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https://github.com/tribes2/engine.git
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455 lines
13 KiB
C++
455 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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// V12 Engine
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//
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// Copyright (c) 2001 GarageGames.Com
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// Portions Copyright (c) 2001 by Sierra Online, Inc.
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//-----------------------------------------------------------------------------
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#include "Editor/terrainActions.h"
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#include "Platform/event.h"
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#include "GUI/guiCanvas.h"
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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_CTRL)
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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].mGridPos, 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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//------------------------------------------------------------------------------
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void SoftSelectAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
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{
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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 = mTerrainEditor->getTerrainBlock()->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(info.mGridPos.x, info.mGridPos.y);
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//
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for(S32 x = info.mGridPos.x - offset; x < info.mGridPos.x + (offset << 1); x++)
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for(S32 y = info.mGridPos.y - offset; y < info.mGridPos.y + (offset << 1); y++)
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{
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//
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Point2F pos(x, 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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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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mTerrainEditor->getGridInfo(Point2I(x, y), gInfo);
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gInfo.mWeight = weight;
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gInfo.mPrimarySelect = false;
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mTerrainEditor->getCurrentSel()->add(gInfo);
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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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sel;event;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 RaiseHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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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].mHeight += mTerrainEditor->mAdjustHeightVal * (*sel)[i].mWeight;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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}
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//------------------------------------------------------------------------------
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void LowerHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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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].mHeight -= mTerrainEditor->mAdjustHeightVal * (*sel)[i].mWeight;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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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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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].mHeight = mTerrainEditor->mSetHeightVal;
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mTerrainEditor->setGridInfo((*sel)[i]);
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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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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].mMaterial.flags |= TerrainBlock::Material::Empty;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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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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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].mMaterial.flags &= ~TerrainBlock::Material::Empty;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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}
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//------------------------------------------------------------------------------
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void SetModifiedAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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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].mMaterial.flags |= TerrainBlock::Material::Modified;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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}
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//------------------------------------------------------------------------------
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void ClearModifiedAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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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].mMaterial.flags &= ~TerrainBlock::Material::Modified;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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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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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].mHeight *= mTerrainEditor->mScaleVal;
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mTerrainEditor->setGridInfo((*sel)[i]);
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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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//
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if(type == Begin)
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{
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mTerrainEditor->lockSelection(true);
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mFirstPos = mLastPos = event.mousePoint;
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Canvas->mouseLock(mTerrainEditor);
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// add to undo
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for(U32 i = 0; i < sel->size(); i++)
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mTerrainEditor->getUndoSel()->add((*sel)[i]);
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}
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else if(type == Update)
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{
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//
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F32 diff = (event.mousePoint.x - mLastPos.x) * mTerrainEditor->mAdjustHeightMouseScale;
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for(U32 i = 0; i < sel->size(); i++)
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{
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(*sel)[i].mHeight += 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->setGridInfo((*sel)[i]);
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}
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mLastPos = event.mousePoint;
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}
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else if(type == End)
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{
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Canvas->mouseUnlock(mTerrainEditor);
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Canvas->setCursorPos(mFirstPos);
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}
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}
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//------------------------------------------------------------------------------
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AdjustHeightAction::AdjustHeightAction(TerrainEditor * editor) :
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TerrainAction(editor)
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{
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mCursor = 0;
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}
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void AdjustHeightAction::process(Selection *, 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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Selection * curSel = mTerrainEditor->getCurrentSel();
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//
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if(type == Begin)
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{
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mTerrainEditor->lockSelection(true);
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if(!mTerrainEditor->collide(event, mHitPos))
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return;
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if(!bool(mCursor))
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mCursor = dynamic_cast<GuiCursor*>(Sim::findObject("Editor_HandCursor"));
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if(bool(mCursor))
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mTerrainEditor->setCursor(mCursor);
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mLastPos = mHitPos;
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// add to undo
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for(U32 i = 0; i < curSel->size(); i++)
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mTerrainEditor->getUndoSel()->add((*curSel)[i]);
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}
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else if(type == Update)
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{
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// do a projection onto the z axis
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F64 dist = mSqrt((event.pos.x - mHitPos.x) * (event.pos.x - mHitPos.x) +
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(event.pos.y - mHitPos.y) * (event.pos.y - mHitPos.y));
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Point3F vec(mHitPos.x - event.pos.x, mHitPos.y - event.pos.y, 0.f);
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vec.normalize();
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F64 projDist = mDot(event.vec, vec);
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if(projDist == 0.f)
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return;
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F64 scale = dist / projDist;
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vec = event.pos + (event.vec * scale);
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for(U32 i = 0; i < curSel->size(); i++)
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{
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F32 diff = (vec.z - mLastPos.z) * (*curSel)[i].mWeight;
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(*curSel)[i].mHeight += diff;
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// clamp it
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if((*curSel)[i].mHeight < 0.f)
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(*curSel)[i].mHeight = 0.f;
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if((*curSel)[i].mHeight > 2047.f)
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(*curSel)[i].mHeight = 2047.f;
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mTerrainEditor->setGridInfo((*curSel)[i]);
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}
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mLastPos = vec;
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}
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}
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//------------------------------------------------------------------------------
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// flatten the primary selection then blend in the rest...
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void FlattenHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(!sel->size())
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return;
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if(selChanged)
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{
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F32 average = 0.f;
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// get the average height
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U32 cPrimary = 0;
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for(U32 k = 0; k < sel->size(); k++)
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if((*sel)[k].mPrimarySelect)
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{
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cPrimary++;
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average += (*sel)[k].mHeight;
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}
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average /= cPrimary;
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// set it
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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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//
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if((*sel)[i].mPrimarySelect)
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(*sel)[i].mHeight = average;
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else
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{
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F32 h = average - (*sel)[i].mHeight;
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(*sel)[i].mHeight += (h * (*sel)[i].mWeight);
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}
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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}
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}
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//------------------------------------------------------------------------------
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void SmoothHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(!sel->size())
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return;
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if(selChanged)
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{
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F32 avgHeight = 0.f;
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for(U32 k = 0; k < sel->size(); k++)
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{
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mTerrainEditor->getUndoSel()->add((*sel)[k]);
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avgHeight += (*sel)[k].mHeight;
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}
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avgHeight /= sel->size();
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// clamp the terrain smooth factor...
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if(mTerrainEditor->mSmoothFactor < 0.f)
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mTerrainEditor->mSmoothFactor = 0.f;
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if(mTerrainEditor->mSmoothFactor > 1.f)
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mTerrainEditor->mSmoothFactor = 1.f;
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// linear
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for(U32 i = 0; i < sel->size(); i++)
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{
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(*sel)[i].mHeight += (avgHeight - (*sel)[i].mHeight) * mTerrainEditor->mSmoothFactor * (*sel)[i].mWeight;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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}
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}
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void SetMaterialGroupAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
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{
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if(selChanged)
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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].mMaterial.flags |= TerrainBlock::Material::Modified;
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(*sel)[i].mMaterialGroup = mTerrainEditor->mMaterialGroup;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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}
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