Serious-Engine/Sources/Engine/Terrain/TerrainEditing.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Terrain/Terrain.h>
#include <Engine/Terrain/TerrainRender.h>
#include <Engine/Terrain/TerrainEditing.h>
#include <Engine/Terrain/TerrainMisc.h>
#include <Engine/Entities/Entity.h>
extern FLOAT3D _vViewerAbs; // Viewer pos
extern CStaticStackArray<GFXColor> _aiExtColors;
// Selection preview
static CTerrain *_ptrSelectionTerrain; // Terrain that needs to show vertex selection
static CTextureData *_ptdSelectionBrush; // Brush that will be used for vertex selection preview
static GFXColor _colSelection; // Selection color
static Rect _rcSelectionExtract; // Rect of selection vertices that will be shown
static FLOAT _fSelectionStrenght; // Selection preview strenght
static SelectionFill _sfSelectionFill; // Type of fill for selection preview
static FLOATaabbox3D CalculateAABBoxFromRect(CTerrain *ptrTerrain, Rect rcExtract)
{
ASSERT(ptrTerrain!=NULL);
ASSERT(ptrTerrain->tr_penEntity!=NULL);
// Get entity that holds this terrain
CEntity *penEntity = ptrTerrain->tr_penEntity;
FLOATaabbox3D bboxExtract;
FLOATaabbox3D bboxAllTerrain;
ptrTerrain->GetAllTerrainBBox(bboxAllTerrain);
FLOAT fMinY = bboxAllTerrain.minvect(2);
FLOAT fMaxY = bboxAllTerrain.maxvect(2);
bboxExtract.minvect = FLOAT3D(rcExtract.rc_iLeft * ptrTerrain->tr_vStretch(1),fMinY,rcExtract.rc_iTop * ptrTerrain->tr_vStretch(3));
bboxExtract.maxvect = FLOAT3D(rcExtract.rc_iRight * ptrTerrain->tr_vStretch(1),fMaxY,rcExtract.rc_iBottom * ptrTerrain->tr_vStretch(3));
return bboxExtract;
}
// Find if there are any tiles in given rect that are not in lowest nor in highest lod without using TT_NO_LODING flag
static INDEX GetFirstTileInMidLod(CTerrain *ptrTerrain, Rect &rcExtract)
{
FLOATaabbox3D bboxExtract = CalculateAABBoxFromRect(ptrTerrain,rcExtract);
// for each terrain tile
for(INDEX itt=0;itt<ptrTerrain->tr_ctTiles;itt++) {
QuadTreeNode &qtn = ptrTerrain->tr_aqtnQuadTreeNodes[itt];
CTerrainTile &tt = ptrTerrain->tr_attTiles[itt];
// if it is coliding with given box
if(qtn.qtn_aabbox.HasContactWith(bboxExtract)) {
// calculate its real distance factor
FLOAT fDistance = (qtn.qtn_aabbox.Center() - _vViewerAbs).Length();
INDEX iRealLod = Clamp((INDEX)(fDistance/ptrTerrain->tr_fDistFactor),(INDEX)0,ptrTerrain->tr_iMaxTileLod);
if(iRealLod>0 && iRealLod<ptrTerrain->tr_iMaxTileLod) {
// found one
return itt;
}
}
}
return -1;
}
// Add given flags to all tiles in rect
static void AddFlagsToTilesInRect(CTerrain *ptrTerrain, Rect &rcExtract, ULONG ulFlags, BOOL bRegenerateTiles=FALSE)
{
ASSERT(ptrTerrain!=NULL);
FLOATaabbox3D bboxExtract = CalculateAABBoxFromRect(ptrTerrain, rcExtract);
// for each terrain tile
for(INDEX itt=0;itt<ptrTerrain->tr_ctTiles;itt++) {
QuadTreeNode &qtn = ptrTerrain->tr_aqtnQuadTreeNodes[itt];
CTerrainTile &tt = ptrTerrain->tr_attTiles[itt];
// if it is coliding with given box
if(qtn.qtn_aabbox.HasContactWith(bboxExtract)) {
// if tile must regenerate
if(bRegenerateTiles) {
// add tile to regen queue
ptrTerrain->AddTileToRegenQueue(itt);
}
// add given flags to tile
tt.AddFlag(ulFlags);
}
}
}
// Update given rect of topmap
static void UpdateShadowMapRect(CTerrain *ptrTerrain, Rect &rcExtract)
{
FLOATaabbox3D bboxExtract = CalculateAABBoxFromRect(ptrTerrain,rcExtract);
ptrTerrain->UpdateShadowMap(&bboxExtract);
}
// Update terrain top map
static void UpdateTerrainGlobalTopMap(CTerrain *ptrTerrain, Rect &rcExtract)
{
// if there aren't any tiles in
if(GetFirstTileInMidLod(ptrTerrain,rcExtract)==(-1)) {
// update gloabal terrain top map now
ptrTerrain->UpdateTopMap(-1);
// else
} else {
// gloabal terrain top map will be updated when first tile chage its lod
ptrTerrain->AddFlag(TR_REGENERATE_TOP_MAP);
}
}
//
void ShowSelectionInternal(CTerrain *ptrTerrain, Rect &rcExtract, CTextureData *ptdBrush, GFXColor colSelection, FLOAT fStrenght, SelectionFill sfFill)
{
ASSERT(ptrTerrain!=NULL);
ASSERT(ptdBrush!=NULL);
Rect rcSelection;
FLOATaabbox3D bboxSelection;
// Clamp rect used for extraction
rcSelection.rc_iLeft = Clamp(rcExtract.rc_iLeft , 0, ptrTerrain->tr_pixHeightMapWidth);
rcSelection.rc_iTop = Clamp(rcExtract.rc_iTop , 0, ptrTerrain->tr_pixHeightMapHeight);
rcSelection.rc_iRight = Clamp(rcExtract.rc_iRight , 0, ptrTerrain->tr_pixHeightMapWidth);
rcSelection.rc_iBottom = Clamp(rcExtract.rc_iBottom , 0, ptrTerrain->tr_pixHeightMapHeight);
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// Prepare box for vertex selection
bboxSelection = FLOAT3D(rcSelection.rc_iLeft, 0, rcSelection.rc_iTop);
bboxSelection |= FLOAT3D(rcSelection.rc_iRight, 0, rcSelection.rc_iBottom);
// Stretch selection box
bboxSelection.minvect(1) *= ptrTerrain->tr_vStretch(1);
bboxSelection.minvect(3) *= ptrTerrain->tr_vStretch(3);
bboxSelection.maxvect(1) *= ptrTerrain->tr_vStretch(1);
bboxSelection.maxvect(3) *= ptrTerrain->tr_vStretch(3);
// Set selection box height
FLOATaabbox3D bboxAllTerrain;
ptrTerrain->GetAllTerrainBBox(bboxAllTerrain);
bboxSelection.minvect(2) = bboxAllTerrain.minvect(2);
bboxSelection.maxvect(2) = bboxAllTerrain.maxvect(2);
GFXVertex *pavVertices;
INDEX *paiIndices;
INDEX ctVertices;
INDEX ctIndices;
// Extract vertices in selection rect
ExtractVerticesInRect(ptrTerrain, rcSelection, &pavVertices, &paiIndices, ctVertices, ctIndices);
if(ctVertices!=rcSelection.Width()*rcSelection.Height()) {
ASSERT(FALSE);
return;
}
// if no vertices
if(ctVertices==0) {
return;
}
// Prepare vertex colors for selection preview
PIX pixWidth = rcSelection.Width();
PIX pixHeight = rcSelection.Height();
INDEX iStepX = ptdBrush->GetWidth() - pixWidth;
INDEX iFirst = 0;
if(rcExtract.rc_iTop<0) {
iFirst += -rcExtract.rc_iTop*ptdBrush->GetWidth();
}
if(rcExtract.rc_iLeft<0) {
iFirst += -rcExtract.rc_iLeft;
}
_aiExtColors.Push(ctVertices);
GFXColor *pacolColor = (GFXColor*)&_aiExtColors[0];
GFXColor *pacolBrush = (GFXColor*)&ptdBrush->td_pulFrames[iFirst];
// Fill vertex colors for selection preview
SLONG slStrength = (SLONG) (Clamp(Abs(fStrenght),0.0f,1.0f) * 256.0f);
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// for each row
for(INDEX iy=0;iy<pixHeight;iy++) {
// for each col
for(INDEX ix=0;ix<pixWidth;ix++) {
pacolColor->ul.abgr = colSelection.ul.abgr;
pacolColor->ub.a = (pacolBrush->ub.r*slStrength)>>8;
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pacolColor++;
pacolBrush++;
}
pacolBrush+=iStepX;
}
// Render selected polygons for selection preview
if(sfFill == SF_WIREFRAME) {
gfxPolygonMode(GFX_LINE);
gfxEnableDepthBias();
}
if(sfFill != SF_POINTS) {
// Draw selection
gfxDisableTexture();
gfxDisableAlphaTest();
gfxEnableBlend();
gfxBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
gfxSetVertexArray(pavVertices,ctVertices);
gfxSetColorArray(&_aiExtColors[0]);
gfxLockArrays();
gfxDrawElements(ctIndices,paiIndices);
gfxUnlockArrays();
gfxDisableBlend();
}
if(sfFill == SF_WIREFRAME) {
gfxDisableDepthBias();
gfxPolygonMode(GFX_FILL);
}
if(sfFill == SF_POINTS) {
DrawSelectedVertices(pavVertices,&_aiExtColors[0],ctVertices);
}
}
void ShowSelectionInternal(CTerrain *ptrTerrain)
{
// just in case
if(ptrTerrain!=_ptrSelectionTerrain) {
return;
}
// Show selection
ShowSelectionInternal(ptrTerrain,_rcSelectionExtract,_ptdSelectionBrush,_colSelection,_fSelectionStrenght,_sfSelectionFill);
}
void ShowSelection(CTerrain *ptrTerrain, Rect &rcExtract, CTextureData *ptdBrush, COLOR colSelection, FLOAT fStrenght, SelectionFill sfFill/*=SF_POLYGON*/)
{
_ptrSelectionTerrain = ptrTerrain;
_ptdSelectionBrush = ptdBrush;
_colSelection = colSelection;
_rcSelectionExtract = rcExtract;
_fSelectionStrenght = fStrenght;
_sfSelectionFill = sfFill,
// all tiles in rect must be in zero lod
AddFlagsToTilesInRect(ptrTerrain,rcExtract,TT_NO_LODING);
// Make sure selection is visible on next render
ptrTerrain->AddFlag(TR_SHOW_SELECTION);
}
static void UpdateEditedTerrainTiles(CTerrain *ptrTerrain, Rect &rcExtract, BufferType btBufferType)
{
// Update terrain tiles
if(btBufferType == BT_HEIGHT_MAP) {
AddFlagsToTilesInRect(ptrTerrain, rcExtract, TT_NO_LODING|TT_QUADTREENODE_REGEN, TRUE);
UpdateShadowMapRect(ptrTerrain, rcExtract);
} else if(btBufferType == BT_LAYER_MASK) {
AddFlagsToTilesInRect(ptrTerrain, rcExtract, TT_NO_LODING|TT_FORCE_TOPMAP_REGEN, TRUE);
UpdateTerrainGlobalTopMap(ptrTerrain,rcExtract);
} else if(btBufferType == BT_EDGE_MAP) {
AddFlagsToTilesInRect(ptrTerrain, rcExtract, TT_NO_LODING|TT_FORCE_TOPMAP_REGEN, TRUE);
UpdateTerrainGlobalTopMap(ptrTerrain,rcExtract);
} else {
ASSERTALWAYS("Ilegal buffer type");
return;
}
}
UWORD *GetBufferForEditing(CTerrain *ptrTerrain, Rect &rcExtract, BufferType btBufferType, INDEX iBufferData/*=-1*/)
{
ASSERT(ptrTerrain!=NULL);
ASSERT(rcExtract.Width()>0);
ASSERT(rcExtract.Height()>0);
PIX pixLeft = rcExtract.rc_iLeft;
PIX pixRight = rcExtract.rc_iRight;
PIX pixTop = rcExtract.rc_iTop;
PIX pixBottom = rcExtract.rc_iBottom;
PIX pixWidht = pixRight-pixLeft;
PIX pixHeight = pixBottom-pixTop;
PIX pixMaxWidth = ptrTerrain->tr_pixHeightMapWidth;
PIX pixMaxHeight = ptrTerrain->tr_pixHeightMapHeight;
// allocate memory for editing buffer
UWORD *pauwEditingBuffer = (UWORD*)AllocMemory(pixWidht*pixHeight*sizeof(UWORD));
// Get pointer to first member in editing pointer
UWORD *puwBufferData = &pauwEditingBuffer[0];
// if buffer type is height map
if(btBufferType==BT_HEIGHT_MAP) {
// Extract data from terrain height map
UWORD *puwFirstInHeightMap = &ptrTerrain->tr_auwHeightMap[0];
// for each row
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
PIX pixRealY = Clamp(pixY,0,pixMaxHeight-1);
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// for each col
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
PIX pixRealX = Clamp(pixX,0,pixMaxWidth-1);
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// Copy current pixel from height map to dest buffer
UWORD *puwHeight = &puwFirstInHeightMap[pixRealX + pixRealY*pixMaxWidth];
*puwBufferData = *puwHeight;
puwBufferData++;
}
}
// if buffer type is layer mask
} else if(btBufferType==BT_LAYER_MASK) {
// Extract data from layer mask
CTerrainLayer &tl = ptrTerrain->GetLayer(iBufferData);
UBYTE *pubFirstInLayer = &tl.tl_aubColors[0];
// for each row
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
PIX pixRealY = Clamp(pixY,0,pixMaxHeight-1);
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// for each col
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
PIX pixRealX = Clamp(pixX,0,pixMaxWidth-1);
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// Copy current pixel from layer mask to dest buffer
UBYTE *pubMaskValue = &pubFirstInLayer[pixRealX + pixRealY*pixMaxWidth];
*puwBufferData = (*pubMaskValue)<<8|(*pubMaskValue);
puwBufferData++;
}
}
// if buffer type is edge map
} else if(btBufferType==BT_EDGE_MAP) {
// Extract data from edge map
UBYTE *pubFirstInEdgeMap = &ptrTerrain->tr_aubEdgeMap[0];
// for each row
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
PIX pixRealY = Clamp(pixY,0,pixMaxHeight-1);
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// for each col
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
PIX pixRealX = Clamp(pixX,0,pixMaxWidth-1);
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// Copy current pixel from layer mask to dest buffer
UBYTE *pubEdgeValue = &pubFirstInEdgeMap[pixRealX + pixRealY*pixMaxWidth];
if((*pubEdgeValue)==255) {
*puwBufferData = 1;
} else {
*puwBufferData = 0;
}
puwBufferData++;
}
}
} else {
ASSERTALWAYS("Ilegal buffer type");
}
return &pauwEditingBuffer[0];
}
void SetBufferForEditing(CTerrain *ptrTerrain, UWORD *puwEditedBuffer, Rect &rcExtract, BufferType btBufferType, INDEX iBufferData/*=-1*/)
{
ASSERT(ptrTerrain!=NULL);
ASSERT(rcExtract.Width()>0);
ASSERT(rcExtract.Height()>0);
PIX pixLeft = rcExtract.rc_iLeft;
PIX pixRight = rcExtract.rc_iRight;
PIX pixTop = rcExtract.rc_iTop;
PIX pixBottom = rcExtract.rc_iBottom;
PIX pixWidht = pixRight-pixLeft;
PIX pixHeight = pixBottom-pixTop;
PIX pixMaxWidth = ptrTerrain->tr_pixHeightMapWidth;
PIX pixMaxHeight = ptrTerrain->tr_pixHeightMapHeight;
// Get pointer to first member in editing buffer
UWORD *puwBufferData = &puwEditedBuffer[0];
// if buffer type is height map
if(btBufferType==BT_HEIGHT_MAP) {
// put data from buffer to terrain height map
UWORD *puwFirstInHeightMap = &ptrTerrain->tr_auwHeightMap[0];
// for each row
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
// if pixY is inside terrain rect
if(pixY>=0 && pixY<pixMaxHeight) {
// for each col
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
// if pixX is inside terrain rect
if(pixX>=0 && pixX<pixMaxWidth) {
// Copy current pixel from editing buffer to height map
UWORD *puwHeight = &puwFirstInHeightMap[pixX + pixY*pixMaxWidth];
*puwHeight = *puwBufferData;
}
puwBufferData++;
}
// else pixY is not inside terrain rect
} else {
// increment buffer data pointer
puwBufferData+=pixRight-pixLeft;
}
}
} else if(btBufferType==BT_LAYER_MASK) {
// Extract data from layer mask
CTerrainLayer &tl = ptrTerrain->GetLayer(iBufferData);
UBYTE *pubFirstInLayer = &tl.tl_aubColors[0];
// for each row
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
// if pixY is inside terrain rect
if(pixY>=0 && pixY<pixMaxHeight) {
// for each col
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
// if pixX is inside terrain rect
if(pixX>=0 && pixX<pixMaxWidth) {
// Copy current pixel from editing buffer to height map
UBYTE *pubMask = &pubFirstInLayer[pixX + pixY*pixMaxWidth];
*pubMask = (*puwBufferData)>>8;
}
puwBufferData++;
}
// else pixY is not inside terrain rect
} else {
// increment buffer data pointer
puwBufferData+=pixRight-pixLeft;
}
}
} else if(btBufferType==BT_EDGE_MAP) {
// Extract data from edge map
UBYTE *pubFirstInEdgeMap = &ptrTerrain->tr_aubEdgeMap[0];
// for each row
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
// if pixY is inside terrain rect
if(pixY>=0 && pixY<pixMaxHeight) {
// for each col
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
// if pixX is inside terrain rect
if(pixX>=0 && pixX<pixMaxWidth) {
// Copy current pixel from editing buffer to edge map
UBYTE *pubMask = &pubFirstInEdgeMap[pixX + pixY*pixMaxWidth];
if(*puwBufferData>=1) {
*pubMask = 255;
} else {
*pubMask = 0;
}
}
puwBufferData++;
}
// else pixY is not inside terrain rect
} else {
// increment buffer data pointer
puwBufferData+=pixRight-pixLeft;
}
}
} else {
ASSERTALWAYS("Ilegal buffer type");
return;
}
UpdateEditedTerrainTiles(ptrTerrain,rcExtract,btBufferType);
}
// check whether a polygon is below given point, but not too far away
BOOL IsTerrainBelowPoint(CTerrain *ptrTerrain, const FLOAT3D &vPoint, FLOAT fMaxDist, const FLOAT3D &vGravityDir)
{
return TRUE;
/*
// get distance from point to the plane
FLOAT fD = plPolygon.PointDistance(vPoint);
// if the point is behind the plane
if (fD<-0.01f) {
// it cannot be below
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
return FALSE;
}
// find distance of point from the polygon along gravity vector
FLOAT fDistance = -fD/fCos;
// if too far away
if (fDistance > fMaxDist) {
// it cannot be below
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
return FALSE;
}
// project point to the polygon along gravity vector
FLOAT3D vProjected = vPoint + en_vGravityDir*fDistance;
// find major axes of the polygon plane
INDEX iMajorAxis1, iMajorAxis2;
GetMajorAxesForPlane(plPolygon, iMajorAxis1, iMajorAxis2);
// create an intersector
CIntersector isIntersector(vProjected(iMajorAxis1), vProjected(iMajorAxis2));
// for all edges in the polygon
FOREACHINSTATICARRAY(pbpo->bpo_abpePolygonEdges, CBrushPolygonEdge, itbpePolygonEdge) {
// get edge vertices (edge direction is irrelevant here!)
const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
// pass the edge to the intersector
isIntersector.AddEdge(
vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
}
// if the point is inside polygon
if (isIntersector.IsIntersecting()) {
// it is below
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
return TRUE;
// if the point is outside polygon
} else {
// it is not below
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
return FALSE;
}
*/
}