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@@ -749,42 +749,56 @@ void PaintNoiseAction::process(Selection * sel, const Gui3DMouseEvent &, bool se
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void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
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{
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- if (selChanged)
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- {
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- TerrainBlock* tblock = mTerrainEditor->getActiveTerrain();
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- if (!tblock)
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- return;
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- U32 size = tblock->getBlockSize();
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- F32 height = 0;
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- F32 maxHeight = 0;
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- U32 shift = getBinLog2(size);
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+ // If this is the ending
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+ // mouse down event, then
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+ // update the noise values.
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+ U32 shift = getBinLog2(mNoiseSize);
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+ TerrainBlock* tblock = mTerrainEditor->getActiveTerrain();
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+ if (!tblock)
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+ return;
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- mNoiseData.setSize(size * size);
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- mTerrainHeights.setSize(size * size);
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- mNoise.fBm(&mNoiseData, size, 12, 1.0f, 5.0f);
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- Vector<F32> scratch = mNoiseData;
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- mNoise.rigidMultiFractal( &mNoiseData, &scratch, size, 12, 1.0f, 5.0f );
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+ mSelectionOrigin = Point2I(S32_MAX, S32_MAX);
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- for (U32 x = 0; x < size; x++)
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- {
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- for (U32 y = 0; y < size; y++)
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- {
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- height = fixedToFloat(tblock->getHeight(Point2I(x, y)));
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- mTerrainHeights[x + (y << 8)] = height * mNoiseData[x + (y << 8)];
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+ F32 height = 0;
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+ F32 maxHeight = 0;
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+ U32 i = 0;
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+ for (i=0; i < sel->size(); i++)
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+ {
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+ mSelectionOrigin.x = S32(mMin(F32((*sel)[i].mGridPoint.gridPos.x), F32(mSelectionOrigin.x)));
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+ mSelectionOrigin.y = S32(mMin(F32((*sel)[i].mGridPoint.gridPos.y), F32(mSelectionOrigin.y)));
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+ height = fixedToFloat(tblock->getHeight((*sel)[i].mGridPoint.gridPos));
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+ if (height > maxHeight)
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+ maxHeight = height;
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+ }
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- if (height > maxHeight)
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- maxHeight = height;
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- }
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- }
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+ for (i = 0; i < mTerrainHeights.size(); i++)
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+ {
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+ mTerrainHeights[i] = 0;
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+ }
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- mNoise.erodeThermal( &mTerrainHeights, &mNoiseData, 45.0f, 0.5f, 12, size, tblock->getSquareSize(), maxHeight );
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+ for (i = 0; i < sel->size(); i++)
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+ {
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+ mTerrainHeights[((*sel)[i].mGridPoint.gridPos.x - mSelectionOrigin.x) + (((*sel)[i].mGridPoint.gridPos.y - mSelectionOrigin.y) << shift)] = (*sel)[i].mHeight;
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+ }
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- //mNoise.erodeHydraulic(&mTerrainHeights, &mNoiseData, 1, tblock->getBlockSize());
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+ mNoise.setSeed(Sim::getCurrentTime());
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+ //mNoise.fBm(&mNoiseData, mNoiseSize, 12, 1.0f, 5.0f);
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+ //generate noise based on terrain hieghts
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+ mNoise.rigidMultiFractal( &mNoiseData, &mTerrainHeights, mNoiseSize, 12, 1.0f, 5.0f );
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+ //erode the noise
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+ mNoise.erodeThermal(&mNoiseData, &mTerrainHeights, 45.0f, 0.5f, 12, mNoiseSize, 1, maxHeight);
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- F32 heightDiff = 0;
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+ mNoise.getMinMax(&mTerrainHeights, &mMinMaxNoise.x, &mMinMaxNoise.y, mNoiseSize);
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+ mScale = (mMinMaxNoise.x - mMinMaxNoise.y) / maxHeight;
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- for (U32 i = 0; i < sel->size(); i++)
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+ if (selChanged)
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+ {
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+ F32 heightDiff = 0;
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+ for (i = 0; i < sel->size(); i++)
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{
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+ if (!isValid((*sel)[i]))
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+ continue;
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+
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mTerrainEditor->getUndoSel()->add((*sel)[i]);
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const Point2I& gridPos = (*sel)[i].mGridPoint.gridPos;
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@@ -794,15 +808,22 @@ void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, boo
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// erosion height to properly apply the
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// softness and pressure settings of the brush
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// for this selection.
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- heightDiff = (*sel)[i].mHeight - mNoiseData[gridPos.x + (gridPos.y << shift)];
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+ heightDiff = ((*sel)[i].mHeight - mTerrainHeights[(gridPos.x - mSelectionOrigin.x) + ((gridPos.y-mSelectionOrigin.y) << shift)]) * mScale;
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- (*sel)[i].mHeight -= (heightDiff * (*sel)[i].mWeight) / maxHeight;
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+ (*sel)[i].mHeight += heightDiff * (*sel)[i].mWeight * mTerrainEditor->getBrushPressure();
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+
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+ if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight)
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+ (*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight;
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+
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+ if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight)
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+ (*sel)[i].mHeight = mTerrainEditor->mTileMinHeight;
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mTerrainEditor->setGridInfo((*sel)[i]);
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}
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- mTerrainEditor->gridUpdateComplete();
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+ mTerrainEditor->scheduleGridUpdate();
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}
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+
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}
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void HydraulicErosionAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)
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@@ -826,7 +847,7 @@ void HydraulicErosionAction::process(Selection* sel, const Gui3DMouseEvent&, boo
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for (U32 y = 0; y < size; y++)
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{
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height = fixedToFloat(tblock->getHeight(Point2I(x, y)));
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- mTerrainHeights[x + (y << 8)] = height * mNoiseData[x + (y << 8)];
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+ mTerrainHeights[x + (y << shift)] = height * mNoiseData[x + (y << shift)];
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if (height > maxHeight)
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maxHeight = height;
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