
{
TerrainBlock *tblock = mTerrainEditor->getActiveTerrain();
if ( !tblock )
return;
F32 height = 0;
F32 maxHeight = 0;
U32 shift = getBinLog2( TerrainBlock::BlockSize );
for ( U32 x = 0; x < TerrainBlock::BlockSize; x++ )
{
for ( U32 y = 0; y < TerrainBlock::BlockSize; y++ )
{
height = fixedToFloat( tblock->getHeight( x, y ) );
mTerrainHeights[ x + (y << 8)] = height;
if ( height > maxHeight )
maxHeight = height;
}
}
//mNoise.erodeThermal( &mTerrainHeights, &mNoiseData, 30.0f, 5.0f, 5, TerrainBlock::BlockSize, tblock->getSquareSize(), maxHeight );
mNoise.erodeHydraulic( &mTerrainHeights, &mNoiseData, 1, TerrainBlock::BlockSize );
F32 heightDiff = 0;
for( U32 i = 0; i < sel->size(); i++ )
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
const Point2I &gridPos = (*sel)[i].mGridPoint.gridPos;
// Need to get the height difference
// between the current height and the
// erosion height to properly apply the
// softness and pressure settings of the brush
// for this selection.
heightDiff = (*sel)[i].mHeight - mNoiseData[ gridPos.x + (gridPos.y << shift)];
(*sel)[i].mHeight -= (heightDiff * (*sel)[i].mWeight);
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
*/
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()
{
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 );
}