terrImport.cpp 11 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "terrain/terrData.h"
  24. #include "gfx/bitmap/gBitmap.h"
  25. #include "sim/netConnection.h"
  26. #include "core/strings/stringUnit.h"
  27. #include "core/resourceManager.h"
  28. #include "gui/worldEditor/terrainEditor.h"
  29. #include "util/noise2d.h"
  30. #include "core/volume.h"
  31. ConsoleStaticMethod( TerrainBlock, createNew, S32, 5, 5,
  32. "TerrainBlock.create( String terrainName, U32 resolution, String materialName, bool genNoise )\n"
  33. "" )
  34. {
  35. const UTF8 *terrainName = argv[1];
  36. U32 resolution = dAtoi( argv[2] );
  37. const UTF8 *materialName = argv[3];
  38. bool genNoise = dAtob( argv[4] );
  39. Vector<String> materials;
  40. materials.push_back( materialName );
  41. TerrainBlock *terrain = new TerrainBlock();
  42. // We create terrains based on level name. If the user wants to rename the terrain names; they have to
  43. // rename it themselves in their file browser. The main reason for this is so we can easily increment for ourselves;
  44. // and because its too easy to rename the terrain object and forget to take care of the terrain filename afterwards.
  45. FileName terrFileName( Con::getVariable("$Client::MissionFile") );
  46. terrFileName.replace("tools/levels/", "art/terrains/");
  47. terrFileName.replace("levels/", "art/terrains/");
  48. TerrainFile::create( &terrFileName, resolution, materials );
  49. if( !terrain->setFile( terrFileName ) )
  50. {
  51. Con::errorf( "TerrainBlock::createNew - error creating '%s'", terrFileName.c_str() );
  52. return 0;
  53. }
  54. terrain->setPosition( Point3F( 0, 0, 0 ) );
  55. const U32 blockSize = terrain->getBlockSize();
  56. if ( genNoise )
  57. {
  58. TerrainFile *file = terrain->getFile();
  59. Vector<F32> floatHeights;
  60. floatHeights.setSize( blockSize * blockSize );
  61. Noise2D noise;
  62. noise.setSeed( 134208587 );
  63. // Set up some defaults.
  64. F32 octaves = 3.0f;
  65. U32 freq = 4;
  66. F32 roughness = 0.0f;
  67. noise.fBm( &floatHeights, blockSize, freq, 1.0f - roughness, octaves );
  68. F32 height = 0;
  69. F32 omax, omin;
  70. noise.getMinMax( &floatHeights, &omin, &omax, blockSize );
  71. F32 terrscale = 300.0f / (omax - omin);
  72. for ( S32 y = 0; y < blockSize; y++ )
  73. {
  74. for ( S32 x = 0; x < blockSize; x++ )
  75. {
  76. // Very important to subtract the min
  77. // noise value when using the noise functions
  78. // for terrain, otherwise floatToFixed() will
  79. // wrap negative values to U16_MAX, creating
  80. // a very ugly terrain.
  81. height = (floatHeights[ x + (y * blockSize) ] - omin) * terrscale + 30.0f;
  82. file->setHeight( x, y, floatToFixed( height ) );
  83. }
  84. }
  85. terrain->updateGrid( Point2I::Zero, Point2I( blockSize, blockSize ) );
  86. terrain->updateGridMaterials( Point2I::Zero, Point2I( blockSize, blockSize ) );
  87. }
  88. terrain->registerObject( terrainName );
  89. // Add to mission group!
  90. SimGroup *missionGroup;
  91. if( Sim::findObject( "MissionGroup", missionGroup ) )
  92. missionGroup->addObject( terrain );
  93. return terrain->getId();
  94. }
  95. ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
  96. "( String terrainName, String heightMap, F32 metersPerPixel, F32 heightScale, String materials, String opacityLayers )\n"
  97. "" )
  98. {
  99. // Get the parameters.
  100. const UTF8 *terrainName = argv[1];
  101. const UTF8 *hmap = argv[2];
  102. F32 metersPerPixel = dAtof(argv[3]);
  103. F32 heightScale = dAtof(argv[4]);
  104. const UTF8 *opacityFiles = argv[5];
  105. const UTF8 *materialsStr = argv[6];
  106. // First load the height map and validate it.
  107. Resource<GBitmap> heightmap = GBitmap::load( hmap );
  108. if ( !heightmap )
  109. {
  110. Con::errorf( "Heightmap failed to load!" );
  111. return 0;
  112. }
  113. U32 terrSize = heightmap->getWidth();
  114. U32 hheight = heightmap->getHeight();
  115. if ( terrSize != hheight || !isPow2( terrSize ) )
  116. {
  117. Con::errorf( "Height map must be square and power of two in size!" );
  118. return 0;
  119. }
  120. else if ( terrSize < 128 || terrSize > 4096 )
  121. {
  122. Con::errorf( "Height map must be between 128 and 4096 in size!" );
  123. return 0;
  124. }
  125. U32 fileCount = StringUnit::getUnitCount( opacityFiles, "\n" );
  126. Vector<U8> layerMap;
  127. layerMap.setSize( terrSize * terrSize );
  128. {
  129. Vector<GBitmap*> bitmaps;
  130. for ( U32 i = 0; i < fileCount; i++ )
  131. {
  132. String fileNameWithChannel = StringUnit::getUnit( opacityFiles, i, "\n" );
  133. String fileName = StringUnit::getUnit( fileNameWithChannel, 0, "\t" );
  134. String channel = StringUnit::getUnit( fileNameWithChannel, 1, "\t" );
  135. if ( fileName.isEmpty() )
  136. continue;
  137. if ( !channel.isEmpty() )
  138. {
  139. // Load and push back the bitmap here.
  140. Resource<GBitmap> opacityMap = ResourceManager::get().load( fileName );
  141. if ( terrSize != opacityMap->getWidth() || terrSize != opacityMap->getHeight() )
  142. {
  143. Con::errorf( "The opacity map '%s' doesn't match height map size!", fileName.c_str() );
  144. return 0;
  145. }
  146. // Always going to be one channel.
  147. GBitmap *opacityMapChannel = new GBitmap( terrSize,
  148. terrSize,
  149. false,
  150. GFXFormatA8 );
  151. if ( opacityMap->getBytesPerPixel() > 1 )
  152. {
  153. if ( channel.equal( "R", 1 ) )
  154. opacityMap->copyChannel( 0, opacityMapChannel );
  155. else if ( channel.equal( "G", 1 ) )
  156. opacityMap->copyChannel( 1, opacityMapChannel );
  157. else if ( channel.equal( "B", 1 ) )
  158. opacityMap->copyChannel( 2, opacityMapChannel );
  159. else if ( channel.equal( "A", 1 ) )
  160. opacityMap->copyChannel( 3, opacityMapChannel );
  161. bitmaps.push_back( opacityMapChannel );
  162. }
  163. else
  164. {
  165. opacityMapChannel->copyRect( opacityMap, RectI( 0, 0, terrSize, terrSize ), Point2I( 0, 0 ) );
  166. bitmaps.push_back( opacityMapChannel );
  167. }
  168. }
  169. }
  170. // Ok... time to convert all this opacity layer
  171. // mess to the layer index map!
  172. U32 layerCount = bitmaps.size() - 1;
  173. U32 layer, lastValue;
  174. U8 value;
  175. for ( U32 i = 0; i < terrSize * terrSize; i++ )
  176. {
  177. // Find the greatest layer.
  178. layer = lastValue = 0;
  179. for ( U32 k=0; k < bitmaps.size(); k++ )
  180. {
  181. value = bitmaps[k]->getBits()[i];
  182. if ( value >= lastValue )
  183. {
  184. layer = k;
  185. lastValue = value;
  186. }
  187. }
  188. // Set the layer index.
  189. layerMap[i] = getMin( layer, layerCount );
  190. }
  191. // Cleanup the bitmaps.
  192. for ( U32 i=0; i < bitmaps.size(); i++ )
  193. delete bitmaps[i];
  194. }
  195. U32 matCount = StringUnit::getUnitCount( materialsStr, "\t\n" );
  196. if( matCount != fileCount)
  197. {
  198. Con::errorf("Number of Materials and Layer maps must be equal.");
  199. return 0;
  200. }
  201. Vector<String> materials;
  202. for ( U32 i = 0; i < matCount; i++ )
  203. {
  204. String matStr = StringUnit::getUnit( materialsStr, i, "\t\n" );
  205. // even if matStr is empty, insert it as a placeholder (will be replaced with warning material later)
  206. materials.push_back( matStr );
  207. }
  208. // Do we have an existing terrain with that name... then update it!
  209. TerrainBlock *terrain = dynamic_cast<TerrainBlock*>( Sim::findObject( terrainName ) );
  210. if ( terrain )
  211. terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
  212. else
  213. {
  214. terrain = new TerrainBlock();
  215. terrain->assignName( terrainName );
  216. terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
  217. terrain->registerObject();
  218. // Add to mission group!
  219. SimGroup *missionGroup;
  220. if ( Sim::findObject( "MissionGroup", missionGroup ) )
  221. missionGroup->addObject( terrain );
  222. }
  223. return terrain->getId();
  224. }
  225. bool TerrainBlock::import( const GBitmap &heightMap,
  226. F32 heightScale,
  227. F32 metersPerPixel,
  228. const Vector<U8> &layerMap,
  229. const Vector<String> &materials )
  230. {
  231. AssertFatal( isServerObject(), "TerrainBlock::import - This should only be called on the server terrain!" );
  232. AssertFatal( heightMap.getWidth() == heightMap.getHeight(), "TerrainBlock::import - Height map is not square!" );
  233. AssertFatal( isPow2( heightMap.getWidth() ), "TerrainBlock::import - Height map is not power of two!" );
  234. // If we don't have a terrain file then add one.
  235. if ( !mFile )
  236. {
  237. // Get a unique file name for the terrain.
  238. String fileName( getName() );
  239. if ( fileName.isEmpty() )
  240. fileName = "terrain";
  241. mTerrFileName = FS::MakeUniquePath( "levels", fileName, "ter" );
  242. // TODO: We have to save and reload the file to get
  243. // it into the resource system. This creates lots
  244. // of temporary unused files when the terrain is
  245. // discarded because of undo or quit.
  246. TerrainFile *file = new TerrainFile;
  247. file->save( mTerrFileName );
  248. delete file;
  249. mFile = ResourceManager::get().load( mTerrFileName );
  250. }
  251. // The file does a bunch of the work.
  252. mFile->import( heightMap, heightScale, layerMap, materials );
  253. // Set the square size.
  254. mSquareSize = metersPerPixel;
  255. if ( isProperlyAdded() )
  256. {
  257. // Update the server bounds.
  258. _updateBounds();
  259. // Make sure the client gets updated.
  260. setMaskBits( HeightMapChangeMask | SizeMask );
  261. }
  262. return true;
  263. }